D6 Conversion The Unknown Regions PDF

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A

Alien Spe
ecies hoowever, the e other attrributes are permanenttly
re
educed.
A
Anzat Sttealthy: Beca ause they m must secretly hunt sentien nt
beeings, Anzatti have grow wn adept at maintainin ng
th
heir stealth and
a secrecy. This is reflec cted in a +1D
boonus to theirr hide and snneak skills.
Loow-Light Vision:
Vi Poorr lighting penalties
p arre
re
educed by 2D D.
Loong-Lived: Anzati
A are p practically im
mmortal, an nd
ca
an live for eoons as long aas they feed regularly.
r
Move:
M 10/12
Siize: 1.6-1.8 meters
m tall
Soource: Ultim mate Alien A Anthology (p pages 13-144),
Thhe Unknown n Regions (pages 10-11)

Chadra-Fan

Home Planett: Anzat


H
A
Attribute Dicce: 12D
D
DEXTERITY 2
2D/4D
K
KNOWLEDGE E 2D/4D+1
M
MECHANICA AL 2D/4D
P
PERCEPTION N 1D/3D
S
STRENGTH 3
3D/4D+2
T
TECHNICAL 2D/4D
S
Special Abiliities:
P
Presence Sennse: The Anzzati's acute senses enab ble
thhem to sen nse a perso on's Luck. When rolling
search: track king to find a living crea ature, an Anzzat
g
gains a bonu us equal to 1D per Forc ce Point pluss 1
p per Chara
pip acter Point th he quarry po ossesses. If the
taarget is Forcce Sensitive, this bonus is increased by
+ pip per full die off Force Skillls the quarrry
+1
p
possesses. Home
H Planet: Chad
M
Mesmerize: A a standa
As ard action, an Anzat can Atttribute Dice e: 12D
m
make a persu uasion roll against
a the willpower
w off a DEXTERITY 2D/4D2
taarget within n 10 meterss. If the mind m attack is KNNOWLEDGE E 1D/3D
successful, th he target ca an take no actions in the MECHANICAL
M L 2D+1/4D+ +1
n
next round. If the attack fails, the target is immune PEERCEPTION N 2D/5D
too this effect for 24 hours.. STTRENGTH 1D/2D+1
S
Soup Drinkiing: A suc ccessful bra awling atta ack TEECHNICAL 2D/4D
2
a
against a graappled, stun nned or help pless creatuure Sppecial Abilitties:
a
allows the An nzat to inserrt his probosscises into the Siight: The Cha adra-Fan havve the abilityy to see in th
he
c
creature’s b
brain and drain its “soup”. The in
nfrared and ultraviolet rranges, allow wing them to t
p
proboscises do STR stun n damage, and once the se
ee in all cond ditions short of absolute darkness.
v
victim nned it remaiins helpless until the Anzzat
is stun Smmell: The Chadra-Fan
C h
have extrem mely sensitivve
stops feedin ng or dies. Each roun nd of feeding sm
melling whic ch gives theem a +2D bonus
b to theeir
subtracts 1 pipp from all of m’s attributes. If
o the victim earch skill.
se
itts Strength iss reduced to o zero, the victim
v dies. By Sttory Factors:
d
draining 2D from a victim m, the Anza at can recovver Tiinkerers: Anyy mechanica al device leftt within reacch
o Wound Level.
one L If the target survivves the feeding off a Chadrra-Fan has the pote ential to be b
a
attempt, he will regain his full Strength an nd diisassembled d and then re econstructedd. However, it
D
Dexterity atttributes afteer resting for 8 hou urs, is not likely th
hat the reconnstructed device will havve
the same function as the original. Most droids will Special Abilities:
develop a pathological fear of Chadra-Fan. Natural Armor: Krevaaki possess an exoskeleton
Move: 5/7 which provides a +1 pip bonus to any Strength
Size: 1 meter tall rolls made to resist damage.
Source: Ultimate Alien Anthology (pages 31-32), Stoic: The face of a Krevaaki is composed of a
Alien Anthology (page 62), Galaxy Guide 4: Alien series of shifting, chitinous plates with a limited
Races (pages 27-28), Legacy Era Campaign Guide range of expression. During face-to-face
(page 211), The Unknown Regions (pages 11-12) communication, it is difficult (if not impossible) for
anyone who is not a Krevaaki to read their facial
Ishi Tib expressions. Krevaaki gain a +2 pip bonus when
Home Planet: Tibrin attempting to make con, intimidation, or
Attribute Dice: 12D persuasion skill rolls against non-Krevaaki.
DEXTERITY Tentacles: Krevaaki use their tentacles in the same
1D+1/3D+1 was as bipeds use their arms and legs. Krevaaki
KNOWLEDGE 2D/4D receive a +2 pip bonus on all climbing/jumping
MECHANICAL 1D/3D skill checks that involve climbing, and a further +2
PERCEPTION 1D+2/4D pip bonus to brawling skill checks made when
STRENGTH 2D/4D grappling an opponent. On the flip side, the tips of
TECHNICAL 2D/4D+2 their tentacles lack the dexterity of a humanoid
Special Abilities: finger, and Krevaaki suffer a -1D penalty on rolls
Beak: The beak of the made to perform intricate work or manipulate
Ishi Tib does Strength small objects.
+2D damage. Story Factors:
Planners: The Ishi Tib are natural planners and Xenophobic: Because Krevaaki are considered a
organizers. At the time of character creation only, bizarre species by most bipeds, they prefer to
they may receive 2D for every 1D of beginning skill conceal their tentacled lower bodies.
dice placed in bureaucracy, business, law Move: 10/12
enforcement, scholar or tatics skills ( Ishi Tib still Size: 2 meters
have the limit of being able to place only 2D of Source: Ultimate Alien Anthology (pages 91-92),
beginning skill dice in a skill).Immersion: The Ishi Power of the Jedi Sourcebook (page 68), Jedi
Tib must fully immerse themselves (for 10 rounds) Academy Training Manual (page 111), The
in a brine solution similar to teh oceans of Tibrin Unkown Regions (pages 12-13)
after spending 30 hours out of the water. If they fail
to do this, they suffer 1D damage (cumulative) for Nikto
every hour over 30 that they stay out of the water
(roll for damage once per hour, starting at hour
31).
Move: 9/11
Size: 1.7-1.9 meters
Source: Ultimate Alien
Anthology (pages 77-78),
Galaxy Guide 4: Alien
Races (pages 54-55), The
Unkown Regions (page 12)

Krevaaki Home Planet: Kintan


Home Planet: Krevas Attribute Dice: 12D
Attribute Dice: 12D DEXTERITY 2D/4D+2
DEXTERITY 2D/4D KNOWLEDGE 2D/3D
KNOWLEDGE 1D/4D+1 MECHANICAL 1D/3D
MECHANICAL 1D/4D PERCEPTION 1D/3D+2
PERCEPTION 1D/3D+2 STRENGTH 2D/4D+1
STRENGTH 2D/4D TECHNICAL 2D/3D
TECHNICAL 1D/4D Special Abilities:
Esral’sa’Nikto Fins: These Nikto can withstand Sluissi
great extremes in temperature for long periods. Home Planet: Sluis Van
Their advanced hearing gives them a +1 bonus to Attribute Dice: 13D
search and Perception rolls relating to hearing. DEXTERITY 1D/2D
Kadas’sa’Nikto Claws: Their claws add +1D to KNOWLEDGE 1D/3D+1
climbing and do STR+2 damage. MECHANICAL 2D/3D
Kajain’sa’Nikto Stamina: These Nikto have great PERCEPTION 1D+1/3D+2
stamina in desert environments. They receive a STRENGTH 1D+2/3D+2
+1D bonus to both survival: desert and stamina TECHNICAL 2D/5D
rolls.
Vision: Nikto have a natural eye-shielding of a
transparent keratin-like substance. They suffer no
adverse effects from sandstorms or similar
conditions, nor does their vision blur underwater.
Move: 10/12
Size: 1.6-1.9 meters Special Abilities:
Source: Galaxy Guide 12 – Aliens: Enemies and Technical Aptitude: Sluissi receive an extra 4D
Allies (pages 60-63), Ultimate Alien Anthology beginning skill dice, all of which must be placed in
(pages 108-111), Gamer Magazine Issue 6 (pages Technical. They may place up to 4D in beginning
88-91), The Unknown Regions (pages 13-14) Technical skills. Unfortunately, whenever a Sluissi
uses a Technical skill, the action always takes
Shistavanen twice as long as for other species.
Story Factors:
Relaxed: Sluissi, in general, are a very calm bunch.
Nothing excites them. Their patience and
seemingly inability to get genuinely upset or
excited sometimes infuriates other species.
Move: 8/10
Size: 1.5-1.8 meters
Source: Ultimate Alien Anthology (pages 146-147),
Alien Anthology (page 99), The Thrawn Trilogy
Sourcebook (page 149), Dark Force Rising
Sourcebook (pages 96-97), The Unknown Regions
(pages 14-15)

Squib
Home Planet: Squab
Home Planet: Uvena Prime Attribute Dice: 12D
Attribute Dice: 12D DEXTERITY 2D+2/4D+2
DEXTERITY 1D/5D KNOWLEDGE 1D/3D
KNOWLEDGE 1D/4D MECHANICAL 2D/4D
MECHANICAL 1D/4D PERCEPTION 2D/4D
PERCEPTION 1D/5D STRENGTH 1D/3D
STRENGTH 1D/4D TECHNICAL 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Claws: Do STR+2 damage.
Night Vision: Shistavanens have excellent night
vision and can see in darkness with no penalty. Story Factors:
Move: 10/13 Haggling: Squibs are born
Size: 1.3-1.9 meters to haggle, and, once they get started, there is no
Source: Alien Encounters (page 141), Ultimate stopping them. They get a +2D bonus to bargain
Alien Anthology (page 141), Alien Anthology (pages rolls. The surest way to lure a Squib into a trap is to
97-98), The Unknown Regions (page 14) give it the chance to make a deal.
Move: 8/10
Size: 1 meter tall
Source: Ultimate Alien Anthology (pages 150-151),
Alien Anthology (pages 103-104), Galaxy Guide 4:
Alien Races (pages 83-84), The Unknown Regions
(pages 15-16)

Verpine
Home Planet: Roche
Asteroid Field
Attribute Dice: 12D
DEXTERITY 1D+1/3D
KNOWLEDGE 1D+1/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 1D+1/4D
STRENGTH 1D+1/3D
TECHNICAL 2D/5D
Special Abilities: Skill Bonuses: At the time of character creation
Microscopic Sight: +1D to only, Chiss characters gain 2D for every one die
search for small objects they assign to the tactics, command, and scholar:
Body Armor: The Verpine’s art skills.
natural chitinous plate Tactics: Chiss characters receive a permanent +1D
armor gives them a +1D bonus to all tactics skill rolls.
bonus against physical attacks. Move: 10/12
Organic Telecommunication: Because Verpine can Size: 1.6 to 2.1 meters tall.
send and receive radio waves through their Source: Ultimate Alien Anthology (pages 36-38),
antenna, they have the ability to communicate with Alien Anthology (pages 64-65), The Force
other members of their species with specially- Unleashed Campaign Guide (page 192), Legacy
tuned comlinks. The range is very limited when Era Campaign Guide (pages 11-12), The Unknown
they are activating individually (1 km) but greatly Regions (pages 124-126)
increases when in the hive.
Technical Bonus: All Verpine receive a +2D bonus Ebruchi
when using their Technical skills.
Move: 10/13
Size: 1.9 meters
Source: Ultimate Alien Anthology (pages 176-177),
Alien Anthology (pages 111-112), Galaxy Guide 4:
Alien Races (pages 91-93), The Thrawn Trilogy
Sourcebook (pages 151-152), Dark Force Rising
Sourcebook (pages 97-98), The Unknown Regions
(page 16)

Chiss
Home Planet: Csilla
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D Home Planet: Unknown
MECHANICAL 2D/4D Attribute Dice: 12D
PERCEPTION 2D/4D DEXTERITY 1D+2/3D+2
STRENGTH 2D/4D KNOWLEDGE 1D+2/3D+2
TECHNICAL 2D/4D MECHANICAL 2D/4D+2
Special Abilities: PERCEPTION 1D+2/3D
Low-Light Vision: Low-lighting penalties are STRENGTH 3D/5D
reduced by 2D. TECHNICAL 2D/4D+2
Special Abilities: Multiple Limbs: A Killik has four limbs that can be
Headstrong: Ebruchi are headstrong and stubborn. used as arms and hands, allowing two manual
As such, they receive a +1D bonus to all willpower Dexterity actions before applying multiple action
skill checks. penalties.
Unsettling: Most species find Ebruchi physical traits Natural Armor: The Killik’s chitinous exoskeleton
and habits unsettling. Once per encounter, when provides +2 to resist damage from physical attacks
an Ebruchi makes a successful intimidation roll only. It gives no bonus to energy attacks.
against a target, this opponent suffers a -1 penalty Claws: The Killik’s limbs end in three-fingered
to all actions until the end of the encounter. This is claws that do STR+1D damage.
a mind-affecting effect. Hives: The attributes above are considered to be
Story Factors: average for a Killik. However, different hives have
Agoraphobic: Having spent generations in space, vastly different characteristics. Below are a few
all Ebruchi suffer from a mild case of agoraphobia, examples, with stats modifications:
or fear of wide-open spaces on planetary surfaces. Aebea - DEXTERITY 3D/5D, STRENGTH 1D/3D,
Nomadic: Having no homeworld of their own, the +1D to dodge rolls while flying, Move: 12/15
Ebruchi have become a race of nomadic, bullying (flying), Size: 1 meter
pirates. Gorog - DEXTERITY 4D/6D, STRENGTH 0D/1D,
Move: 10/12 Bluish in color, Poisonous bite: Inflicts STR damage
Size: 1.6 to 2.2 meters and can inject acidic brown poison that can inflict
Source: The Unknown Regions (pages 127-129) an additional +2D damage, Poisonous spit: Can
spit globs of acidic brown poison that can inflict 2D
Killik damage upon successful contact with skin.
Home Planet: Jooj - If two dozen can latch onto a target, they
Alderaan (formerly) can crawl under armor and pierce the skin with
Attribute Dice: 12D hooked mandibles, draining blood every second,
DEXTERITY 2D/4D each round they’re latched on, they inflict 1D
KNOWLEDGE 1D+2/3D+2 damage. For every additional two dozen latched
MECHANICAL 1D+2/3D+2 onto a target, the damage increases by +1D. Move:
PERCEPTION 2D/4D+1 12/14, Size: 3 centimeters
STRENGTH 2D+2/4D+1 Kolosolok - Scale: Walker, DEXTERITY 1D/3D,
TECHNICAL 1D+1/3D+1 STRENGTH 2D/10D (depends on size, larger =
Special Abilities: higher Die), Body armor protection increases up to
Joiners: A Killik can turn +5D depending on size, Move: 6/8, Size: 50 meters
a helpless unconscious long, 10 meters tall
target into a Joiner. The Mollom - +2D bonus to all burrowing rolls.
process takes 1 minute Qeeq - DEXTERITY 4D/6D, STRENGTH 0D/2D,
and exposes the +2D to dodge rolls while flying, Move: 15/20
target to mind-altering (flying), Size: less than 1 meter,
pheromones. Once the Rekker - +2D bonus to climbing/jumping rolls
target becomes a Joiner, its attitude shifts to when jumping only, Size: 3 meters
friendly to the Killik and its allies, and the target Taat - TECHNICAL 3D/5D, Receive +1D to all first
gains a +10 bonus to willpower rolls against aid rolls.
attempts to use persuasion to alter its perceptions Wuluw - Can greatly increase range of hive mind
of its new Killik friends. A target transformed into a telepathy.
Joiner can attempt a Very Difficult willpower roll Move: 10/12
once per day to remove the effect and return to its Size: 1.6 to 2.2 meters
original attitude. This is a mind-affecting effect. Source: The Unknown Regions (pages 130-133)
Low-Light Vision: Low-lighting penalties are
reduced by 2D. Lugubraa
Hive Mind: Killiks share a hive mind and use their Home Planet: Stratos Distribution
antennae to communicate by telepathy with other Attribute Dice: 10D
members of their species. A Killik within 1 DEXTERITY 1D+1/3D+1
kilometer of another Killik can communicate with KNOWLEDGE 1D/2D
it via telepathy. MECHANICAL 1D/2D+1
PERCEPTION 1D/2D+1 Rakata
STRENGTH 3D/4D+2
TECHNICAL 1D/1D+1

Special Abilities:
Barbed Tentacles: Do STR+1D damage and Home Planet: Rakata Prime
provide a +1D climbing bonus. Attribute Dice: 12D
Teeth: Do STR+2 damage. DEXTERITY 2D/4D
Darkvision: Although Lugubraa have no eyes, their KNOWLEDGE 2D/4D
echolocation and heat detection abilities grant MECHANICAL 2D/4D+1
them the equivalent of normal monochromatic PERCEPTION 1D+1/3D+2
sight, ignoring penalties due to poor lighting or STRENGTH 1D+2/3D+2
smoke concealment. TECHNICAL 2D+1/4D+2
Lockbite: The combination of tiny suction cups on Special Abilities:
the end of the Lugubraa’s limbs and their teeth- Force Blind: For reasons unknown, they have lost
ringed mouths give the Lugubraa a +1D bonus to their connection to the Force. Rakata characters
all brawling rolls when attempting to grapple an can’t be Force Sensitive, though they can still gain
opponent. If the roll is successful, the Lugubraa Dark Side Points and be affected by Force Powers.
automatically latches onto the target with its teeth, Rage: Once per day, a Rakata can fly into a rage,
increasing the Strength difficulty required to break gaining a +1D bonus to melee attacks and
the grapple and pry the Lugubraa loose by one damage, but cannot use skills that require patience
level. and concentration. A fit of rage lasts for a number
Lugubraa Learning: Those rare Lugubraa who of rounds equal to 5+ the character’s number of
survive past 50 years of age undergo a second full Strength dice. At the end of its rage, the
cognitive kick-start, gaining an extra 1D to their character is tired, suffering a -1 penalty to all
Knowledge, Mechanical, Perception and Technical actions until he rests for at least 10 minutes.
attributes. Move: 10/12
Airless Survival: Lugubraas are capable of surviving Size: 2 meters tall on average
near-indefinitely in vacuum or in thin and toxic Source: Knights of the Old Republic Campaign
atmospheres. Guide (pages 17-18), The Unknown Regions
Story Factors: (pages 140-142)
Potential Parasites: Appetite drives the Lugubraa.
Without proper countermeasures, a small group of Rhandite
Lugubraa could grow into a ravenous plague Home Planet: Nihil Retreat
capable of consuming all organic matter off the Attribute Dice: 12D
surface of a planet before starving while trying to DEXTERITY 1D/3D
draw nutrients from minerals – a slow and KNOWLEDGE 3D/5D
inefficient process. MECHANICAL 2D+1/4D
Move: 10/12 PERCEPTION 2D+2/4D+2
Size: 1.5 meters STRENGTH 1D/3D
Source: The Unknown Regions (pages 134-136) TECHNICAL 3D/5D+1
Special Abilities: Enhanced Senses (Smell): Ssi-ruuk have a highly
Force Sensitive: All developed olfactory senses, they receive +1D to
Sorcerers of Rhand are search rolls if the search attempt is scent-based
Force-sensitive. (maximum range of 20 meters). In addition Ssi-
Twisted: Each Sorcerer ruuk can tell by scent if a human is lying: if the Ssi-
gains from one to three ruu makes a moderate alien species: human roll
special abilities unique (the Ssi-ruu must have the specialization), increase
to his or her relationship the interrogation subject’s willpower difficulties by
with the Dark. Create one difficulty level if the Ssi-ruu is actively seeking
these abilities, or select duplicity.
one or more from Poor Vision: Ssi-ruuk have poor vision compared to
existing creatures. humans. They suffer a -1D penalty for actions
Story Factors: involving vision at a range of greater than 50
Repulsive Appearance: meters. (This penalty does not apply for starship or
The Rhandites’ repulsive vehicle weapons which have a fire control
physical appearances modifier and similar cases where computers or
allow them to reroll sensors negate the limitations of their vision.)
intimidation checks and take the better result. Natural Body Armor: The thick hide and scales of
They also gain a +2D bonus to resist other people’s the Ssi-ruuk provides +2D against physical and
persuasion attempts. +1D against energy attacks.
Move: 10/12 Force Blindness: The Ssi-ruuk are incapable of
Size: 1.8 meters sensing or using the Force. Ssi-ruuk may not be
Source: The Unknown Regions (pages 143-145) Force-sensitive, although they may earn, possess
and use Force Point and Character Points.
Ssi-ruu Story Factors:
Ssi-ruuvi Religion: Ssi-ruuvi religion states that if a
Ssi-ruu dies away from a properly consecrated
world, that Ssi-ruu’s spirit is doomed to wander the
galaxy without rest. Consequently, Ssi-ruuk tend to
avoid open conflict away from their own planets,
preferring to have droids and P’w’ecks do their
fighting for them, while they monitor the battle
from a distance. If confronted on an
unconsecrated world, they are very likely to flee
from battle.
Move: 11/14
Size: 1.9-2.2 meters
Source: Alien Encounters (pages 145-146), The
Truce at Bakura Sourcebook (pages 83-84),
Ultimate Alien Anthology (pages 151-153), Alien
Anthology (pages 104-105), The Unknown Regions
(pages 146-148)

Home Planet: Lwhekk Tof


Attribute Dice: 12D Home Planet: Tof
DEXTERITY 2D/5D Attribute Dice: 12D
KNOWLEDGE 1D+1/4D DEXTERITY 1D+1/3D+1
MECHANICAL 1D/3D+2 KNOWLEDGE 1D+2/3D+2
PERCEPTION 1D/3D+1 MECHANICAL 1D+2/3D+2
STRENGTH 3D/5D PERCEPTION 2D/4D+1
TECHNICAL 1D+2/3D+2 STRENGTH 2D+1/4D+2
Special Abilities: TECHNICAL 2D/4D
Tail: Does STR+1D damage. Special Abilities:
Claws: Do STR+2D damage.
reroll a failed intimidation attempt and take the
better result.
Bioknowledge: Because of the numerous species
they have invaded and conquered, Vagaari receive
a +1D bonus to the following skills: first aid, (A)
medicine, scholar: biology and alien species.
Story Factors:
Nomads: The Vagaari are a nomadic race of
ruthless conquerors.
Move: 10/12
Size: 1.6-1.7 meters
Source: The Unknown Regions (pages 152-154)

Altiri
Home Planet: Altiria/Anarris
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 3D/4D
Aggressive Combatanst: Tofs are aggressive and
MECHANICAL 2D/4D
wild combatants. During character creation, Tof
PERCEPTION 2D/4D
characters get an extra 1D to a single attack skills
STRENGTH 2D/4D
(i.e. blaster, melee combat, brawling).
TECHNICAL 2D/4D
Fearless: Tofs are fearless on the battlefield. They
Special Abilities:
receive a +2D bonus to willpower rolls to resist
Visually Striking: Altiri have a visually surprising or
fear, intimidation or affect mind attempts.
stunning appearance. They receive a +1D bonus to
Heavy Drinkers: Alcoholic beverages have a
all persuasion rolls made against Humans or other
peculiar effect on Tofs. A drunken Tof receives a
near-Humans.
+1D bonus to his Knowledge, Perception, and
Versatile: Altiri are versatile and accomplished at
Strength attributes while suffering a -1D penalty to
many tasks. During character creation, they get an
their Dexterity attribute and a reduction in their
extra 1D to spend on skills.
Move by 2. All associated skills are similarly
Story Factors:
affected.
Anarrian hatred: The Altiri have a long-standing
Move: 10/12
grudge against the Anarrians as a result of
Size: 2.0 to 2.5 meters
numerous wars that have occurred throughout the
Source: The Unknown Regions (pages 149-151)
millennia.
Move: 10/12
Vagaari
Size: 1.7 meters
Home Planet: Vagar Praxut
Source: The Unknown Regions (page 163)
Attribute Dice: 12D
DEXTERITY 2D/4D
Anarrian
KNOWLEDGE 2D/3D+2
Home Planet: Altiria/Anarris
MECHANICAL 2D/4D
Attribute Dice: 12D
PERCEPTION 2D/3D+2
DEXTERITY 2D/4D
STRENGTH 2D+2/4D+1
KNOWLEDGE 2D/4D
TECHNICAL 2D/4D
MECHANICAL 2D/4D
Special Abilities:
PERCEPTION 2D/4D
Deceivers: Vagaari are
STRENGTH 3D/4D
accomplished actors and
TECHNICAL 2D/4D
deceivers, gaining a +1D to
Special Abilities:
all con rolls.
Strength Surge: Once per encounter, an Anarrian
Frightening Visage: Vagaari
can briefly enhance their strength, adding +1D to
characters start with a free
any Strength-based skill or to a melee or brawling
1D in intimidation. When
damage.
wearing traditional masks
Story Factors:
and garments, they can
Altiri hatred: The Anarrians have a long-standing Special Abilities:
grudge against the Altiri as a result of numerous Persistent: O’reenians are tireless and get a +2D
wars that have occurred throughout the millennia. bonus to stamina rolls.
Move: 10/12 Story Factors:
Size: 1.8 meters Military Society: O’reenians have a militaristic
Source: The Unknown Regions (page 163) outlook to their society similar to that of the Chiss.
As such, all O’reenians have at least one military-
O’reenian based skill.
Home Planet: O'reen Move: 10/12
Attribute Dice: 12D Size: 1.6 to 1.8 meters
DEXTERITY 2D/4D Source: The Unknown Regions (page 163)
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 3D/4D+1
STRENGTH 2D/4D
TECHNICAL 2D/4D
W
Weapons
s Electropole

B
Blastsword

Model:
M Otoh Gunga
G Defen nse League Electropole
E
Tyype: Melee weapon
w
Sccale: Charac cter
Coost: 1,500
Avvailability: 3,
3 R
Model: Adum
M mari Blastswoord
Difficulty: Mo oderate
T
Type: Blasterr blade
Damage: STR R+1D+1 (stu un or killing)
S
Scale: Character
Game Notess: This staff can deliver botth
S
Skill: Melee combat:
c blasstsword
blludgeoning (lethal)
( and electrical (sstun) damag ge
C
Cost: 600
att the wielderr's whim. Before damage e is rolled, th
he
A
Availability: 3, R
wielder
w must decide wha at percentag ge of stun an nd
D
Difficulty: Mooderate
re
eal damage he h will inflictt on the targe
et.
D
Damage: STRR+2D (max: 4D+1), pluss 4D energy
Soource: Secre ets of Nabooo (page 49), The
T Unknow wn
G
Game Notes:: Upon contaact with a target, the blade
Reegions (page e 36)
d
discharges a standard blaster
b bolt, dealing exttra
d
damage.
Su
urvival Knife
S
Source: Heroo’s Guide (ppage 122), The
T Unknow wn
Model:
M Explorrer’s knife
R
Regions (pagge 36)
Tyype: Melee weapon
w
cale: Charac
Sc cter
H
Hand-Held Contact Sttunner
kill: Melee combat:
Sk c knife
e
Model: SoroS
M Suub CS-12 Stun
S Master
Coost: 100
T
Type: Contac ct stunner
Avvailability: 1
S
Scale: Character
Difficulty: Very Easy
S
Skill: Melee combat:
c con
ntact stunnerr
Damage: STR R+1D (maxim mum: 6D)
A
Ammo: 5
Game Notes:: With a buiilt-in digital compass, th he
C
Cost: 575 (po ower cells: 15)
ha
andle is holllowed out to allow sto orage of very
A
Availability: 2, R
sm
mall items, such
s as a fiire rod, a sh
hort length of
o
D
Difficulty: Veery Easy
biinding wire, or an energyy cell.
D
Damage: 4D+ +2 stun
ource: The Unknown
So U Re
egions (pagee 36)
G
Game Notes:: Small 15 cmm long, 5 cmm wide cylind der
w
with a flat disc
d with 13 contact stu uds protruding
Vibro-Saw
V
frrom the forw ward end. Ea asy difficultyy to hide (+2
2D
Model:
M Gre
eel Wood Logging Corporatio
on
too hide agaiinst weapon n detectors, +1D again nst
TrreeFelling Viibroblade
p
physical searrches).
Tyype: Vibro-sa aw
S
Source: Gun ndark’s Fanntastic Tech hnology (pa age
Sccale: Characcter
10), Operatiion: Elrood (page 86), Arms an nd
Skkill: Melee combat
c
E
Equipment Guide (page 31), Th he Unknow wn
Coost: 400
R
Regions (pagge 36)
Availability: 1, R Crossbows will not set off weapons detectors, and
Difficulty: 15 can be fired silently.
Damage: STR+2D+1 Source: Adventure Journal 15 (page 191), The
Source: Gundark’s Fantastic Technology (pages Unknown Regions (page 37)
14-15), The Unknown Regions (page 36)
Heavy Slugthrower Pistol
Yctor Arms Black Powder Pistol Model: Heavy Slugthrower Pistol
Model: Yctor Arms Black Powder Pistol Type: Heavy slug-thrower
Type: Black powder pistol Scale: Character
Skill: Archaic guns: black powder pistol Skill: Firearms: pistol
Ammo: 1 Ammo: 8
Cost: 200 Cost: 400 (ammo 15)
Availability: 4 Availability: 2, R
Range: 3-10/25 Range: 1-5/15/30
Damage: 3D Damage: 4D+2
Source: Gundark’s Fantastic Technology (page Game Notes: When firing more than one shot per
20), Arms and Equipment Guide (page 23), The round, each extra shot suffers a cumulative -1D
Unknown Regions (page 37) attack penalty.
Source: The Unknown Regions (page 38)
W-90 Concussion Rifle
Magna Caster

Model: BlasTech W-90 Concussion Rifle


Type: Blaster rifle
Scale: Character
Skill: Concussion weapons: rifle
Ammo: 25
Model: Frohad’s Galactic Firearms Magna Caster-
Cost: 1,000
100
Availability: 2, X
Type: Magnetically-enhanced missile weapon
Fire Rate: 1
Scale: Character
Range: 3-50/150/450
Skill: Missile weapons: magna caster
Damage: 5D
Ammo: 10
Game Notes: A successful attack knocks the target
Cost: 2,000, 150 (quarrel clip)
prone, whether it deals damage or not.
Availability: 3, F
Source: Gamer Magazine 6 (page 34), The
Body: 2D
Unknown Regions (page 37)
Fire Rate: 2
Range: 5-50/75/100
Tasari Crossbow Damage: 6D/5D/4D
Model: Tasari Crossbow Source: Galladinium’s Fantastic Technology
Type: Custom made projectile weapon (pages 75-76), Rules of Engagement – The Rebel
Scale: Character SpecForce Handbook (page 63), Arms and
Skill: Projectile weapons: crossbow Equipment Guide (page 26), The Unknown
Ammo: 1 Regions (page 38)
Cost: 300, 20 per 10 bolts
Availability: 3 Squib Tensor Rifle
Fire Rate: 1
Model: Amberlandrax Armaments Squib Tensor
Range: 10/20/40
Rifle
Damage: 3D
Type: Tractor beam weapon
Game Notes: Crossbows do only 1D damage to
Scale: Character
targets wearing Space Age body armor (such as
Skill: Tensor rifle
stormtrooper armor or blast vests). It takes 10
Ammo: 15, 50 with replaceable power generator
rounds (one minute) to reload a crossbow.
Cost: 15,000
Availability: 4, F, R or X
Verpine Shatter Gun

Range: 25-75/150/250
Damage: 4D Model: Verpine Shatter Gun
Game Notes: The tensor rifle does 3D damage for Type: Magnetic accelerator weapon
the first hit; subsequent hits to the same target Scale: Character
within 30 seconds cause increasing dame: 4D for Skill: Firearms: Verpine shatter gun
the second hit, 5D for the third, etc. Due to the Ammo: 100
great difficulty of targeting and handling this rather Cost: 30,000, 1,000 (ammo)
bizarre weapon, double the normal penalty for Availability: 4, F, R or X
multiple actions in a round (two action would be a Body: 1D
-2D penalty; three actions would be a -4D penalty, Range: 50-400/900/1.5 km
four actions would be a -6D penalty, etc.) Damage: 6D
Source: Galladinium’s Fantastic Technology Game Notes: If the shatter gun is jarred, dropped
(pages 89-90), Arms and Equipment Guide (pages or otherwise banged in any significant manner, roll
37-38), The Unknown Regions (page 39) damage against the weapon’s body.
Source: Galladinium’s Fantastic Technology
Targeting Blaster Rifle (pages 91-92), Arms and Equipment Guide (page
Type: Sporting blaster rifle 38), The Unknown Regions (page 39)
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 1,000
Availability: 2, F
Range: 3-30/100/300
Damage: 4D+1 (5D+1 if aiming for a full round)
Game Notes: Targeting blaster rifles can be easily
disassembled for carrying and storage.
Disassembling or reassembling the rifle requires an
entire round during which no other actions can be
taken.
Source: The Unknown Regions (page 39)
Equipment Fire Paste
Type: Fire starting fuel
Antidote Synthesizer Cost: 15
Type: Portable antidote manufacturing device Availability: 1
Cost: 2,500 Game Notes: Fire paste is highly flammable,
Availability: 2 igniting with a single spark and burning for 2D
Game Notes: Antidote synthesizers may be used minutes. The paste will ignite on any surface
when more advanced medical attention is not including ice or wet wood. If applied to a living
available. When given a sample of a toxin, the creature and ignited it deals 2D damage as long as
antidote synthesizer will analyze the sample and it burns. A single tube contains five applications.
produce 3 doses of an antidote within 1D rounds. Source: The Unknown Regions (page 40)
The antidotes grant a +1D bonus to any first aid
roll made to treat the venom or poison. Fire Rod
Source: The Unknown Regions (page 40) Type: Fire starting fuel
Cost: 25
Climbing Harness Availability: 1
Type: Mountaineering safety device Game Notes: A fire rod is a plastic tube containing
Cost: 45 two separate chambers. When the chambers are
Availability: 1 broken, the chemicals contained within mix and
Game Notes: When properly using a climbing begin a chemical reaction which will immediately
harness and synthrope, a character will fall only combust, burning for 3D minutes Adding additional
when failing a climbing/jumping roll by 10 or more. fuel, such as wood, will allow the fire to burn
Source: The Unknown Regions (page 40) longer.
Source: The Unknown Regions (page 40)
Givin Emergency Vacuum Seal
Hypoinjector Wristband
Type: Drug injection device
Cost: 350
Availability: 2
Game Notes: A hypoinjector wristband helps a
character from succumbing to the effects of
poisons or other harmful chemicals. The wristband
contains a small monitoring device which scans for
the presence of harmful chemicals, and stores up
to 8 doses of vaccines, antidotes, or other
medications. Once the presence of a harmful
Model: Galvronos Givin Interchanges, Limited EVS
chemical or pathogen is detected, the hypoinjector
BBS-909
automatically administers the necessary
Type: Emergency vacuum seal
medication (if it is already pre-loaded into the
Cost: 750 (up to 50 centimeters in diameter); 1,000
wristband). The character gets +2D to all Strength
(51-100 centimeters in diameter)
or stamina rolls to resist the effects. The power
Availability: 3
cells must be replaced after 5 days of continuous
Game Notes: Normal application requires a
use. Replacing the vials of medications or antidotes
Moderate Strength total (to fight the pull of the
requires 1 round for a single vial, or 4 rounds for
atmosphere rushing out into space) and a
the entire set.
Moderate Dexterity total (to reach and hit the
Source: The Unknown Regions (pages 40-41)
controls while the character is fighting not to get
pulled out into space). Seals come in different
Microlab
sizes ranging from 10 centimeters to 1 meter in
Type: Automatic analysis portable laboratory
diameter.
Cost: 1,800
Source: Galladinium’s Fantastic Technology (page
Availability: 2
66), The Unknown Regions (page 40)
Game Notes: A microlab is a handheld portable
laboratory for analyzing substances. A sample of
the substance is placed in a small tube that is then
slid into the microlab. A Moderate Knowledge roll tripod which can be set on a flat surface. The
(or relevant sciences skill) is necessary to signal can be altered to broadcast a warning or
complete the examination, and the results are then distress signal with a Moderate communications
displayed on the device's small screen. roll.
Source: The Unknown Regions (page 41) Source: The Unknown Regions (page 41)

Personal Multitool Repulsor Boots


Type: Multipurpose tool Type: Repulsorlift outfitted footgear
Cost: 100 Cost: 200
Availability: 1 Availability: 2
Game Notes: Multitools vary, but a standard Game Notes: When activated, a pair of repulsor
multitool carries a 5-cm vibroblade, a low-power boots allow a character to hover up to 0.5 meters
hydrospanner, a small hydrogrip, a toothpick, and above the ground, but limiting his speed to a
a miniature set of eating utensils. These tools are maximum Move of 3. The boots also grant a +3D
stored within the 6-cm handle and each fold out on bonus to all climbing/ jumping rolls.
a hinge. The multitool may grant a +1 to +1D Source: The Unknown Regions (page 41)
bonus to various tasks as determined by the
gamemaster. The vibroblade can be used as an Repulsor Hitch
impromptu weapon, dealing STR+2 damage. Type: Repulsorlift lifting device
Source: The Unknown Regions (page 41) Cost: 100
Availability: 1
Personal Translator Game Notes: A repulsor hitch may be attached to a
Type: Portable translating unit heavy load, making it easier to transport. The
Cost: 2,000 repulsor can lift items up to 200kg. Anything over
Availability: 2 200kg is not affected by the hitch.
Game Notes: The translator unit is small enough Source: The Unknown Regions (page 41)
that it can be worn around the neck or carried in a
pocket. The translator can be programmed with Riding Saddle
the language of the owner as well as three other Type: Beast riding accessory
languages, and has a languages skill of 4D. The Cost: 125
translator can translate only spoken language, and Availability: 1
does not interpret body language or sign language. Game Notes: A riding saddle is a support for the
Source: The Unknown Regions (page 41) comfort of the rider of an animal for which the
saddle is specifically designed. The cost of most
Plastent saddles is included with the purchase of a
Type: Temporary inflatable shelter unit domesticated animal intended to be ridden. Use of
Cost: 300 a riding saddle grants a +1 beast riding bonus.
Availability: 1 Source: The Unknown Regions (page 41)
Game Notes: The inflation unit can set up the
plastent within a few minutes. The lightweight War Saddle
shelter stands 2 meters tall, and can accommodate Type: Beast riding accessory
4 humanoids. In addition to protecting against Cost: 250
harsh weather conditions, the plastent can have Availability: 1
small pieces of equipment, such as a sensor array, Game Notes: The war saddle provides a sturdier
mounted onto it. platform for riding a creature. War saddles grant a
Source: The Unknown Regions (page 41) +1D bonus to beast riding rolls. They also allow a
rider to direct an animal with his or her knees and
Portable Beacon stay in the saddle.
Type: Broad range landing beacon Source: The Unknown Regions (page 42)
Cost: 1,500
Availability: 2
Game Notes: Broadcasts a signal easily detectable
by sensors within 10,000 km. The beacon has a
spike that may be driven into the ground, and a
Shipsuit Subsonic Field Emitter
Model: Ayelic/Krongbing Type: Field pest repellent
Textiles Shipsuit Cost: 120
Type: General purpose Availability: 1
shipsuit Game Notes: This device is primarily for the
Cost: 200 comfort of a character not wishing to be disturbed
Availability: 1 by vermin or insects while outdoors. The emitter
Game Notes: Multi- broadcasts a pulse attuned to the nervous system
pocketed coverall, of very small nonsentient creatures. Insects and
fireproof and electrically other such pests are unable to come within six
nonconductive. meters of the emitter.
Source: Gundark’s Source: The Unknown Regions (page 42)
Fantastic Technology
(page 76), Pirates & Water Extractor
Privateers (page 47), The Type: Water collection and purification device
Unknown Regions (page Cost: 400
42) Availability: 2
Game Notes: A water extractor is essentially a
Signal Wand canteen with a water-condensing and purifying
Type: Tight-beam transmission device cone at the orifice. The condensers will collect
Cost: 300 water from the air and purify it, providing drinkable
Availability: 2 water to a character. Atmospheres on various
Game Notes: The wand is a .25 meter long stick planets provide different results, though a user on
capable of orbital-range broadband comlink Tatooine will collect enough water to sustain a
communications. However, it can also transmit a human being for a full day within 16 hours.
tight-beam communication beyond an orbital Source: The Unknown Regions (page 42)
gravity well. If the wand is connected to a more
powerful energy source, it can reach interstellar
distances, however, given the precise focus of a
tightbeam transmission, the user must know
exactly where to direct the signal wand (Difficult
communications roll). The wand also features an
external red light for transmission of simple visual
codes.
Source: The Unknown Regions (page 42)

Sonar Mapper
Type: Echolocation mapping sensor
Cost: 400
Availability: 1
Game Notes: Though not as accurate as a typical
scanner, a sonar mapper is occasionally used as a
backup sensor device in situations where a sensor
pack would not work. By using echolocation, it is
able to map an area through frequent pulses that
are detected by a specialized sensor system. The
pulses are only accurate to a range of 100 meters.
The mapper also records up to 12 hours of
readings, making a good backup map if the user
becomes lost.
Source: The Unknown Regions (page 42)
Droids •Motion sensors (+2 bonus to search checks
against moving targets)
AS23 Aerial Survey Droid •Telescopic vision (the droid's visual sensors
include a long-range capability)
Type: Arakyd Industries AS23 Aerial Survey Droid
DEXTERITY 4D+2 Move: 16
Flying 6D+1 Size: 0.3 meters
KNOWLEDGE 3D Cost: 13,000 credits
Survival 6D Source: The Unknown Regions (pages 43-44)
MECHANICAL 1D
PERCEPTION 2D+1 F1 Exploration Droid
Search 5D
STRENGTH 1D+1
TECHNICAL 2D
Equipped With:
•Flying locomotion
•Automap
•Infrared sensors (ignores low-visibility penalties)
•Improved sensor package (+2D to search)
•Internal comlink
Spotter: When in flight, the AS23 can use its
observation skills to locate enemy targets and relay Type: Cybot Galactica F1 Exploration Droid
their locations back to its master to assist in DEXTERITY 2D
targeting for long-range and artillery weapons. Any KNOWLEDGE 1D
such attacks against spotted targets ignore all Survival 4D
concealment and gain a +2D attack bonus. MECHANICAL 2D
Move: 15 (flying) Communications 2D, sensors 5D
Size: Small PERCEPTION 1D
Cost: 23,500 credits Hide 2D, sneak 2D, search 3D
Source: The Unknown Regions (page 43) STRENGTH 1D
Lifting 2D
DSH-3 Probe Droid TECHNICAL 1D
Type: Arakyd Industries DSH-3 Probe Droid Security 2D
DEXTERITY 4D+1 Equipped With:
Dodge 5D •Four legs
KNOWLEDGE 2D+1 •Heavy grasper jaw designed for holding targets
Survival 6D without crushing damage
MECHANICAL 1D •Two photoreceptors (human range)
Sensors 3D •Auditory sensors (human range)
PERCEPTION 2D+2 •Olfactory sensors
Search 7D+1, sneak 8D •Motion sensor array (+1D to search for detecting
STRENGTH 1D movement, range 50 meters)
TECHNICAL 1D •Communications link to a base-ship computer
Equipped With: extending from the rear of the body
•Internal comlink •Binary vocoder
•Recording holo-unit (can record and play back up Move: 10
to 5 minutes of footage) Size: 1 meter
•Repulsorlift unit Cost: 2,750 credits
•Improved sensor package (+1D bonus to all Source: Cynabar’s Fantastic Technology – Droids,
search rolls) Galaxy Guide 8 – Scouts (page 44), The Unknown
•Infrared vision (the droid can see in the dark up Regions (page 44)
to 30 meters)
•Low-light vision (low-lighting penalties are
reduced by 2D)
M
MULE Droid
d
Type: Mecha
T anical Univerrsal Labor
E
Eliminating D
Droid, PackTa ack 41LT-R
D
DEXTERITY 1D
K
KNOWLEDGE E 1D
M
MECHANICA AL 3D
R
Repulsorlift
o
operation 4D+1
P
PERCEPTION N 3D
S
Search 3D+2 2
S
STRENGTH 6
6D
•PPhotorecepttor eye
L
Lifting 7D
•SStun blaster (5D damagee, 3-20/35/50))
T
TECHNICAL 2D
•MMedical probbe module
D
Droid program mming
•TThree fine manipulators
m
4 droid rep
4D, pair 5D
•SSensor packk
E
Equipped W
With:
Move:
M 12

•Heavy lifting
g claw
Siize: 1-meter diameter, 2 meters tall

•Large storag ge bay (2 cu ubic meters)) protected by
Coost: 17,000 (new),
( 8,000 (used)
+ armor
+1D
ource: Cyna
So abar’s Fantasstic Technollogy – Droid
ds,

•Repulsorlift, , max altitud
de one meterr
Addventure Journal
J 2 (pages 21 13-214), Thhe
S
Special Skillss:
Unknown Reg gions (page 4
46)
R
Repair Advicce: Although h the Mule cannot repair
ittself, it can advise anyyone attemp pting to fix it,
u
using the com mbined actio ons rules.
WED
W 20 Tre
eadwell Dro
oid
M
Move: 7 Tyype: Cybot Galactica
G WEED 20 Treadwwell Droid
S
Size: 1.5 metters DEXTERITY 2D 2
KNNOWLEDGE E 2D+2
C
Cost: 7,500 credits
Allien species 4D+2, plane etary system
ms 5D, survivval
E
Equipment: Often slung with addiitional storaage
4D
D
p
pods.
MECHANICAL
M L 1D
S
Source: Galaaxy Guide 8 – Scouts (page 45), Rulles
Coommunications 2D, senssors 3D
o Engageme
of ent – The Re ebel SpecForce Handbook
PEERCEPTION N 3D+2
(page 56), Th he Unknown n Regions (pa
age 45)
Se
earch 6D
ST
TRENGTH 1D+1
S
Scout Surve
ey Droid
TEECHNICAL 3D 3
Type: SoroSu
T uub Wandere er Scout Surv
rvey Droid
Eqquipped Wiith:
D
DEXTERITY 3
3D
•VVideo record der
B
Blaster: stun blaster 5D
•DDual-tread loocomotion
K
KNOWLEDGE E 0D
•22 manipulato or arms
M
MECHANICA AL 3D
•55 field researrch tool appe
endages
P
PERCEPTION N 1D
•VVocabulator
S
Search 5D
•IInternal commlink
S
STRENGTH 2
2D
•IInternal micrrolab
C
Climbing/jummping 4D
Move:
M 8
T
TECHNICAL 1D
Siize: 1.6 meteers
M
Medical disse
ection 6D
Coost: 8,300 crredits
E
Equipped W
With:
ource: The Unknown
So U Reegions (page
e 47)

•Eight mecha anical legs
V
Vehicles Maneuverabi
M ility: 3D
Move:
M 270; 7880 kmh
4 Roller Wheelbike
48 W Boody Strengtth: 1D+2
Laaser Cannon n
Fiire Arc: Frontt
kill: Vehicle blasters
Sk b
Fiire Control: 2D+1
2
Raange: 20-100 0/150/250
Da amage: 4D
Soource: The Unknown
U Re
egions (page
e 48)

All-Terrain
A R
Roller
Crraft: All-Terrrain Roller
ype: Off-road
Ty d quad bike
cale: Speede
Sc er
ength: 4 meters
Le
kill: Ground vehicle operation
Sk
Craft: Gallis-T
C Tech 48 Rolller Wheelbik ke Crrew: 1
T
Type: Surfacee scout vehiccle assengers: 1
Pa
S
Scale: Speed der argo Capaciity: None
Ca
L
Length: 2 me eters over: 1/4
Co
S
Skill: Ground d vehicle ope eration: whe
eelbike ost: 3,500 (n
Co new), 500 (ussed)
C
Crew: 1 Move:
M 45; 120
0 kmh
C
Crew Skill: Vehicle
V blaste
ers 4D, grounnd vehicle Boody Strengtth: 1D
o
operation 3D ource: Galax
So xy at War (pa
age 179)
C
Cargo Capaccity: 20 kiloggrams
C
Cover: 1/4 Compact Asssault Vehiccle
C
Cost: 8,000 (nnew), 1,500 (used) (civillian version)
M
Maneuverab bility: 1D
M
Move: 35; 10 kmh
B
Body Strength: 1D+2
W
Weapons:
R
Repeating Bllaster (milita
ary version)
F Arc: Fron
Fire nt
S
Scale: Charac cter
S
Skill: Vehicle blasters
F Control: 1D
Fire
R
Range: 3-50/1120/300
D
Damage: 6D
S
Source: Classsic Adventuures – Volumme Four (pa age
143), Adven nture Journ nal 6 (pag ge 208), The
U
Unknown Reegions (pagess 47-48)

Crraft: Nen-Ca
arvon CAVw PX-10
A
Aerosled
ype: Compa
Ty act assault ve
ehicle
Craft: Tangan
C n Industries Aerosled Ma ark III
cale: Speede
Sc er
T
Type: Airspee eder
ength: 5.1 meters
Le m
S
Scale: Speed der
kill: Ground vehicle operation: CAVw
Sk w PX-10
L
Length: 4.1 meters
m
Crrew: 1
S
Skill: Repulso orlift operation: Aerosled
d
Crrew Skill: Ground ve ehicle operration 4D+2,
C
Crew: 1
ve
ehicle blaste
ers 4D+1
C
Cargo Capaccity: 24 kilograms
argo Capaciity: 100 kilog
Ca grams
C
Cover: Full
over: Full
Co
A
Altitude Ran nge: Ground level-500 me eters
C
Cost: 22,000 (new), 12,000 0 (used)
Cost: Not available for sale (25,000 on the black Crew: 2, gunners: 1, skeleton: 1/+5
market) Passengers: 10
Maneuverability: 1D Cargo Capacity: 800 kilograms
Move: 90; 260 kmh Cover: Full
Body Strength: 3D+2 Cost: 120,000 (new), 30,000 (used)
Weapons: Maneuverability: 1D
Medium Blaster Cannon Move: 80; 240 kmh
Fire Arc: Turret Body Strength: 7D
Skill: Vehicle blasters Weapons:
Fire Control: 2D Medium Blaster Cannon
Range: 50-250/750/1.5 Km Fire Arc: Turret
Damage: 5D Crew: 1
Source: Imperial Sourcebook (pages 70-71), The Skill: Vehicle blasters
Unknown Regions (pages 48-49) Fire Control: 2D
Range: 50-250/750/1.5 Km
Groundcar Damage: 5D
Craft: Typical Groundcar Source: The Unknown Regions (page 50)
Type: Wheeled automobile
Scale: Speeder Mobile Recon/Research Vehicle
Length: 5 meters Craft: Hyrotii Corporation Mobile Recon/Research
Skill: Ground vehicle operation Vehicle
Crew: 1 Type: Mobile research center
Passengers: 4 Scale: Walker
Cargo Capacity: 300 kilograms Length: 20 meters
Cover: Full Skill: Repulsorlift operation: MR/RV
Cost: 4,000 (new), 1,000 (used) Crew: 5, gunners: 1
Maneuverability: 1D Crew Skill: Repulsorlift operation 4D, vehicle
Move: 55; 160 kmh blasters 3D+2
Body Strength: 2D+1 Passengers: 4
Source: The Unknown Regions (page 49) Cargo Capacity: 2 metric tons
Cover: Full
Land Crawler Altitude Range: Ground level-3 meters
Craft: Land Crawler Cost: 220,000 (new), 90,000 (used)
Type: Treaded land vehicle Maneuverability: 1D
Scale: Speeder Move: 70; 200 kmh
Length: 6.5 meters Body Strength: 4D
Skill: Ground vehicle: Landcrawler Weapons:
Crew: 1 Light Quad Blaster Cannon
Passengers: 6 Fire Arc: Turret
Cargo Capacity: 5 metric tons Crew: 1
Cover: Full Scale: Speeder
Cost: 7,500 (new), 3,000 (used) Skill: Vehicle blasters
Maneuverability: 0D Fire Control: 3D
Move: 30; 95 kmh Range: 30-200/500/1 Km
Body Strength: 3D+1 Damage: 5D
Source: The Unknown Regions (page 49) Carried Craft: 2 speeder bikes
Source: The Unknown Regions (page 50)
Landmaster
Craft: Jaffryes Universal Automotive ARK-II Series Ikas-Adno Nightfalcon
Landmaster Craft: Ikas-Adno 22-B Nightfalcon
Type: All-terrain amphibious wheeled vehicle Type: Speeder bike
Scale: Speeder Scale: Speeder
Length: 8.5 meters Length: 4.87 meters
Skill: Ground vehicle operation: ARK-II Skill: Repulsorlift operation: speeder bike
Weapons:
W
2 Medium Laser Cannon ns
nt/left/back, 1 front/right//back
Fiire Arc: 1 fron
Crrew: 1
kill: Vehicle blasters
Sk b
Fiire Control: 1D+2
1
Raange: 50-200 0/500/1 Km
Crew: 1
C Da amage: 3D+ +2
P
Passengers: 1 Soource: The DarkStyder Campaign (pages ( 75-76
6),
C
Cargo Capaccity: 4 kilogra
ams Thhe Unknown n Regions (page 51)
C
Cover: 1/4
A
Altitude Ran nge: Ground level-10 metters La
anding Sph
here
C
Cost: 6,250 (nnew), 1,000 (used) Crraft: Lorona ar Landing Spphere
M
Maneuverab bility: 3D+1 Tyype: Surface e to starship ttransport
M
Move: 160; 4000 kmh Sccale: Speede er
B
Body Strength: 1D+2 Leength: 6 meters
W
Weapons: Skkill: Repulsoorlift
L
Laser Canno on opperation: SkyyBlind
F Arc: Fron
Fire nt la
anding spherre
S
Skill: Vehicle blasters Crrew: 1
F Control: 2D
Fire Paassengers: 7
R
Range: 30-50//100/200 Coover: Full
D
Damage: 4D Caargo Capaciity: 5 metric tons; 2 cubic meters
S
Source: Ruleebook (page e 243), Wrettched Hives of Coonsumabless: 1 week
S
Scum and Villainy
V (page
e 74), d20 Core
C Rulebook Coost: 178,600 (new), 89,30 00 (used)
(page 200), Adventure
A J
Journal 2 (page 196), The Move:
M 225; 65
50 kmh
U
Unknown Re
egions (page 50) Maneuverabi
M ility: 0D
Boody Strengtth: 5D
N
New Repub
blic SRV-1 Shhields: 1D (sshields applyy only againsst sensors)
Seensors:
Paassive: 5/0D
Sccan: 10/1D
Seearch: 15/2D D
Foocus: 1/2D
Soource: Gala axy Guide 8 – Scouts (p page 38), Th he
Unknown Reg gions (page 558)

Wind
W Skiff
Crraft: Converrted Wind Sk kiff
Tyype: Wheele ed wind-pow wered craft
Craft: Aratec
C ch SRV-1
Sccale: Speede er
T
Type: Tracke ed scouting and
a retrieval vehicle
Leength: 9 meters
S
Scale: Speed der
Skkill: Ground vehicle operation: Wind Skiff
S
Skill: Ground d vehicle ope eration: SRV--1
Crrew: 1
C
Crew: 2, gunnners: 2, skele
eton: 1/+5
Paassengers: 4
C
Crew Skill: Varies
V
Caargo Capaciity: 900 kilog grams
P
Passengers: 8 (troops)
Coover: None
C
Cargo Capa acity: 3 metric
m tons (only if no n
Coost: 13,000 (new),
( 3,500 (used)
p
passengers a carried)
are
Maneuverabi
M ility: 2D
C
Cover: Full (c
command ca abin), 1/2 (alll other areas)
Move:
M 105; 30
00 kmh
C
Cost: 7,500 (nnew), 3,000 (used)
Boody Strengtth: 2D
M
Maneuverab bility: 0D
Weapons:
W
M
Move: 35; 1000 kmh
Debris Cleariing Laser Ca annon
B
Body Strength: 3D+1
Fiire Arc: Frontt
Skill: Vehicle blasters Starships
Fire Control: 0D
Range: 30-50/100/200 Deep-X Explorer
Damage: 3D
Source: The Unknown Regions (pages 188-189) Craft: Uulshos DPx Yacht
Affiliation: General
Eeok Patrol Speeder Era: Rebellion
Craft: Eeok Protector VI Patrol Speeder Type: Modified space yacht
Type: Security airspeeder Scale: Starfighter
Scale: Speeder Length: 12 meters
Length: 12 meters Skill: Space transports: DPx
Skill: Repulsorlift operation: Patrol Speeder Crew: 1, gunners: 2
Crew: 1 Passengers: 5 (including two to operate blaster
Passengers: 6 cannon
Cargo Capacity: 500 kilograms Cargo Capacity: 50 metric tons; 20 cubic meters
Cover: Full Consumables: 6 months
Altitude Range: Ground level-5 kilometers Cost: 135,000 (new), 55,000 (used)
Cost: 50,000 (new), 40,000 (used) Hyperdrive Multiplier: x1
Maneuverability: 2D+2 Hyperdrive Backup: x8
Move: 280; 800 kmh Nav Computer: Yes
Body Strength: 3D Maneuverability: 2D
Light Laser Cannon Space: 7
Fire Arc: Front Atmosphere: 350; 1,000 kmh
Skill: Vehicle blasters Hull: 2D
Fire Control: 2D Sensors:
Range: 50-200/500/1 Km Passive: 20/0D
Damage: 4D Scan: 30/1D
Rocket Launcher Search: 50/2D
Fire Arc: Front Focus: 3/3D
Skill: Vehicle blasters Weapons:
Fire Control: 2D 2 Blaster Cannons (fire separately)
Range: 50-250/750/1.5 Km Fire Arc: Front
Damage: 6D Crew: 1 per gun
Source: The Unknown Regions (page 214) Skill: Starship gunnery
Fire Control: 0D
Space Range: 1-2/8/15
Atmosphere Range: 100-200/800/1.5 km
Damage: 1D
Source: Galaxy Guide 8 – Scouts (page 36), The
Unknown Regions (page 51)
D
Drexl Starfighter Ju
umpMasterr 5000

Craft: Sorosu
C uub Drexl-cla ass “Planetarry Defender””
A
Affiliation: G
General
E
Era: Rebellioon Crraft: Corellia
an Engineering JumpMasster 5000
T
Type: Planeta ary defenderr Afffiliation: Geeneral
S
Scale: Starfig
ghter Erra: Old Repu ublic
L
Length: 21 meters
m Tyype: Scout Ship
S
S
Skill: Starfighhter piloting: Drexl Sccale: Starfighhter
C
Crew: 2 plus astromech droid,
d skeletoon: 1/+5 Leength: 20.1 meters
m
C
Crew Skill: Astrogation n 4D, starfiighter piloting Skkill: Space trransports: JM M-5K
4
4D+1, starshiip gunnery 4D+2,
4 starshiip shields 4D
D Crrew: 1
C
Cargo Capaccity: 70 kilo ograms (pluss 50 kilogram ms Crrew Skill: Space
S transpports 4D, starrship gunnery
w no co-piilot)
with 4D
D+1, starship p shields 4D, sensors 4D+2
C
Consumable es: 2 days Paassengers: 1
C
Cost: 165,000 0 (new), 100,000 (used) Caargo Capaciity: 50 metric c tons
H
Hyperdrive M
Multiplier: x
x3 Coonsumabless: 4 months
N
Nav Compu uter: No (uses astro omech dro oid Coost: 110,000 (new), 40,00 00 (used)
p
programmed d with 10 jum mps) Hyperdrive
H M
Multiplier: x33
M
Maneuverab bility: 2D+2 Hyperdrive
H B
Backup: x15
S
Space: 8 Na av Compute er: Yes
A
Atmosphere : 365; 1,050 kmh
k Maneuverabi
M ility: 1D+2
H
Hull: 5D Sppace: 10
S
Shields: +2 Attmosphere: 415; 1,200 k kmh
S
Sensors: Hull:
H 4D
P
Passive: 20/0D Shhields: 1D
S
Scan: 40/1D Seensors:
S
Search: 60/2DD Paassive: 20/0DD
F
Focus: 3/3D Sccan: 40/1D
W
Weapons: earch: 60/2D
Se D
D
Dual Laser Cannons
C Foocus: 3/4D
F Arc: Fron
Fire nt Weapons:
W
S
Skill: Starshipp gunnery Laaser Cannon ns
F Control: 2D
Fire Fiire Arc: Turre
et
S
Space Range: 1-3/12/25 kill: Starship gunnery
Sk
A
Atmosphere R
Range: 100-3
300/1.2/2.5 km
m Fiire Control: 2D
2
D
Damage: 5D pace Range: 1-3/12/25
Sp
2 Concussion n Missile La aunchers (12 2 missiles) Attmosphere Range:
R 100-3000/1.2/2.5 km
m
F Arc: Fron
Fire nt Da amage: 4D
S
Skill: Starshipp gunnery Soource: The Unknown
U Re
egions (page e 52)
S
Space Range: 1/3/7
A
Atmosphere R
Range: 50-10
00/300/700
D
Damage: 8D
S
Source: The Unknown Regions
R (pagee 52)
M
MRX-BR Paccifier Mu-2
M Shuttle
e

Craft: Sydon
C n Vehicle Works MR RX-BR Pacififier
C
Combat/Cont tact Vessel
A
Affiliation: E
Empire / General
E
Era: Rise of the
t Empire
T
Type: Explora ation fighter
S
Scale: Starfig
ghter
L
Length: 25 meters
m Crraft: Sienarr Fleet Systtems Mu-2 Long Rang ge
S
Skill: Space transports
t Sh
huttle
C
Crew: 1 Afffiliation: Em
mpire / New Republic
P
Passengers: 3 Erra: Rebellion n
C
Cargo Capaccity: 25 metrric tons; 10 cu ubic meters Tyype: Scout shuttle
C
Consumable es: 1 year Sccale: Starfighhter
C
Cost: 170,000 0 (new), 100,000 (used) Leength: 20 meters
H
Hyperdrive M
Multiplier: x
x1 Skkill: Space trransports: Mu u-2
H
Hyperdrive B
Backup: x8 Crrew: 2
N Compute
Nav er: Yes Paassengers: 14 1
M
Maneuverab bility: 1D Caargo Capaciity: 100 metrric tons; 40 cubic
c meterss
S
Space: 7 Coonsumabless: 6 months
A
Atmosphere : 600; 1,200 kmh
k Coost: 160,000 (new), 110,0 000 (used)
H
Hull: 2D Hyperdrive
H M
Multiplier: x2
2
S
Shields: 2D Hyperdrive
H B
Backup: x20
S
Sensors: Na av Compute er: Yes
P
Passive: 30/1DD Maneuverabi
M ility: 1D
S
Scan: 60/2D Sppace: 5
S
Search: 120/3
3D Attmosphere: 295; 850 km mh
F
Focus: 10/3D+2 Hull:
H 4D
W
Weapons:
Shhields: 1D+2
3 Laser Cann nons
Seensors:
F Arc: 1 rea
Fire ar, 1 left, 1 rig
ght
Paassive: 25/1DD
C
Crew: 1 eachh (can be fire ed remotely from
f cockpitt)
Sccan: 50/2D
F Control: 3D
Fire
earch: 60/2D
Se D
S
Space Range: 1-3/12/25
Foocus: 3/3D
A
Atmosphere R
Range: 100-3300/1.2/2.5 km
m Weapons:
W
D
Damage: 3D 2 Laser Cann nons (fire-linkked)
2 Proton Torrpedo Launcchers
Fiire Arc: Frontt
F Arc: Fron
Fire nt
Crrew: 1 (co-pilot)
C
Crew: 1
kill: Starship gunnery
Sk
S
Skill: Starshipp gunnery
Fiire Control: 2D
2
F Control: 2D
Fire
pace Range: 1-2/12/25
Sp
S
Space Range: 1/3/7
Attmosphere Range:
R 00/1.2/2.5 km
100-30 m
A
Atmosphere R
Range: 50-1000/300/700
Da amage: 4D+ +1
D
Damage: 9D
Soource: Gala axy Guide 8 – Scouts (p page 37), Th
he
S
Source: Gala
axy Guide 8 – Scouts (pag ge 42), Lord of
Unknown Reg gions (page 5 55)
th
he Expanse: Gamemaster Guide (p page 42), The
U
Unknown Re
egions (pagess 54-55)
Preybird Fighter SCT Scout Craft

Craft: Mesens Corporation SCT Scout Craft


Affiliation: General
Era: Rebellion
Type: Long-range exploration vessel
Craft: Sorosuub Preybird-class Starfighter Scale: Capital
Affiliation: General / New Republic Length: 75 meters
Era: Rebellion Skill: Space transports: SCT Scout
Type: Heavy assault starfighter Crew: 2, gunners: 3
Scale: Starfighter Crew Skill: Astrogation 3D+3, space transports
Length: 21 meters 2D+2, starship gunnery 3D, starship shields 2D+2,
Skill: Starfighter piloting: Preybird sensors 3D+1
Crew: 1, gunners: 1 Passengers: 8
Crew Skill: Astrogation 4D, starfighter piloting Cargo Capacity: 275 metric tons
4D+2, starship gunnery 5D, starship shields 4D Consumables: 3 months
Cargo Capacity: 15 kilograms Cost: 1.2 million (new), 720,000 (used)
Consumables: 4 days Hyperdrive Multiplier: x3
Cost: 84,000 (new), 50,000 (used) Hyperdrive Backup: x12
Hyperdrive Multiplier: x3 Nav Computer: Yes
Nav Computer: Limited to five jumps Space: 4
Maneuverability: 3D Atmosphere: 280; 820 kmh
Space: 9 Hull: 2D
Atmosphere: 400; 1,150 kmh Shields: 1D
Hull: 2D+2 Sensors:
Shields: 1D+1 Passive: 40/1D
Sensors: Scan: 80/2D+2
Passive: 20/0D Search: 130/4D
Scan: 40/1D Focus: 5/4D+2
Search: 60/2D Weapons:
Focus: 3/3D Dual Turbolaser Turret
Weapons: Fire Arc: Turret
2 Heavy Laser Cannons (fire-linked) Crew: 1
Fire Arc: Front Skill: Capital ship gunnery
Skill: Starship gunnery Fire Control: 2D+1
Fire Control: 2D+1 Space Range: 3-15/35/75
Space Range: 1-3/12/25 Atmosphere Range: 300-1.5/3.5/7.5 km
Atmosphere Range: 100-300/1.2/2.5 km Damage: 6D
Damage: 5D 2 Dual Laser Cannons (fire separately)
2 Concussion Missile Launchers (10 missiles) Fire Arc: Turret
Fire Arc: 1 front, 1 rear Crew: 1
Skill: Starship gunnery Scale: Starfighter
Space Range: 1/3/7 Skill: Starship gunnery
Atmosphere Range: 50-100/300/700 Fire Control: 3D+1
Damage: 8D Space Range: 1-3/12/25
Source: The Last Command Sourcebook (pages Atmosphere: 100-300/1.2/2.5 km
132-133), The Thrawn Trilogy Sourcebook (pages Damage: 5D
225-226), The Unknown Regions (page 56) Source: The Unknown Regions (pages 56-57)
S
SkyBlind Re
econ Ship Sttar Seeder
Crraft: Kuat Drrive Yards Star Seeder-cla ass Ship
Afffiliation: Geeneral
Erra: Rebellion n
Tyype: Colony ship
Sccale: Capitall
Leength: 250 meters
m
Skkill: Capital ship
s piloting: KDY Seedship
Crrew: 550, ske eleton: 143, with comma and 4D+2
Crrew Skill: Capital
C ship
p piloting 3DD+2, starship
sh
hields 3D, se ensors 3D+2 2, scanning planets
p 4D+1,
asstrogation 4D D, capital ship gunneryy 3D, survivval
4D
D, medicine 4D+2
Craft: Lorona
C ar SkyBlind Recon
R Ship Paassengers: 8008
A
Aligment: Geeneral Caargo Capaccity: 7,500 m metric tons; 3,000 cubic
E
Era: Rise of the
t Empire meters
m
T
Type: Reconnaissance sc coutship Coonsumabless: 5 years
S
Scale: Starfig
ghter Coost: 3 millionn (new), 1 m million (used)
L
Length: 21 meters
m Hyperdrive
H M
Multiplier: x3
3
S
Skill: Space transports:
t SkyBlind Hyperdrive
H B
Backup: x15
C
Crew: 1 Naav Compute er: Yes
P
Passengers: 7 Maneuverabi
M ility: 1D
C
Cargo Capaccity: 50 metrric tons; 20 cuubic meters Sppace: 4
C
Consumable es: 6 months Attmosphere: 280; 800 km mh
C
Cost: 1,120,000 (new), 560,000
6 (used)
H
Hyperdrive M
Multiplier: x
x3
H
Hyperdrive B
Backup: x20
0
N Compute
Nav er: Yes Hull:
H 2D
M
Maneuverab bility: 0D Shhields: 1D
S
Space: 2 Seensors:
A
Atmosphere : 225; 650 km
mh Paassive: 40/0D D
H
Hull: 6D Sccan: 75/1D
S
Shields: 3D (shields apply
a to de efense againnst earch: 250/4D
Se D
sensors as we ell) Foocus: 5/5D
S
Sensors: Weapons:
W
P
Passive: 50/2DD 6 Turbolaserr Batteries
S
Scan: 30/1D Fiire Arc: 2 fron
nt, 2 back, 1 left, 1 right
S
Search: 50/2D
D Crrew: 1
F
Focus: 3/3D kill: Capital ship
Sk s gunneryy
W
Weapons: Fiire Control: 0D
0
P
Proton Torpedo Launch her pace Range: 3-15/35/75
Sp
F Arc: All
Fire Attmosphere Range:
R 6-30/7
70/150 km
S
Skill: Starshipp gunnery Da amage: 3D
F control: 0D
Fire 0 Trractor Beam m Projector
S
Space range: 1/3/7 Fiire Arc: Frontt/down
A
Atmosphere Range: 50-10 00/300/700 Crrew: 2
D
Damage: 7D Sccale: Starfighhter
C
Carried Craaft: 1 Landing Sphere (see Vehiclles kill: Starship gunnery
Sk
section) Fiire Control: 1D
1
S
Source: Galaaxy Guide 8 – Scouts (p page 38), The pace Range: 1-5/15/30
Sp
U
Unknown Reegions (page 57) Attmosphere Range:
R 2-10/3
30/60 km
Da amage: 4D
Soource: Gala axy Guide 8 – Scouts (p page 39), Th
he
Unknown Reg gions (page 558)
V
Vaya Scout Ship ource: Taless of the Jedi Companion (page 115
So 5),
Th
he Unknown n Regions (pages 58-59)

Dartship
D
Crraft: Killik Dartship
Afffiliation: Kiillik Colony
Erra: New Jedi Order
Tyype: Attack fighter
f
Sccale: Starfighhter
Leength: 12 meters
Skkill: Starfightter piloting: D
Dartship
Crrew: 1
Crrew Skill: Alll skills 4D
Caargo Capaciity: 70 kilogrrams
Craft: Hoersc
C ch-Kessel Va aya-class Sco
out Ship Coonsumabless: 2 days
A
Affiliation: O Republic / General
Old Coost: Not avaiilable for sale
E
Era: Old Rep public Maneuverabi
M ility: 2D+2
T
Type: Scout ship
s Sppace: 10
S
Scale: Starfig
ghter Attmosphere: 415; 1,200 k kmh
L
Length: 30 meters
m Hull:
H 3D+1
S
Skill: Space Transports
T Seensors:
C
Crew: 1, gunnners: 2 Paassive: 20/0D D
P
Passengers: 4 Sccan: 40/1D
C
Cargo Capaccity: 60 metrric tons earch: 60/1D
Se D+2
C
Consumable es: 1 month Foocus: 3/2D+2 2
C
Cost: 45,000((new), 15,000 (used) Weapons:
W
H
Hyperdrive M
Multiplier: x
x8 Laaser Cannon ns
H
Hyperdrive B
Backup: x155 Fiire Arc: Frontt
M
Maneuverab bility: 3D+1 kill: Starship gunnery
Sk
S
Space: 2 Fiire Control: 2D
2
A
Atmosphere : 450; 700 kmmh pace Range: 1-3/12/25
Sp
H
Hull: 3D Attmosphere Range:
R 100-30 m
00/1.2/2.5 km
S
Shields: 3D; 2D Da amage: 4D
S
Sensors: Dartship Ram m - Due to itss shape and construction,
P
Passive: 6/0D
D a dartship dealsd an extra 1D da amage whe en
S
Scan: 15/1D su
uccessfully ramming
r ann enemy sh hip (see R&&E
W
Weapons: Ruulebook, pa ages 109-110). Also, if more
m than on
ne
L
Laser Canno on daartship rams a target in a single round, eac ch
F Arc: Fron
Fire nt daartship that collides de eals +1D da amage to thhe
C
Crew: 1 ta
arget.
S
Skill: Starshipp gunnery Soource: The Unknown
U Reegions (page e 133)
F Control: 2D
Fire
S
Space Range: 1-2/8/18 Royal Fortun
ne Light Cllipper
A
Atmosphere R
Range: 50-10
00/350/650 Crraft: Royal Fortune-class
F s Light Clippe
er
D
Damage: 3D Afffiliation: To
of armada
C
Concussion Projectile Launcher Erra: Rise of th
he Empire
F Arc: Fron
Fire nt ype: Attack frigate
Ty f
C
Crew: 1 cale: Capitall
Sc
S
Skill: Starshipp gunnery ength: 290 meters
Le m
F Control: 3D
Fire kill: Capital ship
Sk s piloting: Royal Fortuune
S
Space Range: 1/2/5 Crrew: 430, gu unners: 50
A
Atmosphere R
Range: 24-60
0/90/120 Crrew Skill: Alll skills 4D
D
Damage: 5D assengers: 200
Pa 2
Caargo Capaciity: 8,000 me etric tons
Consumables: 1 year Skill: Capital ship piloting: Surfeik cruiser
Cost: Not available for sale Crew: 500, gunners: XX
Hyperdrive Multiplier: x2 Crew Skill: All skills 4D
Hyperdrive Backup: x12 Passengers: 1,500 (slaves)
Nav Computer: Yes Cargo Capacity: 10,000 metric tons
Maneuverability: 1D Consumables: 1 year
Space: 6 Cost: Not available for sale
Atmosphere: 330; 950 kmh Hyperdrive Multiplier: x2
Hull: 2D+1 Hyperdrive Backup: x15
Shields: 1D+2 Nav Computer: Yes
Sensors: Maneuverability: 1D
Passive: 20/0D Space: 4
Scan: 48/1D Atmosphere: 280; 800 kmh
Search: 70/2D Hull: 4D+1
Focus: 3/3D Shields: 2D
Weapons: Sensors:
38 Laser Cannons Passive: 30/1D
Fire Arc: 19 left, 19 right Scan: 70/1D+2
Crew: 1 Search: 120/2D+2
Scale: Starfighter Focus: 6/3D+2
Skill: Starship gunnery Weapons:
Fire Control: 1D+2 33 Laser Cannons
Space Range: 1-3/12/25 Fire Arc: 12 left, 12 right, 5 front, 4 back
Atmosphere Range: 100-300/1.2/2.5 km Crew: 1
Damage: 4D Scale: Starfighter
10 Quad Laser Cannons Skill: Starship gunnery
Fire Arc: 5 front, 5 back Fire Control: 2D
Crew: 1 Space Range: 1-3/12/25
Scale: Starfighter Atmosphere Range: 100-300/1.2/2.5 km
Skill: Starship gunnery Damage: 5D
Fire Control: 1D 7 Projectile Launchers
Space Range: 1-3/12/25 Fire Arc: 1 front, 3 left, 3 right
Atmosphere Range: 100-300/1.2/2.5 km Crew: 1
Damage: 5D Skill: Capital ship gunnery
Fotia’s Fire Cannon Fire Control: 2D
Fire Arc: Front Space Range: 2-12/30/60
Crew: 2 Atmosphere Range: 200-1.2/3/6 km
Scale: Starfighter Damage: 8D, plus 4D in a 100-meter radius.
Skill: Starship gunnery Pseudograv Projector
Fire Control: 1D Fire Arc: Turret
Space Range: 3-15/35/75 Crew: 1
Atmosphere Range: 300-1.5/3.5/7.5 km Skill: Capital ship gunnery
Damage: 7D (2D for the following two rounds) Fire Control: 2D
Carried Craft: 15 starfighters, 4 longboat shuttles Space Range: 3-15/35/75
Source: The Unknown Regions (page 151) Damage: Blocks hyperspace travel
Living Shield Blisters: Vagaari use prisoners as
Surfeik Cruiser living shields, displayed in transparent bubbles on
Craft: Arized Surfeik Cruiser the ship's hull. An attacking ship attempting to
Affiliation: Vagaari Empire avoid hitting a blister takes a -3D penalty to its
Era: Rise of the Empire attack roll. Battery fire and missile weapons cannot
Type: Assault cruiser attempt to avoid the blisters.
Scale: Capital Carried Craft: 18 starfighters, 2 shuttles
Length: 550 meters Source: The Unknown Regions (page 154)
C
Creature s ource: Core Rulebook ((page 222), The
So T Star Wa ars
So
ourcebook (pages
( 86-87), Galaxy Guuide 1: A Neww
A
Aiwha Hope (page 22),
2 Galaxy G
Guide 7: Moss Eisley (pag
ge
78
8), Rules off Engagement: The Reb bel Specforcce
Handbook (p page 53), Aliien Antholog
gy (page 22 2),
Th
he Unkown Regions (pag ge 70)

Bergruutfa
Ty ype: Domestic riding bea ast
DEXTERITY 1D 1
PE ERCEPTION N 1D+2
Se earch 3D+1
ST TRENGTH 6D
Type: Colosssal cloned aq
T quatic herd animal
a Brrawling: hea ad butt 7D,
P
Planet of Oriigin: Kamino o liffting 9D
D
DEXTERITY 1D+1 Sp pecial Abilitties:
P
PERCEPTION N 2D+1 Arrmored Head d: +2D to
S
STRENGHT 6
6D re
esist energy anda
S
Swimming 8DD ph hysical dama age.
S
Special Abiliities: Arrmored Bodyy: +1D to
S
Slamming: A
Aiwhas can slam
s againstt an opponent, re
esist energy anda
d
doing STR+2 2D damage. ph hysical dama age.
M
Move: 20 (sw
wimming or flying)
f Head
H Butt: STR+1D
S dammage: for every
e 2 resuult
S
Size: 20-30 meters
m wingspan po oints the targget is thrown n one meter.
O
Orneriness: 1D Drrool: Any being who ssteps in berrgruutfa drool
S
Source: Geon nosis and th
he Outer Rim
m Worlds (paage must
m make a Dexterity rolll to avoid slipping.
7 The Unkown Regions (page 69)
78), Move:
M 15; 42 km/h
k
Siize: Up to 7 meters
m (at sh
houlder)
B
Bantha Orneriness:
O 1
1D
So ource: Rulles of En ngagement: The Rebel
Sp pecforce Ha andbook (pa age 53), Cre
eatures of th
he
Galaxy (pagess 14-15), The e Unkown Regions
R (pagge
700)

Eopie

Ty ype: Domestic riding bea


ast
DEXTERITY 1D+21
PE ERCEPTION N 1D+1
Seearch 3D
Type: Herd animal
T a STTRENGTH 4D+1
P
Planet of Oriigin: Unknow wn Brrawling 5D, lifting
l 5D+2,
D
DEXTERITY 2
2D sttamina 7D
P
PERCEPTION N 2D Sppecial Abilitties:
S
STRENGTH 8
8D Biite: Does STRR+2 damage e.
S
Special Abiliities: Move:
M 7
H
Horns: STR-1D damage Siize: 1.75 metters tall
T
Trample: STRR damage Orneriness:
O 1
1D
M
Move: 5 Soource: Gam mer Magazine Issue 4 (pages 34-355),
S
Size: 2-3 metters at the sh
houlder Seecrets of Ta
atooine (pagges 13-14), The
T Unknow
wn
O
Orneriness: 2D Re egions (pagee 60)
F
Fenwolf Se
earch 3D
Type: Transp
T port beast ST
TRENGHT 4D+2
P
Planet of Oriigin: Unknow wn Sp
pecial Abilitties:
D
DEXTERITY 3
3D+1 R+1D+1 dam
Biite: Does STR mage.
P
PERCEPTION N 2D Move:
M 18
S
Search 2D+2 2 Siize: Large
S
STRENGTH 4
4D+2 Orneriness:
O 2
2D
S
Special Abiliities: ource: Geon
So nosis and the
e Outer Rim Worlds (pag
ge
B
Bite: Does STTR+2D dama age 11
18), The Unk known Regio ons (page 62)
S
Senses: Fenwwolves have a keen sensse of smell an nd
ta
ake no conc cealment pen nalties from visibility when Maru
M
m
making searc
ching for a ta
arget within 20
2 meters.
M
Move: 14
O
Orneriness: 2D
S
Source: The Unknown Regions
R (pagee 61)

K
Kaadu

Tyype: Reptilia
an riding beaast
Pllanet of Origgin: Alaris Prime
DEXTERITY 4D 4
PEERCEPTION N 1D+2
Type: Amphiibious riding animal
T Se
earch 3D+1
P
Planet of Oriigin: Naboo ST
TRENGHT 3D+1
D
DEXTERITY 2
2D+2 Sp
pecial Abilitties:
P
PERCEPTION N 1D+2 ail Slam: Doe
Ta es STR+1D d damage.
S
Search 3D Move:
M 15
S
STRENGTH 3
3D+2 Siize: Large
C
Climbing/jummping 4D, swwimming 5D+ +1 Orneriness:
O 2
2D
S
Special Abiliities: ource: The Unknown
So U Reegions (page
e 62)
K
Kick: Does STTR+1D dama age.
L
Low-Light V
Vision: Poo
or-lighting penalties
p a
are Orray
O
re
educed by 2D.
2 Tyype: Riding mount
m
M
Move: 20 Pllanet of Orig gin: Geonossis
S
Size: 2.5-3 meters DEXTERITY 2D+22
O
Orneriness: 1D PEERCEPTION N 1D+1
S
Source: Secrrets of Naboo
o (page 58), The Unknow
wn Se
earch 2D
R
Regions (pagges 61-62) STTRENGTH 4D
Sppecial Abilitties:
K
Kalak Biite: Does STR R+2D damag ge.
Type: Large herd
T h animal Stting Tail: Orrrays have taiil stingers forr defense, bu
ut
P
Planet of Oriigin: Roon doomesticated d orrays have thesse weapon ns
D
DEXTERITY 1D+2 am
mputated, which
w makess them more e docile. If th
he
P
PERCEPTION N 1D+1 orrray succeed ds in a Dexteerity attack, the target ha as
beeen stung an nd suffers th
he effects off the stingerr’s
Rockhopperr

poison. The affected character


p c m
must make a
D
Difficult mina roll or be
stam b rendered d immobile for
f Type:
y Transpoort beast
1D minutes. Pllanet of Orig gin: Roon
M
Move: 12 DEXTERITY 3D+23
S
Size: 1.5 metters tall, 3 meeters long Ruunning 4D+2 2
O
Orneriness: 5D (reduce ed to 3D when sting tail is PEERCEPTION N 2D
re
emoved) Se
earch 4D
S
Source: The Unknown Regions
R (page
e 62) STTRENGTH 3D
Sttamina 5D+2 2
R
Rakazzak Beast Sppecial Abilitties:
Biite: Does STRR+1D+2 dam mage
Taail Slam: Doe es STR+1D d damage
Move:
M 13
eters at the shoulder
Siize: 1-1.8 me
Orneriness:
O 1
1D
Soource: The Unknown
U Re
egions (page
e 62)

Ukian
U Torbu
ull

Type: Arachn
T nid mount
P
Planet of Oriigin: Endor
D
DEXTERITY 5
5D+1
P
PERCEPTION N 3D Tyype: Pack an nimal
S
Search 4D Pllanet of Orig gin: Ukio
S
STRENGTH 3
3D+1 DEXTERITY 2D 2
B
Brawling 5D++1 Do odge: 3D
S
Special Abiliities: PEERCEPTION N 2D
C
Claws: TR+2D dama
Do ST age STTRENGTH 2D
M
Move: 16 Sppecial Abilitties:
S
Size: 3 meterrs tall Toough Hide: +1D prottection aga ainst physical
O
Orneriness: 2D+2 atttacks.
S
Source: Unkn nown Regionns (page 62)) Ap nd watered at
ppetite: The torbull musst be fed an
le mes a day. A minimum of 20 liters of
east four tim o
water and 10
w 0 kilograms of grain (o or similar foood Dark
D Wolf
sources) are e required to sustain the Torbu ull.
C
Constant grazing is usuaally effective, though when
o
operating in desert
d condiitions ample e food must be
c
carried. The Orneriness
O o a torbull th
of hat has missed
a feeding inc creases by 3D. A torbu ull that missses
m
more than two conse ecutive feed dings dies of
h
hunger.
T
Tame: The Torbull
T doess not have an aggressiive
n
nature; whenn ridden, th he rider rec ceives +1D to
b
beast riding.
M
Move: 10 (wa alking) 15 (sw
wimming)
S
Size: 2 meterrs at the shouulder, 5 mete ers long
O
Orneriness: 1D
S
Source: Corree Ruleboo ok (pages 222-223), The
U
Unknown Re
egions (page 63) Tyype: Desert predator
p
Pllanet of Orig gin: Sriluur
Y
Ycaqt DEXTERITY 4D+2 4
PEERCEPTION N 3D+2
Hide
H 6D, searcch 5D+1, traacking 6D, snneak 6D
STTRENGHT 4D+2
Brrawling 6D, climbing/jum
c mping 7D+1
Sppecial Abilitties:
Sttinger Tail: Does
D STR da amage. If it deals
d damage,
ta
arget must make
m a Moderate stamina a roll or take a
te
emporary -1D D penalty to SStrength.
Cllaws: Do STR+2 dama age. If it deeals damage,
ta
arget must make
m a Mod derate stamiina roll or be
b
paaralyzed for 1D hours.
Biite: Does STRR+1 damage e.
Night
Ni Hunter:: Dark wolves gain a +1D + bonus tot
acking at nig
tra ght.
Da arkvision: Can
C see up p to 20 me eters in tottal
daarkness.
Move:
M 16
Siize: Medium m-size
Soource: Geon nosis and the e Outer Rim Worlds (pag ge
1331), The Unk kown Region ns (pages 64--65)
Type: Transp
T port beast
P
Planet of Oriigin: Velmorr
Sa
aber Cat
D
DEXTERITY 2
2D+2
Tyype: Feline predator
p
R
Running 3D++1
Pllanet of Origgin: Monaste
ery
P
PERCEPTION N 2D
DEXTERITY 4D+24
S
Search 2D+22
PEERCEPTION N 2D+2
S
STRENGTH 4
4D+2
earch 5D+2, sneak 6D+2
Se 2
C
Climbing/jummping 6D+2 ST
TRENGHT 3D+1
S
Special Abiliities: Brrawling 4D, climbing/jum
c mping 6D+2
T Slam: Do
Tail oes STR+2 damage.
d Sp
pecial Abilitties:
T
Trample: Doe es STR+1D damage.
d R+1D damag
Biite: Does STR ge.
M
Move: 18 Cllaws: Do STRR+2 damage e.
S
Size: 3 meterrs tall Gore: Does ST TR+1D+2 da amage.
O
Orneriness: 2D Poounce: Whe en pouncing g on a target, the sabeer
S
Source: Alienn Anthology (page 51), The Unknown
w ca
at’s jumping and brawlin dered a single
ng are consid
R
Regions (pag
ges 63-64) ac
ction, taking no M MAPs and happenin ng
simultaneously.l
Mnggal-Mng
M ggal
Ty ype: Amorph hous creaturre
Pllanet of Orig gin: Unknow wn
DEXTERITY 3D+2 3
Thhrown weap pons 4D+2
PE ERCEPTION N 3D+1
Seearch 7D
STTRENGHT 2D+2
Brrawling 3D+ +2
Sppecial Abilitties:
Da arkvision: Mnggal-Mng
M gal ignore low-visibiliity
peenalties.
Am morphous: RawR quantities of Mnggal-Mnggal havve
noo defined sh hape and ca an alter theirr forms at will
w
within
w the limmitations of their curren nt sizes. Suc ch
allterations can include the creation of pseudopod ds
fo
or combat or o tendrils ffor grasping and trippin ng
Move: 13
M ta
argets. Mngga al-Mnggal is not a naturral mimic an nd
S
Size: Medium
m caannot imitate or copy o other creaturres or alter its
S
Source: The Unknown Regions
R (page
e 65) naatural color.. Additionallly, it can divvide into tw wo
smmaller forms, or two fforms can merge m into a
S
Strill la
arger one.
Fllying Fragm ment: Mngga al-Mnggal can
c separatte
fraagments from m a larger fo
orm that fly thhrough the air
a
ass a ranged attack thatt deals STR R+2 damage.
Thhese flying frragments ca an remain airrborne for th he
duuration of an encou unter beforre becomin ng
re
eabsorbed byy the larger fform.
Mnggal-Mngga
M al Seed: If the Mnggal-Mngg
M al
manages
m to invade a c creature thro ough a facial
orrifice, it procceeds to con nsume it froom the inside,
annd eventua ally replace es all of its innard ds,
manipulating
m the creatuure like a puppet.
p Afteer
swwallowing a Mnggal-Mng ggal seed, th
he victim mu ust
make
m a Strenngth roll eve ery 4 hours, the difficullty
sttarts at Easy and increase es by +2 eac ch time. If th
he
ro
oll is successsful, the seed d continues to attack until
phhysically rem moved from the creature e's body. If thhe
victim fails a roll, each h hour it takess 3D damag ge
annd suffers a cumulative -1 Strength penalty.
p Onc ce
th
he target’s Strength
S reaaches 0, it is effective ely
Type: Huntin
T ng beast
coonsumed an nd becomes a Mnggal-M Mnggal zombie
P
Planet of Oriigin: Mandalore
(ssee below).
D
DEXTERITY 3
3D+1
Foorce-Sensitivve: This creatture is Forcee-sensitive.
P
PERCEPTION N 2D+2
mmune: The raw oozze of Mngg
Im gal-Mnggal is
S
Search 6D+2 2
S
STRENGHT 4
4D+2 im
mmune to edged and d impact weapons,
w annd
G
Gliding 5D, liffting 6D+1 bllaster fire caauses only m minor damag ge (damage is
S
Special Abiliities: haalved). Killin ng a pool o of Mnggal-MMnggal is be est
acccomplished d by wide-sspray applic cation of firre,
B
Bite: Does STTR+2 damag ge.
accid, poison, oro noxious c chemicals.
G
Gliding: Strillls are covere ed with lose
e flaps of sk kin
Move:
M 10
w
which they ca an use to glid
de over shorrt distances.
Siize: From a cupful
c to a la
arge deep lak ke.
M
Move: 7
Soource: The Unknown
U Reegions (pagees 137-139)
S
Size: 1 meterr long
S
Source: The Unknown Regions
R (pagee 65)
Mnggal-Mnggal Zombie Mouth Tentacles: If the attack deals any damage,
the target must make a Moderate stamina roll or
be paralyzed pr 1D rounds.
Low-Light Vision: Poor lighting penalties are
reduced by 2D.
Pounce: When pouncing on a target, the brintak’s
jumping and brawling are considered a single
action, taking no MAPs and happening
simultaneously.
Roar: A brintak can produce a terrifying, rumbling
roar and make an intimidation roll against any
enemies within 10 meters. If the roll succeeds, the
target must move away from the brintak and
suffers a -1 penalty to all actions for 1D minutes.
This is a mind-affecting effect.
Move: 10
Size: Huge
Source: The Unknown Regions (page 173)

Type: Zombified creature Reiko


Planet of Origin: Unknown Type: Chitinous beast of burden
DEXTERITY 1D+1 Planet of Origin: Volik
Thrown weapons 3D DEXTERITY 2D
KNOWLEDGE 2D+2 PERCEPTION 3D+1
MECHANICAL 1D+2 Search 4D+1
PERCEPTION 2D STRENGHT 6D+1
Search 5D Lifting 7D, stamina 8D
STRENGHT 2D+2 Special Abilities:
Brawling 3D+2 Gore: Does STR+1D+2 damage.
TECHNICAL 2D Battering Rush: Whenever a reyko makes a charge
Special Abilities: attack against a large vehicle, the attack, if it hits,
Host’s Abilities: Mnggal-Mnggal zombies retain any deals STR+3D damage and the vehicle is pushed
physical Special Abilities the original host away.
possessed. Chitinous Skin: The reiko’s rock-like skin provides
Decay: Since the zombie is effectively dead, it it +1D to resist physical damage and increases the
gradually rots away normally. difficulty to spot it on rocky terrain by +2D.
Darkvision: Mnggal-Mnggal zombies ignore low- Move: 10
visibility penalties. Size: 2-3 meters at the shoulder
Force-Sensitive: This creature is Force-sensitive. Source: The Unknown Regions (page 188)
Move: 10
Size: Original host’s size Vindinax
Source: The Unknown Regions (pages 137-139) Type: Insectoid predator
Planet of Origin: Unknown Regions
Brintak DEXTERITY 3D+2
Type: Huge beast PERCEPTION 3D+1
Planet of Origin: Giaca Search 6D, sneak 7D+1
DEXTERITY 3D STRENGHT 4D+1
Dodge 3D+2 Brawling 5D
PERCEPTION 2D Special Abilities:
Search 6D, sneak 1D Claws: Do STR+1 damage.
STRENGHT 7D Bite: Does STR+1D damage.
Special Abilities: Rend: If a vindinax succeeds in making two claw
Bite: Does STR+2D damage. attacks to a target in the same round, the second
Claws: Do STR+1D damage. attack deals STR+2D damage.
Move: 10 Avka Mother
Size: Medium Type: Aerial predator
Source: The Unknown Regions (page 198) Planet of Origin: Durace
DEXTERITY 1D+1
Avka Young PERCEPTION 3D
Type: Aerial predator Search 5D
Planet of Origin: Durace STRENGHT 6D+2
DEXTERITY 2D+2 Special Abilities:
PERCEPTION 3D Claws: Do STR+3D damage.
Search 4D Scale: Speeder
STRENGHT 3D+1 Move: 6 (walking), 14 (flying)
Brawling 3D+2 Size: Huge
Special Abilities: Source: The Unknown Regions (page 218)
Claws: Do STR+1 damage.
Blind: Avka young are still blind, but can sense
tremors. They will attack whatever movement they
can sense, but are easily distracted by new
movements.
Move: 6 (walking), 10 (flying)
Size: 2 meters tall
Source: The Unknown Regions (page 218)

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