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Star Wars Role Playing - Clone Wars
Star Wars Role Playing - Clone Wars
Star Wars Role Playing - Clone Wars
lOlL-ONE
WAR'SIal QUIIDIB
JD WIKER
CAMPAIO,INI
RODNEY THOMPSON,
PATRICK STUTZMAN,
D•• ION......
Rodney Thompson,
P·atriclt
Stutzman, JD Wiker
~------------------.~
Rodney lhompso n
Gary Astleford,
T. Rob Brown
..----------------------------_.~~ '
Cynda Callaway Jefferson Dunlap
ORAPHIC P,",ODUCTION .P.CIA&.I.T
--------------------------__.~~
________________________ .. 'AY
( .DITOR.
Blake Beasley
----------------------.,~
Christopher Tardiff
--------------------~----__.~~
&.UCA. LIC.NeINO eDITOR
--------------------__.~
Gonzal" Flores
.'
Frank Paris i
----------------------------_,~~
Steve Argyle, Drew Baker, Zoltan Boros it Gabor Szikszai, Miguel Coimbra, Michael Ilubisch, Steve Ellis, Gonzalo Flores, Randy Gallegos, Jonathan Hill,Jason Juta, lucasfitm Ltd., Ron Lemen, Warren Mahy, Walter O'Neil, Paul Shipper, Brian Snoddy, Mark Tedin, Chris Trevas, Francis Isai, Ben Wootten
--------------------------__..~~
Christopher Perkins
--r.~~
~,
_,4r~
.... ..-N_I_C_I_Jo._N
----------------------~~
_.·)
Carmen Cheung
CIR.CTOR
O~ RPO A..,D
Bill $Iavicsek
--------------------_.,~
C ...ATOOR .......... A. E
~--------~~~~~~~~~~
I------------------------ ..~ ~ I
ChristOllher West
-----------------------~
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Adam Colby. Jetf Cain, Oscar S. Cisneros, Andrew Finch, Elisa Jaeger, Matt Sernett, Stephen Radney·Macfariand
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List:
CONTENTS
INTAOOUCTION ....
Kaleesh Kaminoans _........•.... Kerkoidens ..•. , , , Nautolans , .. ,.., .•....... Nelvaanians Vurks ......•................. CIIAP1ERII: H.RO.C
T ... fT ••••••
9 10 11 12 - .• - 12
{3
14
15 16
17
The Force during the Clone Wars Force Powers ForceTalents Force Techniques Force Secrets Force-Using Traditions The Bando Gora .. ; The Believers, The Korunnai. ..•...........
S40K Phoenix Hawk-class Light Pinnace _ Stung H-G Prototype Bomber OWlHIVlI: C .. ON.
W....
84
I[ CHAPfBlIX:
TM
01 • •
120 121
126
1
1
85
137
49
50 53 54 55 55 55 56 56
.86
87 89 89
91
CHAPTEIIX:
TH ....... U... IC.
140
CIWIBIV:
,
.'_'Ul .. M.NT
1e
.NO
D .. Clle...
. • a.
59 SO 64 65 66
74 75
92 93 95 101
Organization 142 Ihe Republic High Command .. 145 Personnel 147 Influential Figures 155 Republic Droids 160 Republic Vehicles , 162 Republic Starships 170
Heroes of the. Clone War.s Jedi .............•.......... Nobles .........•...... , Scoundrels Scouts _...........•..... Soldiers Skills Feats Followers OWIBIUI: ra....
TIO. CL•• · ••••••••
19
21
22 23 24
25 27
OtAfIBiVlW: O...
a.Z.TT
ACTIC •• A..
104 Organization The Separatist Droid Army Personnel Influential Figures CCinfederacy Oroios Confederacy Vehicles Confederacy Starships ...•... CHAPTERXlI: ,.. ... NO.
"'.CTION •••• ZI2
ClWTERVI:
.T.A.HI
28 32
38
39 42 42 44 46
Space Transports. , , Borlol-class Freighter G9 Rigger GS-l00 Salvage Ship KR-TB Doomtreader. Pursuer-class Enforcement Ship Seltiss-2 Caravel Starfighters .........•....... Dagger-class Starfiqhter DiofJoga-dass Assault Starfighter Freeful/-class Starfighter Morning~tar Assault Starflghter
75 16 18 78
a~
Cato NeimCiidia ............• 106 Christcphsis " .. 106 Geonosis 101 Glee Anselm 107 Iktatch t08 Kalee ;08 Kamino ...........•....... .i09 Kerkoidia 110 Malastare , , .. 110 Mustafar 110 Muunilinst , , . ,,, 111 Nelvaan 111 Polis Massa •........•. : : .1 ~2 Sembla 112 Skako ;13
e
176 178
181
213
214
Beasts
Ai.Pl~.NOI)( .,
219 221
Z Z.:Z
Ieth
113
1114 I 114
115
TheClone Wars might be the greatest, most far-reaching conflict th~ galaxy has seen-at least in recorded history. Even during the Jedi Civil War, many worlds escape the conflict entirely. However, when the Separatists withdraw from the Republic, rhev create a schism that divides the galaxy into two factions. As a result. worlds that would have remained neutral are forced into either the Republic camp or the Separatist camp because of the imperative to declare allegiance to one of the two eompeting governments. In the Clone Wars, any world that attempts to maintain neutrality is crushed between the Republic and the Confederacy as they compete for that world's resources. Whether aligned with the Republic or the Confederacy. many planetsespecially those with significant manufacturinq resources-become vital to the war effort simply by being able to produce ships, weapons, and equipment. On some worlds, militarization is harsher than on others. Forexample. the shipbuilding facilities of Utapau, which had previously manufactured domestic planetary defender starfiqbters, are forced to produce Mankvim-814 light interceptors and Porax-38 starfiqhters for the Confederacy. Other worlds are practically enslaved to meet the demands of their military masters. and the natural resources of entire planets are consumed in a matter of months to keep the fight going. Even remote worlds feel the sting of the Clone Wars. Remote Tatooinewhere the Republic has had no presence-is embroiled in the war as the Confede.rac:y attempts to trick Jabba the Hun into influencing the other Hutt clans to allow the Separatists to use the their Shipping lanes. The Techno Union sets up a top-secret research facility on snow-covered Nelvaan. where the natives have lived in isolated peace for most of their history. No matter how far out on the Outer Rim or how deep in the Deep Core the planet is, the Clone Wars affc<:t it.
GAIL-AXV
AT
WAR
CHOOSING BIDES The heroes of a Clone Wars campaign can have options regarding their allegiance and are far more I;[(ely to side with one faction or another, at least tangentially, giving them a Stake in the Clone Wars as a whole. For example. the' heroes might choose to support the Republic as official members of the Republic military or other Republic agency,such as the Judicial Department or the Jedi Order.Or they might be citizens doing their part to ensure the Republic's success.The heroes might be mercenaries,privateers, or free traders who volunteer to help transport undercover Republic agents behind Confederacy lines. Heroes might even be clone troopers or members of the Republic Navy. putting them right. in the mirldle of the galaxy-,spanning conflict. Conversely. the heroes might choose to ally themselves with the Separausts, seeing the Republic as the faction in the wrong. These heroes mighi be mercenaries, smugglers, or even Jedi who have leftlhe Order. convinced that the Confederacy represents the galaxy's best chance for freedom. Alternatively, the heroes might ally with one of the various trade organizations, workmg as corporate troubleshooters or freelance agents hired by the Trade Federation, the Techno Union, or the Reiail Caucus to deal with Republic disruptions of supply lines or seditious elements on Confederate worlds. The heroes might not support questionable Confederacy tactics (such as those employed by the sinister milftary leaders. like General Grievous and General Loathsom). but they might yet believe that even with such leadership the Confederacy is a better alternative than the Republic. The heroes might be on the fringes of society. trying to get along in the galaxy despite the raging Clone Wars. Evenneutral heroes are likely unable to avoid the conflict of the war. and their allegiance might hinge on who at,aci(s them first. These heroes can try to play both sides of the conflict against each other, but this is a precarious path to walk. After all, one faction might get word that the heroes art' worKing with the other, and when this happens, the situation can quiekly go bad. Fringe heroes with the best intentions might find themselves slarir.g down the full military might of the Republic if they misplay their cards. By the same token, heroes who attempt to stay neutral also have the opportunity 10experience life on both sides of the war opening options for a Gamemasrer who wants to have the heroes work with the Confederacy in one adventure and the Repu.blicin the next.
..
THE
CL.ONE WARS
three years. Below are some
ORDER
SS
The Clone Wars encompass a complicated series of battles and skirmishes with a complex history eoverinq approximately major events in the Clone Wars. Gamemasters can use these events as guideposts when creating Clone Wars adventures. They serve as good markers for the major events during this turbulent time.
Without strong military leadership, the Confederacy is on the brink of collapse. The Jedi suspect that Palpatine has no intention of giving up his power after the Clone Wa.rs end. After a confrontation throughout leaves Mace Windu dead and Anakin Slcywalker as the new apprentice of Darth Sidious, done forces the galaxy respond to Order 66. turning on their Jedl generals and slaughtering the noble defenders of the Republic. With the Jedi Order wiped out, Slcywalker, now named Darth Vader travels to Mustafar, murders the remaining lea.ders of the Confederacy, and brj'ngs the Clone War, to its true end.
THE
BATTLE
OF NABCO
Though the Battle of Naboo is liWe more than a Skirmish between the Trade Federation and the planetary defense forces of the planet Naboo, it is the precursor to the Clone Wars, which begin ten vears later. The repercussions of this battle echo through the Clone Wars and beyond. After the Battle of Naboo, Palpatlne Is elected to the post of Supreme Chancellor, allowing him to manipulate the Republic into the Clone Wars. Meanwhile, the Trade Federation is rebuffed and joins with the other trade organizations to form the alliance that eventually becomes the Confeder~cy of Independ~nt Systems. Lastly, the Battle of Naboo leads to Anakin Skywalker becoming the Padawan of Obi-Wan Kenobi, a course of events thai shakes the entire galaxy.
THE
BATTL.E
OF
OECNCSIS
CL.QNB WARS and dlaracters from this boole an: drawn from lkOcIIJe WQtS animated 5eMs. Througbout the boOk. yOucan find descriptiolls and rules information from TIlt;CIoM WOlt series, as well as still images frOnt end art bas.ed on epiSodts of the animated mies. Additionally. II)8ny of the chapter start images from this book eontain art from The~ WOIS5eMs In the hopes that they ~ players alll1 Gamemasters to atate advtmures and c:amPligns that fOllow theme$ presented in the show.
THe
The first true battle of the Clone WafS. the Battle of Geonosls introduces the Grand Armv of the Republic and unleashes the clone troopers upon the galaxy. On this desolate planet the first shots of the galactic conflict are fired, and the full extent of Count Dooku's betrayal becomes evident to the Iedi. Many Jedi die on Geonosts. but just as many are thrust into the Command of clone forces, seHing a precedent that draws the Jedi out into the galaxy as military leaders.
CCRueCANT
Afler three years of struggling
AND
UTAPAU
"THE SHROUD OF THE DARK SIDE HAS FALL.EN. BEGUN, THIS CL.ONE WAR HASI"
YOOA
major blow against the Separatists with the death of Count Dooku. In the process of rescuing Supreme Chancellor Palpatine from the flagship of the Separatist fleet, Anakin Skywalker dispatches the Sith apprentice, and the Republic wins a significant victory. A short time later, Obi-Wan Kenobi ends General Grievous's reign of terror during the siege of Uiapau. In a short time, the Jedi eliminate two of the Confederacy's powerful shifts heavily' in favor of the Republic. leaders, and the tide
I·
-_r'
._
.'
YOUNG
SPECIES CHILO 1-9 1-9 ADULT 10-14 10-200 ADULT 15-44 201-999
MIDDLE
Duos
Dugs are an arboreal species from the Republic world of Malasta're. T~ey are 'trong and agile for their size, and dimb and jump exceptionally well. Dugs unwillingly share their homewodd with the Gran, who establish trade colonies 8,000 Bay, Ihe Du.gs fight a long, intense war against the Gran. EventLJall~ the Republic intervenes and sides with the Gran,negotiating on Malastarein a truce that e~sentially demilitarizes the Dugs. In response to their marginalization. claims at least one celebrated
AGE
Dug
Gen'Dai
45-59
1,000-
\.999
Iktotchi 1-13 1-9 \4-18 10-24 19-44
45-70
41-55
90+
BO+
Kaleesh
Kaminoan Kerkoiden NaU1elan Nelvaanion Vurk
2.5-40 1\-39
19-45
1-6
1-11 1-9 1-7
7-10
12-18
40-59
46-70
41-54· 3'1-45 31-49
10-\4
15-40
2HO IS-3~
8-20
7-14
80+
91-t-
70+
65+
in his family tree, Beads. worn on their ear fins, represent these purported patriots and their stories of heroism. To question the legitimaty of a Dug's collection of marty' beads i, a grave insult that can be retracted only by the death of tile offending party. Personality: The Dugs' reputation for violence and bullying i~ welldeserved, through As a species, intimidation they are adversarial, preferring 10 solve problems
1-6
70+
acts. They consider themselves to be beleaquered warriors, underdog' who must fight againsi the rest of the universe for what i, rightfully their~ Despite their best efforts, the Dugs
are continually mired in defeat. They tend to be xenophobic, and this fear of outsiders often maoifests as blatant bigotry. Physical Description: Dugs are vaguely humanoid, torso, two legs, and two arms. The positions manipulate ever, so thai they use their upper limbs for walking
and hostile
SPECIES
HEIGHT 1m 1m
WEIGHT 35 kg
in
30 kg 145 kg 80 kg
80 kg
objects. They have brown ski n, floppy ear flaps, and large mouths that can be inflated the- appropriate and used to produce
2.5 m
1.8 m 1.0m
filled with broad, flat teeth. Male duqs possess a flap of $kin
on their throats Homeworld: m<ltin9 calls during
season,
75 kg 70 kg 65 kg 55 kg
Malastare,
Dug.
Languages:
Karninoan, female
Kerkoiden, male or female
75 kg
130 kg 50 kg 90 kg
85 kg
15 m 2.1 m
1.9 m
Example Names: Drodwa, Huqello, Huqo, Gorlok, i anqro Dis, Iuvaqwa, Puqwis, Rewulga, Sebulba, Slcor. Adventurers: Dugs are drawn to occupations that involve- skullduggery and violence, and they make exceptional. scoundrels. scouts, and soldiers. Dug nobles are rare, and the typical Dug does not possessthe mental acuity or patience required to becorr.e a Jedi.
DUO
SPECIES
TRAITS
Dugs possess excellent
Dug5 share the following species trails: Ability Modifiers: +2 Dexterity, -2 Charisma, reflexes
J
Physical Description: Superflcia Iy, Gcn'Dai appear to be a humanoic race. Their 'kin color rang" from light red to deep purple, and their eyes var'Y from bright red to dull' vellow-ora nqe, A rnandiblelike protrusion extends from eacb of their cheekbones. two meters tall. Homeworld: Example Unknown. Lanquages: Gen'Dai. Nam~s: Durge, Grozrn, Kranth, lu'urn. Adventurers: The Gen'Dai are larqe, tvpically ,(anding
.md hand-eye
coordination,
over
ndare known for their crude demeanor, Small Size: As Small creatures, Dugs gain J f I size bonus to their Reflex checks. However, their lifting characters. and limits are three-quarters of those of Medium
Speed: Dug bose speed is 6 sq uares. Athletic: A Dug con reroll ,any Climb or Jump check, but the result of the re.roll must be accepted, Automatic
the
scout, followed
by the soldier. A Jew Geri'Dai use their veritable arc known to have become Jedi. SPECIES species traits: Wisdom, -2 Charisma +4 Constitution,-2
\0
evert if it is worse. In addition, J Dug can take 1000 Climb and Jump checks even when distracted or threatened.
Languages': Dug,
tality
to amass wealth
scoundrels, No Gen'Da]
Oe:N'DAI
TRAITS Gen'Dai
C3EN'OAI
The Geo'Dai benefit from extremely long lifr spans, Accounts of Gen'Dai living to be over four thousand standard veers old are common. They area hardy species" tllanks in part to their unique physiology. ThE'Gen'Dai have no centralized vital organs, and their elaborate nervous and vascu lar systems allow them to
damage,
act quickly and withstand wounds that would kill nearly any other creature, The Gen'Dai are intergalactic nomads, constantly tr"vusing the go laxy. The location of their homeworld has been lost to time. Even those Gen'Dai
who claim to have lived for several millennia location. Personality: peaceful With few exceptions, the Gen'Dai are an introspective and species, Because of their extraordinarily long life spans, they are conseand do withcannot. Or do not, reveal its
be mentally unstable. Large Size : As Large creatures, Gen'Dai take a -1 size penalty to their Reflex Defense, a -5 size penalrv On Sieal\n checks, and gain a +5 size bonus to theirdamaqe threshold. Their lifting and carrying limits are double those
of Medium Speed: Gen'Dai encounter, characters. Gen'Dai base sp'eed is B squares, Surge: Whenever a Gen'Dai takes its second wind, it regains 5 one-half hit points (whichever application comes first). trance.
hit points every round at the end of its turn u nt'il killed, until the end of the or until 'eaching Hibernation: untrained indefinitely. water. oralr A Gcn'Dai can enter a state similar to ahibernation a,nd can remain
,slow in their declsion- making processes, Ihe'Y consider the long-term quences of their actions. not jump to conclusions out adequate to lose their mental sonalities ingly penchant depression, evidence. grip on their Their perincreasand thei r from and
A Gen'Dai in such a state ceases to age, and needs no food, As they age, Gen'Dai begin to lose touch with reality.
3
Gen'Dai advances past Adult, it take, an additional never gain increased Wisdom due to level scores as their character ncludinq with
disjointed,
Regeneration:
signifi-
limbs=in
enc
one or more limbs are removed. Resilient Because of their unique physiology. of wounds is doubled can shrug off the effect that would be (atal to ,any other spewhether the Gen'Dai is killed by
cies. Because of this,.3 Gcn'Dai's damage threshold bonuses for feats or size when determining an at tack {but not for My other pu rpcse),
Automatic
Languages:
IKTOTCHI
Hailing from the Expansion "egion wmld of Iltotchon and it, muon, lktotch. the Iktotchi ale
I,KTOTCHI
lktotchi share
SP,BCIES
Ability
the following species trai lei: Modifiers: +2 Constitution, ,-2 Charisma, tbe I ktotchi are .. quiet and mtrospective creatures,
hardvspecies,
trouble forming friendship". Medium Size: As Medium penalties due to their size. Speed: Natural Armor: Iktotchi
[ktotch i base speed is G .Iq uares. have tough skin that provides a '<1 natural armor bonus stacks with an
'vividar,ea rns, visions, lktotchi have control of how or when their precoqnillon it reveals manifests to them, or of whJt
armor bonus. to their Rellex Defense, A natural armor bonus, Limited Precognition: are subjected to prophetic aqainst
lktotchl aregiftrd wit h limi led precognition and dreams. Once per encounter. a'S a reaction, an Iklotch; can grant itself Or any vehicle the lktotchi pilots a +2 species bonus
to Reflex Defense Expert Pilot: any sinqle
attack,
lIs a spe-
cies, they know of the Republic's coming long' before their world is,
visited ,and
An lktctchi can rerctl ,,~y Pilot check, but the result of the rerull mUSI be accepted. even if it is worse.
Automatic Languages: Basic and lktotchese.
to
welcome the quests that would usher them into a vast galactic society. Jktotchl are (Jmed for tneir prowess as pilots, and attribute their soccess at the helm to nearly imperceptible precognitive inclinations. Because of their vlsic ns,.lktotehi are aware of (he bloodshed that heralds the coming of the, Clone War's. Many of the era's prominent Iktatchl who seek to avert the impcndinq violence, Personality: lktotchi area deeply ernotiorval Though they respect species tive qualltles, Ihei, culture dictate' a veneer of quiet stoidsm,.
KAL..EESH
The Kaleesll are a nomadic species wi!h J tribal
beings who worship their ancestors as deities, and thev consider Iheir.ncestral burial grounds to be sacred lands. The Kokesh believe th at "(lyon e who dies in honorable service
COme
diplomats
are
ThE Kaleesh
prominence in the galaxy whe1, they by an alien species, known as the Huk, Having already
the natural resources of into slavery, of Kale e is of a
to momentary
that they must hide their feelings behind the nature lasting with
several worlds, the Huk capture millions However, the Huk lnvssion short hero who eventually
lkrotchi
their precognitive gifts and because of other species' overt suspicion of the lkiotchl's precognition. Physical Description: The lkrotcb i are a humanoid species 1'11111 :large,
with species who lad downward-curving horns. Females have sma llcr horns 'than the mates. Their fierce wind" skin is thick, tan, and hairless, weather beaten by lktotchon's Theireve color ranqes Ircrn yellow to orange. Homeworld: lktotchon. Languages: Example Iktotche.\e .. Name~: Arcta~ Iklatchi Meeso, Daedar xiese. l.iiren Baelar, ~Ii ira Korl, journey out into the gala.y
become
comes 10 be known
as Grievous, the kaleesh repel the Hok .. Th ty doggedly pu rsue thei r enem ies into 'pace. overcome become through assistance
and
the Republic,
nealinqs,
nobles" by using their speBecause
Or soldier's, A small nu rnber excel as scoundrels for clairvoyance prohibition against using iheirvisions
cies' reputation
cultural
rna rqinalized
bv
talents,
lktotchi Jedi,
Personality:
Kaleesh are a warlike species, but they reserve their ire for
those who provoke them. They are protective of their territory-especially their ancient burial grounds. Kale~sh hold their families (lnd tribes in high esteem, and do anything to protect them. These sentiments to non-Kaleesh who prove themselves to be trustworthy such a distinction is rare. Honor and sacrifice highly valued qualities in tneirsodetv, .. Physical Description: The Kaleesh art tall, reptilian braids or tied up in a queue or topknot. Ihe long face, of the Kaleesh are framed rusks that extend outward long slits that stretch sometimes extend companions, but ~. h umano Ids. Their
I<AMIINI[JA'N9
1he watery Kaminoans. breeding planet of Kamino is home til a species of ctoners of generations programs known as These tall aliens are Ihe result in climate. These restrictive adaptable of selective have made and genetic modification an extremely th>at began when their world suffered. breeding species. Apart from gender, Kaminoans eye they all look the same. Subtle
scaly Skin varies from deep red to dull vellow, Thei r black, hair IS wom In long
011
have been introduced into their genetic codes, however, allowing for profit, but not every
for diversity within a strict ser of parameters. Ih e economy of Kam ino is based On cloning Kaminoan is a cloner by trade. The majority rnunlties w iiM various skills and specialized and rarely venture their work flawlessly, and seek perfecticn. xenophobic
of Kaminoans support their cornabili! ies. They strive to perform they are a rare Because Kaminoans are moderately
toward their yellow eyes. However, few non-Kaleesn a liens, for they wear masks made The Kaleesh are ~ four long ~ingers. two
hom the skulls of some of Kalee's most vicious predators. by their hands, which each feature of which are fully opposable. Homeworld: Kalee.
sight in other parts of the qalaxv. Personality: Kaminoans see themselves as superior to other forms of life. They harbor a private intolerance for imperfection, but they are, nonetheless, polite to outsiders. To a Kaminoan, any species that seeks self improvement
Languages: Kaleesh~ ~. Example Names: Qymaen jai Sheelal, Ronderu lij Kummar, Bent".,s san
is
worthy of respect, but those who do not are obviously inferior and deserve their inevitable decline. This attitude is reflected in their cloning processes, where entire crops of clones might be eliminated due to a single, subtle flaw. Physical .Description: Kam inoans are t.all and gaunt, with pale skin, three-fingered hands, and long necks. Their faces are small and dominated by a pair of large, black eyes. Every male Kaminoan has a finlike crest on the top of his head, but ferna le Kaminaans have none, Homeworld: Kamino. Languages: Example Marolan, Kaminoan. Names: Aya Urn, lama Su, Tau Shet, T~9a Sai, Seva Ke, Because they are
Sk'ar.
Adventurers: The Kaleesh excel in the roles of scout and soldier, Given they also make excellent Although nobles no Kalecsh Jedi are
as a boon granted
KALEESH
'S,PIECIE:9
'TRAITS
-2 Intelligence, +2
Kaleesh share the following species traits; Ability Modifiers: -2 Dcxteritv, +2 Constitution, Charisma. Medium penalties Size: As Medium creatures,
Taun We. Adventurers; genetically or niche. nobles. Scoundrels, not unheard not bred with though Kaminoan nonexistent. are bred to fulfill scouts,
due to their
size.
de.signed, K.a.minoans
Speed: Kaleesh base speed is 6 squares. Conditional Bonu, Feat: Kaleesh are a nomadic people who have learned
W
a specific role
excellent soldiers. rare, are and
live off the land. A Kakesh with Survival as a trained ,kill gains Skill Foeus glands next 10 their eyes, concealment] from darkness,
ISu rvivaJ) as a bonus feaL Oarkvision: Because of the thermoreceptor Kaleesh ignore concealment (including total
However, they cannot perceive colors in total darkness. Driven; Kalcesb are focused individuals who maintain even under adverse conditions. Persistent: Automatic a +S species bonus to Will Defense against mind-affecting A Kaleesh can reroll any Endurance even if it is worse. Basic and Kaleesh. Languages: the reroll must be accepted,
anomalies
KAMINOAN BF'ECIES TRAITS Kami nOJ ns share the following species traits: Abifit-y Modifiers; +2 Intelligence, -2 Wisdom. Medium or penalties Size; As Medi um creatures, due to theirsize. base speed is 6 squares, Kaminoans are expert cloners and possess of species across tne galaxy. Karninoans have no special bonuses
Pe r s o n.a l i t v : The KnkoiMns have Shifted many of their cunning predatory instincts over to the social a rena, becom-
on Most if
Bonus Feat:
with Treat Injury as a trained skill qains Skill Focus (Treat Injury]
Resistant:
resistant physiology, Automatic
to their gene tic code make Xarnlnoans and other hazards that target. their Defense.
thei r political and social rivals. Additionally, many Kerkoidens would their evolved than like to people and believe that
KERKCIDENS
A smaller species from the Expansion and cunning as formidable (Io~e Wars. Xenobiolog ,,'ts from the University from quadruped of Sanbra believe' that the Kerkoiden predators that hunt on the savannahs phYsiology seems to species descended Kerkoidensare beings who often and creative opponents, skilled politicians, Region, the Ker~oidens are a'9gre>sive
are
more
have something to prove. Excellent traders, rnilita ry commanders, K"rkoidens are known
they prove' is well-earned during the
sophisticated
their
leading
a reputation
them to be both elitist and Physical to dark blue. Iheir bodies still show ,igns of predator long claws and juilirtg teeth. Kerkoidens Oe~cription;
hunched beings with rough si(in that ranges in hue from green physiQlogy, namely the!r have tall, slender heads wili1 long
support this claim, incl~ding their hutlched posture, long snout. claws, and jut ting teeth, Additionally, Ke,koiden aggression Seem, to be consistent wi.th the predatory instincts of their ancestors, as a whole nobles lending credence to evolve to this theory bevond of Kerko lden evolution. The Kerkoiden predatory civilized. galaxy's species has fought
snouts and narrow eyeB, Homeworld; The Kerkoiden species hail, from Kerkoidia, a world covered in tall, grassy savannahs arid thick swamps i n the Expa nsion Reg ion, specifically in the Kitll Sector j ust oft of the Hartin Trade Corridor,
IMd,
a no
languages:
Example Loathsorn, Adventurers;
breeding
Of course, thisalso
Kerkoidcn adventurers
Kerkoidens
classes where their sophistinobles, using Kerkoiden into their might a1500
t!ley can free.ly exhibit their 'aggressivene.I,' cation. Soldiers are common. their wisdom
5CO"
Or demonstrate
"UNLESS YOU CALL OFF YOUR TROOPS RIGHT NOW, I WILL HAVS NO CHOICE BUT TO DESTROY YOU."
-OEN8RAL WHClRM L.OATH90M
organization,
KISRKOIDEN
SPECIES
TRAITS
Kerkoid'ens share the following species traits' Ability Modifiers: -2 Constitution, +2 Wisdom. Though less hardy than otner species, Kerkoidens are devious and cunni nq, Medium Size: As Me,dium creatures, Kerkoidens nave no special bonuses or penalties due to their size, Speed: Kerkoiden base spee'd is 6 'squares. Predator's Heritage: Despite tileir stature. from predatory beings, Kerkoidens rolls against a target that has been damaged
Adventurers: Nautola"s crave adventure and are as likelv to be nobles or scoundrels have notable also
as they are to
been several Jedi.
Kerkoidens
Kerkoiden's 13,1 tum, Social Cunning: Kerkoidens may use their Wisdom
ln the place
tor
det~rmining
Nautotans
NAUTOI-ANS
Nautila loses muchof
As
Na u-
are one of the sentient species native to the, planet Glee Anselm. and is hC'Jvily tied to pheromones. learn the language difficulty its meaning. As a result, Nautolans land masses. riving in They are a amphibians.
ere a t ures:
no speclal
anothe'
Anselmi climates
01 the
bonuses or penal ties due to their size, Speed: Nautotao squares, Breathe in water, Expert of the moll Low-Light Natural Swimmer: A Nautolan can reroll any Swim check, but the result a Nauicla n can or threatened. (but not Ictal concealmust be accepted, Vision: Damage even if it is worse. In addition, ignore concealment The rubbery base speed 'is 6 squares. They nave a swim speed of 4
Nautolans
have little
be uncomfortable
for other
Underwater:
As amphibious
creatures,
Nautolans
cannot drown
hardy species, due in part to the extra ca rtjlage that supports thei' skeletal structures. Given theiraq uatic origins, they are excellent swimmers,
Personality: Nautolans are loyal and steadfast companions. They wear Nau!olan5 aff~ct their moods on their proverbia I sleeves. expressing equal zeal. Though polite and ci,ilized tend to reflect Nautolan's N3utolans Physical the moods 01 others "round both joy aod despair with
take to on Swim checks even when distracted Nautolans Reduction: ment) from darkness.
bet ter or for WOrSe. Despite their peaceful nature, Nautolans head is crowned with leather have thick -green skin that is covered
DR
<.
are not above defcndi n9 them~elve5. spots, Iheir larqe, black eyes allow them to see wefl in dim
Pheromonal accepted.
Sensor:
A Nautoian
to sense deception
or sensciniluence,
but the result of the reroll must be can take the better
Glee Anselm. Naut~a. Hisk.al Dorset, Kit Hsto, Ploss Niklos. Renko Losa.
NEI-VAANIANS
Nelvaan'ans, also referred 10 as Nelvaans, from are a species of tribal humanoids the planet Nelvaan, They are a primitive species, using only crude technology. Male hunling Nelvaanians are responsible for game and protecting the tribe, for the day-
Physical pronounced
Description: The Nelvaanians are a humanoid species witb canine characteristics. They have blue-green fur. large teeth in
a pronounced
muzzle, and two pointy, independently movable ears. A thick mane of black hair on their heads extends down the napes of their necks, with agc_ of the Techno Union, nearly all Nelvaanian genetic monstrosities due to intensive After the experiments transformed
into hulking
manipulation,
This genetic trait persists in males born after the Clone Wars, N elvaan, Nelvaanese.
to-day affairs of their tribe, which includes raising cubs. At the top of tile Nelvaanian is the chief, who ru le s with trlbc
chief is not chosen by (ria I, nor is ne Instead, chief's ascension established admiration is determined Mother" by the and is
vaan, but those who an become soldiers and scouts. NEI...VAANIAN TRAITS
Nclvaamans Ability Medium share the following Modifier>: Size: As Medium
SPECIS:S
species traits: +2 Wisdom. Nelvaanians have no special creatures,
the
-2. Intelligence.
entire tribe. Religion and spirituality are the center of Nelva3 n ian society. Elder's a re revered, 353re mothers of all ages. During the Clone Wa rs, male Nelvaanians are abducted by the Techno Union and subjected to extensive physiological an attempt successful, to create a race of mutant warriors. turning and genetic manipulation The experiments in
are partially
the males of the species into monstrous Nelvasnians reunite with their tribes. are closely attributing modified
Nelvaanians
trackinq.
Shadow Swiftness: If a Nelvaanian begins its turn with concealment
kinship, They are superstitious, ogy. which they distrust. their trust is earned, less astute graces, as we'll. Genetically
Nevertheless,
a targct or with the target unaware of it, the Nelvaanian docs not provoke attacks of opportunity when moving through the target's threatener space
until the end of the Nelvaanian's Automatk Languages: turn. NeJv3.0eSee
US HERE "THE FORCE HAS aUIDED FOR YOUR FINAL TRIAL. THE ONE YOU'VE NEVER TRULY FACED~"
-OSI-WAN KENOal
VURKS
Vurks are an amphibious species from the planet Sembla, Their way of life is based on a nomadic lifestyle, as large family units move en masse across Scmbla's watery transition surface. They the warm easily from
Physical Description:
gray-green skin, Their eyes are dark and set deep in their faces. A long crest extends up and back from a Vurk's skuli. A Vurk has two long, thick fingers
Languages:
Adventurers:
Semblan.
Vurks who leave their homeworld lend toward the path few Vurkare
Example Names: Coleman Trcbor. Sweitt Concorkill, of the scout or soldier. A handful of Vurk nobles make their way to the stars as diplomats, bur given the species' ingrained integrity, scoundrels,
depths of Sernbla's
VURK
Ability Medium
SF>ECIE6
-2 Dexterity,
TRAITS
.2 Constitution, +2 Charisma,
Vurks share the following species traits: MOdifiers: Size: As Medium creatu res" vurks have no special bonuses or
a fortnight at a time,
When two or more Vurk
dans
meet
during
their the
penalties due to their size, Speed: Vurk base speed is 6 squares. Vurk have a swim speed of 4 squares. Breathe in water. Expert Swimmer: the moll A Vurk can reroll any Swim Check, but Inc result of must be accepted, even if' it is Underwater: As amphibious creatures, Vurk5 cannot drown
constant
migration,
worse,
Placid: VurkS3rt renowned for theirabilitv remove one fear effect currently affecting Nomads:
even in the face of danger. Once per encounter, as a free action, a Vurk can
it.
to moving around, even
through dangerous places. A Vurk can reron any Survival check, but the result of the reroll must be accepted, even if ii is worse. Automatic Languages: Basic and Sernblan.
and stern.
liTHE
EOI ARE GUARDIANS OF PEACE AND ~USTICE. WE ARE SERVANTS, NOT CEL-EaR.TIES."
-wEDI MASTER COL.EMA.N TRBBOR
bAR~I~-eCAI!"'6
~~NF'LICT
R.AIN'!~ANT
Q,IDRRb,JPTICN
A hero in a Clone Wars campaign can come from almost any world in the Stor Wars saga, and chances are his or her life has been affected by the war in some way. Few worlds escape the ga lactic conflict, 50 even primitive planets can become critical battlefields in the Clone Wars. Your hero might be from an obscure, out-of-the-way planet like Nelvaan, drawn into the war after Anakin Skywalker and Obi-Wan Kenobi liberate the Nelvaanians from the oppression of the Techno Union. Or your hero might be a noble from Cornrnenor, runoing away from a life of wealth and Iuxury to join in the war effort for the. Separatists. With special permission from your Gamemaster, you might even be able to playa member of a species that has not yet entered the galax.y at large, such as Ewoks or the Chiss. if your hero's unique history includes an explanation of how the conflicts of the Clan e Wars cause you to leave your home planet well before the rest of the galaxy even knows it exists. In a Clone Wars campaign, planet of origin is rarely a hindrance for a character becom ing highly involved in the conflict, as the battles of the Clone Wars stretch from the densely populated Core Worlds all the way to the]Outer Rim.
A key face! of galactic culture that leads to the eruption of the Clone Wars is rampant corruption, Politicians, nobles, businessmen, and other wealthy and powerful beings disregard Iheir responslbilitv to those less fortunate and put their own desires and greed above the needs of those who rely on them. Corruption in the. Senate allows Senator Palpatine to maneuver his way into the position of Supreme Chancellor, and the greed of the member organizations of the Confederacy allows Darth Sidious and Count Dooku to manipulate them into starting a qalaxv-spanninq war. Heroes of this era have likely been exposed to corruption. Jedi witness the fall of Count Dooku, nobles have brushes with power-hungry peers, and soldiers are thrown into chaos by the carelessness with which politicians commit lives to battle. Many heroes in ;; Clone Wars campaign have been put on their path as a result of the corru plion of others.
"YOUR
DECLINE
OF THE
.... DI E
The Clone Wars are wani ng years for the Jedi Orde·r. Not only do their numbers shrink leading up to the conflict, but many Jedi Generals are killed in skirmishes on distant battlefields. Ultimately, lhe Jedi Order is nearly completely wiped out by Order 66, but even before that point, many Jedi sense that their organization is on the decline. This affects not only the Jedi themselves but also those who rely on the Jedi (or peace and justice. With the Jedi drawn away to fight in the Clone Wars, planets that rely on the Jedi to settle disputes and protect them from predatory neighbors are now exposed to danger and unrest. Your hero might be a native of an Outer Rim world that relies on local Jedi for protection from pirates; with the Jedi engaged in th e Clone Wars, th e pirates ravage your homeworld, leaving you to find your way in the galaxy with no home to return to. Likewise, your hero cou Id be a mercenary who serves alongside a Jedi qeneral who, Ii ke Jedi Master Kora, prefers not to work witli clone troops; when the Jedi falls in battle, your hero suddenly finds himself without an employer. These are the kinds of heroes that might arise as a result of the changing status of the Jedi during the Clone Wars.
HIGH-PROPILE
VIL.LAINS
The Clone Wars allow for the ascension of powerful villains into the limelight. The Separatists, denoun ced by the Republic as qrceo-d riven traitors, have some of the most visible and eclectic villains in the entire Star Wars saga, Count Dooku is a well-known Jedi traitor; Genend Grievous is a reputedly brilliant military leader whose visage intimidates his enemies: General Loathsom is a vicious brute, Asajj Ventress an aspiring 5ith, and Durge an immortal bounty hunter. Even Darth Maul, whose involvement in the lead-up to the CJone Wars ends nearly ten years before the outbreak of war, works closely alongside leaders of the Trade Federation. Your hero might have a history involving one of these high-profile Separatists, even if the Gamemaster chooses not to integrate that villain into your campaign. Your nero might be a Kaleesh who fought alongside General Grievous on Kalee, but now your hero resents Grievous for his role in the devastation of your planet. Similarly, your world might have been blasted from orbit by Separatist vessels under the command of General Loathsom, or the bounty hunter Durge might have killed or captured a member of your immediate family,. Tying your hero's history to one of these highly visible villai ns is an exce Ilent way to hel p you r hero feel more like a part of the Clone Wars campaign.
F=l'i...C KboN
OII$
...... TCIoooII.U
~Ot..D
....'•• ,
·AULT
..... TTLI!I-
,OFiOID.
MILITARIZATION
A necessity of warfare is the increased militarization of the galaxy. The best example is the Republic govern ment, which h as no standi rig milit ary prior to the Clone Wars ..To stand aqainst the forces of the Confederacy, the Republic militarizes quickly {with (he help of the Karninoan cloners and tl1e military hardware provided by Rcthana Heavy Engineeringl. Individual worlds that pledge their support to the Republic find themselves the beneficiaries of this militarization, but many also have their infrastructure commandeered for the increased production requirements of the war effort. Separatist worlds spend large amounts of credits. pumping out new starshios, walkers, tanks, and battle droids. buying them from other member wo rids or mass-producing materiel for their own use- As a result, even once-peaceful worlds have their industries conver ted to rnilita ry use, incl uding aqricu It u re (clime troopers must be fed). medical (injured soldiers need healing to keep fighting). manufacturing (producing the weapons and vehicles of war). and
Yow
scoundrel
hero might have established herself as 3 smuggler of fine antiquities, but finds that her services are required for legally shipping su-ppiies,to the front lines. Or your scout hero might have been a big game hunter who traveled the Outer Rim in search of the next big hunt, but thanks to a massive increase in military influence, finds herself recru ited as a guid.e for Rep ublic troops through the deep jungles of Feluci~i.
III
n I ~ ] -r
lJ
..JEDI
During the Clone Wars, the Jedi are not just the defenders of peace and justice but also the rnilitarv leaders of the Republic, The Jedi are placed at the head of clone a fillies, 8 no they wad e in to batt le on distan t worlds alongside the rest of t he Grand Army of the Republ i c. For Jed i heroes in a Clone Wa rs camps ign, this means bein 9 sent on milita ry assignments, even for Padawans, Your Jedl hero might be out in the qalaxy on a dangerous mission entrusted to you by the Jedi Council, or you might be accompanying your Master to an important planet to defend it against Separatist at tacks.Thcuqh the Jedi are allkd with the Republic, some Jedi, such as Quinlan Vos, go undercover to infil trate t he Con fed eracv: such Jedi wo uld Iikely keep their a llegiances and powers a secret, as the Establishing your Jedi hero's role in the Clone Wars is an important par!
of creating your character. Je di who follow the Guard ian pat h. a n d anv Jecli that use their powers io enhance their combat prowess, are I'ikely to seek out an active role in the war effort. This mighi mean le adinq clone troopers into corps battle, working with elite Republic commandos, or IC<lding a starfiqhter
powe t! u I Force-
inio Separatist space .. Jedl who follow the Consular path join the Republic as hea lers and diploma ts, Some Jedi jo i 0 up wi t h Republic Mobile SU'Igi cal Units (RM SUs). providing Force-assisted humanitarian heal ing for those inju red in battle, assistance or merely serv.ing in a to good use as undercover agents, Other Jcdi act as liaisons between the Republic and the civilian populations of disputed worlds, providing diplomatic in stealth, subterfuge, capacity. Jedi who follow the path of the Sentinel put their skHls and investigation Separatist
spies, and saboteurs. These Jedi act behind enemy lines, infiltrating forces or ca us! n 9 chaos and havoc for t he Confederacy.
,NEW
..J.E,OI"T'AL.E,NTB
The following talents are intended for use with the Jedi class.
NoeL-se
The Clone Wars can be difficult for nobles. Those nobles who are members of noble houses or corpora tions on disputed worlds might fi nd their resources drained by one faction or another, a nd others' homes a nd I ivelihoods are completely destroyed when conflict comes to their home planet. Though nobles can fill their traditional role, the Clone War~ provide opportunities for nobles to see what life is like for most citizens of the galaxy. When a battle. between the Separatists and the Republic literally destroys everything they know and love, rna ny nobles turn to a life among the stars, using their ski lis and knowledge to their advantage. With nothing left to lose. some nobles flee their hO("'lcworlds. seeking a haven safer and farther from the war, only to find themselves drawn badin. By the same token. many nobles find their own place in the war. Those nobles whose wealth ties them to the various commercial institutions war effort that
other allies under the ir command. Once per round as a swift action, you grant
one ally within 12 squares of you (and in your line of si~ht) bonus hit points equal
to 5 +
beginning of your next turn (at which point any remaining bonus h~t po~nts are lost), and any damage dealt to that ally comes out of bonus hit pornts first. You take a -5 penalty on all Use the Force checksuntil of your next turn. Improved Consular's Vitality: successful Iiqhtsaberattack. the beginning
?
Whenever you damage a target With a talent as
a free action instead of a swifl action until the start of your next turn.
ta lent
40 of the Saga Editio~ core rulebook), which is available to members of the Jed i class. Any character who can norrnallv choose talents from the Jedi Guardian talent tree can choose from these talen ts as well. Ex.posing Strike: When you use a tiqhtsaber to deal damage to a target, you can spend a Force Point to make that target flat-footed until the end of your next turn. Guardian Strike: Whenever you use a llqhtseber to deal damage to a target, that target takes a -.2 penalty on.attack rolls against any target other than you until the beginning of your next turn.
New
N'OBL.E
TAL.ENTS
The follow; ng new talents are intended for use with th e noble class.
also roll a Deception check, comparing the result to the Will Defense of all enemies in line of sight If your Deception check is successful, that target ca nnot attack you and does not believe you to be an enemy (thoug h they do not consider vou an ally) while this effect is active. If you a t tack or otherwise obviously harm or hinder a target un der the effect or this talent, or one of that target's a llies, th is effect ends. This is a mind-affecting effect.
Enemy Tactics: Whenever an enemy withlo 1'2 squares of you and in your line of sight receives an insight or morale bonus from any source, you can also gain tha I bonus. subject provided to that enemy, Feed Information: As a swift Additionally. until the beginning to all the same Ii mirations action, as t he bonus
Protector Actions: You and your followers have teamed to work together \0 qreat effect, ensuring that you rem ain safe while all()wing them to do their Duty, You can use any of t he following actions on you r tu rn.
'yOU
range. Until the end of your next turn. if that the at tack '0' Porce power to an adjacent action" you can make"
bonus on its next attack roll made before the beginning oily who receives a +.2 bonus 00 its next ill tack roll. Friendly Fire: I,t you are eng.aged in melee combat eMmyand
target damages you with an attack call choose to redirect the attack
follower:
or Force power is resolved ,against that ally as normal. melee or ranged range. If that target attacks you or one of of your next tum, you can move One of
an adjacent
• Diversion Attock: As a standard attack against a target within your allies before the beginning
are the iarget of a lan,ged attack that miss~s you. compare the attack (oil to the Reflex Defense of one adjacent enemy; if the attack equal5 or exceedS the target's Retlex Defense, thar enemy becomes the new to rget
of 111eattack. which Protection: is resolved as norma I. action, you can designate one ally and make Defense y()u.
up to its speed directlv toward that targeL. • The .Best De (ens«; As 3 standard action, you can make a melee or ranged
attack against a target wi thin range, For each of you, followers rolls until the beginning armed witn a ranqed weapon and having Ii ne of sigh t to the target takes a -I penalty On attack (hat target
vour followers
enemies in your line of sig ht who can hear and understand result equals or exceeds a target's the ally you desigoaie"d until the beginning
If your
of all check
Prerequisite;
Inspire l.ovaltv,
cannot attack
Ptcrcouisitc:
Double Agent.
SCOUNDRELS
The scoundrel flourishes during the C one Wars, because the shifting Ii nes of
Loyal Protector
can attract InspIre follower's skill
Talent Tree
f0110wers who protect template for you from harm. the aggre.s,the gains one Proficienev g~neratiog
in which she can thrive, With in a long. drawn -out war, diverted the ships, take the their had little police forces and the Sector
As, a result of you, station. occupaf on, or even just your natural Charisma, you One Or more faithful Loyalty: 'tatistics or utility follower You gai~ a sinqle follower. Choose either
reso urces used to keep the peace ann cnfo rce the law are instead Rangers continue to enforce the law, "hey find themselve5 without Smugglers. pirates, and black marketcers
live, defensive.
vour
follower,
based 00 the rules on page 32. This follower must meet the prerequisites for tne' Armor
operations
influence,
You can select this talent multiple additional Undying follower (maximum
times, Each time you do. you gain One gains the Iouqhness real.
of the havoc
of 3 followers).
Loyalty: Each of your followers Prerequtsite: lnspi re loyalty. Protection: against As a reaction the target
wreaked upon the galaxy by war, looking to make credits while the attention of the Republic is elsewhere, Alternatively, fi~ding many scoundrels find themselves drawn 'into the Clone Wars. ernplovrnent as a result of increased and instead become giving need, .Many leqitimate to the offering contraband more legitimate
to you being damaged by an attack can make an immediate you. Until by an attack melee or the beginning or Force power.
smugg.re,s cease to transport generous contractshanded and the Confederacy. them commissions toact
that atlacked
of your next turn, any time you are damaged another one of your followers can attack can, be used once per encounter.
that prey o.nly on the members of the bounty huntinvolved in the whose th e payrolls of factions
Prerequisites.'
opposing faction. Though mostly the domain or-the Separatists, ers and assassins find themselves war. serving as mercenaries, one of the factions engage in tactics bodvquards,
sl<ills allow them to work well. wii h others can .surely find a place a lonqside in the Clone Wars, because both sides of the conflict the realm of proper militarv protocol, far outside
NEW
The following
SC::OUN,DREL.
TALENTS
new talents are intended lor use with the scoundrel class,
S'Cc)WThS,
The Clone War5 senti agents of both the Republic and the Confederacy to far-flung world, in search of resource, to exploit, Many rely on 'local guides to keep them from getting lost in the unfamiliar wilderness, and scout heroes become entangled in the conflict in such a way, The Republic and the Confederacy hire scout heroes either a"guides or trackers, but also sometimes as advanced scouts, bounty hunter" and e'ven assassins, Thanks take place on to the expansive nature of the Clone Wars, major conflicts Without difficult
New Misfortune
The following
Talent
talent tree (see page from the
4£ of the Saga Edition core rulebook), which is available to members of the scoundrel class Any character who Can normally choose talent, Misfortune Stymie: within talent tree can choose this talent as well. Once per round, as ,a ,wift action. you can designate a target
12 squares of you and in your line of sight as the target of this talent
undeveloped. wild worlds where the 5ki lis of 3 scout are eX1remely val uable. scouts, both the Republic and the Separatists would have a more time finding their way across planets like Felucia and Saleucarni, activity during the Clone Wars. worlds thilt become hotspots
!.Jntil the begi nninq of you r turn, you can cause tha t target to ta ke a ~5 penalty on all checks made with a single skill, You must have line of sight to your tllrg~t to make USe of th is talent, and detlar~ which skill is to be penalized at the time (his talent is activated
Moreover. scouts find themselves thrust into the Clone Wars against their will. simply try living on out-of-the-way for military activi t y. 1hough actual conscriptions are rare. many scou IS are scooped up by occupying fe rces Jnd pressed into service. Though the occupiers pay these scouts, thcy have li.ttle choice in accepting the job. Other
This is a rnind-affectinq
effect.
Opportunist
Talent Tree
allow you to make the
Profiteers, gu nrunners, and priva tee-s can use the chaos of w~ r to make a tidy profit, and you are no exception, You r talent, best of a bod situation. keep your pockets filled with credits, and keep you alive long enough to spend them. Advantageous Opening: When an enemy or ally in your line of ; ighi rolls a natural 1 on an attack roll, you can mak.c a melee or ranged attack against a single target within range. Retribution: When a target moves one of your allies in you r line of sight until the end of your next turn. down the condition track by any means, you gain a +2 insiqht bonus to vour attack rolls against that t.rget Slip By: When YO\J damage a tarqet, until the beginning of your next turn, you can move throuqh that tarqet's space. Moving through the tJr~et's space might still provoke attacks of opportunity movement in a legal space, nrive on Chaos: Whe·n an enernv or oily within 20 squares of you ls reduced to 0 hit points, you gain bonus hit points equal to 5 .. one-half your character level. Damage is subtracted from bonus hit points first, and any bonus hit points remaioing at the end of the encounter go away, Bonus hit points do not stack, as normal, and you must end your
moved to the bot tom of tile condition trac~, your next attack made before
Prerecuisit»:
Retribution.
'S(OUIS
willingly join one taction or the other, and many of the Republic'S and Separatists' best scouts do not officially jo in either [action until the W,H comes 100 their home pi ane ts, Reg ardless of now the hero is drawn into the conflict.,. scouts have skills that are hot: commodities during the Clone Wars. As J result, scouts see working for one faction or another during the Clone Wars as a way to make some easy credits and also improve their standi ng wit.h the winning NEW faction.
a ranged weapon who has line of sight to your tarqet, you and each of your followers gains a + I circumstance on Perception checks until the end of your next turn. Prerequisite: Reconnaissance learn Leader.
Surveillance
SCOUT TALENTS for use with the scout class. The follow.ing new talents are intended
Talent Tree
transforming the information you into a distinctadvantaqe If you are not surprised
on
at the beginning
Reconnaissance
Reconnai55ance the aggressive, generating
Talent Tree
the best reconTeam Leader: You qai 0' a sing Ie follower ..Choose eit her or utility follower template for your follower,
YOll have learned to work in concert with a team to provide naissance and cover as much ground as possible.
defensive,
from a target.
circumstance
checks made against that target. action to actively application of the Perception
the follower's
gains the Skill Training feat for the Perception and Stealth skills. Additionally, whenever you usc the Stealth skill, all your followers You can select this talent multiple additional Shot feat. follower Close-Combat checks as a part of the same action if they are able to. times. Each time you do, you gain one gains the Point Blank (maximum of three followers) Assault: Each of you r followers learn leader. cause one of your followers
hidden enemies (as per the Notice Iarqets notice with YOUI Perception is unaware check.
skill],
you can make a single melee or ranged attack against aoy one enemy you
Seek and Destroy: I f you make a echo rge attack ago ins: a target tha t
of you, that target ca nnot make a Perception check to notice you u'ntil after the attack conceal rnent. is resolved, even if you move away from cover or
Prerequisife; 'Reconnaissance
Get Into Position:
Prerequisite: Hidden Eyes. SPOUN: As a move action, you on make a Perception check with a DC
equal to 10 + the CL of a single target enemy in your line of sight. If you succeed on the check, you and .11 your allies that can hear and understanc
to move up to his or he' speed .. 2 squares, Prerequisites: Recoonaissance Team Leader, base attack bonus +,5. Re'connaissaocc learned Actions: You and your reconnaissance team have set to work together as a cohesive unit and have an esrabnsbeo
to perfection.
SOL..OIIERS
The Clone Wars are a soldier's dream. Wi.tlt two major factions for control militias, of the galaxy, soldiers find themselves sides of the bat tlefield. mercenaries, Professional soldiers, including struggfing in high demand on both members 'Of planetary Some become the Republ.ic
one ally a *2 insight bonus on attack rolls against your target until the' beginning of your next turn. Inus, if you have multiple armed followers with line of sight to the target, you Can grant the +2 bonus to multiple allies. • Group Sniping: As a standard a ranged weapon veer followers action, you can make a melee Or ,anged armed with checks until attack aqa inst a target in range. For each of you r followers gains a +1 circumstance bonus to Stealth
lend theirexpertise
acting as blasters-for-hire
The Clone War'S present a straiqhtforward equal power, and tht tougnness
a~d cunning 01 soldiers can tip the scales of any given battle. Soldiers are everywhere fighting du ring the Clone Wars. The clones and droids Pilots a~d vehicle operators stations. in oneither side have soldiers among them (and players might choose Most
the Clone Wars are soldiers, as are gun ners man ning artlllerv
soldier
specialize
in a particular
field during
specific service as a member of infantry units, starfighter corp', or armor units, Heroic soldiers art usuallv male th~n rank-and-file trooper'; during the Clone War'S,:many are officers (even low-level captains and lieutenants) expected commanding larger groups of soldiers, and some are eli te specie I forces sold iers-
Phalanx, Whenever you provide soft cover to an ally within you are considered to be providing improved cover, Prerequisile.-Watch Your Back, Stick Together: Llntil the begi'wing
3 squares,
You can spend a move action to activate this talent, of your next turn, if an ally moves you (an i rnmediatelv you end your movement
to
move up to your speee as a move action, provided within 3 squares of that ally,
NEW
The following
SOl-D'ER
TAL-ENTB
for us•• with the soldier class.
no benefit from flan king you or any adjacent allies. New Brawler Talent
The follow ing new talents belong to the Brawler the Saga Edition core rulebook], which is available class. Any character Bayonet Master: tree can choose from these talents as well, ta len t tree (see page 52 of to members of the soldier
who- can normally choose talents from the Brawler talent Wilen you take a full attack
Offi~er:
statistics
Choose' either
the
aggressive, defensive, ing the- follower's in addition One Armor Proficiency meet the prerequisite"
or utility
ranged weapon With a bayonet as a double melee weapon. You can attack with the bayonet and dub a target With your ranged- weapon (as with the
using rhe rules on page 32. This follower gai ns by the follower templates,
to those provided
with
weapons, limbs, and anything a track or the attack to the target (minimum
else available, Whenever you miss with a melee bonus in damage with a
You Co" select tnis talent multiple times. Each time you do, you gain one additional follower (maximum of three followers). Coordinated Tactics: Each of your followers gains the Coordinated Attack feat (see page 83 of the Saga Edition core rulebook], provided he meets the
orereou islte. If your follower gains the feat at that time. Prerequisite' Commanding
Fire at Will: make a ranged attack against
As a [ull-round action, you and one of your followers one target Officer,
can
take a ~5 penalty to your attack '0115, Prerequisilts:Commanding Squad Actions: perfection. a team, and have an established base attack bonus +5. to work together as io that you have practiced You and your squad have learned set of tactics
which is available to rnernbers of the soldier class. Any character who can normallv chooSO€talents from the Commando talent tree can choose ihis talent as well. Keep Them at Bay: When you use the aid another action to suppress an enemy, that enemy takes a-S" penaltv on its next attack instead of the
52 of the Saga Editioncore rulebook], normal -2 penaltv, Only 1 character at a lime. may gain the benefits of this talent against a given larget
• Autofire Barrage: A5 a standard action, you can make an autofire attack against legal target spaces, For each of your followers who is armed with a ranqed weapon set on auionre and nas line of .sight to thearea
tarqeted by vour aurofire, by your autofire you COlO designate one additional square 3\ targeted [that square must be adjacent action, to your original
target area). • Open Fire: As a standard and has line of ,ight rna ke a ranged at tack against a single who is armed with a ranged weapon add +2 to your damage roll on a targ'ct. FOI each of your followers
gain a + 1 clrcu rnsta nee bonus On a II melee and ranged attack Focused Targeting:
to the target.
successfulhit.
attack, all a llies within 3 squa res gain a +2 bonus 00 damage m.lls "go inst that tarqet until the beginning of your next turn,
action.
I<.NOWL..E:DOE:
battle, and only the quid
CTACTI'CS'
often find themselves TIle foil.owing
5ingle 1'!lJeL You g3il\ <I competence bonus on YOL"attack roll equal to the number of your followers who are arme,j witll a ranged weapon and have line of sight to the target. Thus, if you have three armed followers with line of sight to the large" Officer, you gain a "'"] competence bonus on
on the field ot
new applications
minds of military
heroes survive or even emerge victorious. of the Knowledge relevant to the Clone Wars,
Anticipate
Enemy Strategy
(Trained
Onlv): A good tactician can anticiann then plan accordingly, [tactics] can designate A, a
SKIL.L.S
Skills in the Star Wor5 RokpioVing Gome Saga EditiM cover a broad rang e of uses under their general titles. Below are new specific USeS for some oj the
skills in the game. However, a skill couldapplv rules are not provided determine in situations even when specific to
in Knowledge
l3rgel in her line of ,ight and make a Know.ledge (tactics} check to anticipate
e. or if an ability
the enemy's next move, The DC for the check is equal to the target's Will CL if the ta rget does not have a Will Defense [as is the case for vehicles without unique pilots). If successful, you gain special' insight into the tarqet's ,lrategy ~nd
Defense, or to + the target', can anticipate its next move. You learn what actions the target actions might change as well, though is I ikely to unless lake on its next turn based on the current circumstances: change, the target's the situation information include information likely next action. information if circumstances lypically
changes crastica Ily voi, should have a good idea of the target's.
n
)
The GJmemaster
on the
r
-i
use
of talents
out
toattack, where the rqet might the t3rg~1 might employ. Battlefield du,iog Tactic, (Trained moss combat,
'0
is going to "Had, who the iarqet intends move to, or any other special srrateqies
~ n
you can use your tactical ,k now ledge to gra nt extra l!and3(d actions to otnercnaracters in yo~r unit (see ·'M", Combat" on page ss). The base check DC for this application of the skill is 20" and it requires three swift actions made on consecutive founds 10 activate. P,ERCEI='TICIN The balllc·field5 of the Clone W<Jrs are conf'usi ng, hazsrdous places where danger can rise from anywhere to strike without warning, Scouts and other forward units are cr:ifical to the success of 2 faction during a battle. The
followinq new application of the Perception is particularly relevant to the Clone Wars, Long-Range trained skill can be used in any era but requires vele ctrobincculars}: those from
Sputter
(Trained
Only;
rSC
Though anvon e can use electrobinocula in the, Perception their long-range observation.
skill ca n g,.ean particula rly usefu I insights You can aid another
(0.11 (see
page 151 of the Saqa Edition core rutebook) made by an ally or allied vehicle by mBking a DC 10 Perception check instead of an attack roll. You must be able to see tMe larget of the attack through the etectrobinoculars, and your target must be a t least 50 squares lcharscter scare) from both you a nd the ally you aid, You r ally must be able to hea rand appl ication of the Perception skill'. understand you to use th ls
BUIRViVAIil.., S[;;c;- many of the battles of the Clone Wars take place on worlds hostile skill is used extensively the Survival Clone Wars. during this era The following new application relevant to of
Humans and other species, it should come as no surprise that the Survival
skill can be u"ed in any era but is particularly to the
Whik the ta.rget'1lliy is in a Force trance, it can go ten times as long as normal wirhcut air, food, or water (see the Endurance skill on page 66 of the Saga Edition core rulebcok). Unwilling ta rqets cannot be plated In J Force trance.
Create Defensive Position (Trained Only): A character trained in the Survival skill (an make camp in a d~fensible position, digging trenches or
otherwise prep" rinq th~ encampment to defend civilized against an attack When you can
3
PEATS
are to
environments],
especially appropriate for Clone' Wars campaigns and should contribute' character concepts, commonly found in this time,
take 10 min utes to prepare the place where you and your allies are resu n9
ANOIIINTEO'
You have been anointed other Nelva,mians Prerequisite: do,
HUNTeR
as 3 hunter specie's, for your tribe and possess skills few
as a defensive
that area,
checks to notice targets, furthermore,ail the prepared 'area, to Reflex Defense defensive position,
N elvaanian
creatures ta.k~. -5 penalty on Stealth checks made within l.astlv, you and 311allies gain a .2 circumstance bonue while within the area, If you and your allies abandon the the effe(t ends, Special: Sleeping or unconscious characters take
Perception checks.
Benefit: If you end your move at leasl2 squares from where vou started, you gain 0 +1 competence bonus on attacks made with thrown weapons u nt il the enq of your turn. AR:riILILERV
to dev3,stating effect.
-11)
penalty
on
SHOT
You have learned to use the a.ngl~ and distance bet ween you and your target Prerequisite: Proficient with weapon used. weapon against two additional
USE
THE
FORCE
many such as the )~di healers who serve in R~publ~c new application of the Use the Force skill of the re levant fO the Clone War;.
The Jedi generals of the Clone Wars do not all lead clones into battle: serve in aux'iliaty can be used in any Move capacity, Mobile Surgical Units The fallowing
Benefit: a target
When you make;m attack with a burst or-splash than point blank range, you (on a.ffed to the normal burst or splash area.
at greater
era
Light Object
COGRD'INATED
When voc combine fi'e results on the auacxer.
BARRAOiE
can have devastating
skill to catch and move a t~fown weapon, sucn as,grenades, th.t lands Within your reach. The object tan weigh no more tho n 5 kg. You must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires J Use the Force check, with a DC equal to the attack the thrown weapon, If you succeed on this check, you catch the force and can immediately you: othefwise, explosive, such a'S J grenade, resolve the ,att~ck as normal. it explodes roll of
Prerequtsites: Coordinated Attack, base attack bonus + 5, Benefit: When you aid an ally's attack" for every 3 points that the ally's
attack roll beats the target's f\eflex Defense, the at tack deals + 1 die of receives is roll or damage. The maximum +5 dice, whichever number of bonus damage dice the attack
move the object up to 6 squares awoy from If the object you caught is an You at the end of its movement.
equal to the number of allies with (his feat that aided on the attack i, lower.
can use the object caught as a project ile weapon, Place Otherin Force Trance (Trained
as norma I. Only): As 0 full-round action, you cal) place an adjacent willing ally that you touch into a Force trance with a DC 15 Use the Force check, tn this state. the tuge! ally rests as though
io a deep coma and is considered helpless, Each hour the target rernains tn the trance, the target regains a number of 11,1 points equal to its character level You can bring an adjacent ally you touch out of a Force trance as a
DROI,DCRAF'T
You can repair droids quickly, Prerequisite: Trained in the Mechanic,s skill. Benefit: You
con
perform
Normal: Repairiog a druid typically ta kes 1 hour (see the Mechanics page 70 of the Saga EditjDn core rulebook}.
swift action,
on his or her own, If the target remains in. the Force trance for 4 consecutive hours, the target emerge, had rested for 8 hours], from the trance hJlI.y rested (as though the tarqet
OROID
advantage
HUNTER
taking frailties.
You have learned to target the delicate parts of your droid opponents, of their mechanical
BONUS
Some of the feats in this chapter may be selected certain classes. Each class may add the foilowiRg bonus feat list.
Prerequisite: Proficient with weapon used, Benefit: You gain a +2 bonus on damage rolls against droid enemies, or .. 4 if you are using a weapon that deals ion damage.
Class
Jed! Noble Scoundrel Scout Soldier
Bonus
Feats
Foree, Unwavering Resolve, Wary Defender Resolv~, Repair, Repair, Hunter,
Unstoppable
EXPERIENCED MEDIC You have spent so much lime on the battlefield that patcning up wounded allies has become second nature to you.
Prerequisite: 'Benefit: rulebook) Trained in Treat Injury. equal to your Intelligence bonus (miniYou can perform surgery (see page 74 o( the Saqa Edltion core on a number o( creatures You make Treat Injury checks for each individual
Experienced Medic, Leader of Drolds Unwavering Wary Defender Droid Droid ArtiJlery Hunter, Hunter, Shot,
Droldcratt,
Droidcraft, Coordinated
Expert
Expert Barrage,
Ovcrwh el m i ng Alta ck
BXPERT
Prerequisite: Benefit: simultaneously. FLASH
OROID
REPAIR
skill bonus
droids simultaneously.
You can repair a number 0' droids equal to your Intelligence You make Mechanic> checks for each droid as normal. AND CLEAR
You can use the smoke, noise. light, and confusion at tacks to move unseen near your foes. Benefit:
When you damage a target with a burst or splash weapon, you against mat target until the beg inn log of your next turn.
gain concealment
OF
FIRE
fire,ke~ping your opponents from escaping
all targets in the area lose all dodge or deflectlon against the aulofir e attack.
BENEFIT Move 2 or more squares and gain a .. I bonus on attacks with thrown weapons until the end of your turn. You increase the efficacy
of your burst and splash weapon
attacks.
Coordinated Barrage Droidcraft Oroid Hunter Experienced Medic Expert DroidRepair Flash and Clear Flood of Fire Grand Army of the Republic Training Gunnery Specialist Jedi Familiarity Leader of Oroids Overwhelming Attack Pall of (he Dark Side Separatist Military Training Spray Shot Trench Warrior Unstoppable Force Unwavering Resolve Wary Defender
Coordinated Attack, base attack bonus +5 Trained in Mechanics Proficient with weapon used Trained io Treat Injury Trained in Mechani~s Proficient w.i(h wealion used Profil:ieni wiih armor worn Base attack bonus ~ 1
Allow an ally to deal more damage when you aid hi, attack. Repair a droid in 10 minutes instead of I hour Deal +2 damage to droid enemies,
C'T
Perform surgery on multiple creatures simultaneously, Repair multiple droids simultaneously Gain concealment against a target
')T0u
Ignore enemies' dodge and deflection bonuses to Reflex Defense when making
c:::JVE~:W~JgL.MINIE3
strike true. Benefit:
ATTACK
You know how to get your attacks past enemy defenses, making sure they You must spend two swift actions in the same round to activate
this feat. If your tarqet attempts to use a talent, feat, or other ability to negate your attack (such as Block, Deflect, or Vehicular Combat), the target takes
attack, This effect applies to the next attack you make before the end of the same round.
C3UNNERY
SPECIAL-1ST
to great
You are right at home in the gunner's seat and use heavy artillery
PAL..L OF
the dark side. Prerequisite: Benefit:
THE
DARK
effect. Prerequisite: Base attack bonus + 1. Benefit: While you are the gunner of a vehicle, you are considered proficient with vehicle weapons. Additionally, once per encounter, you can reroll an attack fall made with a vehicle weapon, though you the result of the attack roil, but before damage is resolved. Special: Taking Inis feat satisfies the prerequisites for the Starsh ip Tactics
You are adept at hiding yourself from Force-users, Dark Side Score 1+.
must
keep the
Use the Force checks made to resist attempts to detect you ""ith the Sense Force application of the Use the Force skill.
second result, even if it is worse. You can declare this reroll after you learn
SEPARATIST
MIL-ITARY
TRAINING
feal (page 20 of Starships of (lie Galaxy); however, unless you are Ira ined in
the Pilot skill and have the Vehicular Combat feat, you may only take [gunner) maneuvers wnen you select starship maneuvers for Starshio Tactics.
You have received extensive training from the military of the Confederacy of Independent Systems aNd are familiar with lts practices. Benefit: White you are adjacent to at least one of your allies, gain a +'1 circumstance bonus
on
..JEDI FAMIL..IARITY
You have worked alongside Jedi or other Force-users and have de-veloped an excellent rapport. Benefit: Once per encounter, when you are tarqetcd or affected by a goes Force power or Force talent originatin9 from an aUy, you gain one temporary
SPRAY
errant shots. Benefit:
SHOT
allies from reduce the
vou can fire a short burst at an enemy while protectinqnearbv When you have a weapon set on autofire. voucan
Force Point, which must be spent before the end of the encounter the condition track, you do not gai n the benefit of this feat,
Or it
away. If the Force power Or Force t alent damages you or moves you down
TRENCH
WAR:RIOR
You have experience fighting in ihe trenches, and you know how to use cover
L.EADER
tactically. Bene.,it:
OF
OAOIDS
to your attack advantaqe. Benefit: When you are adjacent ;0 a wa II or object that provides you with cover from your target's ranged attacks, you gain a ~ 1 ci rcumstance
You are experienced in leading droids, and you know how to direct them Whenever you provide a beneficial, mind-affecting effect to
your allies, you may select from among these allies a number of druids equal to your Intelligence modifier (minimum their mind-affecting willing to ignore this immunity 1). The droids you designate ignore
UNSTOPPABL..E
FORCE
Yourcon.stant exposure to Force-users has taught you. methods of physically resisting their effect on. you in battle, Benefit: You gain a +5 insight bonus to Fortitude Defense and Will Defense aqainst any attack Or effect requiring a Use the Force check,
to the hero who spent talents and feats to gain them, Howgo on adventures with vou and provide assistance. both in
combat and in noncombat encounters, and otherwise function as members of your panv. FOllowers an; considereo your allies, as well as the allies of your party members. In a Clone Wars campaign,
to
Commandos,
or retain a retinue
the same functions under
of one of the heroes. A Jedi hero might ie<ld clone trooper while a noble might have a team of loyal protectors her asshe travels the galaxy. Ihese followers
into battle,
me
but
not just mindless, faceless drones who obey the here's every bidding, way or another
they do represent the many backqround characters that assist heroes in one
throuqhout the Star Wors saqa, For an individual hero, the presence of rollowers represents a significant part of that character's development: leadership. When a hero takes a talent that grants followers, that hero h8S become a leader to 3 single follower or small group of NPCs. Gamemasters that allow heroes to take followergranting watching talents should encourage out for their emotional' Garnernaster
OU t
how much or how lit ue lime and rna nnerisrns of a hero's is enouqn, but some as thoroughly
UNWAVERING
deceptions Benefit:
ReSOLVE
of other" and ca n see through
the personalities
You are not easily swayed by the words thanks to your keen mind. Trained in Perr eption. You gain" Prerequisite:
3, they
might
how much detail they would like for their followthoughts and motivations, and Ga rnemasters
a nd Persuasion checks,
ers. For example, a hero leading a squad of clone trooper, not care about his followers' should be aware of how mueh attention hing personality details.
WARY
DEPENDER
Even in the heat of ba ttle you (a~ bolster you rself agai nst nearlvanvr that comes your way, Benefit: Fortitude When you Use the fight defensively ;)ction
HUMAN
Human foilowersgain
FOLLOWERS
no species bonus from the standard follower
Since Human species traits grimt a bonus feat and a bonus t.rained skill, generation any template sy~lem. Instead, Human followers (other than their OWn follower statistics can choose one item from template] and ilpply that to with the could
FOLL.OWERS
Followers are ncnheroic characters thatact
0.1
the follower's
adven lures. Iln Ii ke other NPC atlies, foll'owers and <Jugmen\ed by abilities gr8 nt iog talents through further
could choose to gain the bonus \0 Reflex Defense follower follower from the ",ggl~ssive follower.
of your choosing. A player that selects followerand abilities of those followers minions, fo.llowers do Unlike a "imelord's
can
talent selection,
not g3in skilts or feat, 31 thev advance in level, and many of their statistics
FOLLOWER STATISTICS A follower's statistics are determined by your heroic level, so when you take a talent that grants you a follower, you need not worry about ouilding a character completely from scratch. Similarly, as you gain levels, the totlower's statistics improve, helping "{our followers stay active as your campaign progresses. When you qain a follower, you can build a full stat block fOI that follower by using the guideli nes presented below. Level: Your followers are considered to be the same level as your nero. Followers are considered Species: followers nonheroic characters but gain none of the benefits you can select the followers of the follower, Your
Skills:
followers
skills, though
their untrained
skill
modifiers are calculated as normal/one-half level + the relevant. ability score modifier). Some templates and talents allow fOllowers to become trained in certain Intelligence. Possessions: credits All followers have starting «edits equal to the starting for your first class. skills. Followers do not gain bonus trained skills for Maving a high
of the nonherolc dass (see page 277 of t he Saga Edition core rulebook].
When you receive a follower, that species' traits species, applying Initiative: to the statistics
OAO'D
FOLL-OWERS
Star Wars
share a basic set of traits that can be used to quickly build a character. Heroes in a Clone Wars campaign with droid followersare bers of the Confederacy that restrict droid follower5
never gain bonus feats from their species traits. Followers do not make lnitiative checks. They act on the hero's to activate them. Points or with that would give a folinteract Points: Followers do not receive Destiny Any effect
memRather
to a single model of droid, all droid followers leaving The up to the Gamemaster, hero. folof a
use some of the same basic rules to cover their game mechanics, the specifics of droid model and appearance
Force Points, nor do they have destinies. lower a Force Point, use a follower's the follower's Dark Side Score: increase normallv. Languages: one language Defenses: A follower in common A follower Followers
droids might be super battle droids, droid commandos, or 16-100 bodyguard droids depending on the needs and desires of the individual However, droid followers droid follower systems allowing powerful come with some pitfalls equipment that nondroid
Force Points and Destiny Points have no effect. have Dark Side Scores (though they begin an acts that would warrant
lowers do not. It is much easier to upgrade the combat capabilities simply by purchaslnq shields.
speaks its native languages, with you (usually Basic]. has a Reflex Defense, Fortitude
or personal
Gamemasters counterparts.
when
Son). talents and effects allow you to increase these defenses, and the basic follower templates can also include bonuses for individual defenses, Any bonus to Reflex Defense from armor does not stack with the bonus from your heroic level. If the follower Hit Points: heroic level. Damage ThreshoJd:A Base Attack bonus. Aggressive Bonus: follower's damage threshold is calculated as normal template determines its base attack progression (see and util itv folis wearing armor, use the higher of the two bonuses. has a number of hit points equal to 10 + your A follower
consider the repercussions th ei r droid fo IIewers, Use the following Ability Scores:
or tracked
and droid on are
each of which confers il speed of 6 squares. Droid followers They follow all of the same rules as droids, 3S outlined drolds, th{)ugh Gamemasters
page 51 of the Saga Edition core rulebook], lowers use the scoundrel Edition core rulebook], Grapple: Ability A follower's Scores: grapple
pages 187-188 of the 5aga Edition core rulebook, All droid followers to be fourth-degree allow a different actions droid degree. Gamemasters
are free to
aonus is calculated
153 of the Saga Edition core rulebaok]. A follower's ability scores are all equal to 10, except as noted under each template. Talents and Feats; Follower5 do not gain talents or feats unless specified by the follower's template or talents taken by your hero. This means they do (simple weapons] feat. not gain bonus feats from their spec ies, even if they normaltv Would gain one.
ever, that droias of other degrees typically they can take (specifically Equipment: Starting
have limitations
with regards to combat]. system. They gain normal droid accessories: start-
Droid followers begin with a heuristic processor, rules, but these credits must be spent on appendages, units. storage, sensors, or translator
Exception:
All followers
devices, internal
,FOLLDWSR
TEMPLATSS
When you gain a follower, vou must choose one of three template; for your follower: the aggressive fDllower. the dd~n5i"" fo/lower, or the utility follower. These follower templates for vour followers all your followers templates Whom you gain" modification> provide unique skills and other rnechanical benef ts that cot only increase their usefulness but also prevent (if you choose different
The Utility Follower UtiJiry followers are ,ypically skille.d in several areas, allowing them to contribute to a variety of situations where skill checks are called for. Utility followers migh I be demolitions experts, slicers, saboteurs, or "ny number or
other professions Defenses: that rely on skiHs to excel. gains a +2 bonus to Will Defense. uses the scoundrel class', base
Or
Bale Attack
attack
10
A ul.ility follower
follower are trained
(~e page 45 of the Saga Edition core rulebook). [Jain, a +2 bonus to Intelligence
imJicaled
A utili!',
The Aggressive
Follower Aggressive followers are focused on attacks and dejJle~ing enemy resources. They are' somewhat tougher than other followers bemuse th~y put themselves
in harm's, wny more often and are more 'likely to attack an enemy target.
feat
,.
(J
1
.oj
"
JJ
Defenses: An aggressive follower gains a ·,2 bonus to fortitude DefenSe. ~ Base Attack Bonus:' lin aggressive follower use' the soldier class's base atlack bonus progression lsee page 51 of the Saga Edition core rulebook]. Ability Scores: An aggressive follower goins 3 +2 bonus to Strength or
Constitution Trained (your choice). Sk'ills; Aggressive Iollowers followers are traill€o in Endurance. (pist~ls) 9"in the Weapon Proficiencv
Feat.s: Aggressive
Ieat
in protecting position.
defensive force.
Defensive
followers
A defen,i~
uses the scoundrel do 5S" base attad bonus prcqression (see PJ'9~ 45 of the Saga Edition core rulebook). Ability Scores: A defensive follower gains 2 +2 bonus to Dexterity Or Bonus: A defensive follower Wisdom (you r choice]. Skills: Defensive followers followersare tr,ained in Endurance. [lignt) teat, gain the Armor Proficiency Trained
Feats: Defensive
FOllb-!..ElWER ACTI'O.NS
Unlike normal NPCs. followers have a limited array of actions that they Followers act on your initiative
Co!1
perform on any given round. They depend Onyou. the hero. to direct them, count and lake actions based on the actions you choose to give them, 8~low is a summary of actions your followers can take (along with the action cost to you). both in character-scale combat and in vehicle and ,t.rship combat. with You must have line of siqht \0 your follower or be in communications
a lso decides
tha [ his follower should take the Weapon Proficiency (pistols) feat from the aggressive follower femplate·s feats section. The clone trooper, designated Gamma-383 by the Grand Army of the Republic. is nicknamed "Trench" due to his penchant for hunkering dewn and holding a threatened position for long periods of time.
your follower to be able to use any of the actions below. Other talen IS related to followers might have their own action or range requirements, as well.
Standard
Actions
You can give up your standard action to let one of your followers take a standard action of its own. On any round in which an individual follower does not
GamlJla-383 "Trench"
Medium Human defensive follower 7 Init acts on hero's Initiative; Senses Languages Basic Defenses Ref 20 (flat-footed low-light vision. Perception +5
CL2
take a standard action (that is, if you do not grant thai follower a standard action (rom the list below or from a talent-granted ability). that follower is
considered to be fighting defensively as their standard action, As a standard action. you can cause one of your followers to take One of the following actions: Attack: target or stun-as Followers can use weapons set on.differen t settings-such normal. The Follower uses the aid another action as normal.
np 17; Threshold
19.!. fort
19, Will 17
19
Speed 6 squares Melee unarmed .;.5 (ld4) Ranged blaster rifle +6 (3d8) or Ranged blaster pistol +6 (Jd6) or Ranged frag grenade +6 (4d6) Base Atk +5; Grp +5 Atk Options autofire (blaster rifle) Abilities Str 10. Dex 12. Con 10. Int 10. Wis 10. Cha 10 follower qualities Special Qualities
The follower makes a melee or ranged attack against a legal as auto fire
Aid Another:
Charge: The follower makes a charge attack against a legal target. Fight Defensively: The follower takes the fight defensively action as normal (it can still make attacks of opportunity). Retrieve a Concealed Item: The follower retrieves an item concealed with the Stealth skill from hi' person. Use Spedal Abiliiy: If you have a talent that allows one of your followers to use a special ability as a standard action. it can do so.
Feats Armor Proficiency (light. medium], Weapon Proflciencv (pistols. rifles. simple weapons) Skills Endurance +8 Possessions clone trooper armor. blaster rifle. blaster pistol, 2 frag grenades
Move Actions
As a move action. you can allow your followers to take one of the following actions: Draw or Holster a Weapon: the action
[0
holster a weapon. each of your followers can do the same. You can also use iet one or mare of your fo llowers draw or holster a weapon. an Item: Eacr. of your followers can pick up an item. load a even it you do not. Manipulate weapon. open or close a door. or move a heavy object. Move With Ycu: When you take a move action to move. stand up, or withdraw. each of your 'ollowers can move up to their speed. stand up. or withdraw as normal. You can also use the acnon to let one or more of your followers perform these act ions, even if you do not.
Swift Actions
As a swift action, you can allow your followers to take one of the followinq actions: Activate
Actions
action, you can allow your followers to take the following action to run,each of vour foll.owers
of your followers can do the same. You can IJS't the action to let one Or more of vour followers activate an item, even if you do not Drop an Item: Wher; you use a :swift action io drop an item, each of your followers can do the Same. You can use the action to lei one or more of your followers drop an item, even if you do not
run up to their normal run speed, You can also use the action to let one or more of your- followe_rs performthis action, even jf you do not
can
Fall Prone: When you use a ~wiH action to fall prone. each of your followers can do the same. rou can use the action to let one or more of your followers fall prone, even if you do not Recover: When you use three 'Swift actions to recover in the same round or on consecutive rounds, each of your followers can do thesame. You can 'Use the actions to lei one Or if you do not Switch Weapon Mode: \'IIhe.n you use a swift aet'ioD to switch weapon mode, each of your followers can do the same. Vou can use the action to let one or more of vour followers switch weapon mode, even if you do not
VEHIC::L..ES in vehicles just 'ike any other NPC ally, However, they operate under the Same action restrictions as they do
Follower> can pilot or act ~s qunners in character-scale combat A follower can take on any role on a starship, of ihat including pilot. but the follower must abide by the same restrictions still spend 3 move action pilotiog their ships.
FOL..LOWE~B
IN
role that any other character would have, For example, follower pilots must
mort
Standard
Actions
rou can give up your standard actions to let one of your followers take a standard action of its own, On any round in which an indi~idual follower i:n the pilot's role does not take a standardaction (that is, if you do no: grant that follower a standard action from the list below 01 from a talent-granted abilitv), that follower is considered to be fighting defensively-as their standard
SHARING
ACTIONS
action, thouqh normal penalties to the attacks ofgunners the following actions: Attack: The follower make, a mefee arranged
still apply.
Players and 6amemasters may wonder why fnllnwers, unlike all other
As a standard action, you can cause one of you, followers to take one of attack against a legal
NPC,
in the galaxy, do not have a full suite of actions each round. The
primary reason is to prevent a single hero who takes the follower talents from gaining a longer turn than the other players, and also to keep the hero from unbalancinq encounters due to the added firepower. Standard assumptions about round length and CL are affected by adding NPCs to Ih e mi x, and havi ng eac h fo IIower act in con cert with its controller
normal rules for the aid another vehicle action stin apply.
R'ln:
0' extra
provided that follower is the pilot of the vehicle. Followers acting as gunner~ cannot coordinate Dogfight: standard action to ready or make attacks. The follower
YOUf
encounters. Therefore, each fOllower talent tree features at least one talent that allows the hero and the follower to act in concert.
In terms of ani n-un iverse expl anatio n for th is diserepan tV, a hero
needs to-direct his fo!klwers, and doing so requires more than just shouting orders; he needs to assess the situation, determine the best course of action, lind effectivelv communicate instructions to his followers. When your tum comes up and your followers take no actions, they aren't just sitti ng there. idle-th ey are taki ng cover, assessin 9 the situ ali on, and preparing to execute the plans you set forth for them.
engaged in a dogfight,
Follow all the normal rules for dogfighting, Followers can initiate a dogfight
as an attack of opportunitv opportunity Fight Defensively: as normal, bui this counts as your one attack of below). for the round (see "Attacks of Opportunity"
The follower takes the fight defensively action as Your follower must be the'
normal; it can still make attacks of opportunity. pilot of the vehicle to take this action. tlse Special Ability: If you have
a talent
Move Actions
As a move action, you can cause your fol'lowers to take one of the foHow. ing actions: Move Vehicle With You: Wh en you take a move action to move your can move a vehicle they pilot up to their
ATTACK.S
O,F
OF>POIRTUNITY
like a normal hero, followers thai threaten tan make attacks of opportuniiy as normal, However, any attack of opportunity made by a follower counts as an attack of opportunity made by you.
vehicle's speed. You can also use the action to let one or more of your followers perform this action, even if you do not.
EQUIF>F'INC3
FOL..L..OWER
to his followers, though their limited
Followers gain starting credits and can use those credits to purchase equipment. A hero can provide equipment number of armor and weapon profici encles keeps followers from becoming walking arsenals. followers must abide by the normal rules for carrying in the capacity and encumbrance, though they are otherwise unrestricted kinds or amounts of equipment they can use.
Swift Actions
As a swift action, you can allow your followers to take one of the following actions: Full Stop: When you take a swift action 10 bring a vehicle to a full stop, one or more of your followers piloting a vehicle can take the full stop action as well. rou can also usc the action to let one or more of your followers perform this action, even if you do not. Increase Vehicle Speed: Wher, you take a swift action to increase vehicle speed, one or more of your followers piloting a vehicle can rake the increase vehicle speed action as well. Vou can also use the action to let one or more
FOL..L..OWER
DEATH
When a follower is reduced to 0 hit points by an attack thai exceeds its damage threshold, it dies. However, you can spend a Force Point 10 prevent the fOllower from dying just as you WOuld prevent yourself from dying from a similar wound. An at tack that reduces a follower to 0 hit points but does not exceed the follower's damage threshold causes the follower to go unconscious (apply the normal ruies for unconsciousness, death, and dying). If a follower dies, you do not lose the benefits of the talent thai granted you the follower. You can recruit another follower 10 replace a dead one, abiding by the normal rules for gaining a follower at that point. Recnuiting a new follower usually requires B hours of searchmq and recroitrnent, circumstances. though Gamemasters can shorten or lenqtben this amount of time based on the However, Garnernasters should be careful not to delay this recruitment for too long, because until the hero gains a replacement follower. that hero is at a disadvantage.
FOl-L.OWBRS SCORES
AND
OAAKSIDB
A good leader is responsible for the actions of those who follow him, and when it comes to the lure of the dark side, heroes with followers are no exceptions. If you command one of your followers 10 commit an act that would normally increase one's Dark Side Score, you increase the Dark Side Score of both you and your follower. If a foHower's Dark Side Score equals its Wisdom score, it becomes an NPC under Gamernaster control (as any hero normally wouldl, but you can recruit a new follower as though yours had died,
Full-Round
As a full-round action: All-Out
Actions
action. you can allow your followers to take the following When you take a full-round acuon to move your
Movement:
vehicle using the all-out movement action, each of your followers can take the all-out movement action for vehicles they pilot as well. You can also use the action to let one or more of your followers perform this action, even if you do not.
Close-Quarters Fighter: Whenever you occupv the same' square as vour ,a'get or are adjilccni to your torget you gain J +1 circumstance bonus ro your melee a\tilck rolls against that target. Ignore Armor: Once per encounter, when you make i! melee a\tad, you can ignort anv armor or equipment bonuses
Rapid Reload: You can retrieve ," stored energy cell and reload YOLlr weapon as J sirlg'le swift action.
Shoulder to Shoulder: Whenever you beD;" your tu rn adjacent to an ally, you gain a number of bonus hit points equal to your heroic level. Darnaqe is subtracted
(rom
qranted
by your target's
the bonus hit points first, and any bonus hit points remai~ing
armor,
Improved Stunning Strike: When you damage 8 n oppo nen t with J melee attack that moves the target down the condition track, the torget cannot take any action requiring J standard or full-round action on its next turn. Prereqlii5it~:Stunning Strike. Whirling Death: You twirl your wea pon arc und you in a blur, creating a circle of death around you. Any enemy target that begins 'its turn adjacent to you ta kes damage equaI to your Strength bonus. melee weapon to use (hi, talent. Prm~quisi(es: Melee Smash, Unrelenting Assault.
are
within
add +2 10 your DR_ Weapon Shift: If you i.se a ranged weapon as 8 melee weapon (as with the Gun Club talent), you gain a ·,2 bonus to melee attack roll' with that 'Ilea pen.
You
11 -I
]
* 1 die
re ru lebookl.
Focused Force Talisman: When you create a FO'reetalisman {see page 2\4 of the Saga Edition Core rulebnokl.vou can select a sinqle Force pnwer from your Force suite. Whenever you are wearing this, talisman and activate the selected Force power, you can spend a force Point to immediately regain that spent power, adding it to your Forc~ suite, Prerequisite: Force Taiisrnan. Greater Focused Force Talisman: As Focused Force Talisman (see above}, except that a Force Point spent to irnmediatelv recover the selected power doe" not count aqainst the "nne per tum" restriction on spending force Points,
Prereqoisites:
LJ
Cl
I
DE
THEV
NIEED TO
OE
RC-1207
"SEV'"
The following
OUNSL..INOER TAL..ENT new talent ls intended for use with the Gunslinger prestige
are
can
check instead (subject to the same circumstances and limiiaiions). When healing somebody through
arnoun t of damage hea led increases by 1 point per your class level.
..JEDI KNIOHT TAL..ENTS The following new talents and talent trees are intended for use with the Jedi
Knight prestige class (see page 217 of the Saga Edition core rufebook).
Prerequisite: Vital transfer . Improved Healing Boost: When healing somebody through vito! tronsto.
the amount of damage healed increases by 2 points per your class level. Prerequisites: Healing Boost, vital iranstet. Soothe: When using vitoi tronster to hea I somebody, you can move the target + 1 step on the condition track instead of healing damage. When doing
SO,· you
Jedi Archivist
Talent Tree
You have dedicated your life as a Iedl to preserving knowledge and applying
the Force suite (If any ally within 6 squares of yO!) and in your line of sight. The Force power must have been spent by the ally you designate. Impart trained in. Knowledge: You can aid another 0/1 the Knowledge checks of any ally within 6 squares of you as a react jon for Knowledge skills you are
OFFICER TALENTS Tile foHowing new taterns are intended for use wah the officer prestige class
(see page 20 of the Saga Ediiion Care rulebook].
Droid commanders are easv to spot on the battlefield. They bear command colors and are positioned within the ranks to receive maximum protection from the enemy. Although they might be easy to find, they are rarely easy to eliminate. Because these droids are prized by their superiors. tf>ey are augmented and improved to increase the likelihood of their survival and
continued
service
foe on its own. Its ability to eJfectively Jesd troops on the battlefield the droideommander and its squad a force to be reckoned with.
--I penalty to Reflex Defense each time it is damaged by one of your allies -5). This penalty applies until the end of your next turn. Pfef~qui5ile: Assault Iactlcs. Grand leader: As a swift action, once per enccunrer, you Can grant bonus hit points equal to 5 .. one-half your character level to all allies 'IIitnin 20
f-rom the bonus hit points first, and any bonus hit points remaini~g at the end of the encounter LEVEL
BASE AnACK
BONUS CLASS
squares of you and in your line of sight Damage is subtracted go "way. Bonus hit points from multiple Uncanny Defense:
FEATURES
lsI 2nd
3rd 4th 5th
+1 +2 +3
+4
level to all your defenses for one round. You must declare tliat you are using this talent at the beginning ning of your next turn,
+5 +6 +7
+8
PRESTIC3E
The following era. particularlv
CLASSES
new prestige classes are available during the Rise of the Empire during Ihe Clone Wars.
Talent
Networked mind (4 droid allies) Talent Networked mind (5 droid allies)
+9 +10
BASIC DESCRIPTION
leader specializing in dmid troops
Druid
commander engineer
WARS
Military Vanguard
~
IIil
REQUIREMENTS
qualify to become a droid commander. lowing criteria,
To
a character
must fulfill
the fol-
DROID
All armies achieved successfullv,
COMMANDER
hierarchy to ensure that with their network objectives connection are to hen battle
need an established
command computer,
orolos,
a central
dictated nization,
have specific movements as a fiel'd commander. The through the course of its career as a soldier for its orqamust sometimes its actions and is promoted to lead others of cause.
Knowledge (tactics], Use Computer, At least one talent from the Leadership talent tree (see paqe 44 of the Saga Edition care rulebookl or the Commando talent tree (see PJge 52 of the Saga Edition core rurebook). Special' Drolds cnlv.
[3AME
RULE
Droid commanders
Hit Points
At eacn level. droid commanders gai" ldlO hit points.
Force Points
Oroid commanders gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. CLASS The following FEATURES are teatures of the drold commander prestige class.
Defense Bonuses
At 1st level, you gain a +2 class bonus 10 your Reflex Defense. Fortitude
Talents
At evervodd-numbered tree (presented level (rst, 3rd. 5th. and so on], the drold commander talent talent tree (see page 43 of the Saqa must meet the prerequisites (if selects a talent. The talent can be selected from the Droid Commander below), the Inspiration
Edition core rulebook], or the Leadership talent tree (see page 44 of the Saqa Edition core rulebook). The droid commander 3ny) of the chosen talent, expressly indicated.
OROIO COMMANDER
TALENT TREE
of commanding droids, and you
basic programming.
Strike:
As a swiftaction,
check. If successful, all droid allies able to hear and understand you gain the benefits of the Double Attack feat for one weapon group with which you are proficient untll the end of your next turn. Prerequisite: Double Attack with the chosen weapon.
Droid
J
Defense:
As a standard
action, modifier
tactical
inforthem
mation to .11 droid allies tha t can hear and understand bonus equal to your Intelligence until the beginning Oroid Mettle: choice] of your next turn.
you, qrantinq
As a swif ( act ion once pe, turn, you can designate a sing I~
droid ally within your line of sight. That oroid Jlly gains bonus hit points equal to 10 + your class level.
Prereouisltes:
Expanded
Droid Defense. If you or any of your clroid allies has line of sight !O you tine of effect]
Sensors:
and is aware of 3 target, "II droin allies that can hear and understand are also considered to thaI target. 10 have line of sight {but not necessarily
Inspire Competence:
droid ally within you, line' of sight a competence bonus on its next attack mil made before the start of your next turnequal ro half your class level. Additionally, any droid designated as the rarqet of your Networked Mind class ls ccnsidered to have a heuristic processor whenever it is beneficial, even if it does not actually have a heuristic processor, Prerequisite: Expanded Sensors. Maintain Focus: As a swift action once per turn, you can grant a II feature droid allies within as two swiftacticns you r next tum. Overclocked Troops: You push the limits of the droids under vour cornrnand. You CJn spend a swift action once per tum to allow each of your networked allies (see the Networked Mind class feature below) to immediately move up to their speed. your line of sight the ability (instead of as three swifi 10 take the Recover action actions) umil the stan of
The military engineer can be deploved virtually anywhere within the military organization, but is often found near the front lines as part of • squad requi ri ng technical support.
BONUS +0
+1
CLASS FEATURES
Defense bonuses, talent Field-created weapon +l T3,lent Field-created Talent Field-crealed Talent Field-created Talent Field-created weapon +5 weapon +4 weapon +3 weapon +2
2nd 3.rd
4th 5th
-+2 +3 +3 +01 +5
+6 +6
Prerequisite:
Reinforced
Droid Defense, Commands: When you use an ability that grants a droid ally the value of that bonus by 1,
6th
Tth 8th
Networked Mind
You can dcslqnate a number of your droid allies equal to one-half with you. A networked effects from you. Once you designate vour class Denuntil level as beinq networked eficia I mind-affecting the recipient class feature droid ally con receive
9th
10th
+7
a droid ally as
of this benefit,
after the end of tne encounter, is J free action. of sight to a networked droid active cornlink (if the comlinks
lose tllis bendit),
and designating
Additiona Ily, you
a'. considered
EXAMPL.Se ENGINEeRS
Bao-Dur,
ally as long as both you and the ally have an are subject to communications
RSQUIREMENT9
To qualify to become a military engineer. a character must fulfill the following criteria.
MILITARV
The platoon's everything engineer transport
ENOINEER
has broken down. The radio is not working. Two of enemv is closing in. Who is going to fix engineer steps in, The military running until they make it back
C3AME RUL.E
Military
INFORMATION
game statistics.
the field and keepinq the group's hardware to bast, Although the milirarv engineer feels more comfortable
Hit Points
At each level, military modifier. engineers gain ld8 hi! points + their Constitution
is likely to be part of a combat unit, she than firing a blaster. Her skills repairs alia adjustments during enqineers
digging through a droid's internal components are honed so that she can rapidly highly stresstul snuaticns=even
Force Points
Military engineers gain a number of Force Points equal to 6 + one-half their character this class. level, rounded down, every time they gain a new level in
The following
enqineer
prestige class.
Defense Bo rlUSCS At tst level. you gain a +2 class bonus to your Reflex. Fortiwde,
De!eme,.
and Will
Talents
At every odd-numbered level (tst, Jrd" SIn. and so on), you select a talent. The talent can be selected from the MlITtary Engineer talent tree (presented below) or the Outlaw Tech talent tree (see page 16 of StGr~hipsofthe Galaxy), You must meet the prerequisites
have become
skilled
!echnology
on the
battlefreto.
expertise
in
the Meat of battle. Breach Cover: When YOIl fire or throw 8 weapon with a burst or splJsh radius at a target wit.h Breaching
n
I
~
1 ;
covet,
Explosive:
You ig10re
walls when using mines and fixed (non-grenade) Droid Expert: far each point by which your Mechanics
II
~.
Prerequisite: Repairs on the FI',. Prepared Explo.ive: When you use a mine or other fixeel (non-grenade)
explosive, difficult " mint you CJ~ choose to nave the bias! radius of the explosive terrain aner the explosive has detonated. Alternately, become if yOU plant
or fixed explosive in an area of difficul,t terrain, you can have the explosive deal no damage and instead turn the difficult terrain into normal terrain.
Problem Solver: A, aswift action once per turn, you can de5igna!e
3
)] •
'ill •
[iJ
your line of sight whose pilot can hear and understand until the start of your next Pilot checks made to avoid turn, weapon [as per from the Tech
vou. That pilot's vehicle ignores d' fficult terrain turn. amJ the pilot gains a .. 5 insight bonusonaf hazards and colllsions Qui~k Modifications: Speclalist until the start of your
~
@
next
Pr€requisire,; R~.pairs on the F y, Tech Specialist feat. Repai'~ on the Fly: You can use the Repair application
of the Mechanics
skill to repair a droid or object as a standard action. Yotl can gain (lie benefit, of thi~ talent only once per day per droid ..object. or vehicle repaired.
Sabotage Device: As a sw'ifl action, you can sabotage any object or weapon that is powered by an energy cell So that it become" a grenade. The object or weapon is then considered to be a fragmentation' grenade in all ways, swift action. of but it can be turned back into its original adjacent form with another LEVEL
~
BASE ATTACK
BONU'S
.. 1 +2 t3
CLASS FEATURES
Defense bonuses, talent Surprise attack + 1
Tech Savant: As a stands rd action" you can increase the speed of One
droid or vehicle you occupy by 1 square (applied until the e'~.dof your next turn. Trained in the Knowledge As a standard [technology) skill, Boost: action, you can make a DC '15 Mechanics from the bonus hi' poi nts fi rst, to any method locomotion) Vehicular
ist 2nd
3rd
Prcreauisi:«:
Ialent
Surprise attack t2 Talent Surprise attack +3 Talent Surprise attack +4 lalent
4th 5th
6th 7th
+4 -!-5 +6
t7 +8 +9 t\O
check to grant one vehicle you occupy a number of bonus hii points equal to 5 x your class level, Damage is subtracted and any bonus hit points remaining Bonus hit points from multiple at the end of the ertcoun ter go away_
8th
9th objects and use 10th
Field-Created
Weapon
parts from other technological
personal-slzeo
weapon.The
Surprise attack + 5
useless afterward,
As a standard you make a Mechanics melee or ranged weapon of your choice, The base value of the weapon
EXAMPLES OF VANOUARDS IN STAR WARS 91st Rec-onnaissance Corps clone troopers. Aleenanscouts. Antarian
Neyo (CC-826), Rebel PJex Troopers.
R,nger's,
be no more than 600 credits x your Class level. Addiiionally. the 'weapon grants you (and only vou) an equipment bonus on attack rolls equal to one-half requires weapons your class level. You can use this ability the weapon an energy cell to operate, with. only once per encounter, If the weapon cost) and at the end of the encounter for the weapon is destroyed.
a character
Stealth.
from the Camouflage talent tree (see page 49 talent me (see page
VANGUARD
Fighti'ng an effective sensor resultscan track them down, The vanguard. senses required ihe situation retreating simply put, is an advance scout who specia lizes in locating to his allies. Wiih thestealth in locating and sharp to achieve his goal, he specializes all the while obscuring territory, attached and observing the enemy and relaying its position the enemy's movements. back to friendlv are typically war and taking out. the enemy is, necessary if your army is to live to fight another
dav, But vuu must find the enemy first, and those
to
OAME
Vanguards
RULE
INFORMATION
game statistics,
Hit Points
At each level. vanguards gain ldlO hit points + their Constitution modifier.
Force Points
Vanguards gain a number of Force Points equal to 6 t one-half level, rounded down. every time they qaina their character new level in this class,
arises, he might try to ia ke a few of the enemy down- before bui his primary
10
his group's eyes and ears. Vanguards military units near the front Thev operate best in sma II groups as individual~, their location, and watchi~g In either case, the vanquard
CLASS
The following
FEATURES
Df the Vanguard prestige class.
are features
excel, at sneaking in close to hostile forces, siealing away the knowledge them fall to the might of hi, allies.
Defense Bonuses
At ist ,level, you gain a: ..-4 class Ganus to your Fortitude class bonus to your Reflex Defense. Defense and a +2
Talents
At every odd-numberec IN eI (tst, 3rd, 5t.h, and so on]. you select a talent. The talent can be selected from the Awareness talent tree [see page 49 of the Saga Edition ewe rulebook). Saga Edition core rulebook), the Survivor talent tree (see page 50 of the talent tree (presented below). or the Vanguard
You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more lhan once unlessexpressly indica ted.
VANGUARD TALENT TREE As on expert in the art 01 scou ling enemy formations,
to any military is uncanny. Enhanced Impenetrable Vision: When actively looking force. Your ability
to see what lies ahead on the battlefield for hidden enemies, you can action.
make a Perception
check as a swift action instead of a standard Cover: Whenever you have cover against
DR equal to your class level against that target llntil the start of your next turn, provided you still have cover from the target at the time the attack is made.
Prerequisites:
Invisible A.ttacker: If vour tarqet is unaware o( you, your ranged attacks deal +'1 die of damage aqainst that tarqet. Prerequisite: MJximilC Cover. Mark the Target: Whenever ~ou oamage a target with a non-area ranged attack, you may deslqnate one ally within your line of signt as a swift action, Your target is considered flat-footed against thai allv's first attack made
before the start of your nexl turn. Maximize Cover: When an opponent
check opposed
cum.
the Target: Whenever you damage a target with ignores the target's next tum. If you and at least one other ally have line of sight to and you can that target, accepting the second result damage reduction
a ranged
attack,
you may designate one ally wiChin your Ii ne or sight as a swift action. The ally you designate the start
or your
Triangulate:
a re aware of a target, you and a Ilies that can hear and understand reroll one ranged attack roll againsl once per encounter.
even if it is worse. You and your allies can only gain the benefit of this talent
Prerequisite:
Whenever Dexterity
Enhanced Visio~.
Surprise Attack
you at tack a tarqet that is unaware of you or otherwise your class level. denied its bonus to Reflex Defense, you gain a bonus on your first attack roll
Although the Jcdi rnusr struqqle with the temptation of tile dark side during the war, at her Force-users who do not r'ely so lely on the ligh t side at the Force=such 9S,tile Jensasrai or the Korunnai-are not af'(ected so much by their feelings during combat and might inadvertently takea Dark Side Point in the midst of battle. practices Typically, these users of the Force have rituals
LEVITATE
You can float up or down without' Move action ..Target: You. Make a Use the Force check. effect. if any:
that help them cope with and accept a brusb with the dark side, or they have
inilt help cleanse them of its influence,
DC 15: You gJin a fly speed of 2 squares bu t can only move verticauy,
You may move up to your fly speed as part of this action, and if you end this movement adjacent or holding to a horlzontal surface. you CJn move 1 square 0010 onto a solid surface, you fal'! to the ground. to 4 squares, this power thJt surface
FORCE
The (allowing Sensitivity power's expand using traditions. Telekinetic Telekinetic
POWBRS
a re available to any character with [he Force Forceare These Force available to the Jedi and other
as a free action, At the start of your next turn, if you are not
the fly speed increases
Force powers
standing
(eat (see page B5 of the Sa9<1 Edition core rulebook]. the range 01 powers
DC 25: As DC 15" except the fly speed increases to 6 square" Special: You can spend a Force Point .3\. reaction to activate
when falling. You can reduce you r (all distance by a number
of squares equal
Power and
io the fly speed provided by th is power, If you reduce the fall distance to 0 squares, you land s<lfely on your feel, You can maintain normal du ration, while Maintaining
CL.ClAK You can bend liqhtaroun looking Make d your body, renderino yourself Targe't: invisible You. es the to anyone i'n your direction, Time: a Use the Force
the tevitote power from round to round, extending levttot: is a move action, and whenever
the yo~
rnainta in this power you can move verticallv up to your fly speed, If you take damage maintaining
Standardaction.
The result
levitate,
taken)
on
check.
check
faillhis
(DC 15 + damage
to continue
the power.
If you
effect if any:
DC IS.'You are considered until the beginning the beginning DC 25:As to have total concealment against all target's of your next turn,
rall.
DC 20: As DC t 5, and you gain a ~2 Force bon us to Steal Ih (he cks until of your next turn,
DC
the beqinn) ng of your next tu rn. DC 30:As DC 15, except you gain a +5 Force bonus to Stealth checks until. tile beginning Special. the normal of your next turn. You can main tain the cloak power from round 10 round, extendinq duration, Maintaining
the cloak power i, J standard action, and Use the Force Check each round, If you take damage this power, YO'u must succeed on a Use the Force check
taken) to maintain the power the bonus to your Stealth checks
\5 + damage
O",,·,WA.N'
'il(I!!:N081
IBBlUI!38 A
CII::~.O.J;!IB FRc!~
ATOP
KAPP.ii,,·C:""-'S8
B~UTTLE.
MAL..ACtA
CLIC3HT
SIDE.]
PHASE
You tan pass through action. Target: You. solid objects, such as walls and doors. Time: Move
You create dizziness and nausea by disrupting your enemy's equilibrium. Time: Standard action. Target: One living creature within G squares of you
Make a Use the Force (heck. lhe result of tlre check determines. the. effect, if any: DC 25: Vou gain a phasing speed of 2 squares: your phasing speed can
never exC'eed you, own base speed. When moving using your phasing speed. you can move th rough the spaces of your enern ics, as well as through vehicles, larg~ objects, and other obstructions in a legal, unoccupied
walls,
You can spend a Force Point to increase the penalty to damage the
malacia
the
ning of vour next tum. You may move. up to your phasing speed as a oart of the activation of this- power.
action, and you must make a new Use the Force check escb round, moiocio, you must succeed on a Use concentrating.
DC 30:A" DC 25, except your phasing speed is 4 squares. DC 35.·A, DC 25, except your phasing speed is 6 squares.
DC 40: AS DC 25, except your phasing speed is 8 squares. Special; You can spend a Forte Point to increaseyour ph.sing speed by 2 scuares. You CJn maintain the phase power from round to round, extending this power is a move action, ;md whenever this power, you must succeed to maintain the power.
MORICHRO
You slow the vital functions
Dr
of a t~rget, causing her to slip into a deep sleep action. Iarqet: One liv.ing creature you nave
the normal duration ..Maintaining you maintain rake damage while maint;;ining
Standard
the pha:;e power you can move up to your phasing speed. If you
qrabbcd
on
a Use the
Make a llse the Force check, Compare the result to i he t~rget'~ Fortitude llefense . If you succeed, the largel tach round you maintain larget's Fortitude th;" power, if your Use the Force check exceeds the step down the conditrack with of the condition
tion track. I f you move a t'Jrget to 1be bottom even if it is uowilling an a lreadv unconscious 'Special: extending (see page 28) tarqet, Additionallv,
(his power, you can choose to kill the t argel or place it in to a Force trance
purposes of placing them in a Force trance. You can maintain the normal duration.
moricnro
Maintaining
power
to round,
Ihis power
action. and you must make a new Use the Force check each round . .If you take damage while maintaining force check (DC
g
moricbro,
escapes vour grab or the grab ends for any mason, you cannot maintain power on your next tum.
THE
OA.R'IOC. WOMA_N
~'QI:
USES .jUMP
~Ef';I ON
PHAE;lE! A
PO .... IE:~
",,"0 DE.T
TAi~ol:laID,
REND
[DARK
SIDE]
Alternatively,
if you t."rget
You can move a sing le target, whether fl is a crea rure O( object. in two different oirections simultan~OU$iy. Time: Standard action. Target: One target '" your Ij~e of sight o~d within 65quares of you. Make a Use the Force check. Compare the result with the targel's Defense. If the check equals or exceeds the target's Re.nex Defense, equivalent of a critical
a dmid and succeed at vour US" the Force effecl, and apply it to the all'owing you to I1'JK~ Steal th checks it is aware
Reflex
against the droid until the eno of your next mm, even though
Of'YDU.
the target
take, 3d6 damage" If 'your Use the Forct check is J natural 20, you score the
hit, and the target lakes double damage, If you deal enough damag~ to red uce the target to 0 hit points, you rip the target into two separate pads (living, creatures are automaricallv killed).
Special: If 'lour Use the Foree check succeeds, 2d6 damage
YOl)
• Ihe droid is denied it, Dexterity bonus to Reflex Defense against YOllr" the end of your next turn, • On its next two Wtn:\, the droid dOQS nothing except flee trom you at
You can spend a force Point to learn two more pieces of
10 the target-
SHATTER
object, Target: Make effect. treat
FOOl NT
point of something,
3t
whether
i·f struck
Swiflaction.
the hits, il is 5
Use the Force check, The result of the check determines made before the end of the encounter
damage
threshord
point; lower than normal. DC 30;As DC 25, except treat the larger.> darnaqe threshold
it is 10 points lower than normal, damage threShold
as though as though
DC 35: As DC 25. except treat the iarqet's i I is 15 points lower than normal.
DC 40: As DC 25, except it is 20 point' lower than normal.
Special: You can spend a Force Point to ignore the targe!"s DR in addition to' gaining the normal effect of this power.
TECHNOMBTRV and read technological devices and, in some CH5e.s. ,00trcl them. Time: Standard action. Tarqet: One d'oid or electronic device
Make a Usc the Force check. Compare the result to the target's Will Defense, If the check equa Is Or exceeds the ta rqet's Will Defense, you discover one piece of information by the Access information
yOlJ
containu: !"ble
within the tarqet's memory as determined under the Use Compu rer skill description that
[see page 75 of the SagJ Edition (Me ruleboo:k) . For every 5 points exceed the target's Will Defense, you Can learn one additional information.
piece of
FORCE
force
TALENTS
found elsewhere in this book and in the only to characters However, they are 3vBilablc
The light side of the Force is not the easiest course to follow, but its promise
of peace and harmonycan
with the Force Sensitivity feat {see page 85 of the Saga Edition core rulebook). Any time a character with the Force Sensitivity feat can select a talent, he or she can select One from any of the talent trees presented cha racter is also a member of a Force-using specific tradition, select from that tradition's Force talent below. If the he or she can also
on the right path, . . You mU5! have a Dark Side Score of 0 to select talents from this tree: If
your Dark Side Score ever increases to at least I, you lose access 10 all talents
III
this ta lent tree until your 'Da,.k Side Score drops back to
o.
tree.
;J
Force Point
(0
to
whichever a target
NEW ALTER TALENT The following new ialen t expands the Alter talent tree {see page 100 of the
.20 on an attack
Saga E·dition core rulebookl. . Aversion: As a: swift action. you can spend a Force Point to radiate an
invisible aura that makes other beings want to avoid you. Until the end of
with a Dark Side Score of 1 or highe •• you can activate the {light side] descriptor Prcrecuisit«: a creature two lolls, Surge of light: a Force Point You can select this talent multiple use this talent one additional NEW SENSE TALENTS The following Heiqhtcned Once per encounter. Focused Attack, imrnediatelv
Focused Attack:
mind-affecting lALENT
effect
as a swifi action, you can return any to your suite without spending
Force power with the {hgM stde] descriptor expands the Control talent tree [see paqe 101 of to being targeted by a
new lalenl
The Will To Resist: Once per turn, as a reaction Force power Dr other abilitv thot tarqets
a Usc 'the Force check and replace your Will Defense with thC: resul t of the
Use the Force check. After you make this check, unt il ihe end of your next turn" you take il -5 penalty on aJI use the Force checks.
NEW DARK SlOE TALENT The following new talent expands the Dark Side ta lent tree (see page 10'1 You must have' a Dark Side Score of ·1 of the Saga Edition Care rulebook]. or higher to select
new talents expand the Sense talent tree (see page 101 of the Awarenes,s: You can spend a Force Point to odd your Chacheck. time.
You can select this talcn t m ult'lple. times. Each lime you serect this talent, you add your Cha risrna bonus an adt-itional
• •
II
II
Psychometry:
to target character
When you usc the farseeing Force power. you Can choose you hold instedd object's of a character or creature. You can past, up to a maxim um of 5 years per YOIJ' gained about the object's past is based on the object at
reduced [00, you lose access to all talents in this talent tree until your Dark
an object
Force Perception,
Sense: You can spend a Force Point to qai n low-I igh t vision for 1
IMPROVED
You can maintain swift action.
IMPROVED
an occupied square.
PHASe:
inside
When you USe the phase power. you can end a sinqle moveaction
space, but you must still end your turn in a leqal, unoccupied
IMP'ROVED
The range of your creature's
REND
increases to 12 squares. When using this
Or
rend power
or creature,
n I ~
1
FORCE
Force techniques martial Force-users art available
TECHNIQUES
a deeper understandinq of the Force and, like after years of practice. A few gifted or devoted with I~vels, in certain Force-using prcstiqe
"
11
-!
represent
SHATTBRPOINT track with an attack benefitt i(19 from the snouerpoi»: power, you ca n spend a Force Point to make the tarqet's coodltion persistent This persistent condition can only be removed if the target receives surgery (for living beings) 0' repairs (for droids, objects, and vehicles].
When you move a target down the condition
IMPROVED
learn to master them more quickly. In general, Force techniques only to characters and 5ith apprenticel. you can select it from or Force technique,
IMPROVED
activate to a full-round
T'e:CHNOMETRV
power. you
classes [such as Force adept, Jedi Knight, When vou gai~ access among those found on il<ges 102-103 from the techniques. described cannot be changed.
Co"
it
A.DVANCED
VITAL.
TRANSPER
Point to debilitatinq
When vou use the vitot ironstc« power, you can spend a Destiny fully il~il,1 the tarqct of a II damage and remove all of the target's
condltions. IMPROVED
You can maintain
CL.OAK
instead of a standard
action. IMPROVED
35
!-SVITA-T'E
elevated surface involuntarily. such
If you are; moved into a pi! or off another Point to activate movement this power as a reaction.
by being the target of a Force thrust or Ba ntha Rush. you can spend a Force If you do so, you end your forced in the last square before the edge of the precipice
SOMETIMES CAN SEE THE WEAK PL.ACES IN AN CJPPCJNENTSHATTERPCJINTS WHERE THE UNBREAKABL.E CAN BE BROKEN. THEY CAN OCCUR IN INDIVIDUAL.S ... AND IN EVENTS."
-MA.CE
II,
WINDU
FORCE
BEeAETS
....
Skilled Force-users can learn to manipulate their force powers In Int"9u,ng ways. Force secrets represent a sublime connection to the Force and are available only to powerful Force-users such as Force disciples. Jedi Masters, and Sith Lords. . . Act.ivating a Force secret costs either a force Point or.a Destiny POint [as noted in its description). and tl1e normal limits on spending force POints
During the Clone Wars. other trartitions that use the Force include dark side sects such as the Sith as well as little known (actions such as the Korunnai. Others know the force as it is but approach its use rrom a di!fe.rent direction and purpose than the Jedi, Still others call the Force by a totally different name. Regardless of the approach, the Force remains the Same and is the one constant that. ties these organizations together.
new Force sc~ret, you can select it from among those found on page \03 of t he Saga Ed, non
<l
THE
BANDO
aORA-
Tucked away in the Inner Rim. near the I'ydian Way, is an ancient burial moon named Kholma. located in the Bogden system. It'>presence in the galaxy would have gone unnoticed for the most part. if not for the emergence of a band of ruthless, Force-sensitive criminals calling themselves the Bando Gora. Shortly after the Battle of Gatidraan, the Banda Gora gains the attention of the Galactic Republic, which swiftly requests Iedi intervention against the sect's the criminal faction. Even the mighty Jedi Order underestimates
core rulebook or from the Force secrets listed below. Once you select a Force secret r it Co nnot be changed.
EXTEND
POWER
When using a Force power that allows you to maintain vour concentration (sLlch as Force grip). you can spend a Force Point to sustain the power as a swrfr act ion instead of' a standard action for a number of rounds equal to yO\lI Charisma modifier. -
power and loses nearly every member they send against the Bando Gora, The only known survivor is Komari \kJsa, who abandons her Jedi teachings and succumbs to the dark side of the Force to escape her bonds, eventually becoming the new leader of the Banda Gora. As the Trade Federation invades Naboo, the Banda Gora stretches its dark influence to many worlds and organizations. subjugating them and enslaving countless people ..Those that do not surrender to Bando Gora rule are killed or captured and brutally tortured. Companies that refuse to follow the cult's lead find their leaders assassinated. I~ addition to conquerinq uncivilized worlds and driving com pan ies vnder their heel, the Bando Gora supplements Its income through the production and sale of a highly potent straln of death stick that is sometimes used as a btainwashrnq agent. The narcotic sells all across the galaxy and is particularly popular with those who have ties to the underworld. After joining the cult, members of the Bando Gora mirst undergo a ritual that transforms their appearance. giving them dark, mottled SKinand glowing ~yes. Leaders of the organization Membership: are known to don frightening masks and carry staffs that shoot green bails of firc.
o
I
)
LINKED
POWER
'II
-I
ttl
You can spend a Force Point to link a Force power to the power you use in the current round so that i I goes off in the follow ing round. You must choose two powers-one for the current round and one for ille next round. Both selected powers cannot be altered in any w~y, such as through Force techniques. Force secrets. or the use of Force Points. However r the second power goes off m tile following round as a tree action at the start of your turn.
UNCONDITIONAL.
POWER
When you activate a power that targets only you. you ignore all condition track penalties to your Use the Force check to activate that power.
FORCE-USIIINO TRADITIONS
Even though the Jedi are the most prominent and well-known know how
[0
users of the
Force in the ga.laxy during the Cia ne Wars, they are not the only ones who manipulate the Foree. Other Force-using traditions exist and ascribe the source of their powers to other sources, such as magic or a deity, but they all use the same source of energy to accomplish the desircd effect when they call upon that power. Basically, anyone with the Force Sensitivity feat has the capabilitv to utilize the Use the Force skill and learn Force powers, even though they might not follow the path of a Force-user.
Force, Fighter:
Whenever
roll. you heal a number of hit points equal to the Force Point result if the attack hits. Resist Enervation: Whenever an effect would move you down the con" dition track, you con spend 'a Force Point to negate that movement down
the condition Victorious this encounter track. Force Mastery: Whenever an enemy you hove damaged in is reduced to 0 hit points, you mav automatically
attack roll. If the check equals or exceeds the result of the attack can add your Charisma modifier to your Rd'lex Defense. Defense
roll. you
DC 15 Usc t he Force
check. If the check succeeds, you gain" Defense until the end of the encounter. to all your defenses, Hardiness: actions You can spend a Force A5 a swift
+'1 Force' bonus to you r fortitude Before you make your Use the Force
check, yOU can increase the t<3'get number to DC 20 to gain a T 1 Force bonus
return one
High Impact:
THE
BELIEVERS
5noltly after the Battle of Naboo, the Believers, beings. Members based devote
your check succeeds, double your Strength roll you make before the end of your turn.
Sith Reverence:
you art within
and embracing
the dark side of the Force, with of the ancient Sith that
t he in ten t of following
the doctrines
and customs
existed before Darrh Bane, Reject ing Bane's Rule ofTw_o, the Bel levers seek to expand their numbers to eventually in a new age (or the Sith, All Believers tattoo,
challenqe the kdi directly and usher can be fe-COg nized by a distinctive
THE
The Korunnai
KORUNNAI
are a nomadic "tribe"
a shape that resembles the spire of the Sith fortress on Almas with a broken liqhtsaber at its base.
At fir;t, the existence of the Believer's is thought to be nothing more than rumor, since their presence cannot be confirmed by even the Je dl. During the Clone Wars, however, Jedi stationedin the Cularin svstern slowly begin tu ming to the dark side and join ing the Believers, (on(irming the existence of the darkside cult and increasinq its size, As their' numbers swell,. the Believers
Haruun Kal, the sale planet of the Al'Har system ..Not So m uch a forma liled
Force-tradition
maintain addition
grow above the layers of le1hal gases that fill the planet's their existence herd animals provide them witn sustenance connection against ransack to the Fa rce, and the materials
of the Korunnai
create a plague vi rus to eradicate Initially, the virus is successful, from samples underqround to prated
the Caarite 'ace and the Metalheran Cartel. butlt is stopped bva counteraqent created
from early victims of the plaque .. Wit h abandon the Sith Temple on Almas and go
Life is not so simple for the Korunnai, as they also fight the planet's the natural other sapient inhabitantv-fhe offwortders, the Balawai
Bal3wai. markets
invade the jung:les the Korunnai call home and to sell i~ the galaxy's woods. Their u nsympa thetic behavior
resources
later, when the Darkstaff. a 5ith artifact, attempts itself from a group of agents that discover its connection to the
possesses him and rises to become the new leader of the calls On the Believers to destroy to thwart
the two peoples that erupts into war I"~ting Balawai are reinforced only spaceport, to protect the planet',
into the Clone Wars, When the Separatist-backed updated weapons and technology Jear-Depa Billaba-to
shadow lurkers and the Oblee. Found by Len Markus in the Cularln asteroid belt, the artifact Believers .. The Darkstaff and free the Oblec. Membership: apprentice BELIEVER Anyone with the Force Sensitivity
Republic has too few troops to help in the conflict back the Koruonai. The conflict to surhan extent and Balawai escalates The Korunnai
with whallhcy
world. They SH pelekotan as J dark force thai rules the darkness of the jungles those that tap in to its ~nugy. Sometimes. its challenqes in '1,nys that cause physical ailments for its users, and "t other Jcdi believe that users
DISCIPLE TALENT TREE the teachings As a reaction, of the Sith from ancient times and strive when an opponent successfully attacks
to extend the influence' ol the d;uk side of the Force. you. make a Use.t he Force check and compare the result to your opponent's
of pelekotan equallv use' both the light side and the dark side of the Forte, but the' Korunnai merely believe that they are all part of the same entity. Some Jedi fccl that pelekotan isjust another name for the lj'ving Force,
True members
of the Korunnal
the
world's
AKK 000 FOL.L.OWERB Wilen a character gains an akk dog follower, the followe.r qains the species trails of the akk dog described Abilities: below. AU dogs are considered beasts.
KORUNNAI ADEPT TALENT TREE rou have learned to usc pelekotan to survive
in the jungles
of Haruun
Kal the
and have bonded with an akkdcq, which serves you faithfully. Akk Dog Master: You gain an akk dog follower. Choose either aggressive, followers defensive, statlstlcs or utility follower template, and generate using the roles on page 32. This follower [see the "Akt Dog Followe,;"
AH dogs have set abili(y scores. They use the following statistirs: Stren'glh16. Dexterity 8. Constitution 12, Wisdom 10. Intelligence 2. Charisma 8. Large Size: Akk dogs take a -1 size penalty 10 Reflex Defense and
a ~5 size penalty to Stealth checks, Their lifting characters. and carrying limits are double those of Medium Natural Defense, Natural Weapon~ When an akk dog makes an unarme.d attack. weapons. dealing ld6 points it can use ns natural Armor:
feat. Additionally,
anv Force
you act ivate that targets y"OU can target instead, at your discretion. '
POWH
An akk dog (aunts toward the total number of followers like followers 9<lined from other talents. Akk Dog Trainer's on your 'tum, Actions:
You and vcor akk dog have bon.ded through You can use any of the folloiying
modifier)
actions
• AI/ad in Concert.tv: a standard action. you can make a melee or .ranged at tack aqai nsta target in range. If your akk dog follower is adjacent to the tarqetano you r attack hits, the target also takes piercing damage'
equal to ld6 + the akk dog's Strength is considered part of your attack DH, SH, and overcorninqdamaqe modifier, This additional damage damage, for the purposes of resolving threshold.
action,
in rang'e, and your akk dog can take the charge on your attack. rolls [this replaces the bonus to action, you can make a melee or ranged roll aqainst that
action aqainst a target wi thin TIS range. However, both you and your akk dog tske a -5 penalty attack attack target. rolls granted by the charge action). against. target in range. If the attack hits, your akk dog folbonus on its next attack
'ij) @,
~
.. ..... FORCE Ts
KSNOBI
COST
DAMAGE +3
2d6
STUN DMG
WEIGHT
0.5 :kg
AVAILABILITY
Restricted
200 500
COST 50 COST 100 COST
Medium
Viororapier EXOTIC WEAPONS
1.4kg Restricted
STUN DMG
WEIGHT 0.5 kg
AVAILABILITY
small
Garrote' SIMPLE WEAPONS
STUN DMG
Yes
WEIGHT
1 kg
TYPE
Bludgeoning TYPE energy
Small
Snap baton UNARMED Tin Stunning gauntlet
for specto! rules.
STUN DMG
+1
WEIGHT
0.4 kg
AVAILABILITY
Restricted
200
both a normal unarmed an embedded unarmed energy cell. tne stunning gauntlet gauntattack with an advanced charge when it strikes a tarqet, A ~tunning melee attacks Vibro)mud!er, the casing.
attack
(treated
as a simple weapon)
as well as an
melee weapon,
produces an electrifying
provide a +1 bonus to stundarnaqe On a successful unarmed attack. Stunning gauntlets are two size, smaller than their wearer {for example,
gauntlets
vibroblade, It is well-balanced and completely silent due 10 a specialized design that diminisi1es the ultrasonic pitch that.other vibro weapons normally
create. Many professional weapon is necessary. fighlers consider the vibrorapler an excellent when steal th a nd prefer it over a blaster or other melee weapons requires two energy cells 10 operate.
a tiny weapon favored by Ih ugs and petty thieves, mainly because the weapon
can be easily concealed or stored away. He weapon's nasty surprise-sa rnicroblade that extends sli.ghtly beyond the knuckles-i~ attack. are two sins srna ller than their wearer be disarmed or dropped, Additionally. to be designed for a Human are Tinyl. Because of how can't your unarmed attacks are considered A character cessfu: unarmed an added bonus,
A. vibrorapier
RANGEO
Ranged weapons, and are preferred mercenaries, lhe Core Worlds. by miHlary and ordinary
WEAPON,S
the galaxy hunters, and security orqanizations, bounty people' who live away from the relative safely of
Like combat gloves, vibroknucklers (for example, vioroknucklers they are worn, vibroknucklers while wea ring vibroknucklers,
EXOTICWEAPONS
COST
2,500
STUN OMG
RATE.OF FIRE S
WEIGHT 1 kg WEIGHT
TYPE
Small
Wrist rocket launcher PISTOLS Czerka Adjudicator Gee-Tech 12 Defender'
V3rie.s
TYPE
STUN OMG
RATEOF FIRE
Small
BlasTechDH-23
SCO
Mea-Sonn Model 434 RIFLES 650 COST 1,000
Yes Yes STUN OMG Yes Yes' (4(16) S RATEOF FIRE S,A S S.A
L2 kg
WEI.GHT 4.5 kg
Restricted AVAILABILITY
.I
'II
~
-I ~, ZI~
MedlulII
Blaslech 500 "E5PO'" Czerka Adventurer' SoroSuub Firelance
-~
<~ 360
1.200
4kg
2.5 kg
Restricted
Re.tricLed
f
@
L!)
t-= ,_
Military AVA.ILABIUTY
I
;:n
@
~ ~ ~
.Small
EM? grenade'
I Area ouoc« weapon (see page 155 of the Sago Edition core rul~book)_
~ ~
Blaster Pistol
~ ~
Pistol The DH-23 is designed to be a more reliable weapon when compared to the typical blaster pistol, but it sacrifices range and strength to achieve it. Tile pistol incorporates an effective heat radiator ond a tighl body construction that increase Its durability. granting it a Strength of 17 and a Break DC of 20.
weapon is popular and useful whcnslugthrowers are more numerous than blasters. With its limited ammunition capacity and ,IDW reloao Um€, most owners use the Adjudicator as a backup weapon. The pisto] can fire only 4 'Shots before reload it, needi ng to be reloaded. and a full .. round action is required to
Czerka Adventurer
Rifle Designed as a lone-barreled other sluqthrower sluqthrower rifle, the Czerka Adventurer Ii lis its firing chamber
(0
is used
by bounty hunters because of ils high accuracy rifles. t he Adventurer oxidizer as the bu llet fires, propelling down and be stashed disassembled
higher punch. Bounty hunters also prize the rifle for its ability inside a small portable or reassembled quickly using a move action.
EMP Grenade
Simple Weapon as "droid poppers," Often referred to by the clone troops of the Republic ference between completely EMP grenades and standard weak droids. with an EMP grenade, make a single in
EMP grenades are similar to ion grenades in most respects. The bigge~t difion grenades is that they can shut down relatively
area attack.
Blaster Rifle
troops, especially and electronic Republic reccn The rifle comes sight that acts as in weapon the user's
attack roll and compare the grenade's z-square hit by rne grenade (before
burst radius.
devices, and cybernetically would enhanced creatures on a miss, If to 0 hit points ion damage, or half damage reduce a tarqet the target
by mounted
rake normal
ranqefinder
adhesion
the ion damage dealt by tne weapon the ion damage is halved]. without with cybernetics cond ition track and disabled. Creatures A target attack
a new concept
take naif ion damage no other ill effect'S. takes half damage misses.
damage Ori <I miss. and they suffer the Evasion talent and no damage if the attack
Gee-Tech
Pistol
12 Defender
Microblaster
range and damage to create the
smallest
12 is
5(>51'11,11
that it grants
to conceal
Czerka Adjudicator
Pi,tol The Adjudicator production remains one of the few slug thrower its hold-out hold-out pistols still in as it'S small today. It share, a lot of the same attributes-such
it carries only enough power for two shots. with a range of 3 squares. A bigger d isadvantaqe is that the' power pack
into the weapon and cannot be recharged weapon. once its two shots it a truly disposable
Merr-Sonn
Pistol Built as a compact pistol. the MOdel 434 quicklv earns the nickname of "OeathHammer" from the bounty hunters and professional killers who favor the gun because of its durability plating ornately increases decorate its sturdiness. Bounty hunters" and sheer power. The weapon's dur"steel 9"ving ii a +2 equ iprnent bonus to it> DR. who use the DeathHammer
WRIST
rocket launcher.
ROCKET
AMMUNITION
lor use with the wri~t
The open market offers a w,ide variety of rocket, available. Antipersonnel Rocket: This stvle of rocket multiple squares,
rockets
functions
grenade. but it does not affect Anti ve h lcl e Ro eket. for disabling or significantly
a vehicle,
within the 3-square bum
Flash Rocket:
causes temporary
The Firelance stands out among other blaster rifles solely because of its highly effective stun setting, When sales to bounty hunters skvrocket, SoroSuub markets the rifle as "the most effective weapon available for freelance law
enforcemenl their targets officials." Although the rifle's owners to its stun capability. come from the Firel'lnce djff~ren! walks of lite, most are bounty alive. In addition
hU11t"'S
Hollow-Tip Rocket: This type of rocket is used as a means of exposing the tarqet 10 a drug or chemical stored inside its specialized tip. Bounty hunters most commonly a successful is injected use nerve toxin and stun gas. The nerve toxin, if attack against the target's succeeds. hit is made. allows a secondary into the target's
to bring back
lighter than other blaster rifles in its class, weighing and making it a good choice for those law enforcement travel long distances to track their quarry.
eondltlon track. The stun qas agent sprays into the air on impact. creating a deus that fills the square.
Ion Blast Rocket: di~ection, and cybernetic This rocket emits an ionizing wave of energy in all upon impact that affects electronic systems. devices, including
Wrist
Rocket Launcher
Exotic Weapon The wrist rocket launcher is a versatile personal weapon designed to be usefu I in various combat situations. back of the wielder's government It mounts on the forearm and extends over the, to stop. hand. Bounty hunters favor the weapon. despite various are single-shot weapon, that must be reloaded sidebar for more Infor-
droids
"r ROCKETS
Antipersonnel rocket
DAMAGE
3d8
STUN DMG
RATE OF FIRE
AVAILABILITY
Military Military
5
S
rocket
3dl0
Special
S S S S
S
Restricted
Licensed IHegal
2d6
nerve toxin
0.25 kg
0.25 kg
Re~tricted
Restricted
Thinsuit'
Tracker utility vest
Camo armor
.. ~~====~~~~==~ ~
EaUIP BONUS MAX DEX BONUS SPEED SPEED COST TO FORT DEFENSE (6 SQ.) (4 SQ.) WEIGHT AVAilABILITY
600 900
300
I kg
+1
+5
+5
0.5 kg
6.000 15,000
or other GlmOI.
+3
4.
sq.
3 sq.
3 sq.'
6 kg
35 kg
Restricted
Vacuum pod
2 Can be WDm benecth dolhin9
+4
+1
times YOUI'spero (instead of
(OUf
+0 times).
4 sq.'
move up 10 three
ARMOR
Even though blasters are the most common form of weapon in the galaxy, personal armor is ,till in widespread use..Manv factions use armor as a type of uniform as well as a means of protecting scope of the orqanization's or courting trouble. its members. Many types of the proper armor are severely restricted or even illegal if not used within hibited, wearing a :su·,tof armorindicates
mandate. Even in areas where armor i, not proto others thai you are expecting
Camo Armor
M~diuiTI Armor Carno armor protects the wearer from dlscoverv as we II as injurv, In addition to of the usual hard metal plates woven on top of a fabric_ body suit, the armor is also embedded with miniature pholoreactive fibers thata Ilow the
Tracker
Utility
Vest
suit to absorb light and change its color to match the wearer's surroundings. When attemptino to hide, the wearer gains a +10 equipment bonus to Stealth checks, regardless of the terrain.
Light Armor The tracker u\',litV vest is a simple garment that aIlows hunters and guides to carry a wide assortment of small equipment without wearer. Although they can be constructed discomforting the (rom an assortment o.f materials. hide treated
$hadowsuit
Light Armor A shadowsuit appears to be nothing more than an unassuming black body stocking that covers every part of the wearer's body except (or the eyes. Actually,. the shadowsuit is composed of a special soH fiber called shadowsilk that absorbs light and sound. To fu rtner improve covert movemcn t, the suit also has sound dampeninq pads on the hands and feet and the wearers eyes are covered by 3 set of goggles that come with the suit, A shadowsuit has no electronic svsterns that can reveal the wearer to sensors. Therefore, the person wearing a shadowsuit gains a +10 equipment bonus to all Stealth checks when trying to sneak, but the bonus is nullified if any other armor is
tracker mility vests are commonly made from a touch.teauierv to be watertight ..stainproof, and resistant to rips and tears.
Tne vest features pockets, pouches. and straps capable of carrying up to twenty-four small objects weighingnc more than I kilogram each. Because evenly around the the items are stored
·,0
Wearer', torso, their cumulative weight is halved for purposes of calculatmq the weare's total carricc weight.
worn
Vacuum Pod
Heavy Armor The Exira-Vehicular Aciiv',l:y (EVA) pod, or va cuu m pod, is a droid-assisted suit of powered armor speciflcailv desiqned to allow a person to repair a starship while in space, It s systems are designed in so that a wearer not proficient with heav-y armor can use it competently provides thrusters to allow movement motorized limbs,. compartment in nonstressfut in a zero-gravity complete to allow situations. The suit, once donned properly, includes external (speed f1"y 6), II also features repair tools, and an external extra materials by a dedicated, of the external low-level full life support to its, wearer and also environment
S.~UIPMISNT
During' the Clone Wars. tech nological previous thousand but a smoil fraction advances allow new and better equipthan any other time witniTl the presented ment to appear on the open market faster
set of integraied
are controlled systems
EQUIPMENT
eios-canoer Bracer computer Camouflage
COST 3,500
WEIGHT
0.5 kg 0.5 kg 40 kg Hg
0.25 kg
1,300
6,000 30 1.300
netting
Proficiency
Halo lamp
Visual wri~t comm
have the feat can still use the sult but does not receive any of the.equipment bonuses listed below, unless otherwise Comlink: The suit's irueqrated armor check penalti.es halved whil~ in noncombat cornl.nk has messaqes, support including whic,h emits against extreme environments. can send and receive encrypted Life Support: with air supply Powerlamp: hard vacuum. The armor comes '"ithan inteqrated glowrod,
Bioscanner
The bios-canner is a low-power. cal technicillns Or two passes over the patient displays vital statistics handheld scanner used by doctors and medimedical condition, in their patients. to help diagnose
One
collects
biological
information,
and analyzes
a nd diagnoses a ny anomalies
and protection
the scanner's medical database, This device grants its user a' ·.2 bonus on all Knowledge (life sciences) checks made to identify ailments,
a 70-squa,e
cone of .light in the suit's motorized arm, give the user checks while the systems function.
Bracer Computer
The bracer computer all the same functionsstandard computer also features is a datapao worn on the user', forearm. It performs to read as Plus, their as the standard a noloqraphic
Repair Kit: The tools integrated a + 2 bonus on al.I Mechanics Strength Putting minutes.
datapac.incluo
Auqmentation:
data card~ in a slot on the underside i'mage about three centimeters to accommodate bounty hunters, has Intelligence
A bracer computer
'\2,
Camouflage Netting
Any camouflage and unpowered, under the netting, Integrated tenain-including into netting found on the market is one of two kinds: powered within a area, bestow a +5 bonus ro all Stealth and offer partial checks while Both kmds, when draped over one or more objects 6-squa'c-by'-6-square
concealment.
the emission
RC-113S
"Boss"
version are overlapping patterns of the surrounding light emissions. Thus, powered camollflage net ting grant,
of the powered The
J
the netting
an
additional
+ 5 bonus to all Steal th checks while under the nettillg. small backpack and takes a full-round
Halo Lamp
A pocket-sized \0 a a-square disc small enough \0 fit in the palm ofa Human hand, the halo lamp shine; a bright light in a circle arou nd the person holdin9 it out radius ..Wh:ile lit, it remains cool to the touch, and it can easilv
DO~13 Medical
Assistant
Droid
·.10
Cl1
Medium droid (1,i-degree) lnit -+1 : Sensei low-light Languages Defenses Immune
be attached
as a weapon accessory,
hp 8: Threshold
a small, flat. rectangular panet that easily attaches to a glove or other flat surface. The comm sends and receives audio and visual signals, and it can
display holographic information, though only as a two-dimensionalirnaqe. It has a range of up to 75 kilometers whM planet,ide-5ufficient to reach orbital range-and runs on a single energy ceil, which must be replaced after use. In addition, the wrist cornm functions data cards. as
<3
Melee unarmed .. I (Id4~lJ Fignting Space 1 square; Reach \ square Base Atk +2; Grp+._I~~~ Abilitie;5 Str 9, Dex '1, Con -, lnt \5, Wi, 14, Cha B
Fe.ats Cybernetic Surgery. Skill focus (Knowledge (life sciences]. lnjurv), Skill Training (US" Computer) Skills Krtowl.edge (life sciences) + 13 , Perception Use Computer Systems walking +8 locomotion, basic processor, 2 claw appendages. storage
~~_ Treat
10 days of continuous
simple
datapad
direct computer
DROIOS
The Clone Wars saw the rapid development
to the Separatists' sented Chapter capaciti~s. heavy reliance in this chapter of d roid technology, mainly due preon droid military units. The droids are some of the models found in
i 1.0 kg],
vocabulator
use
in nonmilitary in Chapter
11:
The Confederacy, FI:ReT~OEOREE ORO.DS droids usually hold medical, scienufic, and analvtica I po-silions.
found in hospitals and laboratorles.
First-degree
00-13 Medical
Officially ports,
J
Assistant
Oroid
this droid is created by Ubrikklan Transassociated
dubbed the Model OD-D, company more commonly origins gains the nid:ndme"G.lactic
with repulsorlift
from done
vehlcles,
in
Chopper"
commanders
who know of the model's Oddly enough, nally anticipated, and battlefield installed within Ubrikkian Ubrikkian medical
originally
designs the droid to be used aboard prove less useful than origiassistants tools databases and medical calibrated precision. the droids as medical
preferrio9, !o work
OO~13
·elE1:T_AN"T ORCJIO
ON ... ~A'T"j,~"""T.
EW-3 Midwife
Droid
tM-6
Medical
Oroid
not only for its skill the IM·6 is capable
Designed by the Polis Mas,ans On their homeworld years before the Clone Wars. the EW-3 droid mimics its creators' appearance. That. however; is where the resemblance ends. Unlike its dt.signers, the EW-3 has 3 vocabulator that allows it to speak at frequencies audible to others. Its behavior algorithms cause the droid to act in a motherly fashion. Plus, repulsorlifrunits in the alaid's base permit freedom of movement. EW-3 midwife droids work in medical facilities ing to children's waros and nurseries and providing allover the galaxy, tendto its young
Th~ widely employed IM·S from Cybot Galactica is perhaps the most veJsati{e and advanced medical droid of the Clone Wars, renowned
to patients'
needs and limitations. Used On the bai11efield 05 starships, enemy fire to retrieve wounded soldiers and drag treatment, all the' while speaking in leads done trooper and helpful programming
well as aboard AT;TEs and a variety of military of dodging nimbly through them back 10 safety before cornmencinq a soorhinq voice. Their friendly IM-6 droids are 50 efficient and surgical supplies, including equivalent
attention
patients. Some EW-3 droids serve-as nurses for doctors needing an assistant for their private practices. E'W-3 droids can be played as droid heroes.
CL 1
vision, Perception
hp 7; Threshold 12
+ 5 .Ireat Injury +8
processor, 2 tool appendages, package, vocabu'ator C05t 5,870 credits
hovering
Availability licensed;
2 hands,improved
Availability licensed;
"Mv
-DD-13
SeCOND- DEGREE
OROIDB
Second-degree droids are skilled at mechanical and technical work. Repair facilities usually nave at [east one second-degree droid to assist in major jobs Of to complete minor repairs.
analysi'S droids are often used by law enforcement data from crime scenes and eli minate several SP-4analysis drolds. whicfl
of an asrromech traders
CL 1 nonheroic 3
·,10 Perception
personalitv rna trix of an adrni nistrativedroid, to a market Galactica advertised the LE 'Series droidas
tn
captains,
Cvbot
darkvision.
having extensive
Iuncrionalitv
concen trated into one droid, and the corporation asked a high price for them, The main drawback is the bipedal. humanoid chassis. Although it helps the
d roid to more e asilv interact with spaceport officia Is and docking crews, the insisls that design ham pers it, prima ry function the administratlon as, a repair droid. Cybot Galactica
a; Threshold
Speed 4 squares Ranged by weapon +2 Base Atk +2: Grp-4 Abilitie" Special 5tr S, Dex 10. Con -,Int Qualitie~ droid traits [galactic 15. Wis 14. Cha 12
that the LI' Series can use the same tools as its owner and emphasizes skills pr![)9ramming duties that starship captains fall on deaf ears, offices, technical acting want to avoid. However. the company's
Feats Skill focus (Knowledge Skill Training [Gathe: Skills Gather lnformatioo (galactic Systems Availability Use Computer walking da'kvisio~. + 13 locomotion, Training {Use Computer)
lorell.
Information),
Skill Training
Skill
+ 7. Knowledge
{bureaucracy)
Knowledge
[technoloqv)
.10,
2 hand appendages,
processor.
com Ii 0, k, vocabulator
"MASTER ..JEDI, OUR RECORDS ARE VERY THOROUGH. THEY COVER EIGHTY PERCENT OF THE GAL.AXY. IF I CAN'T TEL.L YOU WHERE IT CAME FROM, NOBODY CAN."
-91='-4
ANALYSIS OROID
AN BP~4 ...''''-1 ....... '....... QROIt::! ..... NO .'TI,..JO'" A eVQ A. PAOTQC_Q''.oI':lQIO ~IYI""OIJ:_
'"'IDLI:JO~~""~j,.j'IC
AN gVaA
v ....
~."T'
CoADIO A
"',po,.jJ~
,A,.
LE
IIiiiIIBRI ••
f-<40'W "'-0
""x:
1!IIII.,. ....4R
CROIO
..... Q.OLr£
I::ONElClil-B.
P2 Series Astromech
Droid
The first of Industrial Automaton's attempts to creating an astrornech droid for commercial and consumer markers, the P2 droid is a prototype initially
U5e
The P2 looks. in rna ny WilYS, I ike a larger version tlroid" but the P2 a150 has a nooretractable
claw appendaqe
dome. Another feature missing in the P2, but present in its later cousins,
is a vocabulator.
integrated screen on its dome, making communication 111 spite of these drawbacks, P2 Seriesastrornech
thei, younger R2 cousins display, making them papular with their owners. oroids can be played as dro',e! heroes.
CL 0
Init -t : Senses darkvision: Percept jon +6 languages Basic (understand only). Binary, 2 unassigned
Defenses Ref 9 (flat-footed hp 5; Threshold 12 Immune droid traits Speed B squares (wheeled], 2 squares (walking) Melee unarmed +2 (104 .. 2)
Cll
fighting Abilities
<quare
Init +0 : Senses low-light vision: Perception +4 languages Basic, Binary. 1 unassigned Defenses Ref 13 (flat-footed 13). Fort 10, Will 11
hp 7; Threshold 10 Immune droid traits Speed 6 squares (walking) Melee unarmed +2 (103) Fighting Space I square; Reach 1 square
Str 15. Dex 9, Con -". In! 14. Wi.> 8. Cha 10 Skill Training (Perception] Skills Mechanics + 12, Perception +4- , Pilot +4 , Use Computer + 12 Systems wheeled locomotion, walking locomotion. magnetic feet,
Feats Skill Focus (Mechanics, Use Computer), heuristic processor, 6 tool appendages, 2 claw appendaqes, diagnostics internal package. internal storaqe (10 kg). improved sensor packaqe, com link, darkvision Possessions astroqation
Base Atk +2: Grp +2 Abilities Str 10, Dex 8. Con -, lnt 13. Wi; 12. Cha 12
Feats Armor Proficiency (light), Skill Focus [Mecharrics], Skill Training (Knowledge [technoloqvj], Skills Knowledge (bureaucracy) Skill Training (Mechanics)
+7 ,
Availability
Knowledge (technology)
+7 ,
Mech"nics+12.
heuristic processor, 2 hand appendages, durasteel shell, integrated cornlink, diagnostic package. improved holorecorder
sensor package, translator unit (DC 15!, vocabulator Possessions botoorojecror Availability
'Pit Oroici'
Designed by Serv-O,-Oroid the pit droid is remarkably Addi\ionally, to assist docking bay mechanics with repairs, sturdy and strong for its 'si~e. Unlike at her small capacity for being Small. allowiog pilots wben deactivated.
THI'RE>-OeOREE
ORCHDS
Ihird-deqree droids are used in situations where interactlons between beings play an important role in everyday life, such as political arenas, merchant services, negative and even domestic feelings toward set tings, Military forces during the Clone Wars 'sometime-s send third-degree droids tosotren the blow of bad news, c~ating
druids, pit droids take no penalty to their carrying pit droids fold up into a Tinvobject them to be stowed especially
them.
keep a small number of pit droids in their cargo holds to assist with repairs, when they are the IMe crew member"
Pi! droids
can
Serv-O-Oroid
Pit Oroid
2 +0 only). Binary
where expensive droids do not sell well. Only a limited before legal action to cancel
Small droid [2nd degree) nonherok Init +3.: Senses Perception l.anquaqes Defenses Immune Ref 13 [flat-footed 12 droid immunities +3 ('1d2+2) Basic (understand
remain in service, but they are popular on the Outer Rim, whe.re 3PO models are still exorbitantly expensive. popular among droid "kit" enthusiasts, and replace is disabling scrupulous who ihem with custom false-
tear out most of the in ternal components which not only allows the normally 5YQ protocol
Ranged by weapon +3
CL 0
(Pilot). Skill Training (Use Computer) Skill, Use Computer Sysl.ems walking
Avai',"hl,
Licensed;
C,,, I,'"
2 hand appendager'
;/
hp 2; Threshold
bask processor
"DON'~OUCH A~THINC3"
/-QUI-OON ..JINN
1. Skill
+ 12
Training [galactic
+ 6, Knowledge
storage (5 kg)
FOURTH-OSC3RSB
Fourth -degree droidsinclude another, Most four-i,h"degree combative
DAOIOa
10-86 Sentinel
the ,IG-96 sentinel security marginally system
Oroid
everqrowinq line of IG Seriescombat droids, droid was designed to funci ion as a bodyguard or home In practice. however, most IG-86 droids comes purposes. Armed processor, making with programming it versatile
JS
models designed ['Or combat in one form or druids 8H'. military and se<:urily droids, but other organizations
rnod~ls such as assassin droids, probe droids, tracker droids, and certain non-
more
as agenis
several of ni5 1&-86 drolds to go wipes, causinq them to gain 5ig" One such droid, KRONOS-327,
for long
nificant
is a formidable
IG-86 sentinel
ell
CL 1
I
lnit -.-9: Senses low-light, Languages Basic, Binarv Defenses Ref20 (flat-footed
hp 17; DR 5 [liqhtsaoers Immune droid traits
only); Threshold
hp 3D; Threshold
droid
immunities
Speed 6 squares
Me.lee unarmed
-1-3 ('ld3-1-2)
-I-
4 (3d8)
or
Atk Options
Abilities Talents
Special Acti.ons
Skills Initiative
walking
Skills Initiative
walking
-1-7, Mechanics
locomotion.
basic processor,
2 hand appendaqcs,
comlink.
vocabuiator
Possessions Availability blaster rifle, durastee) .shell
Restricted: Cost
7,800
Military; Cos!
5.860 credits
FIFTH-DEOREe
Fifth-degree low-level. repetitive
DR:OIDB
droids, performing neavv lifting and prefer to
tL 1
avoid. The main difference between these and other domestic droids is i hat fifth-degree droids are not programmed to provide companionship, Instead. they perform the ordered tas~ and report bad when it is completed,
hp 23: Threshold.
Speed B squares (walking) Melee, unarmed Fighting Abilitie~ Space 2><2; Reath
the galaxy The most basic of processors keeps iii is droid level of self-awareness machines. droid models in at all nonthinkinq
Base Atk +0; Grp +14 Sir 28, !)ex to, Can -, In18. .. 10 2 1001 appendages
wisto.
9ill
Feats Skill Focus (Endurance, Perception). Skills Endurance +19 . Perception Systems Availability walking 'ocomotion,
the galaxy" The boxy droid stands 3 meters tall and appears to be carrying two ttaY' at the end of i Is arms. In fact, the droid has no manipulators and uses the "travs" by a heavy-duty to lift carqo palette, with nons. Each leg IS reinforced hydraulic burden of its load, A.lthough the CLL-6 can understand the regret of frustrated and take orders in Basic, it ca,n speak much to decide to invest in a protocol low cost. those on Iy in Binary. When it (ates orders. the droid takes them literally, owners who eventually droid to deliver orders for (hem" With the binary load lifter', owners are 001 set bad much when they do so, CLL-6 droids can't be plaved as df()id heroes. industrial-grade durasteel and deliver them to their destinaand powered the druid's bulk as well as the
basic processor,
system to support
valet droid is used for men lal tasks in hotels. spaceports. and is best used for basic service tasks, such as carrying with b;lsic flignt protocols, allowing
bags, delivering
and drinks, and "ctin~ as a mail courier. All FA-5 valet droids are programmed them to move, park, and retrieve clients. heroes.
airspeeders
and starships
CL 0
nonheroic +0 10). rort 11. Will 10 1
"MY FIRST ~OB WAS PROGRAMMING BINARY LOAD LIFTERS ... VERY SIMILAR TO YOUR VAPORATDRS."
-C-3PO
Medium
druid (5th-degree) Basic, Binaly' Ref 12 (fIJHoot~d 10 droid immunij;es + 1 (ld3 +"1) ,.2
Defense'
Immune
Ranged by weapon
IW-37
CL
Marketed as "the bantha of load rifters:' the Industrial Automaton IW-J7 pincer loader droid is desiqned to carry rockets, torpedoes, and other mis-
siles. and to load them into tbe launch tubes of starships and other vehicles. IW-J7s are also used on battlefields, where they arc programmed to locate and retrieve unused munitions and other salvage from disabled vehicles, Although not built for combat, the IW-37 is programmed to imrncbitlze those who attempt to Interfere with its work. Clone trooper units occasionally find IW-37s in the cargo holds of wrecked Separatists ships, clutching
still-functioning super battle droids in their claws. IW-37 pincer loader droids can't be ployed as droid heroes.
a, Wis
B, ella 6
Feats Armor Proficiency (light). lmproved Damage Ihreshctd.Pin, Power AttaCK Skill, Initiative +7, Perception +6 Systems walk.ing locomotion, basic processor, 2 claw appendages, durasteel plating (+6 armor) Possessions dura steel shell Availability Licensed; Cost 8,000 credits
AN
IW·:J7
PINCEII'I
L.Q
DG~ IL..S iY
DII'IOIO
~[]~OB ORCIOS
/A.
8L.",aT.A
"r"wa
'TO
PIT #>.
PI=t.~"'FII.
iJTAII'ISHIP.
A seriesof ,8a,iozgunships, 'nown colloquially as Justifiers, are p-roduced by private partie, at the height of the Clone Wars, lnternat cargo space is converted to make mom for larger engines and shield generators, and a number of gun emplacements are added to the ventral and dorsal surfaces of the ship.Intended
09
RIOOSR
Designed by the Corellian Engineeri'ng Corporation as a budqer space trans" port for fledgling businesses, the 69 Rigger isa slaw and unwie.ldy transport sh'ip on tile verge 01 nbsoicscence after by independent by the time of the outbreak of the Clone Wars. The 69 Rigger, though inexpensive, offers few of the amenities sough! traders. Like all Corell;an Engineering Corporation pilots who pride them, elves ships. the G9 Rigger is fairly easy to customize, but the ship is too bulky
Bartoz-class Freighter
Colossal space transport Init -3; Senses Perception +5 Defenses Ref 15 (flat-footed 13), Fort 30; + 13 armor hp 180; DR 15; SR 15; Threshold 80 Speed f1y 12 squares (max. velocity 850 km/hl. fly 3 S"qu~re~ (starship scale) Ranged laser Fighting Abilities
Cl7
on speed, As 3 reselt, the G9 Rigger is most often seen in the hands of local traders who ply the space fanes in a small area of the galaxy, and has earned a reputation as a low-quality the time and effort vessel suitable for use only on the Outer Rim. that leads many spice srnuqqlers to !pend )In'ierestingly, it is this reputation
cannon
+ 1 (see below)
"tile threat from this vessel. The Twilight, a spice freighter owned by Ziro the Hutt and stolen from
the planet Tel h by Anakin Skvwalker, is a G9 Rigger.
Space 12" 12 0,· '1 squares (starship scale): Cover total [new) 51! 50, Dex 14, Con -, Int 12
Base Atk +0; Grp +40 Skills Initiative -3, Mechanics +5, Perception +5, Pilot -3, USt Computer +5 Crew 2 (normal]: Hyperdrive Availability Passengers, 4' 12) u~ed) Cargo 85 metnc Ions; COnsuma'ble,s 2 months: Carried Craft none ,,2 (backup" Licensed; Cost 120,000 (\7,500
G9' Rig-gn
Coloss.aI space trim Iport Init -5; Senses Perception +5 Defenses· Ref 11 (flilt-footed hp 100; DR 15; Threshold 74 Speed (Iy 12 squares (max. velocity 700 km/hJ. fly 2 squares [starshtp scale) 'Ranged double light laser cannons +3 (see below] and light I~ser cannons +1 (see below) Fighting Space 12x 12 or I square [starship scale]: COver total [crew) ease Atk +0; Grp +5
I'll. FOri
"WE'RE
USt Computer +5 Crew 2 [normal): Passengers 6 Cargo 70 tons.Consumables Hype rd rive ,,3 Availability licensed; C05t 85,000 (45,000 USed) 1 month: Carried Craft none
Double UglIt Laser Cannons (pilot] Atk +3 (-2 autofire], Dmg 4d10><2 Light Laser Cannons (copilot,) Atk +1, Omg 3<110><2
-~
-
~".
~:
..
-,
~.
-
.'
4. 5. S. 7. 8. 9. 10.
fl.
Galley
n.
Refresher Passenger Cabins First Mate's Cabin Captain's Cabin Cornman Room Boarding Ramp Machine ShopiStarage Cargo B8Y Cargo Umtar bcape Pod Cargo loading Ramp Enginming Section Cunwell to Turret
"'-N
,B4Cl"lo(.
P~OBNlx
......AW,Oo::'-Ci,.A.,aBl
'-10 .... ..
IOioj"'
'i!!:i.
t... ....
",,...t=II
KR~T5
OOgj'lollTIlllii!t"'O.~
goN
r•• :;jIrND n
p...... D.
138-100 SALVAOS SHIP The Gallofree Yards GS-IOO salvage ship is a larg~, bulkv craft designed to navigate debris fields in (he wake of space battles, picking up sarcaqeaole ports to sell as scrap. Durable and capable of dealing with danqerous flo. ting flotsam and debris, the G5-100 runs with a small crew complement. and some independent sa"vagw; prefer to fill the other two crew slots wilh droids. all'owing them 10 plunder the graveyards of post battles without the need 10 split the profits with living associates, Gna' Nachkt's 'ship, tile Vulture's Claw, is a heavily modified G5-100 salvaqe Shipe 65-100 Salvage 5h ip
+5 80
CL 8
Colossal space transport Ini! -4·; Senses Perc~ptian hp 190; OR 15: Threshold (starshtp scale]
or 1 square h\~r:;hip;cale):
Abilities Str 51, Dex 12, Con -, lnt 14 Skill. Initiative -4, Mechanics + 5,. Perception Use Computer + 5
Crew 3 (normal): Hvperdrive A~a;labiHty Medium x3 ticensed; Passenqers 20 (droids) 1 month: Cargo 140 tons; Consumables
+5, Pilot -4
Carried Craft none OOClMTR8ADSR Corporation's forgotten ach ievernents is the KR-l B., better know.n as the Doorntreader, It represents. radical shifl in design for the CEC a t a ti me when the company is searching for a product. that resonates well with the majority of their customer base. Thouqh the YT series is nearly a century away from being realized, the KR-TB is one of the earliest attempts at designing" freighter that would be ali things 10 all people. For the time, the Doorn treader's expansive cargo Mid, arc' it, moot lauded (eature. Wiih over 300 metrlc ton, of capacity, a small fortune can be secu red for reliable transport The KR-TB is also desiqned with thesolo
One of the Coreutan £ngine~rillg pilot in mind. TOe duties of the copilot droid, necessitatlnq onlv
3
KR-TS
Laser Cannons
"LOOKS LIKE A TRANDOSI-IAN SCAVENGER. PROBABLY COMBINO T .... E BATTLEFIELD FOR SALVADE."
-ANAKIN BKVWALKEA
to an astromech
crewe
Next to its vast cargo capabintres. the Doorntreader is renowned for its defensive cepaoilltles, In fact. the KR-TB cams its moniker from its heavy shields, durable. construction, and dual' laser cannons, which allow it \0 venture into situations that would doom lesser vessels to capture or destruction,
Even though it seems the perfect ship for the intergalactic merchant, the KR-T8 is only rnoderatefv successful-in part because of the ship's high price tag. Behind thc scenes. rivalries ,vithin the Corellian Engineering Corporation also playa substantial role in the model's rnarqinafization. In the end. remaining Doomtreaders are sold at cui rates to planetarv defense forces and law enforcement agencies. The most famous KR-TB Doorntreader is Hell'sAllvil. Taken as a prize by Montross. a well-known Mandalcnan bounty hunter and rival of Jango Fett, Hell's Anvil is heavilY modified and converted for use as a prisoner transport and mobile base. The most notorious of Hell's Anvi['s modifications is J pair of solar ionization cannons, dev3,tating weapons that are unaffected by conventional deflector shields. With Montross', death at the hands of Jango Fe!!, the Hell's Anvilf.des into obscurity.
KR- T8 Doomtreader
C.L 8
Colossal space transport Init -4; Senses Perception ·5 Defenses Ref 14 [flat-footed 13). Fort 30; +13 armor
IIp 180; DR 15; SR 3D; Thre.:..sh..,.o_ld.,-80 ....."..,....,.,---, __ Speed _
(starsbip
Ranged laser cannons +4 (see below] Fighting Space 20xlO or 1 squares (starship total (astromech droid)
Bale Ark +0.",:.,..G_,rP:--+_4..,0-: .,__ Abilities Str 50. De." 12. Con -, In! 14 Skills Initiative -4. Mechanics ·.S (+13'). Perception +5, Pilot -4.
Use Computer Cargo 100 +5 (...\3') Consumables Crew 2 plus astrorncch
tons;
Hyperdrive
dloiti (skilled); Passenger's 6 1 month: Carried Craft none x2 (backup XIS) licensed: Cost 350.000 (70,000 used)
droid, use these skill modifiers instead.
Dual Laser Cannons (pilot) Atk +4. Om!! 6dlOx2 PURSUBFl- C L A EI S ENFORCEMENT SHIF' The Pursuer-class enforcement ship is a patrol vessel and fast transport designed by MandalMolors with Mann.lorians specifically in mind. The ship i~popular with the Mandalorian Protectors during the Clone Wars. but the pursuer-class also becomes a sought-after ship among non-Mandatorian police forces and bounty hunters across the galaxy. The stock hnsucr is fast. with good armament and adequate shields. Though its cargo capacity is not up to par with other interstellar transports and freighters. it C3n be easily relegated to a transport rote in a pinch. Passenger space is limited to five cramped cell, and a couple of bunks, and the cargo area is adequate Ior securing, contraband and 9 round vehicles. Even though it is a capable craft right off the assembly line. few Pursuers go long
without attermsrket modification.
the Clone Wars. the Pursuer-class continues to sec production and distribution across the galaxy with few changes to its basic de,sign. Its fearsome reputation, combined with its capabilities. is just as valuable to potential owners as its actual weapon systems are. With his R,espray-3"1. Slave I. in Impound. Boba Feu use of 3 modified P,lf·su/,r-flass. dubbing it Slave it. The ship serves him well until it is nearly destroyed at BY,5. Fett's modified Pursuer includes a lear-firing proton torpedo launcher, an improved sensor "nay. and improved shield 9cnerators
Following and sublight
A. pUQBu.n·CL". """'F"'ORCBMSNT II'~.,IO,",,""BR. BHIP c:H .... I!·. & OOWN A B .... LClZ~CL R
engines.
Pursuer-class
Enforcement
Ship
CL 7
Colossal space transport ,Init -3.: Senses Percepti{)n ~5 Defenses Ref 14 (flat-footed 12), Fort 26: +,12 armor 76 1,000 km/h), fly 4 squares hp 120; OR 15: SR 15: Threshold Speed fly 16 squares (max, velocity
The main cabin of the Sdtiss,,2 is equipped witha raised dais and a stunning view, II serves as a Hurt's audience chamber away from the personal palace, The cabin detaches from the rest of the ship, ferryiog the Hut! and his servants to and from the planet below,
(starship scale) Ranged twin blaster Cannons .. 5 (see oelow] or Ranged ion cannons +5 (see below) Fighting Base Atk
tlbrikkian Seltiss-.2 Caravel Colossal space transport Init -5; Senses Perception +5 Defenses Ref 14 (flat-footed 141. Fort 31;
hp 200; DR IS; SR 30; Threshold Speed fly 12 squares (max, velocity [starship scale] Ranged laser cannon battery BI
CL 9
t" 14
armor
Atk Options
Abilities Str 42, Dex 14, Lon -, lnt 14 Skills Initiative-3, Mechanics +S, Perception Use Computer +5
Crew.: Passengers Cargo 35 metric Hyperdrive Availability tons; Consumables ><16J Cost 200,,000 (40,000 5 weeks
+ 5, Pilot -3,
Fighting
Space
7 (Z Passengers, 5 prisoners)
x I (backup Restricted;
used)
Skills Initiative -5, Meehan ics + 5, Perception + 5, Pilot -5, Use Computer +5
Crew 4 {1 pilot,. Availability copilot, 2 gunners): Passengers (160,000 12 Craft used) main cabin
1 month: Carried
sea .. ISs-2 T CARAVEL Ali Hutts of means sed to demonstrate their personal successes, This extends
to the vessels they buy, and the Seltiss-z lese taste in starships, The Seltiss-z species its amenities are crafted Seltiss-2. resembles. to individual caravel is a prime example of Hutyel to other the is modest by Hutt standards, and requirements. seem lush, No two ships are the same, and the interiors .specificarions guests-ate Externally, sail barge, Inside, however, the accommodations-at
laser Cannon Battery (2 gun'ners) Atk +4 (-1 autofire], Dmg 4dlOx2 Seltiss-z
The Seltiss-2
Caravel Cabin
caravel, like many Hut! space transports, from suborbital transportation, is equipped with a done the rest of the Ship, Though, tbis is often
for such a feature is to allow the owner of tile caravel to escape harm, Escape standard
Hutt caravels, the Selliss-2 among them, are designed with short intrasystem jaunts in mind. Thus, they are not equipped with hvperdrives asa standard feature, Toey move easily between the upper atmosphere of Nal Hutta and the smuggler',s moon of' Nar Shaddaa. The vessel's combat capabilities are humble and hidden from the naked eVe, Any self-respecting Hutt prefers to keep his weapons concealed 10 lull enemies into a false sense of
superiority.
OAaa~u~a=;L""l!ItI
~""''''''I:I''''LOIo-<lT~~
.A.
•...
-T-........
Cll(.
-r- .....
T""'I'-ICJHT_ P'A.Ejg,I-ITt!il:IIIIi.
oog
RIOIO.tIII
.PH;:".
Ubrikkian Seltiss-z Caravel Huge space transport Init +4: Senses Perception +5
Defenses Ref 12 (flat-footed
Cabin
CL ],
hp 50; DR 5; SR10: Threshold 31 Speed fly 12 squares [max. velocity 700 km/h'l. fly 3 squares
[starshlp scald Fig.hting Space 3)(3 or I square [starship Base Atk +0; Grp +21 scale): Cover total (crew)
Abilities Str 32, Dex 12, Con -r-, I nt 14 Skills Initiative -+4, M£chanics +5, Perception
Use Computer +5 Crew 1; Passengers Availability
;- 5. Pilot +4,
13
2 wee's; Carried Craft none Licensed; Cost 400,000 (80 ..000 used)
STARFIC3HTERS
The following starfiqhters are prevalent during the Clone WJrl. Some achieve greatness, while others fly into obscurity after the ',II" rs. DAOC3.ER-CLAsa
The Dagger-cl~ss formidable space superiorit. by Republic Siena' Svsterns
STAAFIOHTEA
starfiqhter is produced in large numbers It is a
craft for its lime: small, maneuverable, and fast. with powerful weaponry and a relatively cheap price tag. it even incorporates a hyperdrive and a limited astrogation computer that stores enough data for three
hyperspace jumps. the Dogger-class As with later examples of Sienar's design philosophy.
Dagger-class
Gargantuan Defenses
Starfighter
+S
Cl 6
starfighter
tacks shields or extensive life support systems. Dagger pilots mus; don pressurized flight suits to withstand the rigors of space. An absence of inertial and gravity controls means that Dogger pilOI$ ale also exposed to extreme
qravitational Thousands forces as they dodge, weave, ami careen through space" of Dagger-class sta, figh ters are produced are purchasec
[starship scale]
Ranged laser cannons + 2 (see beiow)
by Republic Sienar
defense
prior io the Clone Wars, The majority of Independent and ubiquitous organizations,
by planetary
Atk Options
autofire
[laser canocns)
forces, and many of the systems that take up the banner of the Confederacy
Systems have Daggers in their arsenals, Given its low cost nature, the Dogger is also used by a number
3
of mercenary
Abilities Str 34. Dex 18, Con -, Int 1Q Skills Initiative +4, Mechanic,> +5, Perception Use Computer + 5
Crew 1; Passengers none Cost 35.000 Cargo 55 kg; Consumables
+5, Pi1ol-+4,
Availability
Restricted: (pilot)
With Republic Sienar's dissolution by Emperor Palpatlne, and subsequmt incorporation into the Republic Na'JY, production 01 many of its starfiqhters ceases completely, Ihis includes the Dogger-class starfiqhter. Ihe design specifications of the Daggerarecllenlually brought out for review by the newly Founded Sienar Fleet Systems, and some elements of the class ale incorporated into the initial liE serles of starfighters.
laser Cannons
Dmg 6dlOx2
DIA,NOOA-CLASS STARFIC3HTER
ASSAULT
PREEFAL..L..-CLASa
BTARFIOHTER
The Oianoga-class stadighier is one of kcensavr's most popular starfiqhter models prinr to the, advent of the Y-wing, Though its armaments are considered excessive popular relatively choice bands. Though for a civilian fighter produced during peacetime" it is a of planetary effective defense loren, rnercena ry fleets, and pirate with
The Freefa//-class srarfiqhter is a bomber manufactured by the Nubian Design Collective. Named for the unguided bombs it is desiqneo to use, the Freefal! is an effective craft despite its lowtech approach to ordnance delivery, It is a large starfiqhter, be converted navigator, possessing a wide wingspan with a large subllqht engine mounted limited to bombs, but the ship can if necessary pilot. qunner, a dedicated to make supplvdrops and troop insertions on each wing tip, Cargo capacity is typically
when employed
in large numbers,
the O/anaga's
A Frer:fall requires an extensive crew, including and bombardier, Allowing providing additional design philosophy, In fact, thecalibratlon exacting
faster and nimbler rnilitarv-qradestarfiqhters. The DidnDga's leading feature is its weaponrv, Four fire-linked laser cannons provide the fighter '",ith a significant offensive punch, while the craft's heavy ion cannon allows ior morecontrollec mid-grade Duri~g nvperdrive are also standard flexibility. fly in rnercenarvand attacks against sensitive tarqets hull, and a providing that need to be taken in one piece. Decent shields, a reinforced features of the Dianogo, it with a degree of tactical Koensayr eventually into the Rebellion if not impossible,
a pilot to focus on maneuvers while crew to perform other functions is a staple of Nubian
of these diverse systems is so
bonus to checks and rolls related to his own duties.It 10 consolidate eliminates the aforementioned mercenary Fredal/-clas,
pira te fleets.
discontinues
the side of the Rep ubi ic. is the Bith engineer Jinkins, who flies
most lyon weaponry.
FreefalJ-class Dianoga~c:lass ASS3Utt Starfiqhter Gargantuan starfiqhter lnit +2: Senses Perception +5 Defenses Ref 13 (flat-footed 111. fort 23: +6 armor hp 80: DR 10: SR 15; Threshold 43 Speed fly 1.2squares. (max, velocity 950 kmlhl. fly 3 squares
[starship scale) Ranged laser cannons +2 (see belowlor Ranged heavy ion cannon +2 (see below) Fighting Space 4x4 or 1 squares (starsbfp scale): Cover to!al (crew) Base .Atk +0: Grp +28 Atk Option, autofire (laser cannons) Abilities Sir 36., Dex 14, Can -, Int 11 +2, Mech~nics +5 none 3 days: Carried Craft none +5, Perception +5, Pilot +2, Skills Initiative Lise Computer
Starfiqhter
+5 12), Fort 26: + 12 armor 76 '1,000 km/hl"
CL 8
CL 7
Colossal starfighter Init -2; Senses Perception Defenses hpl20; ReflS (flat-footed
Speed fly 16 squares (max. velocity (starship Ranged Fighting laser cannons
fly 4 squares
Ranged bomb chute + 1 (see below) Space 30)(20 or 1 square (starsnip scale]: Cover total (crew) Base Atk ..·0: Grp +36 Atk Options autofire (laser cannons) Abilitie,s Str 42, Oex 16, Con -,IMtI2 -2, Mechanics +5 bomoardier]: Passenqers Craft none 10 tons: Consumables 4 weeks: Carried +5, Perception +5,. Pilot -2, Skills Initiative Use Computer Cargo 20 metric Hyperdrive
Crew 4 (1 pilot, 1 gunner, 1 navigator,.1 Payload 20 proton bombs x2 (backup x'lO) Restrlcted: (gunner) Omg 6dl0><2 Cost 70,000 Availability
(12,000 used)
(18,000 used)
Laser Cannons
Omg 6dl0,,2
ASSAUI-T srarfiqhter
used extensively
in merCenary
Variants of the MOrhlngSlar are produced, the most popular of which are the A, B. and C models. Tbe A moo I, detailed here. is the original space superiority design. Ihe MO((lingStar-B trades in its concussion missile launcher for three heavy laser cannons rdamage 7dl0x2). As a result. it is favored as a dogfigllling crart by the mercenaries who employ it. TI,t MorningStar-C is born of the desire 1m a 'siar(jghter 1110t is elfective aqainst capital ships. This design chanqe lakes rbe 8 model. remove; the light laser cannons, and includes three concussion missile launchers with ten missiles each i~ their place. MorningStar~A Gargantuan Defenses
fleets prior' to the invasion of Nat>oo. The Trade Federation employs several mercenary groups that use the MorningStar righter imd Its varlant s. Of the
swrfiglllers
planetary
availabte
is as a
one of the most capable designs 3vailable. defense sh ip. the MorningStar Engineering originally pirate f,leels across the galaxy. Kuat Systems orbital
ment. With the eventual addition ofa Class-z hvperdrlve, the MorningStar is shoehorned into the role of a space superiority sti1rfigMter, Though
effective, concussion especially missiles. en masse, the MorningStar suffers from light construcpayload of tion, mediocre maneuverability, slow speed, and an inadequate
Fighting
~ ~
autofire (light loser cannons) Sir 35, Dex 14, Con -, Int 12
+2, Mechooic5 +5 none +5. Perception
s
-s,
Craft Pilo! +2,
1; Passengers
Cargo 75 kg; Consumables 3 days; Carried Payload 4 missiles Hyperdri~e Availability x2 Restricted; Cost 43,000
"one
(10,000 used)
Misjile Launcher
MDRNiNoe.,.
... ~
..........
WI,...'T .~
"-'IIE!!£T
"HBIR
,.,...... . "TC.looot.
S40K L.IOHT
PHOeNIX
PINNACE:
HAWK-CLASS
The S40K i3 one or KU3! Svsterns Engineering's first forays into the. galactic starship market. Designed as an affordable space transport with minimal cargo capacity, good defenses, and high utili tv, the Phoenix Howk-ciess. falls short in a number of areas, and these shortcomings eventually doom it to fJilure. So many corners are cut by KSE', designers that the Phoenix Hawk-class is essential I" ignored by wealthy pilots and merchants in favor of more expensive" less cramped alternatives. Externally, tile Phoenlx: Hawkclass resembles a squat Firespr9y-3'1 patrol craft. Unlike lite Flresprav, which is streamlined and elegant in appearance, the Phoenix Hawk-class appears ungainly and clumsy. is lts cramped living conditions. Though into for up to six occupar ts, the craft's amenities arc hardly The ship's stark.est defkierlcy marketed as <J transport sufficient
Despite its drawbacks, the S40K succeeds in the area of detensive systems and offensive capabilities. Though it is slow and plodding in flight, the Phoenix l1awk-class is equipped with excellent shlelds and powerful weaponrv, When flown by" skilled pilot, the S40K makes a formidable targer, so it is popular are less concerned of brute force. Thouqh it is an incredibly COmmon sight on the space lanes during lh€ clays becomes increasingly obscure of the Old Republic, the Ph~enix /1oekclass
with bounty hunters, mercenaries. and paramilitary units that with amenities and more interesteo in the application
Light Pinnace
CL 7
for half that number. Crew and passengers are pressed together
smafi quarters, and bunks must be shared if the ship is staffed to [ull capacity. Standard ceiling height within the S40K is capped at 1.83 meters, making the
interior a claustrophobe's nightmare, To make matters worse, refresh ... facilities
hp 150; DR 10: SR 30; Threshold 48 Speed fly 12 squares (max (stsrsbip scale) +3 (see below] scale): Cover total (crew)
are uncomfortable and prone to malfunctioning a! inopportune times unless several systems ore replaced with nonstandard parts.
Flanged heavy blaster canr ons +3 (see oetow) 'Ranged light ion cannons Fighting Atk Space 4x4 or 1 SQuares (starship
~ •@
Options autofire (heavy blaster cannons) Sir 46, Dex iz, Con -, lnt 12
Abilities
I~ I I
(!j)
i~
I~
@
none
TWO
5IC::U~AO THe
H~ 5
P~~""'o"rvPI!I;
RO ...... BERS
A.TTACio(
VL.ii....T'une'lE:!j
o e-vc c
&.I0-0I11'",
SIOMBER
SCURAO
H-S
PRCTDTVPE
designs in the
Bomber
CL 10
Init -1; Senses Perception +6 Defenses Ref IS (flat-footed 12). fort 27; -+ 12 armor hp 140; DR IS; SR 25; Threshold 77 Speed fly 16 squares (max. velocity 1,000 km/h), fly 4 squares (starship scale) Ranged laser turret '~7 (see below) and laser cannons + 7 (see below) or Ranged bomblet generator -+7" (see below) Fighting Space 14x14 or 1 squares (starsfup scale); Cover total (crew) Base Atk +2; Grp +39 Atk Options autofire (laser cannons, laser turret) Abilities Str 44, Dex 16, Con -,Int 16 Skills Initiative -I. Mechanies +6, Perception +6, Pilot -I,
galaxy. It is created five years before the Battle of Neboo by the Nubian Design Collective, who hope to sell it to Naboo. Naboo, seeing little use for an expensive offensive bomber, refuses the Cottective's offer. The orig ina I Scurrg prototype is mothballed on Nubia while the Collective lackadaisically seeks another buver, As they search, the prototype is stolen by a fetorin pirate named Nym with ihc aid of Jinkins, one of the Collective's engineers. Following the original new prototypes but are otherwise prototype's theft, the Nubian Design Collective on the original design, along with its produces several other prototypes antici patinq the impending civil war, These incorporate minor improvements identical. The expense of the starfighter,
advanced Nubian technology, dissuades a number of buyers (including the Republic] from investing in the Scurrg. Given their friendlv relationship with Naboo, the Nubians refuse to entertain offers from the Ccnfederarv. The Scurrg is best classified as a heavy assault starfiqhter. with six forward-mounted It is equipped laser tan nons. a laser turret. and an experimental
Use Computer +6 Crew 3 (1 pilot, 1 gunner, 1 navigator); Passengers 3 Cargo 10 metric tons; Consumables 2 weeks Carried Craft none Payload 10 explosive energy spheres (see below) Hyperdrive Availability "Apply
Q
bomb let generator. The energy spheres dropped by the Scurrg are produced by the bornblet generator, which uses the ship's primary power source to create t hem. The generator can produce one bomblet every 10 rounds (1 minute), but it can hold no more than ten energy'spheres at anyone time. The bornb!et generator is a modular design, allowing it to be removed and incorporated into other compatible starfiqhters. The Scurrq can easily be equipped with a standard bomb chute that drops standard proton bombs. The original Scurrg prototype, ;;5 flown by Nym, is known as the Nyrn to operate it without
x2 (backup xl0)
Military; Cost 150,000 (no used models available] on 01 tacks agoinst· targets smaller Ilion CO/OS50/ size.
-20 penalty
Laser Cannons (pilot) Atk +7 (+2 autofire], Dmg ad tOx2 Dmg 6d10x2
novoc.
helm, the gunner and navigator positions are filled by two astromech oroids, which have been inteqrated into the ship's system.
"SOMETIMES, I GET THE FEEI-ING THE HAVOC IS AI-.VE. SHE SOMETIMES FIRES BEFORE I PUI-L. THE TRIC3GER, AND WHEN WE'RE IN HYPERSPACE, I SWEAR HER ENGINES SINO ME TO SI-EEP. "
-NVM
II-IE
DWINIDL'IN,O
..JEDI
ORDER
66
~AMPAION When the Clone Wars campaign opens, the Gamemaster r,berally sprinkles the Jedi thrcuqhout the early adventures. The heroes receive missions from Jedi Masters, encounter completing adventures, wandering Jedi Knights on the battlefield, gradually and help levels and of Padawans escape trouble. As the heroes 9row in power, gaining
Using Order 66~the order given by Supreme Chancellor Palpatine to wipe out theJedi-can be tricky because it represents a major setting shift. When Palpatine issues Order 66, the Clone Wars quickly come to an end, and within a brief time the Empire rises and the Dark Times begin. However, using Ordet 66 In a campaign climactic qives the Garnemaster a chance to build up to a single, connect in the taking place during the event that is prominent in Rev·engeof the Sirh andean
the Gamernaster
a campa ign to the Stor W(lr~ f lms. For camp.igns Clone Wars, Order 66 should probably deal with sudden betrayal, trooper followers, adventures
session, they begin to show up cve.ry other session, then every third session, Major NPC Jedi die in the Clone Wars, while others are called by non-Jedi heroes, so chat ellen away to distant star systems well beyond the heroes' reach. Jedi heroes who become one with the Force .are replaced within the confine's of an adventurinq or two, at most-rare between Jedi frequently partv of heroes the Jedi are on the visible in the campaign. of the campaign, when the heroes and the end of the with the heroes
campaign . Jedi heroes in the company of clone troops during Order 66 must which can surprise players if they do not know it loyal allies that have likely been through warning, many is coming. This surprise can also be enhanced if any of the heroes hallt clone as formerly with the heroes suddenly, without became enemies.
decline. By the time the heroes reach the highest levels, only a small number of jed i-one encountered campaign, actively The contrast the beginning
Order 66 presents a great opportunity masters planning Clone Wars campaign, Jedi become outlaws, to resist providing
to surprise the heroes, and Gametoo much information as to how hunted and
to use Order 66 should be careful, over the course of the after the Order 66 event,
close, or how far away, Order 66 is. Additionally, cut off from the resources
THE
throughout
MASTERLESS
PADAWAN
fina I blow in the collapse of the Jedt Order, and it should be trea ted as ei ther a major shift in the campaign's tone or as one of the final Clients leading to
Jedi heroes in a Clone Wars g.ame keep the Jedi in the heroes' perception the campaign. However, this does not mean that a campaiqn with of the di min islling Jedi Order as a theme. deserted them. immediately with the Jedi to complete or entrusted hero is a a that starts at tst level could begin with Icdi heroes a Iedi hero cannot take advantaqe A Clone Wars campaign
The Padawan can be given an assignment, of the other heroes (particularly and loyal noble the Padawan's can continue
1 un til
if another
training.
to Anakin Skywalker just a short time after his Knighting of a Jedi who is not yet
ceremony. This leaves th e hero under the tutelage ready to truly train the Padawa n.
RAMPANT
CORRUPTION
By the time the Clone Wars begin to tear ihe galaxy apart, the Republic has
alrcadv been steeped in massive corruption for decades. even centuries. In fact. corruption in the Republic allowed Palpatinc to maneuver his way into becoming. Supreme Chancellor a decade before the outbreak of the Clone Wars- Similar corruption manipulaie allowed him-in his guise as Darrh Sidlous+ro the Separatists into engaging ihe Republic in open war. In a
then turn him to their advantaqe. When the heroes need to sneak behin.d enemv lines, they call in a favor with the bribed starship captain .M find themselves moving through Confederacv space aboard a Confederate vessel. Gamemasrers should feel free to use the corruption feeling as thougn corruption Addition~lly. of the enemy to help heroes achieve their goals once in a while., since it keeps the heroes from happens only among their allies. the heroes should not be considered above the temptation
Clone Wars campaign, the heroes are likely io encounter corruption at every turn, and those in positions of power can never be truly trusted, for they mighi have their allegiances bough'! by enemy factlons. Poli.tici~ns sell their votes, corporate leader, disregard the basic rights of their employees, and 'se,utity forces turn a bli~d eye to crime and violence all out of the greed that permeates the Republic durin~ this time. The heroes are likely to encounter rampant corruption wnen dealing with thei r enem ies and opponents. A corrupt Republic Senator, taking bribes from Separatist agents, might reveal the heroes' plans to their enemies, ~lIowi"g the Separatists to set a trap and draw the heroes into it. A civilian contractor at a military Shipyard might deactivate the automated security system at ire shipyard, forcing the heroes to repel an invasion withoui the yard's droid defenders, Corruption individual usually meanssaving one thing and then doing anether, surfaces. FOT example, a high-ranking meaning the heroes likely have no idea that they are dealing with a corrupt until proof of corruption m i[itary officer who has proven to be an ally and an asser for the heroes i, suddenly revealed to have been sending substandard weapons to the fronr tines, endangering not only the war effort but also tile soldiers on the front lines. The heroes are then faced with a difficult decision: to continue 10 benefit flom thaI officer'> assistance and expertise, or reveal Hie officer's corrupt dealings and lose the benefit of hls friendship If they decide upon the latter, they make an enemy of that officer and also likely find themselves making enemies with whoever bribed the officer munition' in the first place. is problematic, victories Typic<lily corruption to buy the substandard the help of
of corruption. During an adventure, a liaison from the enemy could approach the heroes, offering· them an asrrononucat sum of credits to turn over secret information roleplaying
0.1
can be interestin.g
opportunities
because each hero must decide Whether greed is everywhere. If the heroes
are _smugglers, mercenaries. or bounty hunters, the corruption might serve to further their goals. With the promise of credits from both sides, the heroes can turn corruption to thei:r advantage. plying their trade while draining em both sides of the war. check out the Scum and Villainy credits from corrupt official,
For more advice 00 runniog campaigns in which the heroes are confronted and tempted by widespread corrupticn, supplement.
Vt~'_AINe
The Clone Wars hasan abundance of high-profile villains. Count Dooku, and others make General Grievous. DUlge, Asajj Ventress, GeneralLoathsom, up a motlev group of-villains who share the spotlight. Though some.Jike Asaj] Ventless., work behind the scenes, other villains are Well-known. Count Do()ku and General Grievous are famous names recognized throughout the galaxy, vileven among those who are not directly involved in the war. High-profile
but
heroes' favor. Savvy heroes who use the corruption advantage can orchestrate
lains are extremely important in Star Waf5, but even more so in a Clone Wars campaign. The following aspects of the villains of the Clone Wars should give Gamernastersa good basis on whiCh to build their own villains. Providing Such notable enemies for the heroes not only provides a more genuine Star Wars experience but also helps the Garnemaster create memorable characters and storylines that can last throuqhout an entire campaign.
their enemies, Heroes who know that two enemy leaders are distrustful
one another COUldarranqe for one (or both] to be bribed lnto betraying the other, using credits and leaning on their lack of trust to create friction within the enemy ranks. Simil.rly, particularly
into an ally by exploiting the enemy's corruption. The heroes gain insight into the workings of the enemy, and gain a valuable, though untrustworthy. asset who can provide a significant advantage in future adventures. For example, if the heroes learn that a Trade Federation starship capta in is willing to accept bribes, they can use credits to inqratiate themselves with that captain and
DEHUMANIZATION
One important aspect of creating memorable, high-profik villains for a Clone Wars campaign is the dehumanization of those, villains. Even though this need not apply 10 all villains (Count Dooku is a good example of a very Human villain), most of the villains of the Clone Wars are distinctly dehumanized.
even monstrous.
how monst rous Ih"l villil in seems, Some villains" like As~ji Ventress, ore merely twisted ,hadow's of humanity: her gray skin, clark eyes, and lad of hair are just different terrifying. enough from Humans to make her seem both alien and are villains like' General Grievous menhumanoid in shape, they are so disljnetly On the far end of the 'spectrum
boiling ang~r complements his physical stature: and personaluv s prorlucing a three-ci men~i0f1,,1 villain. Not all of a villain's mannerisms must be off-
puuinqor
vocabulary
exaggerated,
can also breed good villains, well-cultureri contrasts to mah accent and rich his conventional one-ulrnensiona!
A Human villain
if
and Du'ge; \llOugh vaguely strous in their appearance achieves cyborg, truly embodying
tnat no one' confuses them with Humans. Grievous because be is a near-to tal replacement than creature, a villain for a by hi, faceless armor, an effect Whm creating the icle~ of being more machine and clone troopers,
QD~
The above advice might tempt a Gamemsster villains who are lit tie more than monstrous act ions truly define hi m asall antagonist.. Especiallv
caricatures.
Durqe, on the other hand, i's ciefmmanized He that of storrntrucpers Clone Wars campaign, just famili'<lrenough make the differences High-profile
Garnemastcrs
:snOIJld take care to describe them in a and yet recognizable. These similarltles
hiqh-profilc \lillains are careless w'jtM the live" (or, in the Separatists' case, good repair) of their subordinates, and they are willing 10 cast their followers aside when the situation demands it. The lives ofunderlines mean little to the Clone War, villain, and ruthlessness is the order of 'the d~y. A truly sinister and dehuma niled villain kill,; anyone or J nyth ing tha t gets in the way of ber
progreSS, and Gsmernasters should riot be afraid (0 have their villains perform to gel the heroes' undivided attention. sets of heartlessoess andrrueltv
appear-
a nee
to sustain them. The villains of the Clone WJr:s have voices. mannerisms,
Iheir inhuman appearance's, The metanic echo to voice, the harsh accent. and the hacking COU9hs wf"cking Ilis cvbernetic bod'y combine with his physical description to create J comple te, memorable villain package . .Asajj Ven tress has a hissing. snakelike for hi's disturbing silence, Gtllcrai l.oatnsom's
PClWE:RPUL
and acts of cruelty.
PSRSClNALITY
of physical descri pticns, mannerisms, for" Clone Wars
that resonates throuqhout an entire c.ampa.ign, For example. Coun t Dooku is an excellent and iconic villain of the Clone Wars, because he. is charismatic and bnld, L"kewi~e, he is not afraid to delve into darkness to achieve his gOBI,. Yet he is still very much
ike Jedi Ma,ler apprentices. and" frightful who lert the Order after 'the death of one of his most beloved Asajj Ventress is more than just a pair of lightsaber$ to be the h~;' to the Sith legacy, of hi, flaws, and personalitv begin their or to the Jedi Council appearance. She strives Similarly,
campaiqn
a nd must prove again and aqa in to Count Dooku that she is worthy tutelaqe.A traits adventurinq a villain good villain nas his or her own aspirations. careers trying to prove to their Mast"" to Docku. (or 0 Clone Wars villain. personalities, that heroes can relate to. Many _)~di heroes, for example, of ,knighthood,.
much "S Ventr~55 beqins her career as the Gamemasrer of the dark
When cre atinq a personalitv heroes in the campaign reflections sive turning lomethjng scoundrel
and aspirations
of heroes, naving wa lkeo a different point. Others art simply damaged [real and imagin~d) For example, inflicted of themselves whose aspiration in the villain, that
path after reach ing a decicorrupted upon them, If the heroes see is not only memorable
by the injustices but also rclatable. t~e Gamernaster for toe credits more horrific
is to become the greatest smuggler in the galaxy, away h is freedom lords grew, the them. Over
new villain might hove- once bee» a smuggler who bartered and dangerous. acts he had to perform
to placate
time, working for crime lords erOded any sense of right and wrong, reducjng the once-aspiring smuggler to a brutal. uncompromising pirate captain who has achieved in the process. the notoriety he once' sough! by sacrificinq his humanity
CL.CNS
HERCSS
Given the prominen~ of clones in the story of the Clone Wars, Gamemasters should not be surprised if players wish to play dane characters, Clone heroes can be interesting and present exciting story opportunities. especially for a Gamemasler who plans to use Order 66 in the campaign finale, Gamemasters should allow players to play clone heroes who stand out from tile rank-and-file The basic clone tronper done troopers .. is bred for obedience and military discipline. both unit but they than suited to
M'III-.ITARIZATIION
The onset of the Clone Wars necessitates tarization that various planets of the galaxy for thousands must military' leave their peaceful. prosperous, and civilized way, behind and embrace milito survive. Worlds that have not seen major conflicts of years become central to the war, and more than just infrastructure change for those worlds to survive" A Clone Wars campaign brings with importance. are overt options for highlighting this militarization it an aspect of growing in their campaigns; into a battle
This can stifle players who want more free will. Instead. the playercould choose 10 play an ARC Trooper or a Republic clone commando: types arc clones based on the original have more of Felt's personality standard clone troopers. Jango Fdt template, better and fewer behavioral
restrictions
and few worlds are exempt from this, Gamemasters such as throwing the heroes directly
some methods
heroic careers, and many have destinieS that stretch out beyond Wars. FOT clone heroes, use the following the basic Human template. REPUBUC CLONE SPECIES TRAITS The Human clones produced the following Ability species traits: Sc:On!S: Republic clones begin with the following species tcmplate-a
the: Clone
variant of
while others are more subtle, such 35 having from a staging point on on ways to can find suqqestions
score array: Str 15. Dex 13, Con 10, Int 12. Wis 10, Cha 8. Additionally, a clone player can choose one ability, score to increase by 2 at-the time of character Medium or penalties Speed: creaf on. Size: As Medium creatures, due to (heir size. Base speed is 6 squares. Skill: Human clones are versatile and accomplished trained list of chooses one additional clones ha\'\! no special bonuses
airspeeders Or computers Jnd fire control military once served xenobloloqists and transformed their ccumerrneaswes. For Garnemasters. entails showing might be required
to manufacturing
as havens fa, study are commandeered into research facilities escape' militariz'3tion. are transformed
Bonus Trained
Bonus Feat: Human clones gain one bonus feat at 1st level. Languages: Basic.
to go behind enemy lines and rescue engineers who are who have been forciblv mercenaries. removed
being forced to work o~ weapons against their will. or they might receive a mission to escort former Republic citizens from a hospital need only refer to a facility's to make room for Separatist Gamernasters lhe
POIRC,ES
ElF THIS
IC·L.ONIE WARS
more visible is to make referIf the heroes are working clone troopers, V-19 an gives the Republic militaries.
former role to instill a sense of militarization, a Separatist weapons factorv, of the building or dormant some offhand civilian references into on
One of the easiest ways to make militasizaticn ences to the Republic and Separatist (or-or against-the Republic, starfiqhters, extremely requires direct Rt'("usont-class and AT-Xl interaction destroyers walkers with
For example. when tile heroes infiltrate GM can include in the description to discarded military consumer electronics
machinerv
speeder bike parts. The transformation resources the galaxy, and Gamemaster the waf effort
of important
presence
heroes who have taken no side in the Clone Wars might see Confederacy in orbit above-a planet they are visiting. security detaiL Alternatively. clone troopers might be stopped by a Separatist the heroes are taking
some dowwrime. Pidi"9 out individual dements of the various militaries highlig_ht durinqan adventure does not require the GM to invc lve them directly in the adventure. Gamernasters should reel free to use elements of
(0
LAROE',-e~',AL.E
.C.ONIFL.IIOT
large-scale covering battles the surface are common throughout the Clone Wars, Battles of the multiple star systems or in the Clone Wa rs shoutd for Clone Wars the tide-;n Clone Wars reach tJuly epic proportions. of a n entire planet 'large-scale also include similar adventures. spanning Adventures
as simple
"window
dresslng'-'
when setting
the
as the backdrop
AS
BSFARATISTS
against the
If the heroes participate-and for example, as well as the campaign. to create battles the tim e comes
heroes likely want to work for the Republic the Republic. In this cast, First,
the BaWe of Glee Anselm, the setting opportunity copious When campaign,
the players become invested i~ both are an important ilmple the involving
Sepa rarists if they take sides in the Wa r, some might instead choose to work
agents, against the Garnemaster can assume Can choose from two styles of campaign,
large-scale
and the Clone Wars _give Gamemasters that reach massive proportions, and the Separatists. conflict
the
campaign
that ihe heroes art, in tact, villains: they work for the SeparJtis\s willin.gly out of 9r'eed or lust for power, ;md Jedi in this style of campaign are likely to have fallen away from the Jedi Order and instead joined the Separatist
cause. The heroes in such a carnpaiqn shattered a re merely the opposite of adventures are probablv ou,t to see the Republic so they can seize power. and adventures
for a la rqe-scale
as the Gamernaster
questionsaboet s~clion
,he battle' and Ihe 'role it serves in the story, First and fo'ethe bat tie is merely the backdrop it is a pivoial event
f(), this
run with heroes of the Republic. These Republic battle's against forces of the
story, or whether
If it is simply
Separatisr-aliqned
shipyards, Republic. fulfilling complex, relationship However.
of the bat tie is likely out of the players' 1- nds, a the adventure so of the battle. Gamemasrers still allow the heroes to influence rbe and plays out according
\0
event, you should take care to design can sway the outcome
C,Jn
as a backdrop'
Ihe
Separatist
lnstead of joioing
the Separatists
themselves
they believe
with These
bu t they 10
are a more appeaf ng Iactlon than the fkpublic. the Republic with joining the Separat-
of this type rarely feature Jedi beroes, since it can be difficult the heroes' desire to protect run.n'ir:)g campaigns scnerne.
of this type Can cha llenqe the heroes even though tile heroes are, of the a Techno LJnion
with a broad range of adventures the Republic" Separatists, themselves Confederacy; be compelled campaigns the 'ight
they might COme into conflict Separatist the .indigenous ellen violently,
Garnemasters funning Separatist include adventures that blur the line between
the', are on
ally and enemy, and enccuraqe the heroes to consider whether side of the Clone Wars_
V-'!it
'ToaRe"'ol'¥
PIDt-;4'TI!RS
t.;Il"'oIDER
""'0 ....
t:la~A..~V"'~~~D
..,..&:~t!!!I
Next you should decide where the battk takes place (as determined by the needs of the adventure') and whether it is <1 land battle, a space battle, or a combinatio~ of both. The opposing factions are usually the :Republic and Separai'lst~, but you also need to decide whether mercenaries Or indigenous peoples are involved. And you need to determine whether one side will have an advantage in the battle, From there, you should either construct tne battle's sequence of events to maich the needs of the adventure, the bat tie using the mass combat rules below. Large-scale can influence
0.0
encounter, The oartte is going on around the heroes, in the background, but for the purposes of the encounter, all that matters ale. the heroes and the enemies you have arrayed against them" An ongoing, battle offers an opportunity to createexeitinc and challenging terrain effects. For example. if stray bombs foiling on the encounter area cause an explosion to go off every round at a random location interesting on
the
or play out
and lMrally
USINQ
TROOpeRS
are easy to use in large numbers as background adventure, By the time the heroes have dozens. if not can use nonlike basic Bl "Series battle droids are
of real battles,
for the pu rposes of your advenpoints of iMe battle and focus up in the little and the greater detaus. The campaiqn,
elements or obstacles in a battlefield hit middle levels, [ow-Jeve] opponents no real threat 'threatening, However. battles
caught
you should feel free to scrip] the bat tie as much as that. The progress of the battle should make Sense, can turn the tide on the battlefield. and interesting Si_milarly. you so make Sure you choose a, locale that series of events.
hundreds, of basic troops engaged in the fight. Gamernasters tow-Cl, enemies (hereafter means of highlighiing relative speed without Garnemasters
this aspect of the Clone Wars, Since low-Ct. enemies are earning much (if any) XP for defeating in ihe encounter, action them, However, should have to transform can add a feel more
not much or a threat, the heroes and their allies can blast through
should be wary of the t hrea! of the natu ral 20 when includand therefore, to aSSist a single trooper on an attack threat. Gamernasters
BATT~e:FIe:~O
When set amid large-scale for their construction, For adventures conflict,
ADVENTU·~eS
adventures requireextra considerations
ing large numbers of troopers troopers take the aid another roil. The squad rules (described a cluster of troopers
Entire adventure's can take place during the course of a on the battlefield, as Gamernaster the goals of the in the Or
single battle, Or the battle can be the backdrop for just one Or two encounters, that take place entirely yOU should pian the events that will happen and determine heroes. The heroes' goa 15 should encourage battle, so giving themobjectives adventure, like "sabotaqe
"rescue captive allies from the enemy bunker" mesh well with the backdrop of a battlefield adventures, When designing a battlefield keep in mind that though you can have encounters a battle is a dangerous and troops advancing stop for an extended that are just as diverse as in other all around them surgery, Provide So closely If the
6QUAOS
Squads are collection, creature Garnernaster fashion. of lower-Ct. Squads enemies that work tnqether as a single the on the battlefield.
are
in which
wants, to include a Iarqe number of weaker enemies and allies, the chaos of a battlefield threat. in a more manageable with ways to transform the heroeshit but transsquads provide the Gamernaster
over the next hill, the heroes likely will not want to rest to allow their medic to perform
players with plenty of ways to heal up and prepare for the next encounter, and plan the encounters that the heroes' survival Encounters so that they do not fonow one another becomes impossible, seve ntu re are usually objective-based, antivehicle cannon, an encounter'
low·CL enemies into a more significant 10th leve!, ihose Cli forming be sufficiently
By thetime
those droids into squads raises their CL to the point where they can danqerous, a small number of creatures (usually three to four) of into a single un it, They occupy the same of actions. The squad is an abstract to populate an encounter with lowthey need, 1S battle
in a battlefield
A squad represents
might likely involve droids trying to defend the cannon while the heroes try to
set
explosives. Battldidd
encounters
feature an addi lienal degree of tension, this with descriptions in to target of troops coming encounter should Or how the heroes' location,
space a(td have only one turn's worih that al.lows the Garnemaster and still maintain level troopers
can reinforce
Squads are by no means necessary, bur they do streamline ence. For example. a Garnemaster droids" or the same encounter is more manageable.
long reinforcement'>
Squads follow
a few special
B1-Serres
Cl3
Large droid (4th degree] squad nonheroic Init +0; Senses Perception +6 languages Defenses Basic, Binary RefS (flat-footed 21 (wall:ing) +7 (ld3+1) droid traits unarmed
Creating
a Squad
changes to the statistics block of
To create a squad, make the following any character: • I ncrease modifiers, • Double the character's • Increase the character's • Add +4 to all attad, to be aiding one another, hit points, the chara cters
Ranged blaster carbine +5 (3d8, l-square by '10. Fighting Abilities Special Space 2x2; Reach I square Base Atk +2; Grp +8
splash)
damage threshold
SIr 13, Oex 9, Con =. Ini 9, \0\1'" 10, Cha 10 Qualities droid traits, sQuod traits (pistols, rifles, heavy weapons,
Squad Traits
Squads share the following special traits: melee area attacks
J
Feats Touqhness, Weapon Proficiency simple weapons) squad can choose Skills Perception Systems walking internal to have at-square increase tile splash Possessions +6 locomotion, vocabulator melee attack made by a squad are considered
" •
-t
,.
I
that affect all squares wrthin the squad's reach (although target with its attacks). • All ranged attacks made by 3 squad arc considered splash, l.f the squad's weapon alrcady has a splaSh effect, radius by 1 square
cornlink.
blaster carbine of a squad is an area attack. thot affects of a squad arc considered reach. The ranged atlads
OFl.OIC
E;OMt--tANDO
.f;jjiIUA,O
MASS
War's is complete predetermined
COMBAT'
without sweeping battles thai cover entire planets. In
UNITe
A unit represents a group of combatants t:aking part in mass combat. For the most part, a unit is based on a single creature or character representing the majority of the combatants in thai unit. Therefore, the statistics far the unit are bayed on the statistics vehicles starship, for this representative specific gunners, creature. Units are like roles in the unit, just on a to those in that heroes can join units, filling Furthermore,a unit has statistics
The Clone Wars are all about the massive battles that transform the galaxy for decades-even centuries-to come. No conflict on the scale of the Clone most cases, these battles serve as the backdrop based on the results manders and tacticians truly be generals of 5mB lie. encounters, for adventures, with either or outcomes
In the 9\11dellnes
the GM mighi want the players to act as comof entire battalions, and all the heroes can . like that.seen . In the
of vehicles, allowing vehicle combat and mass combat to integrate Indeed, the mass combat system is effe\:tively allowing vehicles, mass combat in the same encounter. rules in this chapter A unit represents work lo~ether Like vehicles, units, and individual characters
in command
participate in these large-scale battles. The {ollowing rules govern massive ground combat, Star Wars movies and The Clone WafS animated rules mirror vehicle combat-and zational name for large numbers
units can be used in character-scale in mass combat. The squad for including creatures that
series. I~ many ways, these basic organiin that that unit. resolved rules from of like vehicles
large numbers of enemies and allies in a single encounter. identical in mass combat. Unlike vehicle, a unit is composed of dozens, single attacks do far less damage the unit's statistics are based on
heroes can join the unit and take actions to control and manlpulate The mass combat ground battles, using the existing rules are designed to simulate and vehicle-onlv vehicle combat or space battles rules (including the outcome are likely better the expanded
ot larqe-scaie
Therefore, identical,
to the unit than a spray of auto fire or an el(ploding grenade. Though members a single creature for simplicity and ease of play. Heroes ~ontribute. to the unit' by their leadership and ability to affect the whole unit, not their individual combat be targeted; prowess. A single creature all attacks or character within a unit cannot all heroes in a of the unit target the unit, effectively providing
Starships of ihe Galaxy). These mass combat for integrating allowing rules represent the chance to put thousands soldiers into play during a single encounter. both individual Gamemasters encounters, more diversity designing This section also includes rules
vehicles as well as groups of smaller vehicles, than just having two armies fir'ing at interesting mass battles character-scale is a matter battles of and adding deep in is an and deep in
one another across an open plain. like designing a~d vehicle choosing exciting i~tere.sting compelling opponents, providing
unit with total cover from outside attacks. When a unit is reduced to 0 hit points, or when the commander part of the unit, and they are then considered adjacent disbandIng units can recombine individual orders it so, the unit disbands. Any heroes in 3 unit that disbands are no longer targets. Two or more unit; thus, a (L8 unit into a single unit. The newly forme~
an engaging
setting,
streets of Mygeeto,
as choosing
and a Cl, 10 unit can disband and reform as a unit of the same type as the Cl 8 unit. The hit points of the disbanding units are added together, and become the new hit point total of the unit (up to the unit's maximum Cls of the disbanding units have a difference discretion, can designate the new unit as an advantaged is solely at the Gamemaster's stances surrounding the formation hit points). If the of 4 or more, the Gamemaster unit (see below). However, this by the circumunit that does
SCAL-E
Everything is abstract, members in a mass combat representing encounter takes place at starshlp scale (see needs It to. forcing the As a and page 165 of the Saqa Edition core rulebookl, As in starship scale, each square small
In a densely packed battle, the squares might be relatively of each unit to crowd
In other cases, the battle might be spread out over several kilometers. result, ihe actual time taken up by the combat to a certain extent, so are the actions of each unit.
COMalNIND MAaa COMBAT AND BATTLBPIBLD ENCOUNTeRS Combining mass combat with individual battleficld encounters can lead to exciting scenes mirroring those of the Star WOfS saga. In fact. entire adventures can be created simply by presenting battlefield encounters within the framework of mass combats. One method of Integrating battlefield encounters into mass combat is to use mass combats to trigger smaller encounters. This method work;s best whcn all tht heroes are part of the same unit In a mass combat. Whenever the hCrl!e5' unit moves adjacent to, or into the same square as, an opposing force, the heroes immediately begin a battlefield encounter. If the heroes emerge victorious, they gain favorable ci~umstanceson their unit's attack rolls until the end of the next mass combat round. Alternatively, the heroes might be charged with winning several battlefield encounters while the mass battle takes. place .around them. In this case, the heroes are not a part of any uniti but each timc they completc all objective. it triggers a special effect on the battlefield. Fo( example, if the heroes lake out a communications tower. enemy retnforcemeats accidentally target t~if own allies for one round. Perhaps tile most chanenging possibility is having-the mass combat and battlef~ld encounters lake place simultaneously. In thls scenario, the players control two heroes (or one hero and one NPC); one is en~agcd in battlefield encounters while the other is a part of a unit in mass combat. For example, the heroes might be part of a unit in a mass battlc, but the players of those heroes also each take control of a Republic Commando with a special mission to disable a shield generator. Initiative is rolled for both battles simultaneously, and the mass combat encounter and the battlefield encounter progress concurrently.
Creating a Unit
To create 3 unit, make the following changes to the statistics block of a base creature to transform il into a unit: Challenge Level: The unit has a CL equal to its base Cl, + 6. Size and Type; All units are considered Colossal in size. Colossal (frigatd and larger vehicles are typically used as terrain, not units in mass combat. See the "Colossal Vehicles· sidebar for more information on how to use larget vehicles and starships. Initiative and Senses: Use the Initiative and Senses of the base creature. Defenses: The unit retains the defenses of the base creature.
Hit Points: The unit multiplies its hit points by 4. DRISR: The unit uses the SR of the base creature. and gains DR 15. Threshold: Replace the base creature's size bonus to damage threshold if 'my, with a +50 size bonus to damage threshold. ' Attrit'ion; All units have a set of 3 attritionnumbers. Each time a unit's hit points drop below one of the steps in the attrition list, the unit moves-l persistent step down the condition track. Using the example unit below, when a clone trooper battalion drops below 62 hi! points, it moves -1 persistent step on the condition track, If the unit drops below 42 hit points. it is now -2 persistent steps on the condition track. The persistent condition cannot he removed from the unit. To determine attrition numbers, divide the unit·s total hit points by 4 (rounding down). Then. subtract that number from the total hit points 3 times, each time mark.ing the result on the attrition line. Speed: For most base creatures, the unit's base speed at starship scale is 1 square. Certain creatures with a high base speed can move faster (see "Speed; below). The unit retains the movement: mode of the base creature. Melee Attacks: Convert basic melee attacks to unit melee attacks. Attack bonuses remain the same. but all attacks without a damage multiplier gain a )(2 damage multiplier. Ranged Attacks: Convert basic ranged attacks to unit ranged attacks, Anack bonuses remain the same. but all attacks without a damage multiplier gaina )(2 damage multiplier. Fighting Space: All units have a fighting space ofl square at srarship scale. Base Attac.k and Grapple: The unit retains the base at tack and grapple scores of the base creature. Ability Scores: The unit retains the ability scores of the base creature. Talents and Feats: Units have no tatents or feats. However. the unit retains the benefit of any talents or feats of the base creature t.hat p-ovide a flat numerical benefit. such as Weapon Focus. Weapon Speclalization, Improved Defenses. Or Martial Arts I. It the unit has talents or feats that alter attack rolls with flat numerical values (such as Power Attack. Rapid Shot. or Burst Firel. those attack options can be converted as well. Units cannot use talents or feats that rely on other conditions or situations to activate. Skills: The unit retains ttle skill modifiers of the base creature. Possessions: Units have only t~e possessions relevant to their attacks and defenses.
CLa
MOUNTBD UNITS On rare occasions, a unit can be composed of mounted combatants riding creatures and not vehicles. In these casts. you can create a unit stat block tllat integrates both the mounted combatant and its mount as a single unit. First, start with the statistics for the creature being ridden and its rider. Give the rider the same base speed as the mount Next. choose one natural weapon possessed by the mount and transfer the attack and damage to the rider (keeping auack bonuses and damage Intact), Now modify the rider's stat block as norm at for creating units, and you have a stat block for a mounted unit. tf the mounts used in the creation of the unit are not trained for combat, the unit must make a DC 20 Ride check at the beginning of its turn; failure means that the unit can take no actions this tum. If the unit uses a two-handed weapon, increase the DC to 25. Otherwise, the mounted unit functions exactly as any other unit. Riders on Colossal or larger mounts cannot be made into units. and instead function as normal on the battlefield.
VEHICL.E UNITS Large, Huge. and Gargantuan vehicles can also be combined into units. A vehicle unit typicallv represents four of the same vehicle. To create a vehicle unit, multiply the vehicle's hit points hy 4 and calculate attrition numbers based 01\ the new hit point total (see ·Creating a Unit" above). Uke ground units. vehicle units take half damage from all nona rea attacks. but also suffer persistent conditions due to attrition. as per normal unit rules. Additionally. if a vehicle possesses any antipersonnel weapon (weapons that do not have a damage multiplier). the damage for those vehicle weapons also gains the x2 multiplier for the vehicle unit. Otherwise. vehicles follow all the same rules as norwehicle units. Additionally. vehicle units can take vehicle actions as though they are individual vehiclesStarfiqhters and airspeeders can also join together into fighter groups instead of forming a unit, following the normal rules for fighter groups (see page 31 of Storsbips oflhe Galaxy). Colossal vehicles typically operate alone in moss combat, Colossal (frigate) and larger vehicles are typically used as terrain elements. and are usually not a part of mass combats (except when they fire an the battlefield from orbit). Vehicle units do not have the same roles as nonvehicle units (such as these described below). Instead. ihe vehicle unit is considered to have the same roles as in normal vehiCle combat, as determined by the base Vehicle. If a unique character occupies a role in a vehicle unit, use the lower of the unique character's statistics and the default statistics for tile unit's role. For example. if <I hero with a base attack bonus of + 10 acts as a gunner on a vehicle unit with an attack bonus of + 4. that vehicle unit still uses the +4 from the vehicle unit's base statistics.
COLO.S .... VEHICLES L Colossal vehicles function as individual combatants in mass battles. For example, the heroes might be in command of an LAAT/i, flying over the battlefitld, df'Ojlping off or picking up units and manning the guns to bofu dtvastate enemy forces and to deal with antivehide weapon emplacements. However, the lAAT/i acts as an inilividual combatant, meaning It doe$n't gain the benefit of taking half the damage from all nonarea attacks. Colossal (frigate}and largetvehtcles do not u~lIy participate diretfly in mass combat. However, il'lCluding a grounded capital ship as a piece of terrain can produce Inter.csting tactkal choices. For tile most pari, Colossal (frigate) and largcrvehides have difflCUltv targeting units, and units are treated as Gargantuan for the purposes of being targeted by capital ship weapons (thus. capital ships take a -20 penalty on attack rolls against units). Having a capital ship act as terrain (blocking particular avenues for units) can produce situations where tactical decisions must be made, and capital ship weapons can also be used to target vehicfeson the battlefiekl, effectively 5etVing as antivehlcle weapon batteries. AO'VANTAOE,O UIN,ITe Sometimes, a unit is more than just the sum of its individual members. Some units have exceptional training, have a small number of artillerists, Or integrate a small vehicle lnto their ranks. Some units have more members than other standard units. and thus can produce a greater amount of firepower, Theseunits are known asadvantaged units. and they carry with them benefits above and beyond those provided by the standard unit creation system, AGamema.5t~rwho designates a unit as advantaged makesseveral alterations to the unit's statistics. First, the basecreature's hit points are multiplied by 5 instead of by 4 10 create the unit's hit points, and attrition numbers are calculated as usual. Second, the Gamemaster can apply one or more of the following special qualities to the advantaged unit. granting that unit its benefit. for each Special Qualily selected, increase the unit's Cl b" '1.
Anti.armor Unit
This unit is trained and equipped to deal with tan's, walkers, and other ground vehicles. Againsi fionflying units and nonflying vehicles, this unit gains a +2 competence bonus onattack rolls and deals die of damage.
+'
Dedicated Officer
This unit includes 3 dedicated officer who enables the unit to take extra actions, as though the unit had a. nero in one of the unit role-s.Chooseone of the roles from the "Charactersin Unils- section below. The unit is considered to have a character filling that roll, and gains a full round's worth of actions to use M actions for that role. You cannot select "commander" as this role. Use the statlstlcs for the base creature for any attock rolls or skill checks required for actions made by this (ole.
Mobile Unit
This unit is exceptionally mobile and has trained to cross long stretches of terrain quiCkly. When the unit uses the hard march or all-out movement actions. it moves 5 times its base speed instead of 4.
Re'jflforcem'ehts
This unit is good at providing reinforcements for other units. When this unit disbands and reforms with another unit, the new unit starts at full hit points. regardless of ihe actual hit points of either unit.
Superior Formation
This unit is exceptionally good at minimizing casualties because of its formation. This unit gains a -+2competence bonus to Reflex Defense.
Superior Training
This unit i.strained to overcome obstacles and de .•1with unexpected situations. It gains a +5 competence bonus on all skill checks.
Superior Weapons
This unit is outfitted with special weapons that can deal greater damaqe. Ihis unii deals + I die of damage with all attacks made with weapon>.
AIt-iJ'er~ainUnit
This unit is speciallv equipped to handle rough terrain. The unit ignores difficult terrain.
Vehicle Contingent
This unit is composed not Mly of soldiers or creatures but also a small contingent of vehicles. Choose. vehicle whose CL is no more than 2 points higl1erthan the CLof this unit. then select a single weapon system from thaI vehicle. Once per turn, when the unit makes an attack. it can also make an attack with this vehicle weapon. using the same attack bonusesand damage as normal for this vehicle weapon.
Antiair Unit
This unit is trained and equipped to deal with airspeeders and sial fighters. Against flying units and vehicles, this unit gains a +2. competence bonus on attack rolls and deals + 1 die of damage.
OISADVANTAGED UNITS In contrast with 3'n advan!lIged unit, a disadvantaged unit is distinguished from other units of its type by <1 detrimental f~a!ure in its makeup. Typically, til is could mean inferior numbers, poor equipment, or even low morale. When the Clamema.ster designates a unit as disadvantaged, he makes only two alterations to the unit"s statistics. first. the base creature's hit points are multiplied by' 3 instead of by 4 to create the unit's Ilit points. and attrition numbers are calculated as usual. Second, the, Sarnemaster reduces the unit's CL by -2. ATTACKS All unitscan make melee and ranged attacks if they possess the appropriate weaponry. Apply the bonuses 10 llie attack roll and compare the result to the Reflex Defense of the largel, as normal. A unit's attack bonuses are lisied in its statistics blocks. Melee Attacks: A unit can make melee attacks against another unit OCCllpying the same space" Only ground units can make melee ;diads, and only against other ground units. Ranged Attacks: A unit can make ranged attacks against units within its weapon range, Vehicle Attacks: Individual vehicles can make attacks against units as normal. Vehicle units follow aU the same restrictions as nonvehicle units on their attacks, Vehicles and vehicle ullih use the standard starship scale for determining the range on thetr vehicle weapons, Character-seale weapons, such as those wielded by ncnvehicle units, use Table 7-1 to determine their range at starship scale. All normal weapon range penalties stiil apply,
Area Attacks
Since units take half damage. from nonarea attacks, area attach are a more efficient way to deal damage to a unit Area attacks target only a single star,hip-scale square unless otherwise specified. Thus, a unit of done troopers can make autofire attacks using their rifles, but only against a single square, Making an Area Attack: When YOIl make an area.attack in mass combat. you select a single square within weapon range, make an attack (011, and compare the result to the Reflex Defense of each unit and .... ehicfe in the target square ..If both ground units and flying units occupy the same square, you must choose to make the attack against air units or ground units, but not both, If the attack roll is higher tilan a unit's Reflex Defense, that unit takes full damage from tile area attack, The unit tokes no damage on a miss if the attack was made with a character-seale weapon, or half damage 00 a miss if the attack was made with a starship-scale weapon.
STARSHIP SCALE (IN SQUARES) He Pistol' Rifle Simple weapon' Thrown mapon' n 0 0 0 0 0
pDintblank rongeor/ong range,
Damage Threshold
Units have a damage threshold Calculated as follows: Damage threshold
= Fortitude
Defense
+ 50 (size modifier)
If 2 unit takes damage from a single attack damaqe threshold, tile unit moves -1 persistent track. This represents the unit laking a staggering its efficiency, A unit pushed to the bottom of disband on its next turn as its only action.
that equals or exceeds its step down the condition blow that greatly reduces the condition track must