Star Wars Campaign Setting
Running a Starfinder Campaign
in the Star Wars Universe
Contents
Chapter 1: Galactic Encounters 3
Adversaries .........................................................................4
The Galactic Empire.................................................................5
Beasts ........................................................................................13
The Confederacy of Independent Systems.......................17
Fringe Dwellers.......................................................................21
Force Vergences .........................................................26
Using the Force.......................................................................27
Worlds in Rebellion ..............................................29
Duty ............................................................................................31
Now This is Podracing ........................................33
Chapter 2: Starships 34
Imperial Ships ................................................................35
Rebel Ships ........................................................................41
Other Ships ......................................................................46
Vehicles ...............................................................................48
Chapter 3: Character Options 51 Credits:
Fantasy Flight Games Star Wars Roleplaying Games, Star
Species ....................................................................................52 Wars Saga Edition, Wookiepedia
Aqualish ........................................................................................52 Disclaimer:
Bothan .......................................................................................... 53 Some of the text is taken straight from either the Fantasy
Cerean ...........................................................................................53 Flight Star Wars or Wizard's Star Wars Saga Edition games
Chagrian .......................................................................................54 themselves, the rest is mine where I used it to fill in the gaps.
Chiss ..............................................................................................55 I have made an effort to blend the text and therefore do not
Clawdite ........................................................................................56 quote the original texts.
Clone .............................................................................................57
Devaronian ...................................................................................58
Duros............................................................................................ 59
Ewok ............................................................................................. 59
Gran ...............................................................................................60
Kel Dor..........................................................................................61
Ithorian .........................................................................................61
Mandalorian ................................................................................ 62
Mirialan ........................................................................................ 63
Mon Calamari..............................................................................64
Nautolan .......................................................................................64
Quarren ........................................................................................ 65
Rodian ...........................................................................................66
Sullustan ...................................................................................... 67
Togruta ..........................................................................................67
Trandoshan ..................................................................................68
Twi’lek ...........................................................................................69
Weequay ....................................................................................... 70
Wookiee ........................................................................................71
Zabrak ...........................................................................................72
Archetypes ........................................................................73
New Feats ............................................................................77
New Skill Uses ..............................................................79
CONTENTS
2
Galactic Encounters
As the Gamemaster, you are free to set your Star Wars The First Order Era
campaign in any time period. However, this document focuses The New Republic’s rise reduced the once-mighty Empire to
on two eras in particular: The Rise of the Empire Era and a rump state hemmed in by strict disarmament treaties and
The Rebellion Era. The information presented within is punishing reparations. But in the galaxy’s Unknown Regions,
intended to give you enough of a backdrop to comfortably set former Imperial officers, nobles and technologists plotted a
adventures in any of the Eras. return to power, building fleets and armies in secret. This
movement became the First Order, ruled by Supreme Leader
Inside this section are: Snoke, and is now ready to reclaim the Imperial legacy.
Adversaries from various Eras
Grafts for planets to give them a unique feel The Old Republic Era
Rules from Age of Rebellion book on using Duty The Knights of the Old Republic Campaign Guide focuses on
Rules for running Podraces and Swoop races. the period between the Great Sith War and the final
destruction of the old Sith Empire. During this time, the
Eras of Play galaxy is embroiled in one war after another, and The Jedi are
all but wiped out. Gamemasters have several choices for
The Rise of the Empire Era when, specifically, they might set a Knights of the Old
The Rise of the Empire Era represents a time of political Republic campaign. The following list is of major conflicts
unrest; the slow dissolution and ultimate demise of The Old and eras of this time:
Republic, the rise to power of Chancellor Palpatine, and The
Clone Wars. Specifically, it's the years around Star Wars The Great Sith War (4000-3996 BBY)
Episode I: The Phantom Menace, Episode II: Attack of the The Restoration Period (3995-3966 BBY)
Clones, and Episode III: Revenge of the Sith. The Mandalorian Wars (3965-3960 BBY)
The Jedi Civil War (3959-3956 BBY)
Rebellion Era The Dark Wars (3955-3951 BBY)
The Rebellion Era covers the time of the Galactic Civil War,
as depicted in Episode IV: A New Hope, Episode V: The
Empire Strikes Back, and Episode VI: Return of the Jedi.
Adversaries
The Galactic Empire Statistics
The Galactic Empire is a vast and highly organized Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0
government ruled over by Emperor Palpatine. The Galactic Skills Athletics +6, Intimidate +10, Profession (soldier) +6
Empire seized power at the end of the Clone Wars following Languages Basic
an unprecedented military build-up and the destruction of the Gear stormtrooper armor(low-light vision, comlink), blaster
Jedi Order. rifle, frag grenade I, utility belt, medpack
The Empire is divided into sectors, each of witch is Ecology
governed by a Moff and guarded by military forces. The
Empire's authority on any given world can range from a Environment any (Empire)
single garrison (Found mostly on backwater planets such as Organization Fire Team (3–6), Squad (9 Stormtroopers plus
Tatooine) to an intense presence with a Stormtrooper on 1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4
every street corner (As in the Deep Core and Important Core officers), Company (153 units: 4 platoons - 152 units: 128
Worlds). troopers and 24 officers), Battalion (613 units: 4 companies -
612 units: 512 troopers and 100 officers), Regiment (2,453
Adaptation for other Militaries units: 4 battalions - 2,452 units: 2,048 troopers and 404
officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192
Many of the units with in the Galatic Republic and troopers and 1,620 officers)
the Rebel Alliance mirrors that of the Imperial
Military. They all have troops, spies, officiers, ace Special Abilities
pilots, etc. This means many of the basic imperial
stats can be adapted, Sergeant to Sergeant, Officer Coordinated Attack When a Stormtrooper takes the
to Officer, etc. Harrying fire action, they automatically succeed on the
ranged attack roll.
Stormtrooper
Stormtroopers are the elite troops of the Empire, Trained to
fight and die without fear of question. Squads of
stormtroopers strike terror into the hearts of civilians
throughout the galaxy, enforcing the Emperor's will with
ruthless zeal and efficiency.
Stormtroopers are a separate force from the troops of the
Imperial Forces and do not answer directly to Imperial
military officers. They are obedient and are devoted to the
Emperor. They cannot be bribed, blackmailed, or seduced.
Any such attempt automatically fails.
CR 1
XP 400
Human soldier
Medium humanoid (human)
Init +4; Senses Perception +6
Defense HP 20
EAC 11; KAC 14
Fort +3, Ref +3, Will +1
Offense
Speed 30 ft.
Ranged blaster rifle +8 (1d8+1 F; critical burn 1d6) or frag
grenade I +8 (explode [15 ft., 1d6 P, DC 10])
Offensive abilities fighting styles (sharpshoot), sniper's aim
Viper-Series Probe Droid Stormtrooper Specialty
CR 1 Corps: Scout Trooper
Before the rise of the Empire, probe Droids- often referred to Stormtroopers are a separate force from the troops of the
as probots- were used primarily to map space lanes, survey Imperial Forces and do not answer directly to Imperial
planets, and perform search-and-rescue operations. However, military officers. They are obedient and are devoted to the
such friendly purposes fell by the wayside as the Emperor Emperor. They cannot be bribed, blackmailed, or seduced.
conquered more and more systems. Probots became tools for Any such attempt automatically fails.
rooting out traitors on far-flung worlds. Arakyd Industries
manufactures the Empire's favored model, the Arakyd Viper, After recognizing the need for troopers with special
for this very purpose. equipment and training, the Emperor ordered the
development of additional types of stormtroopers. Including
Equipped with an extensive sensor system, the Viper is (But not limited to) Snowtroopers, Sandtroopers, and Scout
either deployed directly from the ground or fitted with an Troopers.
optional delivery system that guides the probot from a ship to
the designated planet. The delivery system possesses only Adaptation
rudimentary breaking capacities, so it includes buffers to
prevent damage to the droid on impact. These are especially A Heavy Trooper can be created by replacing the Scout
important, sense the Imperial Viper's Self-Destruct System is Trooper's sniper rifle with an azimuth artillery laser (1d10+2
designed to destroy the droid if it takes significant damage F; critical burn 1d6). Likewise a Jet Trooper can be created
(To prevent it from falling into enemy hands). by replacing survival with Acrobatics as their master skill and
giving them the jetpack armor upgrade. Sandtroopers,
CR 1 Seatroopers and Snowtroopers all wear specialty armor
that makes them immune to the effects of their trained
XP 400 environment. Spacetroopers are trained to fight in zero-g.
Medium construct They can be created by replacing survival with Acrobatics as
Init +1; Senses darkvision 60 ft., low-light vision; Perception their master skill and equiping their armor with mag boots
+11 and jump jets.
Defense HP 17
EAC 11; KAC 12
Fort -1, Ref +1, Will +2
Defensive Abilities Self-Destruct (4d6, 15 ft. radius, DC 18)
Immunities construct immunities
Offense
Speed 30 ft. (hover)
Ranged laser pistol +7 (1d4+1 F; critical burn 1d4)
Statistics
Str +4, Dex +1, Con -, Int +0, Wis +2, Cha +0
Skills Acrobatics +11, Computers +6, Culture +6, Perception
+11, Stealth +6, Survival +11
Languages Basic, Binary
Gear Sensor Unit, Video Recording Unit, Integrated Laser
Pistol
Droid Systems: Hovering Locomotion, Basic Processor, 2
Hand Appendages, 2 Claw Appendages, 2 Tool Appendages,
Improved Sensor Package, Darkvision, Self-Destruct System
(4d6), Locked Access, Internal Comlink
Special Abilities
Self-Destruct To prevent capture the Probe Droid may
activate its self-destruct system. The a powerful explosive
destroys the Droid from within (No attack required), and a
droid is destroyed in this fashion cannot be repaired or
salvaged. The damage to all targets with the area is 4d6, 15 ft.
radius, DC 18)
Acute Senses The Probe Droid may reroll any Perception
check, but the result of the reroll must be accepted, even if it
is worse.
CR 2 >
XP 600 Commanding Presence
Human soldier
Medium humanoid (human) Stormtroopers or Imperial Officers with this ability
Init +4; Senses Perception +8 excel at leading others into battle, issuing quick
commands, demonstrating a gift for strategy, and
Defense HP 25 decimating their enemies. They can use one of the
following Actions once per encounter as a Full
EAC 13; KAC 16 Action:
Fort +4, Ref +4, Will +3 Hold the Line!: Make a single melee or ranged
attack against any target within your range. If your
Offense attack hits, an Ally of your choice within 30 ft. of
you gains a +2 morale bonus to their AC until the
Speed 30 ft. end of your next turn.
Ranged blaster rifle +8 (1d8+2 F; critical burn 1d6) or Lead the Assault: Make a single melee or ranged
holdout laser pistol +10 (1d4+2 F; critical burn 1d4) or E-11 attack against any target within your range. If your
sniper rifle +10 (1d10+2 P) or frag grenade I +8 (explode [15 attack hits, the next Ally to attack gains a +2
ft., 1d6 P, DC 10]) morale bonus to their attack rolls and damage rolls
Offensive abilities fighting styles (sharpshoot), sniper's aim until the end of your next turn.
Turn the Tide: Make a single melee or ranged attack
Statistics against any target within your range. If you
successfully damage the target, a number of allies
Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0 equal to your Charisma modifier (Minimum 1) can
Skills Athletics +8, Intimidate +8, Pilot +8, Profession immediately move up to half their Speed as a
(soldier) +8, Stealth +8, Survival +12 Reaction.
Languages Basic
Gear stormtrooper armor(low-light vision, comlink), blaster CR 4
rifle, holdout laser pistol, E-11 sniper rifle, frag grenade I,
utility belt, medpack XP 1,200
Human soldier
Ecology Medium humanoid (human)
Init +5; Senses Perception +10
Environment any (Empire)
Organization Fire Team (3–6), Squad (9 Stormtroopers plus Defense HP 50
1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4
officers), Company (153 units: 4 platoons - 152 units: 128 EAC 16; KAC 18
troopers and 24 officers), Battalion (613 units: 4 companies - Fort +6, Ref +6, Will +3
612 units: 512 troopers and 100 officers), Regiment (2,453
units: 4 battalions - 2,452 units: 2,048 troopers and 404 Offense
officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192
troopers and 1,620 officers) Speed 30 ft.
Ranged blaster rifle +12 (1d8+4 F; critical burn 1d6) or frag
Special Abilities grenade I +12 (explode [15 ft., 1d6 P, DC 10])
Offensive abilities Commanding Presence, Coordinated
Coordinated Attack When a Stormtrooper takes the Attack, fighting styles (sharpshoot), sniper's aim
Harrying fire action, they automatically succeed on the
ranged attack roll.
Stormtrooper Sergent
CR 4 Stormtroopers are a separate force from the troops of
the Imperial Forces and do not answer directly to Imperial
military officers. They are obedient and are devoted to the
Emperor. They cannot be bribed, blackmailed, or seduced.
Any such attempt automatically fails.
After recognizing the need for troopers with special
equipment and training, the Emperor ordered the
development of additional types of stormtroopers. Including
(But not limited to) Snowtroopers, Sandtroopers, and Scout
Troopers.
Adaptation
A Death Trooper can be created by replacing the Sergeant's
commanding presence with bodyguard feats: Bodyguard and
In Harm's Way.
Statistics Imperial Officer
Str +3, Dex +5, Con +1, Int +0, Wis +0, Cha +0 Admired, respected, and feared, the officers of the Imperial
Skills Athletics +10, Intimidate +15, Profession (soldier) +10 Army and Imperial Navy are drawn from prestigious families
Languages Basic with long histories of military service. Few are promoted up
Gear stormtrooper armor(low-light vision, comlink), blaster from the lower ranks. Most are inducted straight into officer
rifle, frag grenade I, utility belt, medpack training academies, instructed in doctrine, leadership, and
tactics, and then awarded academic commissions. There, if
Ecology they distinguish themselves, they finally get a chance to rise
through the upper echelons- but rarely do they find occasion
Environment any (Empire) to dirty their hands.
Organization Fire Team (3–6), Squad (9 Stormtroopers plus
1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4 CR 5
officers), Company (153 units: 4 platoons - 152 units: 128
troopers and 24 officers), Battalion (613 units: 4 companies - XP 1,600
612 units: 512 troopers and 100 officers), Regiment (2,453 Human envoy
units: 4 battalions - 2,452 units: 2,048 troopers and 404 Medium humanoid (human)
officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192 Init +2; Senses Perception +11
troopers and 1,620 officers)
Defense HP 65 RP 4
Special Abilities
EAC 17; KAC 18
Coordinated Attack When a Stormtrooper takes the Fort +4, Ref +6, Will +8
Harrying fire action, they automatically succeed on the
ranged attack roll. Offense
DeStab Agent Speed 30 ft.
Melee survival knife +10 (1d4+5 S)
Destabilization, also known as Destab, was a branch of Ranged corona laser pistol +12 (2d4+5 F; critical burn 1d4)
Imperial Intelligence's Bureau of Operations. Their
operations were kept quiet, as details of their activities— Statistics
which ranged from legitimate Intelligence operations to full
scale atrocities—were enough to make most agents sick. Str +0, Dex +2, Con +0, Int +3, Wis +0, Cha +5
Officially, their mandate was to unravel the fabric of society. Skills Bluff +16, Diplomacy +11, Intimidate +16, Profession
(Military) +16, Sense Motive +16
CR 4 Languages Basic, up to 3 others
Other Abilities envoy improvisations (get'em, hurry)
XP 1,200 Gear Code Cylinder, Comlink (Encrypted), Officer's Uniform,
Human envoy corona laser pistol, survival knife
Medium humanoid (human)
Init +5; Senses Perception +10 Special Abilities
Defense HP 45 Imperial Valor Perform a reaction to cause all ranged
attacks targeting you that round to instead hit one ally or
EAC 16; KAC 17 helpless enemy until the beginning of his next turn.
Fort +3, Ref +5, Will +7
Offense
Speed 30 ft.
Melee survival knife +8 (1d4+4 S)
Ranged frostbite-class zero pistol +10 (1d6+4 C; critical
staggered [DC 15])
Statistics
Str +0, Dex +1, Con +0, Int +3, Wis +0, Cha +5
Skills Bluff +15, Diplomacy +15, Intimidate +15, Sense
Motive +10, Stealth +10
Languages Basic, up to 3 others
Other Abilities cunning liar, envoy improvisations (clever
feint, quick dispiriting taunt) Gear casual stationweat,
frostbite-class zero pistol, survival knife
Special Abilities
Cunning Liar The first time a creature would succeed at a
Sense Motive check to disbelieve the DeStab Agent's lie, treat
that creature's result as if it had rolled a natural 1 on its
Sense Motive check.
Dark Trooper Phase II Imperial Security Bureau
The Phase II dark trooper was the second and main stage of The Imperial Security Bureau (ISB), also referred to as the
the Dark Trooper Project. The Phase II dark trooper was Security Bureau or Imperial Security, was a law enforcement
intended to be used either as an artificially intelligent droid or and intelligence agency of the Galactic Empire that was
exoskeleton—either way, it was extremely effective in battle. charged with matters of state security and ensuring the
A small number of these soldiers destroyed a Rebel base on loyalty of citizens to the Empire. Aside from that, it happened
Talay. Though most droids were shut down after the to be one of the many umbrella organizations under the
destruction of Arc Hammer, some of these troopers remained greater Commission for the Preservation of the New Order,
in operation throughout the Galactic Civil War. and was larger than its sister agency Imperial Intelligence. It
was led by ISB high command. Adaptation Personnel from
CR 8 various branches of the ISB can be created by replacing the
current Detective specialization for another one such as
XP 4,800 Hacker for Surveillance Division or Spy for an undercover
Technological soldier agent.
Medium construct (technological)
Init +6; Senses low-light vision, darkvision 60 ft.; Perception CR 8
+16
XP 4,800
Defense HP 125 RP 5 Human operative
Medium humanoid (human)
EAC 20; KAC 23 Init +8; Senses Perception +17
Fort +8, Ref +8, Will +5
Immunities construct immunities Defense HP 115 RP 5
Offense EAC 20; KAC 21
Fort +7, Ref +10, Will +11
Speed 30 ft.
Ranged Starheart cannon, yellow star +20 (3d6+10 E & F; Offense
critical blind) or integrated IMDS missile launcher +20
(Tactical missile [Explode 6d8 B & P (35 ft.)]) or Shock Speed 40 ft.
caster, aurora (2d12+10) Ranged aphelion laser pistol +17 (3d4+8 F; critical burn 1d4)
Offensive abilities enhanced tank, fighting styles (armor
storm), hammer fist, powerful explosive Statistics
Statistics Str +0, Dex +6, Con +0, Int +4, Wis +2, Cha +0
Skills Bluff +17, Computers +22, Culture +22, Diplomacy
Str +4, Dex +6, Con -, Int +0, Wis +0, Cha +0 +22, Intimidate +22, Piloting +17, Survival +17
Skills Acrobatics +21, Athletics +16, Computers +16 Languages Basic
Languages Basic Other abilities debilitating trick, evasion, operative exploits
Gear advanced Ididishell(integrated missile lancher [20 (certainty, glimpse the truth), specialization (detective), trick
Tactical missiles]), aphelion laser rifle, squad nil grenade attack +4d8, triple attack, uncanny agility Gear aphelion laser
launcher, red star plasma cannon, frag grenade III, signal pistol, datapad
jammer (level 9), jetpack
Imperial Assassin CR 10
The shadowy corps of Imperial Assassins XP 9,600
exercises the Emperor’s will by eliminating any Human soldier
sentient its master wishes. No matter the target, an Medium humanoid (human)
Imperial assassin tirelessly pursues him across the Init +9; Senses Perception +24
galaxy until he can get close enough for a kill. In their
travels throughout the galaxy, Imperial assassins are Defense HP 165 RP 5
hidden in plain sight, often taking on disguises to grant them
easier access to their prey. EAC 23; KAC 26
Fort +12, Ref +10, Will +11
CR 10 Defensive Abilities evasion, uncanny agility
XP 9,600 Offense
Human operative
Medium humanoid Speed 40 ft.
Init +10; Senses Perception +20 Melee advanced pike +22 (2d8+22 P; critical bleed 1d8)
Ranged Laser pistol, aphelion +18 (3d4+10 F; critical Burn
Defense HP 150 RP 5 1d4)
Offensive Abilities fighting styles (guard, blitz), guards
EAC 23; KAC 24 protection, rapid recovery
Fort +9, Ref +12, Will +13
Defensive Abilities evasion, uncanny agility Statistics
Offense Str +8, Dex +5, Con +3, Int +0, Wis +3, Cha +0
Skills Athletics +19, Perception +24, Sense Motive +19
Speed 50 ft. Languages Basic
Melee incapacitator +18 (3d4+10 B; critical staggered) Feats Bodyguard, Improved Combat Maneuver (Disarm), In
Ranged advanced nightarch needler +20 (2d6 P+10; critical Harm's Way, Cleave
injection DC +2) or elite shobhad horizon striker +20 Gear Royal Guard Armor (Ceremonial Armor with Helmet
(6d4+10 P) Package), Force Pike, Heavy Blaster Pistol, comlink
Offensive Abilities debilitating trick, trick attack +5d8, triple (Encrypted, Long-Range [Miniaturized], Holo Capability),
attack Utility Belt (Standard) with medpac
Statistics Special Abilities
Str +0, Dex +8, Con +0, Int +5, Wis +3, Cha +0 Parry
Skills Acrobatics +25, Athletics +20, Bluff +25, Culture +25, The Imperial Royal Guard parries the attacks of other
Piloting +20, Sleight of Hand +25, Stealth +25, Survival +20 creatures, causing them to miss. Once per round, they can
Languages Basic attempt to parry an attack against her or an adjacent ally as
Other abilities debilitating trick, evasion, operative exploits an reaction. To parry the attack, they make an attack roll,
(cloaking field, master of disguise [3/day, 100 minutes or 10 using the same bonuses. If her attack roll is greater than the
mintues, DC 19]), specialization (ghost), trick attack +5d8, roll of the attacking creature, the attack automatically misses.
triple attack, uncanny agility For each size category that the attacking creature is larger,
Gear freebooter armor III, Incapacitator, advanced nightarch they takes a –4 penalty on her attack roll. The Royal Guard
needler, elite shobhad horizon striker, neurotoxin 6 vials, also takes a –4 penalty when attempting to parry an attack
signal jammer (level 10) made against an adjacent ally.
Imperial Royal Guard
The Imperial Royal Guard is one of the most recognizable
units in the galaxy, thanks to their distinctive red armor and
their presence at the Emperor at all public functions. Rumors
about the Emperor's most loyal guards outnumber known
facts. The Royal Guard is composed of an elite stormtrooper
unit, trained well beyond the standard of any other military
force in the Empire. Its exact numbers are unknown, but the
Guard is never dispatched along with regular stormtrooper or
military units. It is unknown if the Royal Guardsmen are
clones, human recruits, or both.
Imperial Inquisitor Statistics
During the Rebellion Era, an Imperial Inquisitor can be a Str +4, Dex +2, Con +5, Int +2, Wis +8, Cha +3
terrific way to inspire fear and dread in any burgeoning Jedi Skills Athletics +19, Bluff +24, Diplomacy +24, Intimidate
heroes; the things they are just starting to learn, the +24, Mysticism +24, Survival +24
Inquisitors can also do and can do them far better. The Languages Basic
Inquisitor should strive to engage Jedi heroes in single Combat Gear double bladed opila lightsaber, inquisitor’s
combat while constantly mocking and taunting them, trying robes, Comlink (Long-Range, Miniaturized, Encrypted)
to encourage them to succumb to the Dark Side. For more
information on the Force and a list of Force Powers consult Special Abilities
the Jedi Class document.
Force Interrogation
Adaptation When you deal damage to one or more creatures by using a
Force Power, you can immediately make a Intimidate check
For a more combat focused Inquisitor replace Unsettling as a Swift Action to Demoralize a single target you damaged.
Presence and Cower Enemies with the Rampage Sith ability Inquisition
and the Cleave Feat. For an Inquisitor that relies more on You are particularly adept at dealing with Force-sensitive
words than their Lightsaber, exchange Inquisition for a Skill foes. You gain a +1 bonus on attack rolls and deal +4 damage
Focus. against targets that have a Force Rating of 1 or higher.
Cower Enemies
CR 10 When you use the Intimidate Skill to Demoralize, you can
Intimidate all targets in a 30 foot cone instead of Intimidating
XP 9,600 a single target. All other limitations to the Intimidation Skill
Humanoid Jedi still apply.
Medium Humanoid Unsettling Presence
Init +0; Senses Perception +19 You can spend a Resolve Point as part of an attack or as a
move action to create an aura of unsettling discomfort
Defense HP 140 RP 5 around you. Anyone entering within a 30 radius of you must
make a Will Save DC 18. On a failed save, that target is
EAC 22; KAC 23 Shaken while within the aura up. This aura lasts for the
Fort +9, Ref +9, Will +15 remainder of the encounter and essentially works like
frightful presence.
Offense
Speed 30 ft.
Melee double bladed opila lightsaber +18 (2d10+14 E & F;
critical burn 1d6)
Force Powers Known 8 CL 10th; Force Rating 4; ranged
+16)
Corruption, Force Grip, Dark Rage, Influence, Move Object,
Sense, Surge, and Vital Transfer
4th (3/day;DC 22); 3rd (6/day; DC 21); 2nd (at will; DC 20)
Imperial Moff CR 11 If one or more enemy Officers are within its line of sight,
the highest level Officer among them can attempt to Oppose
Moff was the rank held by the Sector Governors of the First the Culture check as a Reaction. If their Skill Check result is
Galactic Empire. In the fifth year of Emperor Sheev higher, the attempt to Outmaneuver fails.
Palpatine's reign, there was a fixed number of twenty Moffs,
who answered to the Imperial Ruling Council. That year, the
senior rank of Grand Moff was created and awarded to
Wilhuff Tarkin. As a symbol of their charge, Moffs wore a
rank insignia plaque bearing ten colored squares: five blue
over three red and two gold.
Moffs were in command of their sector's Sector Group, a
formation that contained assets from the Imperial Military
and intelligence. Moffs can be appointed by the Emperor or
an advisor, but are obligated to report to both. A Grand Moff,
overseer of an Oversector, can override any Moff.
CR 11
XP 12,800
Human envoy
Medium humanoid (human)
Init +3; Senses Perception +26
Defense HP 170 RP 6
EAC 26; KAC 28
Fort +10, Ref +12, Will +14
Defensive Abilities evasion, uncanny agility
Offense
Speed 30 ft.
Melee Dagger, ultrathin +19 (4d4+11 S)
Ranged Laser pistol, perihelion +21 (4d4+11 F; critical Burn
2d4)
Offensive Abilities fighting styles (guard, blitz), guards
protection, rapid recovery
Statistics
Str +1, Dex +3, Con +1, Int +5, Wis +2, Cha +8
Skills Bluff +21, Diplomacy +26, Intimidate +26, Sense
Motive +26, Stealth +21
Languages Basic
Other AbilitiesCommanding Presence, envoy improvisations
(hidden agenda, improved get ’em, improved hurry, quick
dispiriting taunt)
Gear Code Cylinder, Comlink (Encrypted), Officer's Uniform,
Laser pistol perihelion, Dagger ultrathin
Special Abilities
Imperial Valor
Perform a reaction to cause all ranged attacks targeting you
that round to instead hit one ally or helpless enemy until the
beginning of his next turn.
Outmaneuver
A Imperial Moff learns to counter the tactics of their enemies.
As a Standard Action, they can make a Culture check to
recall knowledge of tactics with a DC equal to the 15 + the
encounter CR. If the check succeeds, opponents in its line of
sight lose all competence, insight, and morale bonuses on
attack rolls, as well as any bonuses to AC, until the start of its
next turn.
Beasts Nexu
In the Star Wars universe, beasts are usually encountered as Native to the jungles of Indona and Cholganna, the Nexu is a
threats (Such as Acklays, Rancors, and Wampas) or as fierce, stealthy predator with little fear of larger opponents, or
mounts (Such as Dewbacks and Tauntauns). even the weapons of sentient beings. Hunted for sport on
their native planet, Nexu often turn the tables on their would-
Rakghoul be-hunters, and slash them to ribbons before they can fire a
shot.
Rakghouls are the hideous results of the feared Rakghoul
Disease that plagued the Taris surface and Undercity. Those CR 5
infected mutated into savage four-legged beasts within hours.
The aggressive nature of the Rakghouls made them XP 1,600
extremely dangerous to anyone who was not already infected. Medium animal
They attack on sight, infecting their victims through the Init +9; Senses low-light vision; Perception +12
wounds they inflict.
Defense HP 70
CR 4
EAC 17; KAC 19
XP 1,200 Fort +9, Ref +9, Will +4
Medium animal
Init +1; Senses low-light vision; Perception +10 Offense
Defense HP 50 Speed 40 ft., Climb 40 ft.
Melee claws (2) +14 (1d6+10 S plus Grab) or bite +14
EAC 16; KAC 18 (1d6+10 P plus Grab) or tail whip +14 (1d6+10 S)
Fort +8, Ref +8, Will +3 Offensive abilities natural weapons, ambush, grab
Defensive abilities ferocity
Statistics
Offense
Str +5, Dex +5, Con +2, Int -4, Wis +0, Cha +0
Speed 30 ft. Skills Acrobatics +12, Athletics +15, Stealth +17, Survival
Melee claws +12 (1d6+7 S plus Rakghoul Disease) or bite +12
+12 (1d6+7 P plus Rakghoul Disease)
Offensive abilities natural weapons
Statistics
Str +3, Dex +1, Con +5, Int -5, Wis +0, Cha +0
Skills Athletics +15, Stealth +10
Special Abilities
Ferocity
When the creature is brought to 0 Hit Points, it can fight on
for 1 more round. It can act normally until the end of its next
turn; if it has 0 HP at that point, it dies. If it would lose
further Hit Points before this, it ceases to be able to act and
dies.
RAKGHOUL DISEASE
Type disease (injury); Save Fortitude DC 15
Track physical; Frequency 8/hours
Effects The disease slowly transforms an infected
creature into a rakghoul over time. When they
reach the death state, they instead fully transform
into a rakghoul with the stats above.
Cure Curing the disease takes a dose of the
rakghoul serum and a Medicine check (DC 25).
Special Abilities Acklay
Ambush Acklays were amphibious reptillian crustaceans with six
The Nexu deals an additional +2d6 points of damage deadly claws and razor-sharp teeth native to the planet
with it's claws or bite against a Flat-Footed opponent. Vendaxa. They were used as execution beasts by the
Grab Geonosians, and one attempted to kill Obi-Wan Kenobi,
If the creature hits with the indicated attack (usually a claw or Anakin Skywalker, and Padmé Amidala in the Petranaki
bite attack), it deals the normal damage. If the creature's arena prior to the outbreak of the Clone Wars.
attack roll successfully hits the target's KAC + 4, the creature
also automatically grapples the foe as a free action. (If it hits CR 8
the target's KAC + 13, it instead pins the target.) The creature
does not need to have a spare limb free to perform this XP 4,800
grapple, as long as it can make the listed attack, and it can Huge animal
potentially grapple more than one target if it has more than Init +2; Senses low-light vision; Perception +21
one attack with the grab ability. The creature can maintain
the grab either with another successful grab attack or by Defense HP 150
performing the grapple combat maneuver normally.
EAC 20; KAC 22
Fort +12, Ref +12, Will +7
Immune Radiation
Offense
Speed 40 ft., swim 30 ft.
Melee 6 bladed feet +16 (2d10+16 S) or bite +19 (3d4+14 P;
critical bleed 1d4)
Offensive abilities natural weapons, fast attack, trample
(2d10+16 S, DC 16).
Statistics
Str +6, Dex +2, Con +4, Int -5, Wis +0, Cha +0
SkillsAthletics +21, Perception +21, Stealth +15
Feats Cleave
Other Abilities amphibious, water breathing
Special Abilities
Trample
As a full action, the Acklay can move up to its speed and
through the space of any creatures that are at least one size
smaller than itself. The Acklay does not need to make an
attack roll; each creature whose space it moves through takes
damage. A target of a trample can attempt a Reflex save with
the listed DC to take half damage; if it attempts the save, it
can’t make an attack of opportunity against the trampling
creature due to the creature’s movement. A creature can deal
trample damage to a given target only once per round.
Rancor Statistics
While there are certainly larger and more viscous creatures Str +8, Dex +3, Con +5, Int -4, Wis +0, Cha +0
in the galaxy, the Rancor holds a special place in the Skills Athletics +20, Perception +25, Survival +20
nightmares of countless sentient creatures. Creatures of vast Feats Cleave
rage and single-mined carnage, Rancors are periodically
captured by big game hunters, and shipped to new worlds as Special Abilities
exotic pets.
Crush
CR 11 If the Rancor successfully Grabs an opponent with a his grab
attack, it can immediately deal bludgeoning damage to it
XP 12,800 equal to its claw damage.
Huge animal Grab
Init +3; Senses low-light vision; Perception +25 If the creature hits with the indicated attack (usually a claw or
bite attack), it deals the normal damage. If the creature's
Defense HP 180 attack roll successfully hits the target's KAC + 4, the creature
also automatically grapples the foe as a free action. (If it hits
EAC 24; KAC 26 the target's KAC + 13, it instead pins the target.) The creature
Fort +15, Ref +15, Will +10 does not need to have a spare limb free to perform this
Defensive Abilities Fast Healing 5 grapple, as long as it can make the listed attack, and it can
potentially grapple more than one target if it has more than
Offense one attack with the grab ability. The creature can maintain
the grab either with another successful grab attack or by
Speed 40 ft. performing the grapple combat maneuver normally.
Melee claws (2) +20 (3d12+21 S plus grab; critical bleed
3d4) or bite +23 (4d6+19 P plus grab)
Multiattack claws (2) +14 (3d12+21 S plus grab; critical
bleed 3d4) and bite +17 (4d6+19 P plus grab)
Space 15 ft.; Reach 15 ft.
Offensive abilities natural weapons
Krayt Dragon CR 16
The Krayt Dragon is a truly massive beast. This 100-meter- XP 76,800
long desert titan lives among the endless dunes of Tatooine. Colossal animal
A Krayt Dragon actually submerges itself in the shifting Init +0; Senseslow-light vision, tremorsense 100 ft.,
sands, and can use it's ten powerful limbs to swim through darkvision 120 ft.; Perception +33
the dunes. Aura frightful presence (220 ft., DC 22)
Tatooine natives rarely see a living Krayt Dragon, although Defense HP 300
the titanic bones of these creatures dot the landscape and are
highly prized as building material or trade goods. The EAC 30; KAC 32
gigantic reptile prefers to lurk under the warm desert during Fort +20, Ref +20, Will +16
the day, moving about at night as it slinks close to the surface Defensive Abilities DR 15/-; Immunities paralysis, sleep,
of the sand. A Krayt Dragon attacks with it's massive jaws or fire; SR 27
whiplike tail; it's claws have evolved exclusively for
locomotion. Krayt Dragons subsist on the largest prey, Offense
including herds of Banthas and Dewbacks. Anything that
moves across a Krayt Dragon's field of vision is fair game, Speed 50 ft.
though. Melee bite +28 (13d6+28 P plus swallow whole) or tail slap
+31 (6d10+26 B)
If a truly determined hunter were to penetrate the beast's Multiattack bite +22 (13d6+28 P plus swallow whole), tail
armored hide and slay a Krayt Dragon, that hunter would be slap +25 (6d10+26 B)
rewarded with an Emperor's ransom in Krayt Dragon Pearls- Space 30 ft.; Reach 30 ft.
ordinary stones polished to priceless perfection in the Offensive abilities natural weapons, wallow whole (7d6+16
dragon's stomach. A single such stone could fetch well over A, EAC 30, KAC 28, 75 HP)
100,000 credits. A Krayt Dragon contains 2d4+2 Krayt
Dragon Pearls. Statistics
Str +10, Dex +0, Con +7, Int 0, Wis +5, Cha +0
Skills Perception +33, Stealth +28, Survival +28
The Confederacy of Independent
Systemshe Confederacy of Independent Systems (CIS),
also known as The Separatist Alliance, The Battle Droids are drones controlled by a Remote Processor,
Separatist State, and commonly referred to as taking their commands from a Central Control Computer
The Separatists, is an unrecognized, galactic, that operates several thousand battle droids, destroyer
droids, and droid starfighters simultaneously. A battle droid
Tdemocratic, and confederate government that communicates with it's fellow drones via Comlinks,
existed during The Clone Wars. In addition to transmission antennae, and encryption computers, making
the secret support of several mega for a control signal that is nearly impossible to jam (DC 40
corporations, including The Trade Federation and The Mechanics check).
Commerce Guild, The Confederacy was formed by thousands
of secessionist star systems on the grounds of excessive CR 1/2
taxation and corruption within The Galactic Senate.
XP 200
The secessionist movement that began in 24 BBY would Technological soldier
lead to a political crisis in which tensions escalated between Medium construct (technological)
the newly-formed alliance and the reigning Galactic Republic. Init +3; Senses darkvision 60 ft., low-light vision;
In 22 BBY, The Separatists and The Republic would go to Perception +9
war using their respective military forces- The Separatist
Droid Army and The Republic clone army- resulting in a pan- Defense HP 13
galactic conflict for the first time in a millennium.
EAC 10; KAC 12
Fort +2, Ref +2, Will +0
Immunities construct immunities
Droids within the Empire Offense
Old CIS droid still exist during the era of the Speed 30 ft.
Empire, but many are damaged and gain the Melee Vibroknife +3 (1d4+2 S)
Unrepaired graft. Ranged Blaster Carbine +6 (1d8+1 F; critical burn 1d6)
Offensive abilities fighting styles (sharpshoot), sniper's aim
Unrepaired Graft: The damaged droids takes a –2
penalty to attack rolls, saving throws, skill checks, Statistics
and ability checks. In addition to this on a natural 1
the droid shuts down for 30 seconds, though it Str +2, Dex +3, Con +1, Int +0, Wis +0, Cha +0
may be restarted before it resets. Skills Computers +4, Engineering +4, Perception +9
Languages Basic, Binary
B1- Battle Droid Combat Gear Blaster Carbine
Frail in appearance but deadly in intent, Baktoid Combat
Automata's Battle Droid is a metal skeleton with a blaster.
Built by the Geonosians to the Trade Confederation's
specifications, battle droids are designed to resemble
Geonosians, or perhaps desiccated Neimoidian corpses.
Most intelligent beings regard them as startling, but
Neimoidians see battle droids as positively ghoulish.
B2-Super Battle Droid Defense HP 65
The B2-Series Super Battle Droid is a marked improvement EAC 17; KAC 18
in the original B1-Series Battle Droid design. Larger and Fort +5, Ref +7, Will +6
armored, the Super Battle Droid relies on a central control Immunities construct immunities
computer for guidance, but it doesn't deactivate when it loses
contact with the Remote Processor thanks to a Backup Offense
Internal Processor- a droid brain that takes over when the
droid loses communication with the central computer. This Speed 35 ft.
second brain allows the droid to store it's last set of orders Melee carbon steel curve blade +10 (1d10+8 S; critical bleed
and continue acting on them even after the Remote 1d6)
Processor has shut down. Ranged corona laser rifle +12 (2d6+5 F; critical burn 1d6)
Offensive abilities fighting styles (hit-and-run), nimble
CR 2 fusillade, opening volley
XP 600 Statistics
Technological soldier
Medium construct (technological) Str +3, Dex +5, Con +2, Int +3, Wis +0, Cha +0
Init +4; Senses darkvision 60 ft., low-light vision; Skills Acrobatics +17, Athletics +17, Computers +17, Bluff
Perception +12 +10, Engineering +12, Perception +17, Piloting +12, Stealth
+17
Defense HP 30 Languages Basic, Binary
Other Abilities debilitating trick, evasion, operative exploits
EAC 14; KAC 16 (uncanny mobility), specialization (daredevil), trick attack
Fort +4, Ref +2, Will +3 +3d8 Combat Gear Gear carbon steel curve blade, corona
Immunities construct immunities laser pistol, frag grenade II
Offense Special Abilities
Speed 30 ft. Sound Imitation
Melee Slam +7 (1d6+4 B) BX Commando Droids have the ability to imitate any voice or
Ranged Wrist Blasters +10 (1d4+2 F; critical burn 1d6) or sound it has heard by succeeding at a Bluff check opposed by
Wrist Rockets +10 (1d12+2 B; critical knockdown) a listener’s Sense Motive check.
Offensive abilities fighting styles (sharpshoot), sniper's aim
Droideka-Destroyer Droid
Statistics
Designed and built by the Geonosians of Geonosis and the
Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0 Collicoids of Colla IV, the Droideka Series Destroyer Droids
Skills Computers +7, Intimidate +7, Perception +12 reflect the savage ferocity of their makers.
Languages Basic, Binary
Combat Gear Integrated Wrist Blasters, Wrist Rockets [2], The main propulsion method of destroyer droids is a
Droid Armor +1 AC microrepulsor-assisted wheel mode that allows a destroyer
droid to fold itself into roughly wheel-shaped package and roll
Special Abilities along at high speeds. Though lightning-swift in this mode,
destroyer droids are considerably more ponderous when
Integrated Weapons A Super Battle Droid’s weapons are unfolded for combat.
integrated into its frame and can’t be disarmed.
Destroyer Droids have two heavy repeating blasters that
BX-Commando Droid can lay down a devastating barrage. To argument it's
Bronzium Armor Shell Droid Armor, a Destroyer Droid also
BX-series commando droids were advanced, sturdier comes equipped with a deflector Shield Generator. The
versions of B1 battle droids. They were programmed with tremendous energy drain of the blasters and shields
improved combat tactics and battlefield awareness and necessitates that the Destroyer Droid be equipped with a
equipped with glowing white photoreceptors. Captains and minireactor.
other high-ranking commando droids bore white identifiers
on their heads and chests. CR 5
CR 5 XP 1,600
Technological soldier
XP 1,600 Large construct (technological)
Technological operative Init +7; Senses darkvision 60 ft., low-light vision; Perception
Medium construct (technological) +16
Init +6; Senses darkvision 60 ft., low-light vision;
Perception +17 Defense HP 90
EAC 17; KAC 19
Fort +4, Ref +7, Will +4
Defensive Abilities SR 20
Immunities construct immunities
Offense Dwarf Spider Droids are equipped to descend down rocky
crags like those found inside rough-hewn mine shafts, to
Speed 10 ft. (Walking), 50 ft. (Wheeled) catch offenders red-handed before they can reach the safety
Ranged [2] corona laser rifle +15 (2d6+4 F; critical burn of the Commerce Guild boarder. Commerce Guild star
1d6) cruisers also carry compliments of Dwarf Spider Droids for
Space 10 ft.; Reach 10 ft. security and tribute enforcement.
Statistics CR 6
Str +3, Dex +5, Con +0, Int +0, Wis +0, Cha +0 XP 2,400
Skills Acrobatics +11, Computers +11, Perception +16 Large construct (technological)
Languages Binary Init +5; Senses darkvision 60 ft., low-light vision; Perception
Other Abilities fighting styles (sharpshoot), sniper's aim, +18
focuse fire Droid Sytems integrated corona laser rifle,
Walking Locomotion, Wheeled Locomotion (Exclusive), Defense HP 90
Remote Receiver, 2 Tools, Shield Generator (SR 20), Internal
Comlink, Bronzium Shell (Armor) EAC 18; KAC 20
Fort +6, Ref +6, Will +3
Special Abilities Immunities construct immunities
Deflector Shield Generator Offense
Whenever the Droideka would take damage, reduce the
damage by the Droid's Shield Rating (SR). If the damage is Speed 40 ft. (Walking)
equal to or greater than its Shield Rating, the Droideka’s Ranged Plasma cannon, red star +17 (2d10+6 E & F
Shield Rating is reduced by 5. Each round, the Droideka may Explode (5 ft.) DC 19; Burn 1d8)
use a Swift Action to make a DC 20 Fortitude check and Space 10 ft.; Reach 10 ft.
restore lost shield power. If the check succeeds, the Droid's
Shield Rating increases by 5 points (Up to it's normal Shield Statistics
Rating). While its shield is deployed the Droideka may only
use its walking speed. Str +3, Dex +5, Con +0, Int +2, Wis +0, Cha +0
Skills Athletics +18
Feats Far Shot Languages Binary
Other Abilities debilitating trick, evasion, operative exploits
(uncanny mobility), specialization (daredevil), trick attack
+3d8 Droid Sytems Walking Locomotion (Extra Legs),
Climbing Claws, Magnetic Feet, Remote Receiver,
Darkvision, Improved Sensor Package, Locked Access, 1
Tool Appendage, Quadanium Plating Droid Armor (+5
Armor)
Special Abilities
Stability
A Dwarf Spider Droid gains a +5 stability bonus on checks
made to resist being knocked Prone. In addition to this, they
reduce the DCs of all Athletics checks made to climb by 5
and may Take 10 even when threatened.
Dwarf Spider Droid
In the battle of Geonosis, the Commerce Guild deployed
forces of Dwarf Spider Droids. Larger than the standard
battle droid and armed with a powerful Blaster Cannon, the
Dwarf Spider Droid gives mobile heavy weapon support to
advancing infantry.
The original function of Dwarf Spider Droids was to root
out hidden mining operations. The Commerce Guild requires
a tribute payment for all commercial operations within it's
borders; however, small independent operations often dig
within Commerce Guild Boarders and attempt to smuggle
the precious ore into a neutral region, avoiding tribute
payments.
IG-100-Series MagnaGuard Statistics
Manufactured by Holowan Mechanicals, the first IG-100- Str +5, Dex +3, Con +2, Int +0, Wis +0, Cha +0
Series MagnaGuard Droids were custom-built to General Skills Acrobatics +13, Athletics +18, Intimidate +13
Grievous's specifications. Quick and deadly, the Feats Bodyguard, Improved Combat Maneuver (Disarm), In
MagnaGuards are designed to protect their charge to their Harm's Way
own destruction. MagnaGuard Droids have thick metal Languages Basic, Binary
plating covering a wiry endoskeleton and have specifically Droid Sytems Walking Locomotion, Magnetic Feet,
designed arms that are adept at wielding melee weapons. Heuristic Processor, 2 Hand Appendages, Telescopic
Appendage (1 Hand), Darkvision, Improved Sensor Package,
CR 6 Locked Access, Secondary Battery
Combat Gear Electrostaff
XP 2,400
Technological soldier
Medium construct (technological)
Init +7; Senses darkvision 60 ft., low-light vision; Perception
+13
Defense HP 90
EAC 19; KAC 21
Fort +8, Ref +6, Will +7
Immunities construct immunities
Offense
Speed 30 ft.
Melee Electrostaff +16 (1d10+14 E; critical arc 1d4)
Offensive abilities fighting styles (guard), guards protection,
Bodyguard, Improved Combat Maneuver (Disarm), In Harm's
Way
Electrostaff Special
Block, Cortosis, Double, Powered (capacity 20, usage 1), Stun
Weapon Level Price Damage Critical Bulk
Electrostaff 7 6,480 1d10 E Arc 1d4 1
Special Materials
Cortosis
Cortosis ore was a very rare, brittle, fibrous material that's conductive properties caused lightsabers to temporarily short out upon
contact. This effect made cortosis a useful material for anti-lightsaber melee weapons, though with repeated strikes, a lightsaber
could still cut through it. Cortosis, due to its energy resistant properties, was also resistant to blaster fire.
Weapon (+2,500 credits) Weapons fashioned from Cortosis alloy have the ability to short out a lightsaber on attack. If the attack
roll beats the AC of the opponent wielding the lightsaber by 5 it shorts out for 1 round.
Armor (+2,500 credits) Armor fashioned from Cortosis alloy has the ability to short out a lightsaber on contact. If a lightsaber
attack roll misses the armor wearer's EAC by more than 5, the lightsaber shorts out for 1 round.
Fringe Dwellers Ecology
Fringers live at the edge of society, criminals, independents, Environment any (Out Rim or Junk)
traders, and mercenaries of all kinds consider themselves Organization gang (4–12) or tribe (13+ plus 13+
fringers. While not all members of The Fringe are criminals noncombatants, 1 honchohead of CR 2–3, and 5–6 droids)
(Certainly, many are hard-working and honest folk), anyone
who operates far from the seat of galactic power or outside Special Abilities
the bounds of the law can be considered part of The Fringe.
Tinker As a move action, a space goblin can remove the
Adaptation penalties associated with the broken condition from a single
piece of equipment until the start of his next turn. The item
Many Starfinder resources cover the personalities then becomes unusable for 10 minutes (and retains the
of the Fringe. Thugs, Pirates, Bounty Hunters, broken condition after that until it is fixed).
Hackers, etc. are covered in the Starfinder Unstable Junklaser A space goblin’s laser pistol is crafted
rulebooks. The adversaries covered here are from a mishmash of broken casings, leaking energy cells, and
specific to the Star Wars universe. other random material. A junklaser is similar to an azimuth
laser pistol, except it has a range of only 60 feet. If the wielder
Jawa Mechanic of a junklaser rolls a natural 1 when attacking with it, he
must immediately attempt a DC 18 Engineering check.
Jawas are short humanoids native to Tatooine. The Jawas Success means that the junklaser gains the broken condition.
have a poor reputation and are regarded as thieves at best, Failure means that the gun explodes in 1d3–1 rounds,
vermin at worst. Their off-putting nature is made worse by functioning as a concussion grenade I (explode [20 ft., 1d8 B,
the sour smell that clings to them and their inexplicable and DC 10]); a result of 0 rounds means the junklaser explodes
nonsensical language. Jawas survive by scavenging lost immediately—randomly determine the corner of the wielder’s
technology in the desert wastes. "Lost" for Jawas is square that is the center of the burst. A thrown junklaser has
ambiguous; they are likely to snatch up anything that's not the same range increment as a grenade.
bolted down. Moisture farmers and others who live far from
Spaceports regularly find that their belongings have vanished Swoop Ganger
in the night with only tell-tale Jawa tracks leading off into the
wasteland. A swoop gang was a type of gang of individuals that
presumably rode around on swoops, a type of vehicle that
CR 1/3 was faster and more dangerous than a standard speeder bike.
Holshef, riding with Merei Spanjaf in an attempt to escape
XP 2,400 the Galactic Empire's patrols, objected to her rate of speed,
Small humanoid stating he didn't spend his youth in a swoop gang, but Spanjaf
Init +3; Senses darkvision 60 ft.; Perception +3 simply warned him that they would have to go a lot faster if
they pursued by a patrol, urging him to hang on.
Defense HP 6
CR 1/2
EAC 11; KAC 12
Fort +0, Ref +2, Will +2 XP 200
Medium humanoid
Offense Init +3; Senses Perception +4
Speed 30 ft. Defense HP 13
Ranged unstable junklaser +3 (1d4 F; critical burn 1d4)
Offensive Abilities tinker EAC 10; KAC 12
Fort +4, Ref +2, Will +0
Statistics
Offense
Str +0, Dex +3, Con +0, Int +1, Wis +0, Cha +0
Skills Computers +7, Diplomacy +3, Engineering +7, Stealth Speed 30 ft.
+7, Survival +3 Melee vibro knife +4 (1d4+3 P) or cestus battleglove +4
Languages Jawa (1d4+3 B)
Combat Gear tattered robes, unstable junklaser with 1 Ranged Laser pistol, azimuth +5 (1d4 F; critical burn 1d4)
battery (20 charges)
Statistics
Str +2, Dex +3, Con +1, Int +0, Wis +0, Cha -1
Skills Athletics +4, Culture +4, Intimidate +4, Piloting +9,
Stealth +4
Languages Basic, Binary
Feats Deadly Aim, Quick Draw Combat Gear vibro knife
Mandalorian Crusader Gamorrean Guard
Following the end of the Mandalorian Civil War, the Gamorreans were a sentient species of green-skinned
Mandalorian warriors were exiled to the moon of Concordia, porcine humanoids that hailed from the Outer Rim planet of
where most of them died out. However, the survivors Gamorr. They grouped themselves in clans, each of which
regrouped and began calling themselves the Death Watch. was led by a warlord and a Clan Matron. A number of
They were then led in secret by Concordia's governor, Pre Gamorrean guards were employed by the crime lord Jabba
Vizsla of Clan Vizsla, and Duchess Satine Kryze's sister, Bo- the Hutt throughout his career.
Katan.
CR 4
CR 3
XP 1,200
XP 800 Gamorrean soldier
Humand soldier Medium Humanoid
Medium Humanoid Init +0; Senses darkvision 60 ft.; Perception +10
Init +4; Senses darkvision 60 ft.; Perception +8
Defense HP 52
Defense HP 40 RP 4
EAC 18; KAC 20
EAC 14; KAC 16 Fort +6, Ref +4, Will +5
Fort +5, Ref +3, Will +4
Offense
Offense
Speed 20 ft.
Speed 30 ft. Melee tactical doshko +12 (1d12+11 S; critical knockdown)
Melee Knife, survival +8 (1d4+5 S) Offensive Abilities fighting styles (hit-and-run), knockdown
Ranged azimuth laser rifle +11 (1d8+3 F; critical burn 1d6)
or Laser pistol, azimuth +11 (1d4+3 F; critical burn 1d4) or Statistics
frag grenades +11 Explode (1d6 P, 15 ft.)
Offensive Abilities fighting styles (hit-and-run), opening Str +5, Dex +0, Con +3, Int +0, Wis +0, Cha +0
volley, deadly aim Skills Athletics +15, Intimidate +10, Survival +10
Feats Cleave Languages Basic
Statistics Combat Gear lashunta ringwear II, tactical doshko, frag
grenades II (3)
Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0
Skills Acrobatics +8, Engineering +13, Medicine +8, Piloting Special Abilities
+8
Feats Deadly Aim Languages Basic Knockdown
Combat Gear Mandalorian Combat Suit (darkvision, When a Gamorrean Guard scores a critical hit with a melee
jetpack), Heavy Blaster Pistol (With Targeting Scope weapon that has no other critical effects, the attack gains the
(Standard)),Knife, survival, Jet Pack, Field Kit with Medpac, knockdown critical effect.
frag grenades I (3)
Special Abilities
Burning Assault
As a Standard Action Mandalorian Crusader can expend one
of their Jetpack's charges to make an attack with the Jetpack,
treating it as a Flamethrower, ifrit-class (1d6 F). They cannot
use this ability when flying.
Dark Side Marauder Languages Basic
Combat Gear lashunta ringwear II, carbon steel curve blade
Though the Jedi are the most powerful Force-users in the
galaxy, they are by no means the only ones. Dark Side Special Abilities
Marauders are Force-sensitive individuals consumed with
rage, hatred, or an insatiable hunger for personal power. For Uncanny Reactions
more information on the Force and a list of Force Powers The Dark Side Marauder may spend one Resolve Point to
consult the Jedi Class document. add their Force Rating as a bonus to Reflex saves for the next
3 rounds.
Adaptation
Jedi in Hiding
A Fallen Padawan can be created by replacing the Dark Side
Marauder’s carbon steel curve blade with an Ilum lightsaber The Jedi Order has been painted as a collection of traitors,
(1d8+7 E & F; critical severe wound). Likewise a Night fools, and lunatics by Imperial propaganda. Few Jedi are
Sister can be created by replacing the Marauder’s Rage force believed to have survived the Empire's great purge of the Jedi,
power with Holographic Illusion but with a flavor of making and the majority of those who did were hunted and killed
force illusions. shortly after. For more information on the Force and a list of
Force Powers consult the Jedi Class document.
CR 5
Adaptation
XP 1,600
Humanoid Mystic A Fallen Knight can be created by replacing three of the Jedi
Medium Humanoid in Hiding’s force powers for Corruption, Dark Rage, and
Init +0; Senses Perception +16 Unleash. Likewise, the galaxy is a vast place, and the Jedi and
the Sith are not the only keepers of knowledge of The Force.
Defense HP 60 RP 4 Many planets boast their own population of talented
individuals who are in tune with The Force, although the
EAC 16; KAC 17 methods they employ to harness it's power can vary widely.
Fort +6, Ref +4, Will +8 Force Adept can represent any of these other mystic
traditions. These can be created by replacing the Jedi's
Offense lightsaber for a more common weapon.
Speed 30 ft. CR 9
Melee carbon steel curve blade +10 (1d10+5 S; critical bleed
1d6) XP 6,400
Force Powers Known 4 (CL 5th; Force Rating 2; ranged +8) Humanoid Jedi
Dark Rage, Move Object, Surge, Influence Medium Humanoid
2nd (3/day; DC 17); 1st (6/day; DC 16); 0 (at will; DC 15) Init +0; Senses Perception +17
Statistics Defense HP 120 RP 5
Str +2, Dex +0, Con +3, Int +0, Wis +5, Cha +2 EAC 21; KAC 22
Skills Acrobatics +11, Athletics +16, Intimidate +16, Fort +8, Ref +8, Will +14
Mysticism +16, Perception +16, Piloting +16
Offense Special Abilities
Speed 30 ft. Force Resistance
Melee Sigil lightsaber +17 (2d8+12 E&F; Severe wound) A Hutt's sharp mind allows them to resist Force abilities.
Force Powers Known 8 (CL 9th; Force Rating 3; ranged Hutts add a +2 insight bonus to saves versus Force Powers.
+15) Supreme Stability
Force Grip, Foresee, Influence, Move Object, Protection, A Hutt's sluglike body structure and lack of any kind of legs,
Sense, Surge, and Vital Transfer allows a Hutt to become completely immune to being
3rd (3/day;DC 20); 2nd (6/day; DC 19); 1st (at will; DC 18) knocked Prone.
Silver Tongued
Statistics Hutts may be known to be heavy handed in their ventures,
but they are equally capable in legal negotiations as they are
Str +3, Dex +0, Con +4, Int +0, Wis +6, Cha +3 underground business. A Hutt may choose to reroll any
Skills Acrobatics +22, Bluff +22, Diplomacy +22, Disguise Diplomacy check, keeping the better of the two results.
+17, Intimidate +22, Mysticism +22
Languages Basic
Combat Gear lashunta ringwear II, sigil lightsaber
Special Abilities
Lightsaber Reflection
While using a lightsaber, the Jedi qualifies for the Reflect feat.
Hutt Crime Lord
Hutts are often found at the center of business and criminal
enterprises. Legality (Or lack thereof) does not affect
whether a Hutt will pursue a venture. All that matters is how
much of a benefit- and a profit- one can get from it.
A council of elders oversees Hutt Space. Comprised of
Hutts representing the oldest and most influential Kajidics,
they decide the fate of everyone who lives in Hutt Space, and
all Hutts are answerable to them.
CR 14
XP 38,400
Hutt envoy
CE Large Humanoid
Init +4; Senses low-light vision; Perception +25
Defense HP 235 RP 6
EAC 28; KAC 29
Fort +16, Ref +9, Will +18
Defensive abilities Force Resistance, Supreme Stability
Offense
Speed 10 ft.
Melee zero-edge vibroaxe +27 (7d12+19 P)
Ranged white star plasma pistol +21 (3d8+14 E & F; critical
burn 2d8) Space 10 ft.; Reach 10 ft.
Offensive Abilities fighting styles (hit-and-run), knockdown
Statistics
Str +5, Dex -1, Con +5, Int +3, Wis +2, Cha +8
Skills Bluff +30, Culture +25, Diplomacy +30, Intimidate +30,
Sense Motive +30
Feats Veiled Threat Languages Basic and Huttese
Other abilities envoy improvisations (hidden agenda,
improved get ’em, improved hurry, quick dispiriting taunt)
Combat Gear Generally none; if a Hutt needs something he
usually has an attendant to carry and use it. However, Hutts
can wield weapons such as a zero-edge vibroaxe or a white
star plasma pistol.
Force Vergences Vergence Effects: Inside the Jedi Temple is a unique
vergence that provides a +4 bonus to mysticism checks and
A vergence, or nexus point, was a phenomenon of the Force upon meditating for 1 hour within the vergance the Force
that was centered around a place or object; and in rare users gains a +2 caster level to the next divination force
instances around an individual. A vergence was a place in the power they use.
galaxy where the Force flowed the most freely, in a
concentrated wellspring of energy that could be more easily Dathomir
harnessed by those sensitive to its power. Both the Jedi Order
and the Sith sought out these vergences and used them for Dathomir was a remote, neutral planet in the Quelli sector
their individual purposes. These groups often built temples and the home of the Nightsisters. The planet, lit red by its
around or over top of a nexus, or used the vergence as a central star, had numerous continents that were overrun with
talisman if it was centered around an object. vegetation, forests, and swamplands. The dark side of the
There are five distinct grafts that can be applied to a location Force had an immensely strong presence on Dathomir, which
that can give it a Vergence Effect: Light Side Dominant, Light allowed for the nurturing of many malevolent Force wielders
Side Aligned, Force Enhanced, Dark Side Aligned, Dark Side native to the planet.
Dominant. Vergence Effects: Dark Side Aligned
Grafts Dagobah
Light Side Dominant Dagobah was a planet in the Dagobah system, and one of the
+2 caster level to all Light Side force powers and -2 caster purest places in the galaxy within the Force. A remote world
level to all Dark Side powers. of swamps and forests, it served as a refuge for Jedi Grand
Light Side Aligned Master Yoda during his exile after the destruction of the Jedi
+1 caster level to all Light Side force powers Order.
Force Enhanced Vergence Effects: Force Enhanced
+4 mysticism +1 caster level to all force powers
Dark Side Aligned Ilum
+1 caster level to all Dark Side force powers
Dark Side Dominant The planet Ilum was situated in the Ilum system, a star
+2 caster level to all Dark Side force powers and -2 caster system located in a part of the Unknown Regions known as
level to all Light Side powers. the 7G sector. Ilum was an arctic world; that is, the entire
planet was covered in ice and snow, and was therefore
Example Worlds inhospitable to most species. Hidden beneath Ilum's frigid
surface was what came to be known as the Crystal Cave.
Byss Within the maze-like crystal caves grew kyber crystals, which
brought the Jedi Order to Ilum so they could harvest the
Byss was a planet in the Deep Core, near the center of the crystals in a rite of passage known as the Gathering, in which
galaxy, discovered no earlier than 45 BBY. Byss itself was Jedi initiates harvested their crystals by attuning themselves
somewhat of a myth, seeming to be the perfect place to live. to the Force. As such, Ilum was a holy site for the Jedi Order
Its eerie blue-green glow, caused by its sun, also added to the for centuries.
strangeness of the world. Despite this outward appearance, Vergence Effects: Light Side Aligned
however, Emperor Palpatine's dark-side energies were
everywhere, corrupting not only the inhabitants, but the Jedha
planet itself. Byss was the secret throne world of Palpatine
and the location of his towering Imperial Citadel. Jedha was a small desert moon which orbited the planet
Vergence Effects: Dark Side Dominant NaJedha. Located in the Jedha system of the galaxy's Mid
Rim, the moon had a cold climate due to its lasting winter.
Coruscant The historical and spiritual significance of Jedha led the
moon to become a world of worship for those who believed in
Coruscant (pronounced /'kɔɹəsɑnt/), also known as the the Force, and a holy site for pilgrims who sought spiritual
Imperial Center during the Imperial Era, was a planetary guidance.
ecumenopolis in the Coruscant system of the Core Worlds. Vergence Effects: Light Side Aligned. This unique location
Arguably one of the galaxy's most influential and important also provides a +2 bonus on mysticism checks to those who
planets, its cosmopolitan culture and location at the end of meditate for 1 hour on the nature of the Force, even to those
several major trade routes gave it the unofficial designation untrained with no ranks in the skill. The bonus lasts while
as the "center" of the galaxy. within the vergence.
The Imperial Palace, once known as the Jedi Temple during
the time of the Jedi Order, was the seat of power of Darth Korriban
Sidious, the Dark Lord of the Sith known to the galaxy as
Galactic Emperor Sheev Palpatine. Korriban, known as Pesegam during the reign of Xim, and
also known as Moraband by the time of the Clone Wars, was
the sole planet in the Horuset system, located across the
galaxy from Koros Major. It was the original homeworld of
the Sith species and a sacred planet for the Sith Order,
housing the tombs for many ancient and powerful Dark
Lords of the Sith, and containing immense dark side power.
Vergence Effects: Dark Side Dominant
Lothal Using The Force
The Force is a mystical energy field that surrounds and binds
In ancient times, the Jedi Order discovered a vergence amid all living in the galaxy. More than just a source of power for
the tundra on northern Lothal. Establishing a Jedi Temple those sensitive to its presence, the Force can affect the fates
hidden beneath the planet's surface, the entrance could only of even ordinary citizens who have no aptitude for its use.
be exposed through use of the Force. According to the Lothal Force Powers are spells in the Star Wars campaign setting.
Calendar, the planet was settled at least 3,245 years before All force powers for the Force Sensitive character are treated
Sheev Palpatine's rise to the position of Supreme Chancellor as spell-like abilities, whereas the Jedi Class use spell slots
of the Galactic Republic. just like the other spell casting classes. Additionally, you may
Vergence Effects: Force Enhanced; this is only inside the use a force power without tapping into these pool at the
Jedi Temple. expense of drawing on the darkside. However, this temptation
has it consequences.
Malachor
For more information on Falling to the Dark Side and a list of
Malachor was a barren planet located in the Outer Rim Force Powers consult the Jedi Class document.
Territories, and had a Sith temple located underneath its
surface. Its surface resembled an ocean of liquid carbonite Force Powers are like the variable-level spells in the Core
that had flash-frozen. Small, pyramidal, solid stone foothills Rulebook, however instead of being based on spell levels,
are located equidistant from each other on the surface of the they require a Force Rating. Tapping into the Force requires
planet. Along Malachor's central latitude was a large crater a Force Rating. A Force Rating represents how connected a
ringed by narrow spires. character is to the Force. In the Jedi Class, the Force Rating
Vergence Effects: Dark Side Aligned is the highest level of spell slots a the character has access,
caping out at Force Rating 6; for a Force Sensitive character
Ossus the Force Rating is determined by the feats they take.
Starting with Minor Force Sensitivity and caping out at Force
Ossus was a planet in the Outer Rim Territories that was Rating 5 with the Force Expertise feat at level 16.
affiliated with the Jedi Order. Certain scholars even surmised
it was the location of the first Jedi Temple ever built, although Holocrons
Ahch-To, Coruscant, Jedha, and Tython were also candidates. There are few artifacts in the galaxy that are more highly
At the very least, Ossus did house the Great Library and a valued and more unique than Holocrons. Holocrons are,
temple at some point, from which a mosaic floor was later essentially, special computers with built-in holoprojectors
salvaged and transported to the Order's newer headquarters that contain vast knowledge of The Force. Each Holocron is a
on Coruscant. At some point prior to Antron Bach's birth, small, hand-held device (Usually taking the form of some
Ossus fell into ruins. common geometric shape).
Vergence Effects: Force Enhanced
In truth, a Holocron is more of an artifact than a
Tython technological device. Each Holocron is imbued with at least
one "Gatekeeper" personality, which serves as the user
Tython was a planet in the Tython system of the Deep Core interface to the library of knowledge stored within. A
that played a pivotal role in the histories of the Je'daii Order Holocron's Gatekeeper is far more than a simple voice-
and its successor, the Jedi Order. A verdant world that was interface user interface; the Gatekeeper has its own
incredibly rich in the Force, Tython was inhabited by an personality and is usually based on an individual Jedi Master
unknown species hundreds of thousands of years before the (Or Sith Lord) who was instrumental in creating the
rise of the Galactic Empire, and it was visited by both the Holocron.
Gree and Kwa, two of the earliest species to have achieved
interstellar travel. In 36,453 BBY, the great pyramid ships Most Holocrons have only a single Gatekeeper, as the
known as the Tho Yor brought pilgrims from over a dozen Holocron represents the sum total of the knowledge of it's
species from across the galaxy to Tython, where the pilgrims creator. The depth of a Holocron's knowledge varies, but
learned to harness the Force and established the Je'daii suffice to say that every Holocron has within it a vast amount
Order, basing their philosophy of balance upon Tython's two of information on Force Powers, Force Techniques, and
moons Ashla and Bogan. The Je'daii soon realized that Force Secrets. Any given Holocron usually contains the sum
Tython was unsafe for those who could not sense the Force, total of all knowledge of The Force gleaned by an individual
and as a result, the Tythans spread out to settle the other Sith Lord or Jedi Master, and in many cases it can contain
worlds of the Tython system. more than that. Though the art of creating a Holocron is
among the rarest secrets in the galaxy, the most powerful
Vergence Effects: The world of Tython is a unique Sith Lords and Jedi Masters of old create Holocrons to
vergence that provides a +4 bonus to mysticism checks and spread their influence and preserve their knowledge for ages.
supremely enhances any individual’s connection to the Force.
All force users gain a +2 caster level to all force powers while
on Tython. Additionally, some locations are attuned to the
Dark Sides or Light Sides of the force causing users of the
opposing alignment to lose this benefit.
Using a Holocron Mechanically speaking, most Holocrons can stand in for a
Jedi Master with regard to providing basic Force training to a
Holocrons respond to voice activation. Some Holocron student. For example, if a non-Jedi hero wishes to Multiclass
Gatekeepers are stingy when it comes to dispensing into the Jedi Class, or merely pick up the Force Sensitivity
information, however, and refuse to impart their secrets to Feat and Training in the Use the Force Skill, a Holocron can
those they find untrustworthy or unworthy. This mostly provide a basis for the character's transition and basic Jedi
depends on the personality of the Holocron's creator, but a training. This is especially useful in time periods when the
few Holocron Gatekeepers refuse to impart their knowledge Jedi are all but extinct, including during the Dark Wars, the
unless certain conditions are met as a precaution against Dark Times, the Galactic Civil War, and the time following
abuse. For example, a Holocron containing the secrets of the Sith-Imperial War. Though there is no mechanical
dangerous Force Techniques might only respond to the restriction that prevents a character from learning the ways
commands of a proven Jedi Master who can demonstrate a of The Force without a master, possession of a Holocron can
significant mastery of The Force. offer a good backstory as to how the character learns to
manipulate The Force.
Holocrons have an item level equal to the level of the
Gatekeeper. For example, a level 10 Jedi Knight’s holocron is
a level 10 item. To activate a Holocron, the character must
make a Mysticism check with a DC equal to 10 + the item
level +/- any modifiers.
Once the Gatekeeper is willing to impart it's knowledge,
the possessor of a Holocron can simply ask the Holocron for
information on whatever topic is needed. Holocrons grant the
character a circumstantial Mysticism skill bonus to any
Knowledge checks related to Jedi or Sith lore equal to half its
item level. The Gatekeeper might have other knowledge such
as astrogation, cultural, or scientific knowledge that this
bonus can be applied to as well.
Worlds in Rebellion Oppressed The Empire retains oppressive control over this
world; Characters take a -4 on when performing all illicit
Worlds and even settlements often have qualities that make activities (bluff, disguise, sleight of hand, and stealth) and a -4
them unique. Listed below are several different Grafts that a on all diplomacy checks to gather information.
GM can apply to a world to further modify that world’s Polluted The settlement’s magical or high-tech industry has
uniqueness. Some of these qualities are disadvantages due to stained the sky with sickly grey smog, poisoned the waters
the Empires stranglehold, whereas others are advantages with dark slime and made the ground less fertile. Sickness
based on location or other factors. The Grafts applied are for and misery abound. Anyone who spends time in the
Rebellion Era worlds, even these grafts can change during settlement suffers a -4 penalty on Fort Saves made to resist
the course of play or can be changed to represent a different disease, poisons, radiation or other toxic effects and for
Era. For example the world of Lothal starts with the 1d4+1 days after leaving the area (or until they receive any
Oppressed Graft but during the course of play could be amount of healing while out of the polluted region)
switched to Martial Law or Supportive depending on the Strategic Location The settlement sits at an important
success of the characters. Or to place the world of Lothal in crossroads of hyperspace lanes. The level items available for
the Clone Wars Era a Strategic Location Graft could be purchase are considered 1 level higher and the characters
applied instead. gain a +2 to diplomacy checks on selling or obtaining legal
goods.
Grafts Supportive The settlement provides aid to the Rebellion. A
number of programs provide food and shelter to rebels and
Defiant The citizens of this settlement have a natural even to those less fortunate. Everyone in the settlement is
predilection for free thinking that borders on rebellious guaranteed at least two meals a day and a place to sleep with
action. The characters gain a +2 on diplomacy checks to a roof over their head. The characters gain a +4 on diplomacy
gather information and gather allies. checks to gather information.
Fascistic The settlement is governed by the Empire’s Example Worlds
totalitarian regime. Sadistic and legally all-powerful
Stormtroops walk the streets, enforcing the Empire’s brutal Alderaan
laws. Outsiders are mistrusted and undesirables often simply
disappear. Characters take a -6 on when performing all illicit Alderaan, located in the Core Worlds, was a terrestrial planet
activities (bluff, disguise, sleight of hand, and stealth) and a -6 covered with mountains. During the waning decades of the
on all diplomacy checks to gather information. On fail Galactic Republic, it was ruled by Queen Breha Organa and
diplomacy rolls there is a chance the town’s military or represented in the Galactic Senate by her husband, Senator
Stormtroopers will attempt to kill, imprison or enslave the Bail Organa. Following the rise of Sheev Palpatine's Galactic
characters. Empire, Alderaan played a pivotal role in the establishment of
Heavily Taxed The settlement is very heavily taxed and has the Rebel Alliance, a movement that sought to restore the Old
fewer resources available than a settlement of its size Republic's values. Because of its ties with the Alliance, the
normally has. All items cost 30% more and the level items planet was destroyed when Grand Moff Wilhuff Tarkin
available for purchase are considered 2 levels lower to a decided to test the superlaser of the Death Star, a moon-sized
minimum of 1. battle station developed by the Empire, at full strength.
Impoverished Because of any number of factors, the World Graft: Supportive
settlement is destitute. Poverty, famine, and disease run
rampant. All items cost 60% more and the level items Chandrila
available for purchase are considered 4 levels lower to a
minimum of 1. Chandrila was a planet in the Core Worlds of the galaxy. The
Martial Law As long as the settlement remains under female human Mon Mothma hailed from Chandrila, and
martial law, a 9:00 PM to 6:00 AM curfew is in effect. represented her homeworld in the Senate of the Galactic
Additionally, as long as the citizens must follow the edicts Republic. It was also the homeworld and birthplace of Ben
and proclamations, the city stifles and suffers. Characters Solo. Chandrila was one of the planets targeted for
take a -6 on all illicit activities (bluff, disguise, sleight of hand, destruction by Emperor Sheev Palpatine's second Death Star,
and stealth) during regular hours and -10 while curfew is in who planned to use the station's planet-shattering
effect. superweapon to end the Rebellion through sheer terror.
Notorious The settlement has a reputation (deserved or not) Following the Battle of Endor in 4 ABY, Chandrila became
for being a den of iniquity. Thieves, bounty hunters, and the capital of the New Republic and the seat of the newly
cutthroats are much more common here. The level items formed Galactic Senate as a tribute to the Republic of old. It
available for purchase are considered 2 levels higher and the was not permanent, however, as the Republic chose to rotate
characters gain a +4 to diplomacy checks on selling or its capital world based on elections.
obtaining illegal goods. A drawback of these settlements is World Graft: Supportive
that random encounters are treated as on CR higher.
Corellia Nal Hutta
Corellia was a planet located in the galaxy's Core Worlds Nal Hutta was a hot, swampy planet located in the galaxy's
known for its ace pilots and large starships. Corellia was Outer Rim Territories that was the homeworld of the Hutt
located in the Corellian system in the Core Worlds. It had a species. The planet was a haven for the criminal elements of
temperate climate and was covered in forests, jungles, and the galaxy, located far from galactic authorities. Its terrain
urban centers. One major city was Coronet City, which was was covered with numerous bogs, and its climate often
home to shipyards used to build TIE fighters and Star consisted of greasy rains.
Destroyers for the Galactic Empire. World Graft: Notorious
World Graft: Oppressed
Nar Shaddaa
Eradu
Nar Shaddaa, nicknamed the "Smuggler's Moon," was the
Eriadu was the primary world in the Seswenna sector, and notorious moon of the planet Nal Hutta, homeworld of the
one of the Outer Rim's most active trade centers. It sat on the Hutt species. It was home to a large criminal underworld
intersection of several hyperspace routes, including the dominated by bounty hunters and Hutt crime lords. An
Rimma Trade Route, the Hydian Way, the Lipsec Run, and ecumenopolis, the entire surface of Nar Shaddaa was
the Yankirk Route. The planet had originally been on the covered in urban sprawl.
Eriadu Bypass until the Hydian Way was remapped to run World Graft: Notorious
through Eriadu (reflecting economic realities) rather than
Seswenna. Ryloth
World Graft: Strategic Location and Polluted
Ryloth was a planet in the Ryloth system of the Outer Rim
Kashyyyk Territories, and the homeworld of the Twi'lek species. Its
terrain varied, filled with jungles, mesas, valleys, and
Kashyyyk (occasionally spelled Kashyk) was a wroshyr tree- volcanoes, and had an atmosphere breathable for Twi'leks
covered forest planet located in the southwestern quadrant of and humans alike. A forest covered its equator, filled with
the galaxy and the homeworld of the Wookiee species. It was dangerous predators. Given the varied and dangerous terrain,
a member of the Galactic Republic and after the Clone Wars Twi'leks lived in caves underground where it was safer. For
endured enslavement under the Galactic Empire. The planet centuries, the planet and its people were exploited by the
was classified by the Empire as G5-623. Hutts and their criminal enterprises.
World Graft: Fascistic World Graft: Oppressed
Lothal Sullust
Lothal was a planet in the Outer Rim Territories. During the Sullust was a barren, obsidian world of lava streams and
early years of the Galactic Empire, Lothal was in a state of turquoise lakes. Native fauna such as ash angels foraged
economic disrepair and invited the Empire to take over the during the day and returned to nest at night, while
planet's industries, with the promise of prosperity and rockrenders prowled the planet's underground. Because the
security. Although many people said the Empire would bring planet's atmosphere was highly toxic, native Sullustans lived
doom, the ones preaching new jobs and prosperity were in technologically advanced subterranean cities that were
vindicated. By 5 BBY, Lothal became the nesting ground for highly regarded for their beauty. They commuted to work by
the Spectres, a small rebel cell which operated from the lifts and shuttles that carried them to the factories on the
starship Ghost. planet's surface, alternating between day and night shifts.
World Graft: Oppressed and Impoverished The SoroSuub Corporation employed roughly half the
population of Sullust.
Mandalore World Graft: Defiant
Mandalore was a planet located in the Outer Rim Territories.
It was the homeworld of the Mandalorians, a fearsome and
warmongering people who fought the Jedi and raided their
temple during the fall of the Old Republic. Wearing
distinctive armor, they were feared throughout the galaxy, and
had political influence over two thousand other star systems.
World Graft: Oppressed
Mon Cala
Mon Cala, also known as Mon Calamari or Dac, was an
oceanic planet located in the Mon Calamari system, a binary
star system positioned in the Calamari sector of the galaxy's
Outer Rim Territories. Although some cities on Mon Cala
were built underwater, there also existed cities built on the
surface of the ocean. The planet was inhabited by two
separate sentient species, the peaceful Mon Calamari and the
more bellicose Quarren, and was ruled over by a single
monarch. Despite their differences, the two peoples had
respected each other for the longest time.
World Graft: Supportive
Duty Intelligence – The PC knows that every victory hinges on
knowing as much about the Empire’s military might and
The Rebellion is a rag-tag group of freedom fighters, each of other assets as possible. He is driven to gather any and all
them there for their own reasons, and each of them potentially useful data, wishing to locate vital and vulnerable
contributing in their own unique way. As members of the targets for Rebellion forces to strike at. He not only wants to
Rebel Alliance, characters this aspect of their personalities know what the Imperial military factions are up to, but also
with Duty. Duty represents how they are helping the cause. the state of technological research, economic policies, and
Simply put, Duty is what the character does for the Rebellion. other aspects of Imperial strength.
It's their "job". If the saboteur blows something up so the Internal Security – The most dangerous threat to the
Empire can't use it, the GM will give them some duty points. Alliance comes from within its own ranks. Any Rebel soldier,
If the Space Superiority Ace thoroughly trounces the local operative, or ally could be an insidious threat waiting to take
TIE squadron, or cripples a capital ship with a well placed an action at a critical moment to bring entire operations
torpedo volley, the GM will give them duty points. Duty points crashing down, costing lives and assets. Knowing that
are also given to all players as a reward when they vigilance against these threats is the truest form of devotion
successfully complete their primary objective. So, if the team to the cause of the Alliance, the PC watches for any and all
is tasked with rescuing a senator, they all get a few points of signs of betrayal.
duty when they pull it off.
Personnel – More than machines, credits or information,
Duties the people of the Alliance are the most important and vital
From Age of Rebellion by Fantasy Flight Games: assets there are, and the Player Character knows this. He is
devoted to seeing to their safety, well-being, and capacity for
Combat Victory – The Player Character is driven to show success. No one should ever be left behind; the most
that the Alliance can hold its own against Imperial forces in successful mission might not achieve every goal, but they are
any troop vs. troop engagement. He wants to engage the successful nonetheless when no one dies.
Empire’s military – their best, whenever possible – and
provide more victories for the Alliance to tout to the galaxy as Political Support – Every blaster, starfighter and thermal
proof it can ultimately win the war. This means daring raids, detonator in the galaxy is useless without the political will to
excellent tactics, and acquiring the best firepower possible. truly challenge and overthrow Palpatine and his New Order.
The Player Character undestands this all too well, and is
Counter Intelligence – The PC knows that the survival of determined to see to it that as many factions, systems and
the Alliance depends upon its ability to hide from the Empire sectors as possible come to the side- and the aid – of the
and avoid complete destruction at the hands of its Alliance against the Empire.
overwhelming military superiority. To this end, he wants to
hunt down and eliminate enemy agents and threats, feed
false information to Imperial intelligence networks, and cover
the movements of all Alliance assets from observation and
reporting.
Recruiting – Every engagement with the Empire is a war of The Mechanics
attrition, and that is a war the Rebellion simply cannot win. Step 0 At charcter creation all characters involved in the
Nonetheless, more people must be found to serve, and they Rebellion start with 5 points of Duty.
are needed in every capacity. Not only does the Alliance Step 1 At the beginning of each session the GM makes a
military need more soldiers and pilots, it needs more Duty Chart. For example if Han has a duty score of 5, Lela
technicians, engineers, mechanics, scientists, doctors, slicers has a duty score of 20, and Lucas has a duty score of 10, then
and just about every other kind of worker. This Player the chart might look like:
Character understands the risks of recruitment, as well as Han 1-5; Lela 6-25; Lucas 26-35
the needs, and is constantly on the lookout for allies who are Step 2 Next, the GM rolls a d100. If it lands in one of those
both talented and trustworthy. "brackets", their duty Activates then the character in question
gains temporary hit points equal to double their level for the
Resource Acquisition -There are never enough supplies to duration of the session, and their teammates gains temporary
fully support those fighting against he juggernaut that is the hit points equal to their level. If their duty activates, and the
Empire, and this PC knows it very well. He is determined to roll is doubles, like 11, or 22, then that character also receives
seek out new sources of raw materials, food, clothing, a bonus Resolve Point.
weapons, armor and equipment of all kinds. One spare crate Step 3 The GM will award more duty points to the players
of medpacs can save quite a few lives, and a handful of throughout the session based on their accomplishment and
comlinks can mean the difference between success and achieving goals for the rebellion.
failure on a mission. He will trade, beg, borrow, and steal Step 4 As the game progresses, the team's total duty will
anything for the cause. reach 100. At this point everyone resets their duty to 0, but
the group's contribution rank goes up by 1 (starting at 0 when
Sabotage – The largest and most powerful military force in characters are first made), and the group gets a boon from
the history of the galaxy is also the most vulnerable to acts of the Alliance: special equipment, ships, upgrades, favors, etc.
destruction and asset denial. The PC is focused on These are all subject to GM discretion, but the general rule is
sabotaging Imperial operations in whatever way possible, no ships and equipment should have an item level or tier no
matter what it is. greater than (1+Contribution rank+character level).
Space Superiority – To the PC, the war will ultimately be
decided in the starts, and what the Alliance lacks in sheer
numbers, it more than makes for in quality and tenacity of its
pilots. Tech Procurement – The way this PC sees it, stealing
the best developments of the Empire is a crucial way to even
the odds.
Support – Although he might not get the same amount of
reward or recognition as the people he is helping, the PC has
many more opportunities than his fellows to fulfill his Duty to
the Rebellion.
Now This is Podracing
Example Podracer Stats Keep Pace Speed Up EAC/KAC HP Attack Collision
Vehicle Speed (MPH) 20 27 10/12 35(17)
17 24 12/14 40(20)
BT310 Quadra 290/580 16 23 16/18 50(25) -4 5d6 (DC 13)
15 22 16/18 50(25)
J930 Dash-8 260/530 14 21 18/20 60(30) -2 5d6 (DC 13)
KV9T9-B Wasp 250/500 -1 5d6 (DC 13)
Plug-F Mammoth 255/515 0 5d6 (DC 13)
Vulptereen 327 240/475 +1 5d6 (DC 13)
The players may get involved in a race, either through their Phase 3 Combat: In the free-for-all event, passengers and
own interest or because they are approached by a racing pilots can fire on other vehicles, depending on their range,
team or swoop gang. This can also work, if you let the player and pilots might be able to slam their vehicles into those of
characters who aren't directly involved take over some of the their enemies. The racers can attack each other if their tallies
NPC racers. are within 50 feet of each other at the end of phase 2.
Whether through collision or other intentional destruction, if
The phases of are similar to that of “PHASES OF A a vehicle is attacked the normal Hit Point rules apply.
VEHICLE CHASE” in the Starfinder Rulebook. However, no Example Race
initiative is rolled and the race is not based off of zones. A
race runs a length of 3000 feet; this is abstract, as a race Illegal Metropolitan Grand Prix (CR 4)
actually covers a lot more ground.
Phase 1 Pilot Actions: Each vehicle’s pilot makes a Pilot Race Style: Free-for-all
check; the DCs might be different for different vehicles (see Opponent Racers: +12 pilot, attack +10
the example Race Stats). With a Keep Pace piloting action, Total Race Distance: 3000 ft.
you attempt a Piloting check (DC = 10 + (1-½ times your Leg 1 (0 to 600): No hazards
vehicle’s item level) + modifiers ) to stay in the same position Leg 2 (601 to 1200) Active Hazard: busy airspeeder lanes -
in the race. With a successful check, the first number listed pilots take a stacking -4 to pilot checks.
as the vehicles speed is added to your “running tally”. If the Leg 3 (1201 to 1800) Active Hazard: construction site - each
check fails, your tally does not increase that round. When a round while the racers are in this bracket make a DC 13
racer’s tally equals or exceeds 3000, that racer crosses the reflex to avoid taking 5d6 damage from construction
finish line. A racer can attempt to at the higher listed speed equipment or debris
by attempting a Speed Up Piloting check (DC = 17 + (1-½ Leg 4 (1801 to 2400) Altered Attacks: narrow tunnels -
times your vehicle’s item level) + modifiers) to get ahead, but if attacking while in this bracket take a -4 penalty
the attempt fails by more than 5 your vehicle gains a one of Leg 5 (2401 to 3000) Home stretch: No hazards
the critical damage conditions in order of severity (glitching, Winning: Any PC who wins the Grand Prix will be interested
malfunctioning, and wrecked). to hear what he wins. In addition to underworld notoriety and
Phase 2 Chase Progress: The GM moves the vehicles to a purse of 5,000 credits, the 2nd place team hands over their
their new zones, based on the actions the pilots chose and vehicle to the winning team.
whether they were successful. The GM also determines
whether anyone is out of range of other vehicles, and
therefore out of the chase. No initiative is involved. Racers
can make their Piloting checks in any order, or all at the same
time. If two or more racers cross the finish line on the same
round, the one with the highest tally wins. If the tallies are the
same, the racers tied. In the event of a tie, brawls are likely to
break out in trackside betting pools.
Starships
Starship Options
Note on usage
The AC and TL for the Starships are calculated using the NPC pilot's ranks. When calculating them for personal use subtract the
current pilot’s ranks from AC and TL, then add your own ranks.
New Starship Weapons Range Speed Damage PCU Cost Special
Short — 1d6 52 —
Light Weapons Short — 1d10 55 —
Short — 1d6 53
Weapon Accurate
Light Blaster Cannon
Heavy Blaster Cannon
Agile Laser Cannon
Heavy Weapons Level Price Damage Critical Bulk Special
Short — 5d8 20 12 Accurate
Weapon Medium — 7d6 20 8 Slow Fire 1
Quad Laser Cannon Long — 9d6 30 10 Slow Fire 2
Turbolaser Light
Turbolaser Heavy
Special Properties
Accurate
A weapon with this special property is more accurate when targeting starfighters. The gunner receives a +2 circumstance bonus
versus starfighters.
Slow Fire
A weapon with this special property tends to be slow and heavy such as turbolasers or planetary defense cannons. While they deal
incredible damage, they need time to recharge or cool down between shots. A weapon's slow fire rating indicates how many
rounds must be waited before it can make another attack.
Imperial Ships
TIE FIGHTER (TIER 1/3)
The TIE fighter is the unforgettable symbol of the Imperial
fleet. Carried aboard Star Destroyers and battle stations, TIE
fighters were single-pilot vehicles designed for fastpaced
dogfights with Rebel X-wings and other starfighters.
Tiny fighter
Speed 10; Maneuverability good (turn 1)
AC 15; TL 13
HP 35; DT n/a; CT 7
Shields None (forward 0, port 0, starboard 0, aft 0)
Attack (Forward) two linked light laser cannons (4d4)
Power Core(s) Micron Light (50 PCU); Drift Engine None;
Systems basic short-range sensors, mk 2 armor, mk 1
duonode computer (tier 1)
Modifiers +1 any two checks per round, +2 Computers, +1
Piloting; Complement 1
CREW
Pilot gunnery +8, Piloting +11 (1 rank)
TIE INTERCEPTOR (TIER 1/2) TIE DEFENDER (TIER 3)
The TIE/IN interceptor, also known as TIE Interceptor, was a The TIE Defender, was an advanced experimental TIE line
type of TIE fighter used by the Galactic Empire, most notably starfighter manufactured by Sienar Fleet Systems for the
during the Battle of Endor. It was identifiable by the addition Imperial Navy of the Galactic Empire. Unlike previous TIE
of four arrow-shaped panels tipped with laser cannons. models, the starfighter featured a hyperdrive as well as
Tiny interceptor deflector shields, and was easily recognized by its three
Speed 14; Maneuverability perfect (turn 0); Drift 1 wings mounted around an aft section of the cockpit. These
AC 16; TL 17 specifications made the fighter much more difficult to destroy
HP 30; DT n/a; CT 6 than standard TIE fighters.
Shields Basic 10 (forward 3, port 2, starboard 2, aft 3) Tiny fighter
Attack (Forward) two linked light laser cannons (4d4) Speed 12; Maneuverability good (turn 1); Drift 1
Attack (Forward) two linked light laser cannons (4d4) AC 19; TL 17
Power Core(s) Micron Heavy (70 PCU); Drift Engine Signal HP 35; DT n/a; CT 7
Basic; Systems basic short-range sensors, mk 2 armor, mk 3 Shields Medium 90 (forward 23, port 22, starboard 22, aft
defences, mk 1 duonode computer (tier 1) 23)
Modifiers +1 any two checks per round, +2 Computers; Attack (Forward) six linked light laser cannons (2d4) or Light
Complement 1 EMP cannon or Concussion missile launcher (3d8)
CREW Power Core(s) Pulse Black (120 PCU); Drift Engine Signal
Pilot gunnery +9, Piloting +12 (2 ranks) Basic; Systems basic short-range sensors, mk 4 armor, mk 2
Special: A Fire at Will gunnery action done with all four laser defences, mk 1 duonode computer (tier 1)
cannons can be taken at a -3 instead of a -4. Modifiers +1 any two checks per round, +2 Computers;
Complement 1
TIE TACTICAL BOMBER (TIER 1) CREW
Pilot gunnery +11, Piloting +13 (3 ranks)
The TIE/sa bomber, also known as the TIE bomber, was a
bombing variant of the TIE line used by the Galactic Empire,
and was their main source of anti-emplacement air-support.
Tiny fighter
Speed 10; Maneuverability good (turn 1)
AC 16; TL 14
HP 35; DT n/a; CT 7
Shields Basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) two linked agile laser cannons (2d8), or
high explosive missile launcher (4d8)
Attack (Ventral Chute) proton bomb (10d8) Limited Ammo
16 Power Core(s) Micron Heavy (70 PCU); Drift Engine
None; Systems basic short-range sensors, mk 3 armor, mk 1
defences, mk 1 duonode computer (tier 1)
Modifiers +1 any two checks per round, +2 Computers, +1
Piloting; Complement 1
CREW
Pilot gunnery +10, Piloting +10 (1 rank); Co-Pilot
LAMBDA-CLASS T-4A SHUTTLE (TIER 3) GOZANTI-CLASS CRUISER (TIER 4)
The Lambda-class T-4a shuttle, also known as the Imperial The Gozanti-Class Cruiser was a transport used by the
Shuttle, was a multi-purpose transport with a trihedral foil Galactic Empire, among other factions throughout the galaxy.
design used by the Galactic Empire during the Galactic Civil They were capable of carrying four TIE Fighters on their hull,
War, and was considered an elegant departure from the as well as AT-DPs which could be deployed directly from the
standards of brutish Imperial engineering. freighter to a planet's surface.
Small shuttle Speed 10; Maneuverability perfect (turn 0); Medium explorer
Drift 1 Speed 8; Maneuverability good (turn 1); Drift 1
AC 18; TL 16 AC 21; TL 15
HP 35; DT n/a; CT 7 HP 65; DT n/a; CT 13
Shields Basic 40 (forward 10, port 10, starboard 10, aft 10) Shields Light 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) two linked light blaster cannons (2d6) or Attack (Forward) light plasma torpedo launcher (3d8)
linked light laser cannons (4d4) Attack (Aft) two linked light Attack (Port and Starboard) two heavy laser cannons (4d8)
blaster cannons (2d6) Attack (Dorsal and Ventral) quad laser cannon (5d8) Power
Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic;
Basic; Systems budget medium-range sensors, crew quarters Systems basic long-range sensors, crew quarters (common),
(common), mk 4 armor, mk 2 defences, mk 1 mononode mk 7 armor, mk 2 defences, mk 1 trinode computer (tier 2);
computer (tier 1); Security anti-hacking systems mk 1 (DC Expansion Bays cargo hold
+1); Expansion Bays cargo hold, passenger seating Modifiers +1 any three checks per round, +2 Computers, +1
Modifiers +1 any one check per round, +2 Piloting; Piloting; Complement 5
Complement 1 Starfighter Complement: 4 starfighters
CREW CREW
Pilot gunnery +11, Piloting +13 (3 ranks) Captain Bluff +15 (4 ranks), Diplomacy +15 (4 ranks),
gunnery +10, Intimidate +15 (4 ranks), Piloting +10 (4 ranks)
Engineer Engineering +15 (4 ranks)
Gunner gunnery +15
Pilot gunnery +10, Piloting +15 (4 ranks)
Science Officer Computers +12 (4 ranks)
ARQUITENS-CLASS COMMAND CRUISER CREW
(TIER 10) Captain Bluff +24 (10 ranks), Computers +23 (10 ranks),
Diplomacy +24 (10 ranks), Engineering +19 (10 ranks),
The Imperial Light Cruiser was faster and smaller than the gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10
Empire's main warships, and were used as light ranks)
reinforcements, and communication ships, among other Engineer Engineering +24 (10 ranks)
roles. Gunner gunnery +24
Large heavy freighter Pilot Piloting +24 (10 ranks)
Speed 10; Maneuverability average (turn 2); Drift 2 Science Officer Computers +23 (10 ranks)
AC 26; TL 21
HP 160; DT n/a; CT 32
Shields Medium 120 (forward 30, port 30, starboard 30, aft
30)
Attack (Forward) high explosive missile launcher (4d8)
Attack (Port) two quad laser cannon (5d8) or two light
turbolasers (7d6) Attack (Starboard) two quad laser cannon
(5d8) or two light turbolasers (7d6) Attack (Ventral) heavy
laser cannon (4d8) Power Core(s) Pulse Prismatic (300
PCU); Drift Engine Signal Booster; Systems advanced long-
range sensors, crew quarters (common), mk 7 armor, mk 3
defences, mk 2 mononode computer (tier 5); Security anti-
hacking systems mk 1 (DC +1); Expansion Bays guest
quarters (common)
Modifiers +2 any one check per round, +4 Computers
Ship’s Complement: 750 officers, pilots, and enlisted crew
Starfighter Complement: 3 starfighters
Passenger Capacity: 100
IMPERIAL INTERDICTOR (TIER 10) CREW
Captain Bluff +24 (10 ranks), Computers +23 (10 ranks),
The Imperial Interdictor was an experimental Interdictor Diplomacy +24 (10 ranks), Engineering +19 (10 ranks),
cruiser of the Imperial Navy which was constructed with gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10
gravity well projectors designed to pull ships from ranks)
hyperspace and/or prevent them making the jump to Engineer (1 officer, 20 crew) Engineering +24 (10 ranks)
lightspeed. Gunner (3 officers, 10 crew each) gunnery +24 (10 ranks)
Huge cruiser Pilot (1 officer, 9 crew) Piloting +21 (10 ranks)
Speed 6; Maneuverability average (turn 2); Drift 2 Science Officer (3 officers, 12 crew each) Computers +25 (10
AC 24; TL 17 ranks)
HP 230; DT 5; CT 46 Special: The Interdictor generates a gravity bubble centered
Shields Medium 160 (forward 40, port 40, starboard 40, aft on the ship out to extreme range (40 hexes). Nothing within
40) the bubble can enter hyperspace. Also, if a ship is in
Attack (Dorsal) five quad laser cannon (5d8) Attack (Ventral) hyperspace it is immediately pulled out.
five quad laser cannon (5d8) Attack (Port) four quad laser
cannon (5d8) Attack (Starboard) four quad laser cannon
(5d8) Attack (Aft) two quad laser cannon (5d8) Power
Core(s) Gateway Light (300 PCU); Drift Engine Signal
Booster; Systems advanced long-range sensors, crew
quarters (common), mk 6 armor, mk 3 duonode computer
(tier 5); Gravity Well Projector; Expansion Bays shuttle bay
Modifiers +3 any two checks per round, +4 Computers, +1
Piloting;
Ship’s Complement: 2,807 officers, pilots, and enlisted crew
Starfighter Complement: 24 starfighters
Passenger Capacity: 80 troops
IMPERIAL I-CLASS STAR DESTROYER Power Core(s) Gateway Ultra (500 PCU); Drift Engine
(TIER 16) Signal Basic; Systems advanced long-range sensors, crew
quarters (common), mk 12 armor, mk 7 defences, mk 3
The Imperial I-class Star Destroyer, also referred to as an tetranode computer (tier 8); Security anti-hacking systems
Imperial-class Star Destroyer or Star Destroyer, was a model mk 4 (DC +4); Expansion Bays cargo hold, hangar bay,
of Imperial-class Star Destroyer in the service of the Imperial shuttle bay; Modifiers +3 any four checks per round, +4
Navy. A wedge-shaped capital ship, it bristled with weapons Computers, +1 Piloting;
emplacements, assault troops, boarding craft, and TIE Complement: 37,085 officers, pilots, and enlisted crew
fighters. Starfighter Complement: 72 starfighters
Gargantuan battleship Passenger Capacity: 9,700 troops
Speed 6; Maneuverability average (turn 4); Drift 1 CREW
AC 34; TL 26 Captain Diplomacy +33 (16 ranks), Engineering +33 (16
HP 440; DT 10; CT 88 ranks), gunnery +28, Intimidate +35 (16 ranks), Piloting +30
Shields Heavy 240 (forward 60, port 60, starboard 60, aft 60) (16 ranks)
Attack (Forward) ten light turbolasers (7d6) Engineer (3 officers, 45 crew each) Engineering +33 (16
Attack (Dorsal) ten heavy turbolaser batteries (9d6) ranks)
Attack (Ventral) ten heavy EMP cannons or Gravity cannon Gunner (5 officers, 25 crew each) gunnery +33
Attack (Port) ten heavy turbolaser batteries (9d6) or ten light Pilot (1 officer, 12 crew) Piloting +30 (16 ranks)
turbolasers (7d6) or ten heavy EMP cannons Science Officer (2 officers, 8 crew each) Computers +28 (16
Attack (Starboard) ten heavy turbolaser batteries (9d6) or ten ranks)
light turbolasers (7d6) or ten heavy EMP cannons
Rebel Ships Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal
Basic; Systems budget long-range sensors, mk 3 armor, mk 1
T-65B X-WING (TIER 1) duonode computer (tier 1)
Modifiers +1 any two checks per round, +1 Piloting;
The X-wing is a versatile Rebel Alliance starfighter that Complement 1
balances speed with firepower. Armed with four laser CREW
cannons and two proton torpedo launchers, the X-wing can Pilot gunnery +5, Piloting +11 (1 rank) Astromech Droid
take on anything the Empire throws at it.
Tiny fighter RZ-1 A-WING (TIER 1)
Speed 12; Maneuverability good (turn 1); Drift 1
AC 18; TL 16 With its sleek arrowhead shape, streamlined cockpit, and
HP 35; DT n/a; CT 7 massive twin engines, the A-wing starfighter suggests raw
Shields Basic 30 (forward 8, port 7, starboard 7, aft 8) speed even when parked within Alliance hangar bays. Faster
Attack (Forward) 2 linked light laser cannons (4d4) than even the TIE interceptor, the A-wing is well suited for
Attack (Forward) 2 linked light laser cannons (4d4) lightning strikes. It sports a pair of pivoting laser cannons on
Attack (Forward) light torpedo launcher (4d8) each wingtip. The starfighters of Green Squadron, which
Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal flew in the Battle of Endor, were made up of A-wing
Basic; Systems basic short-range sensors, mk 5 armor, mk 4 starfighters.
defenses, mk 1 duonode computer (tier 1) Tiny interceptor
Modifiers +1 any two checks per round, +2 Computers; Speed 14; Maneuverability perfect (turn 0); Drift 1
Complement 1 AC 15; TL 18
CREW HP 30; DT n/a; CT 6
Pilot gunnery +5, Piloting +11 (1 rank) Astromech Droid Shields Basic 20 (forward 5, port 5, starboard 5, aft 5)
Special: A Fire at Will gunnery action done with all four laser Attack (Forward) linked agile laser cannons (2d8) or
cannons can be taken at a -3 instead of a -4. concussion missile launcher (3d8)
Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal
BTL-A4 Y-WING (TIER 1) Basic; Systems basic medium-range sensors, mk 2 armor, mk
5 defences, mk 2 duonode computer (tier 1)
The Y-wing is a workhorse starfighter has been in use since Modifiers +2 any two checks per round, +2 Computers;
the Clone Wars. Used for dogfights and for bombing runs Complement 1
against capital ships and ground targets, Y-wings are often CREW
overshadowed by newer models such as the X-wing and the Pilot gunnery +8, Piloting +10 (1 rank)
A-wing. Special The A-Wing comes equiped with a signal jammer
Tiny fighter (DC 15 + tier) to block sensors within range.
Speed 10; Maneuverability good (turn 1); Drift 1
AC 16; TL 13
HP 35; DT n/a; CT 7
Shields Basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) linked light laser cannons (4d4) or photon
torpedo launcher (4d8) or Light EMP cannon
B-WING (TIER 3) UT-60D U-WING STARFIGHTER (TIER 3)
Designed by Admiral Ackbar, the B-Wing Starfighter is a The U-wing, was a transport/gunship model manufactured by
mobile weapons platform designed to provide heavy assault Incom Corporation and used by the Alliance to Restore the
support to the Rebel fleet. Possessing a unique design that Republic during the Galactic Civil War. Used to drop troops
includes folding S-foils and a cockpit that rotates within it's into battle, and provide cover fire for them, U-wings were
housing in the starfighter's superstructure, the B-Wing is a pivotal in transport and protection of the Rebel Alliance's
difficult craft to master. Heavily armed with a variety of ground forces during the Battle of Scarif.
weapons, the B-Wing can deliver a punishing blow to slower Small shuttle
targets (Particularly Capital Ships), though it lacks the Speed 10; Maneuverability perfect (turn 0); Drift 1
maneuverability of other contemporary Starfighters, such as AC 18; TL 16
the X-Wing or the A-Wing. HP 35; DT n/a; CT 7
Tiny fighter Shields Light 60 (forward 15, port 15, starboard 15, aft 15)
Speed 12; Maneuverability good (turn 1); Drift 1 Attack (Forward) linked light plasma cannons (4d12)
AC 19; TL 17 Attack (Starboard and Port) hard point for infantry-based
HP 35; DT n/a; CT 7 heavy weapon
Shields Medium 90 (forward 23, port 22, starboard 22, aft Power Core(s) Pulse Black (120 PCU); Drift Engine Signal
23) Basic; Systems basic medium-range sensors, crew quarters
Attack (Forward) heavy laser cannon (4d8) or Light EMP (common), mk 4 armor, mk 2 defences, mk 1 mononode
cannon or two linked heavy missile launchers (8d8) or laser computer (tier 1); Security anti-hacking systems mk 1 (DC
guided proton bombs (10d8) +1), anti-personnel weapon (artillery laser, azimuth);
Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Expansion Bays cargo hold, passenger seating
Basic; Systems basic short-range sensors, mk 4 armor, mk 2 Modifiers +1 any one check per round, +2 Computers, +2
defences, mk 1 duonode computer (tier 1) Piloting;
Modifiers +1 any two checks per round, +2 Computers; Ship’s Complement: (2) pilot and co-pilot
Complement 1 Passenger Capacity: 8 seats
CREW CREW
Pilot gunnery +11, Piloting +13 (3 ranks) Copilot gunnery Pilot gunnery +11, Piloting +13 (3 ranks)
+13
YT-1300 LIGHT FREIGHTER “Millennium VCX-100 LIGHT FREIGHTER "THE
Falcon” (TIER 4) GHOST" (TIER 4)
The YT-1300 light freighter, also known as the YT-1300 The VCX-100 light freighter was one of the Corellian
Corellian freighter, was a type of light freighter manufactured Engineering Corporation's freighter designs. A most notable
by the Corellian Engineering Corporation that saw operation example of this model was the Ghost, a modified VCX-100.
in the galaxy during the final days of the Galactic Republic Even more so than the majority of Corellian freighters, the
and the reign of the Galactic Empire. By the year 0 BBY, it ship is easily and extensively modifiable, and can easily be
was considered an outdated model. The Millennium Falcon, a configured to an individual crew's needs, whether it be
smuggling vessel that became part of the Rebel Alliance fleet, combat, mass transport, or even sneaking past Imperial
was a YT-1300 of the YT-1300f variety. sensors.
Small light freighter Small light freighter
Speed 8; Maneuverability good (turn 1); Drift 4 Speed 8; Maneuverability good (turn 1); Drift 2
AC 19; TL 18 AC 20; TL 18
HP 50; DT n/a; CT 10 HP 50; DT n/a; CT 10
Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Shields Light 50 (forward 13, port 12, starboard 12, aft 13)
Attack (Dorsal) turret-mounted linked agile laser cannons Attack (Forward) linked light laser cannons (4d4)
(2d8) Attack (Aft) linked agile laser cannons (2d8)
Attack (Ventral) turret-mounted linked agile laser cannons Attack (Dorsal) turret-mounted linked agile laser cannons
(2d8) (2d8)
Power Core(s) Pulse Blue (200 PCU); Drift Engine Signal Power Core(s) Pulse Gray (100 PCU); Drift Engine Signal
Superior; Systems basic short-range sensors, crew quarters Booster; Systems advanced short-range sensors, crew
(common), mk 4 armor, mk 3 defences, mk 1 tetranode quarters (good), mk 5 armor, mk 4 defences, mk 1 tetranode
computer (tier 2); Security anti-hacking systems mk 1 (DC computer (tier 2); Security anti-hacking systems mk 2 (DC
+1); Expansion Bays smuggler compartment (dc 25), cargo +2); Expansion Bays cargo hold, guest quarters (common),
hold, guest quarters (common) recreation suite (hac)
Modifiers +1 any four checks per round, +4 Computers, +1
Modifiers +1 any four checks per round, +2 Computers, +1 Piloting;
Piloting; Passenger Capacity: 6
CREW CREW
Captain Bluff +15 (4 ranks), Computers +12 (4 ranks), Captain Bluff +15 (4 ranks), Diplomacy +15 (4 ranks),
Diplomacy +15 (4 ranks), Engineering +12 (4 ranks), gunnery gunnery +10, Intimidate +12 (4 ranks), Piloting +15 (4 ranks)
+10, Piloting +15 (4 ranks) Engineer Engineering +15 (4 ranks)
Engineer Engineering +12 (4 ranks) Gunner gunnery +15
Gunner gunnery +15 Pilot gunnery +10, Piloting +15 (4 ranks)
Pilot Piloting +15 (4 ranks) Science Officer Computers +12 (4 ranks)
Science Officer Computers +12 (4 ranks)
CR90 CORVETTE (TIER 7) Modifiers +2 any one check per round, +2 Computers;
Ship’s Complement: 165 crew
The CR90 Corvette, better known as the Corellian Corvette, Passenger Capacity: 600
is possibly the most versatile light warship in existence. Able CREW
to be modified to fit almost any mission profile, there is no Captain Bluff +19 (7 ranks), Computers +16 (7 ranks),
end to the variation noticeable from ship to ship. Corellian Diplomacy +19 (7 ranks), Engineering +15 (7 ranks),
Corvettes are commonly used as escorts, cargo transports, Intimidate +19 (7 ranks), Piloting +14 (7 ranks)
diplomatic couriers, and even frontline warships. Engineer Engineering +19 (7 ranks)
Medium transport Gunner gunnery +19
Speed 8; Maneuverability average (turn 2); Drift 2 Pilot Piloting +19 (7 ranks)
AC 24; TL 20 Science Officer Computers +17 (7 ranks)
HP 85; DT n/a; CT 17
Shields Medium 100 (forward 25, port 25, starboard 25, aft
25)
Attack (Dorsal and Ventral) turret mounted linked light
trubolaser batteries (14d6)
Attack (Port) turret mounted light trubolaser batteries (7d6)
Attack (Starboard) turret mounted light trubolaser batteries
(7d6)
Power Core(s) Nova Light (150 PCU); Drift Engine Signal
Booster; Systems basic long-range sensors, crew quarters
(good), mk 7 armor, mk 4 defences, mk 2 mononode
computer (tier 3); Security anti-hacking systems mk 1 (DC
+1); Expansion Bays guest quarters (good), medical bay,
passenger seating, cargo hold
EF76 NEBULON-B ESCORT FRIGATE Modifiers +3 any one check per round, +2 Computers
(TIER 10) Complement: 854 officers, pilots, and enlisted crew
Starfighter Complement: 24 starfighters
The Nebulon-B was an escort frigate manufactured with a Passenger Capacity: 75 troops
highly versatile design platform that allowed it to function in CREW
several different capacities as part of a fleet. Captain Bluff +24 (10 ranks), Computers +21 (10 ranks),
Large heavy freighter Diplomacy +24 (10 ranks), Engineering +19 (10 ranks),
Speed 8; Maneuverability average (turn 2); Drift 2 gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10
AC 26; TL 21 ranks)
HP 160; DT n/a; CT 32 Engineer Engineering +24 (10 ranks)
Shields Medium 120 (forward 30, port 30, starboard 30, aft Gunner gunnery +24
30) Pilot Piloting +24 (10 ranks)
Attack (Forward) three agile laser cannons (1d8) or three Science Officer Computers +21 (10 ranks)
Gravity guns
Attack (Port) six turret mounted light trubolaser batteries
(7d6) or three agile laser cannons (1d8)
Attack (Starboard) six turret mounted light trubolaser
batteries (7d6) or three agile laser cannons (1d8)
Attack (Aft) three agile laser cannons (1d8)
Power Core(s) Pulse Prismatic (300 PCU); Drift Engine
Signal Booster; Systems basic long-range sensors, crew
quarters (common), mk 7 armor, mk 3 defences, mk 3
mononode computer (tier 5); Security anti-hacking systems
mk 1 (DC +1); Expansion Bays guest quarters (common)
Other Ships Ship’s Complement: 5 crew members
Passenger Capacity: 24
DELTA-7 AETHERSPRITE INTERCEPTOR CREW
(TIER 3) Captain Computers +11 (3 ranks), Diplomacy +8 (3 ranks),
gunnery +11, Intimidate +13 (3 ranks), Piloting +11 (3 ranks)
The Delta-7B Aethersprite-class light interceptor was a short- Engineer Engineering +13 (3 ranks) Gunner gunnery +13
range light starfighter used by the Jedi Order during the Pilot gunnery +9, Piloting +13 (3 ranks) Science Officer
Clone Wars. Computers +13 (3 ranks)
Tiny interceptor
Speed 14; Maneuverability perfect (turn 0) FIRESPRAY-31 SYSTEM PATROL CRAFT
AC 15; TL 17 "SLAVE 1" (TIER 4)
HP 30; DT n/a; CT 6
Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Slave I was a modified Firespray-31-class patrol and attack
Attack (Forward) (Forward) 2 linked light laser cannons craft used by the infamous bounty hunter Jango Fett before
(4d4) the Clone Wars. Jango outfitted the craft with a number of
Power Core(s) Pulse Brown (90 PCU); Drift Engine None; weapons, including laser cannons, projectile launchers, and
Systems basic short-range sensors, mk 3 armor, mk 5 seismic charges.
defences, mk 3 duonode computer (tier 1); Security anti- Small shuttle
hacking systems mk 1 (DC +1) Speed 10; Maneuverability perfect (turn 0); Drift 2
Modifiers +3 any two checks per round, +2 Computers; AC 19; TL 18
Complement 1 HP 40; DT n/a; CT 8
CREW Shields Basic 40 (forward 10, port 10, starboard 10, aft 10)
Pilot Computers +14 (3 ranks), gunnery +11 Attack (Forward) linked light laser cannons (4d4) or
Astromech Droid Concussion missile launcher (3d8) or Gravity gun (6d6)
Power Core(s) Pulse White (140 PCU); Drift Engine Signal
KOM'RK-CLASS FIGHTER (TIER 3) Booster; Systems advanced short-range sensors, crew
quarters (common), mk 4 armor, mk 3 defences, mk 2
The Kom'rk-class fighter/transport was a starship designed mononode computer (tier 2); Security anti-hacking systems
by rogue members of the MandalMotors corporation for use mk 1 (DC +1); Expansion Bays cargo hold, guest quarters
by the violent Mandalorian splinter-group known as the (good), smuggler compartment (DC 30)
Death Watch. Modifiers +2 any one check per round, +4 Computers, +2
Small shuttle Piloting;
Speed 10; Maneuverability perfect (turn 0); Drift 2 Ship’s Complement: 1 pilot, up to 2 co-pilots or gunners
AC 20; TL 17 Passenger Capacity: 2
HP 35; DT n/a; CT 7 CREW
Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Gunner gunnery +15
Attack (Forward) linked light laser cannons (4d4) Pilot gunnery +15, Piloting +15 (4 ranks)
Attack (Aft) linked light laser cannons (4d4)
Power Core(s) Pulse White (140 PCU); Drift Engine Signal
Booster; Systems basic medium-range sensors, crew
quarters (common), mk 6 armor, mk 4 defences, mk 1
duonode computer (tier 1); Security anti-hacking systems mk
1 (DC +1); Expansion Bays passenger seating, cargo hold
Modifiers +1 any two checks per round, +2 Computers, +2
Piloting;
Shields Light 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) heavy laser cannon (4d8) or light laser
cannon (2d4)
Attack (Aft) heavy laser cannon (4d8)
Attack (Port) gravity gun (6d6)
Attack (Starboard) light emp cannon (Special)
Power Core(s) Nova Heavy (200 PCU); Drift Engine Signal
Booster; Systems basic medium-range sensors, crew
quarters (luxurious), mk 4 armor, mk 1 defences, mk 1
duonode computer (tier 4); Security anti-hacking systems mk
1 (DC +1); Expansion Bays guest quarters (luxurious) (2),
recreation suite (trivid den), recreation suite (hac) Modifiers
+1 any two checks per round, +2 Computers, +1 Piloting;
Ship’s Complement: 30
Passenger Capacity: 75
CREW
Captain Bluff +21 (8 ranks), Diplomacy +21 (8 ranks),
Intimidate +21 (8 ranks), Piloting +18 (8 ranks)
Engineer Engineering +21 (8 ranks)
Gunner (1 officer, 2 crew) gunnery +18
Pilot Piloting +18 (8 ranks)
MINSTREL-CLASS SPACE YACHT (TIER 8)
Jabba Desilijic Tiure kept a personal luxury space yacht as a
space cruiser customized for personal business trips. The
vessel, named Star Jewel, operated as a flying fortress, and
became infamous for its gaudy appearance and the sordid
dealings and "social activities" carried out within.
Large heavy freighter
Speed 6; Maneuverability average (turn 2); Drift 2
AC 21; TL 18
HP 160; DT n/a; CT 32
Vehicles Large land Vehicle
Speed 80 ft, full 4,500 ft., 500 mph (repulsor lift)
Airspeeder or Starship? EAC 14; KAC 15; Cover none
HP 24 (12); Hardness 5
The line between airspeeders and spacecraft is Attack Collision (5d4 B, DC 11)
sometimes difficult to discern. The most Ship Statistics
meaningful distinction is does it have a pressurized Modifiers +0 Piloting, –2 attack (–4 at full speed)
cockpit and an ion drives. Those two are a luxury in Crew: 1; Passengers: None
airspeeders but the absolute baseline for a starship.
74-Z SPEEDER BIKE [LEVEL 4]
TIE STRIKER (TIER 1/3)
The 74-Z is a basic Speeder Bike designed for military
The TIE striker, was a streamlined variant of the TIE line scouting and urban patrol missions. It consists of a powerful
starfighters used by the Galactic Empire, most notably during repulsorlift engine with two small thrust engines, a long
the Battle of Scarif. Specialized for in-atmosphere missions, forward control vane, and a small blaster cannon in a rotating
the atmospheric fighter was identifiable by its horizontal forward mount. It is designed for a single Pilot, but has room
high-speed wings and large central pod. for a passenger as well- both straddling the engine block of
Tiny racer the Vehicle.
Speed 14; Maneuverability perfect (turn 0) Large land Vehicle
AC 14; TL 13 Speed 60 ft, full 2,640 ft., 300 mph (repulsor lift)
HP 20; DT n/a; CT 4 EAC 17; KAC 19; Cover none
Shields None (forward 0, port 0, starboard 0, aft 0) HP 50 (25); Hardness 7
Attack (Forward) linked light laser cannons (2d4) Attack (Front) light blaster cannon (1d6; or 1d6x10 versus
Power Core(s) Micron Ultra (80 PCU); Drift Engine None; personnel DC 13)
Systems budget short-range sensors, mk 1 armor, basic Attack Collision (5d6 B, DC 13)
computer (tier 1), Ship Statistics
Modifiers ; Complement 1 Modifiers +2 Piloting, –2 attack (–4 at full speed)
CREW Crew: 1; Passengers: None
Pilot gunnery +8, Piloting +11 (1 rank) SPECIAL ABILITIES The 74-Z Speeder bike is equiped
with a starship scale weapon. This weapon ignores the
BASIC PODRACER [LEVEL 2] hardness of other vehicles and does x10 damage to
personnel.
Podracers were repulsorcraft that were built as racing
vehicles. Capable of achieving speeds over 700 kilometers
per hour, podracers were used in the similarly named sport of
Podracing.[1] Podracers came in various shapes and sizes,
although the general construction of a Podracer was a one-
man cockpit that pulled along by two engines which were
attached to the cockpit via two cables.
Adaptation
After the Galactic Empire outlawed podracing, swoop racing
became the favored alternative. A swoop, also known as a
swoop bike, was a type of repulsorlift vehicle similar to a
speeder bike; in fact, it was in essence simply an
overpowered version and described as "an engine with a
seat." Swoops are to speeder bikes what airspeeders are to
landspeeders. Swoops were often used by gangs and
criminals, and such organizations bore the mantle of swoop
gang.
ALLIANCE T-47 AIR SPEEDER (TIER 4) LAAT/i GUNSHIP (TIER 9)
The Incom Corporation T-47 airspeeder was an airspeeder The LAAT/i Attack Gunship, first deployed at the Battle of
that became famous during the Galactic Civil War for its use Geonosis, is an example of a combat space transport
by the Alliance to Restore the Republic as a military fighter designed to carry combat troops directly into the heat of
known as the snowspeeder. battle. It's weapons are used to clear a landing zone and lay
Tiny fighter down suppressing fire as the troops exit the Vehicle.
Speed 12; Maneuverability good (turn 1) Small shuttle Speed 10; Maneuverability perfect (turn 0)
AC 20; TL 20 AC 23; TL 22; Cover Total Cover (Crew), No Cover
HP 40; DT n/a; CT 8 (Passengers when doors are open)
Shields Light 50 (forward 13, port 12, starboard 12, aft 13) HP 50; DT n/a; CT 8
Attack (Forward) linked light laser cannons (4d4) Shields Light 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Aft) turret-mounted electomagnetic harpoon Attack (Forward) linked light laser cannon (4d4), Mass Driver
Power Core(s) Arcus Light (75 PCU); Drift Engine None; Missile Launchers (4d8)
Systems basic medium-range sensors, mk 4 armor, mk 4 Attack (Port and Starboard) Composite-Beam Laser Turret
defences, mk 1 duonode computer (tier 2) (3d10+9) personal scale
Modifiers +1 any two checks per round, +2 Computers; Power Core(s) Arcus Maximum (200 PCU); Drift Engine
Complement 2 None; Systems advanced medium-range sensors, crew
CREW quarters (common), mk 7 armor, mk 7 defences, mk 1
Pilot gunnery +12, Piloting +15 (4 ranks) tetranode computer (tier 2); Security anti-hacking systems
Gunner gunnery +15 mk 1 (DC +1); Expansion Bays passenger seating, cargo hold
Modifiers +1 any four checks per round, +4 Computers, +2
Piloting; Complement 2
Crew: 6 (Expert Crew Quality)
Passengers: 30
CREW
Pilot gunnery +20, Piloting +22 (9 ranks)
Gunner gunnery +22
ALL TERRAIN SCOUT TRANSPORT ALL TERRAIN ARMORED TRANSPORT
(Level 8) (Level 14)
The 8.5-meter-tall All Terrain Scout Transport (AT-ST) is a The 15.5-meter-tall All Terrain Armored Transport (AT-AT) is
nimble, two-legged mobile weapons platform that rapidly an imposing, four-legged behemoth that shakes the ground as
moves across battlefields and through cramped urban it plods toward enemy fortifications. (The Empire used AT-
environments, providing reconnaissance and quick-response ATs to overwhelm Rebel forces both on Hoth in Episode V
fore support for ground troops. and on Scarif in Rogue One.)
Huge Ground Vehicle Colossal land Vehicle
Speed 20 ft, full 500 ft., 55 mph Speed 20 ft., full 200 ft., 35 mph
EAC 21; KAC 23; Cover total cover EAC 28; KAC 30; Cover total cover
HP 140 (70); Hardness 25 HP 300 (150); Hardness 40
Attack (Pilot) Heavy Blaster Cannons, Twin +19 (1d10; or Attack Heavy Laser Cannons (4d8; or 4d8x10 vs personnel
1d10x10 versus personnel reflex DC 16) DC 20)
Attack (Copilot) Light Blaster Cannons, Twin +19 (1d6; or Attack Blaster Cannons (1d6; or 1d6x10 vs personnel DC
1d6x10 versus personnel reflex DC 16) 20)
Attack (Copilot) Grenade Launcher +19 (See Below) Attack Trample (14d10 B, DC 20)
Attack Trample (7d10 B, DC 16) Ship Statistics
Ship Statistics Modifiers –4 Piloting, –3 attack (–6 at full speed)
Modifiers +0 Piloting, –2 attack (–4 at full speed) Systems autopilot (Piloting +10), planetary comm unit
Crew: 2 (Piloting +21 [Rank 8]); Passengers: None Crew: 5 (Piloting +30 [Rank 14]); Passengers: 40
Cargo: None; Consumables: 2 Days; Carried Craft: None Cargo: 1 Ton; Consumables: 1 Week; Carried Craft: 5
Payload: 12 Frag Grenades III - Explode (4d6 P) Aratech 74-Z Speeder Bikes or 2 AT-STs
SPECIAL ABILITIES The 74-Z Speeder bike is equiped SPECIAL ABILITIES The 74-Z Speeder bike is equiped
with a starship scale weapon. This weapon ignores the with a starship scale weapon. This weapon ignores the
hardness of other vehicles and does x10 damage to hardness of other vehicles and does x10 damage to
personnel. personnel.