The Job

The Job

Trade Advisory

THE OUTER RIM IS OPEN FOR BUSINESS. TRADE IS FREE. LANES ARE SAFE. PROSPERITY IS SHARED.

You have read that on a customs wall in six systems. It is printed under the seal, so it must be true.

Here is what is also true. You own a ship, which almost nobody does. You owe for it, which almost everybody does. Customs stamps your manifest. Garrisons tax your routes. A patrol decides, this month, whether your cargo is legal.

Most people keep their heads down. You have found it pays better not to.

What you do

You take contracts. Cargo that travels without a manifest. People who need to be somewhere else before morning, and quietly. Things that need acquiring from wherever they are currently being kept.

You are good at this. You are not cheap. Between those two facts there is usually work, and the work usually finds you before you have to go looking.

What you owe

Lien Registry

A LIEN AGAINST A REGISTERED HULL IS A MATTER OF PUBLIC RECORD. LENDERS ARE LICENSED. TERMS ARE FILED. THE BORROWER IS PROTECTED.

Nobody who lent you this money is licensed, and nothing about the terms was filed. Which is the only reason you got the money.

The ship is yours. The paper on it is somebody else's.

That somebody is not the Empire. The Empire taxes you; it does not lend to you. Pick one of the three below and write the name on your sheet.

  • A Hutt. Patient, exact, and in no hurry at all. The ledger outlives everyone written on it. Payments come due monthly, and the kajidic would far rather hold a crew that owes than a crew that has paid.
  • A shipping consortium. A contract, a payment schedule, and a clause about repossession. Lawyers on twelve worlds and a recovery team on four.
  • The crew who had her before you. The paper changed hands. One of them is still alive and does not accept that it did. No schedule to meet, nobody to pay, and nothing to negotiate. Just someone who knows the ship better than you do and turns up where you are.

The Rebellion

There is one. You have heard about it the way you hear about everything out here: third-hand, in a cantina, from someone who wasn't there.

Whether it has anything to do with you is not a question anyone is asking yet. It will be.

The first job

Manifest Notice

EVERY CARGO IS DECLARED BEFORE IT IS LOADED. AN ACCURATE MANIFEST IS THE CARRIER'S OWN PROTECTION.

An accurate manifest is a list of things somebody can come and take off you.

Someone needs a package carried, and they are paying more than the distance is worth. Best not to ask too many questions.

The Galaxy You Work In

Master Registry

EVERY VESSEL IN IMPERIAL SPACE IS REGISTERED. EVERY CARGO IS ACCOUNTED FOR. EVERY CREW IS KNOWN.

Known is a generous word for a registry number, a filed course and whatever the last inspector could be bothered to type. The gap between that file and the truth is where you make your living.

You already know how to fly. This is the rest of it: who pays you, who stops you, and who is standing at the bottom of the ramp when you land.

The era

Public Order Statement

ORDER HAS BEEN RESTORED. THE GALAXY IS AT PEACE.

It has been at peace long enough that people have stopped mentioning it. The Republic is something older spacers argue about after the third drink. There are still governors, still magistrates, still a courthouse on the main square of any world big enough to have a square. Above all of them sits a Moff who can overrule the lot in one sentence.

Nothing dramatic is happening. That is the texture of the thing. Ships get impounded. A village gets moved for a mining concession. Somebody's brother goes in to answer questions and does not come back out, and the freight still runs on schedule the next morning.

It is a grubby, dangerous, ordinary time to be alive. The people who do well in it are the ones who stopped waiting for anybody to be fair.

The Outer Rim

Standards Directive

ONE LAW. ONE STANDARD. FROM THE CORE TO THE LAST BEACON.

This is where you work, and out here the law is a local opinion.

A world might have a governor, a mining consortium, a crime family, or all three sharing an office. Two systems apart, the rules change completely: a cargo that is contraband on one moon is a licensed import on the next, and the difference is which official got paid last year. Nobody has bothered to write any of it down.

So you carry your own paperwork, and the rest of the time you carry your name. The further out you fly, the more your reputation does the work a licence would do closer in. On a Core world you show a permit. On a rim world you say who you flew for last, and the dockmaster either waves you through or doesn't. A little streetwise gets you the name of the person who actually decides.

The Empire, day to day

Customs Notice

INSPECTION IS ROUTINE, BRIEF, AND FREE OF CHARGE. COMPLIANT CARRIERS ARE NOT DELAYED.

Every word of that is accurate. Compliant carriers are not delayed. The inspector coming up your ramp is the one who decides which carriers are compliant, and the inspection is the only free part.

Imperial rule arrives as paperwork far more often than it arrives shooting. The usual shape of it: you come out of hyperspace and something bigger pings your transponder. A patrol vessel or a customs cutter, sometimes a picket that has been bored for six hours and would like a reason not to be. They ask for your registration and your manifest. You give them a manifest. If the officer is careful, they board: two troopers in the corridor, one inspector with a scanner and a datapad, walking your hold and counting crates against a list.

What follows depends on what you brought, what the inspector is paid, and what kind of week they have had. A bargain roll and a modest gift settle most of it. bureaucracy does the rest: an officer who believes your forms are in order rarely goes looking behind the panelling. Knowing when to stop talking is its own skill, and nobody has ever had to roll for it.

Garrisons hold the ground: a base outside the main port, checkpoints on the roads, a curfew enforced unevenly. Permits exist for everything: landing, unloading, carrying a weapon in the city, being on the street after dark. Each one costs money and leaves a record with your name on it. The records are the real weapon. The Empire is very good at remembering.

The Hutts

Chartered Space Advisory

CERTAIN SECTORS OPERATE UNDER LOCAL CHARTER. IMPERIAL COURTS DO NOT ENFORCE CONTRACTS MADE THERE. TRAVEL AT YOUR OWN RISK.

Read that again, because it is the most useful sentence the Empire has ever printed. Nobody is coming to enforce anything. The people who work out here know it, and they have built something to fill the gap.

The Hutts are employers, not monsters. They run shipping, spice, gambling, labour and half the legitimate freight in the region, and they hire crews like yours constantly, because a Hutt with a ship of his own is a Hutt with a liability.

They pay, and they pay properly. They are also patient on a scale that has nothing to do with a human lifetime: a Hutt remembers a favour for thirty years and a debt for longer than the person who took it on. Debts get inherited, traded, and sold on to other Hutts. A job you did once is on a ledger somewhere with your ship's registry beside it. If the paper on your hull is held by a kajidic, that is the ledger it sits on.

Deal with them straight and they are among the best clients in the galaxy. That is not affection. It is bookkeeping, and bookkeeping is reliable.

The Rebellion

Public Safety Bulletin

THE INSURGENCY IS A CRIMINAL CONSPIRACY OF NO MILITARY CONSEQUENCE. REPORTING CONTACT IS A CITIZEN'S DUTY AND CARRIES NO PENALTY.

The first line is true. There is no fleet, no army, nothing out here that could hold a garrison off for an afternoon. The second line is the tell: if contact carried no penalty, there would be no reason to print that it doesn't.

You will not meet the Rebellion. You will meet a person. A man counting crates on a world you had no other reason to land on, a woman who buys the round and asks what your hold can carry, somebody's cousin who flew a run once and still won't say where he set down. They do not use the word. They talk about a shipment, a passenger, a family that has to be off this world tonight, and they are careful in the way that people with nothing to hide are not.

The work is the work you already do. The price is what differs. A Hutt pays on time and in full, because a Hutt is keeping books; these people pay what they have, which is fuel, a repair you needed anyway, and a promise from somebody who may not live to keep it. It buys the one thing they can afford: risk nobody else will take at any price. The cargo a kajidic won't touch because the heat comes back onto the ledger. The passenger nobody can sell on later without going down with him. They are not the best client in the galaxy. On certain jobs they are the only one.

Nobody is going to ask you to join anything. There is nothing yet to join, and the people doing this are in no position to recruit. What they will ask is whether you are flying next month, and whether you would take another one.

The people who built your gear

Approved Supplier Notice

GOODS FROM A LICENSED MANUFACTURER CARRY A SERIAL AND A WARRANTY. UNLICENSED EQUIPMENT IS UNSAFE AND UNLAWFUL TO HOLD.

Very little out here is handmade. Somebody's factory turned out the hull you fly and the blaster on your hip, and their names are stamped on both.

The serial beside the name is the part the Empire cares about. A licensed blaster can be traced to the crate it shipped in, the world it cleared customs on, and the last hand it was legally sold to. That is a warranty of a kind, just not yours.

Corellian Engineering built more of the freighters in any given docking bay than everyone else combined. A YT-1300 Transport is theirs, and so is most of what is parked beside it. Sienar Fleet Systems builds Imperial fighters, which makes the Empire its customer and gives its perimeter guards military hardware to go with the contract. BlasTech makes the sidearm and, more usefully, the parts to repair it, on every world worth landing on. SoroSuub does everything: mining, refining, luxury goods, weapons, an entire planet's economy under one letterhead.

They are governments with share prices. Several run private security that outguns a garrison and answers to a board rather than a Moff, and when a corporate world says a moon is closed, it is closed. The stun grenade on your belt exists because Merr-Sonn decided there was a market for one, and it is legal in some ports and a five-year sentence in others.

Other crews

You are not the only ship taking these jobs.

There are dozens of crews working this stretch of the rim: freelancers, family outfits, three brothers and a leaking hull, hard people with a good ship and no scruples at all. Some of them you drink with. You swap warnings about which port has a new inspector, you lend a hydrospanner, you buy the next round, and you both quietly avoid mentioning who you are flying for this month.

Sometimes you are hired for the same job. Sometimes you are hired to clean up after they failed at it. The ones you drink with today are the ones who know your ship on sight later, in a system where that could be very good news or very bad.

The Worlds

Sector Travel Advisory

TRAVEL WITHIN THE SECTOR IS UNRESTRICTED FOR REGISTERED CARRIERS. CERTAIN SYSTEMS REMAIN CLOSED FOR YOUR OWN PROTECTION. ROUTE FILINGS ARE MANDATORY AND FREE OF CHARGE.

The filing is free. What it costs is a written record of where you said you were going, held somewhere you cannot reach, waiting for the day somebody wants to compare it against where you actually went.

Fifteen worlds are worth the fuel. They are grouped by how far you are willing to go, and how much you want back for going: nearest and safest first, and the further down the page you read, the better the money and the worse the consequences.

Real astrography does not place most of these worlds anywhere near one another, let alone near Tatooine. Ryloth is off in the Gaulus sector, Nar Shaddaa sits deep in Hutt Space, and Kessel, Sullust and Ord Mantell are further again in three different directions. Bestine is a world in a system of its own rather than the Tatooine township that shares its name, and Kashyyyk and Bothawui sit in two more corners of the galaxy entirely. Socorro and Rodia are further out still, and Corellia, Alderaan, Bespin and Coruscant are Core worlds that no sector list would ever hold. This setting compresses the neighbourhood on purpose, so a crew has fifteen destinations to choose between rather than two, and putting Core worlds on the same list as Kessel compresses it harder than the old eight ever did. Everything else about these worlds is as published: who runs them, what they export, and what they will arrest you for.

Within reach. A working hull gets you to any of these and back inside a fortnight. The money is thin and so is the risk.

Tatooine

Twin suns, one real spaceport, and more traffic through it than the next three worlds combined. Tatooine is run by the Hutts and everybody involved knows it. There is an Imperial presence: a prefect, a customs desk, a handful of bored troopers. There is no garrison worth the name, because the Empire has looked at the tax return and decided the planet is not worth what holding it properly would cost. That gap is the whole reason the port works. Cargo that would be seized anywhere else is unloaded in daylight at Mos Eisley while a Hutt's majordomo takes his percentage and signs nothing.

Work here: unmanifested freight, passengers who need to not exist for a week, and any deal where the buyer would rather not be filmed. Crews come here to be paid in cash by people who do not want a receipt either.

Watch for: the desert itself, which kills more spacers than the troopers do, and the fact that a Hutt's protection is a service with a price and a cancellation clause.

Anyone goes for: minerals out of the sand, and a port that will take any hull with a manifest. The traffic is the product here; the planet is barely a supplier at all.

You go for: the week. A pilot using a private bay hands the cargo manifest to the bay's owner, who then has seven days to file it with spaceport control, and corporate bays are not inspected at all: they submit a seasonal freight list and pay two per cent duties on it. About one ship in 500 is inspected at all, and when one is, the inspector expects a hundred credits or so.

Bestine

Not the township of the same name out on Tatooine. This Bestine is a world of rocky islands with a population small enough that the Empire could simply remove it, and that is what the Empire did. Every one of them was moved off so the fleet could have a wholly secure base of operations, on promises of relocation that turned out to be worth nothing, and the survivors have been wandering the sector ever since.

What was left got rebuilt as an Imperial Navy yard, and the yard runs on rubindum ore, which is what hyperdrive engines are built from. None of it is local. It arrives under consignment, hauled in by freighter, and that run is the errand that gets a civilian hull cleared in. Above the yard sits a healthy squadron of TIE fighters, and what they are for is not a mystery. A freighter that lifted off Bestine without permission had the entire squadron after it almost immediately, and only got clear by dumping half its ore consignment into their flight path.

Work here: almost nothing, legally. The yard buys nothing from crews like yours and sells nothing either. What it has is a shipping schedule, and a schedule is worth money to people who want to know when a hull full of hyperdrive stock is in transit.

Watch for: the squadron. There is no customs desk to argue with and no clerk to pay, because the Empire removed the part of this world that could be negotiated with.

Anyone goes for: nothing, unless the yard is expecting their consignment. That run is what gets a civilian hull cleared in, and what yours is doing here is the first question anybody asks.

You go for: the story about the yard hands. What gets repeated two systems away is that somebody working those consignments has been walking starship parts and raw materials back out of the system, and that whoever it is has more of them than they have hulls cleared to carry them. Nobody telling it can say who, how many, or for whom. It has never been proved and it has never quite gone away, and it is the only reason anybody like you has a reason to think about this world at all.

Ryloth

An occupied homeworld, run for what comes out of it. Ryll goes out, the raw spice that half the sector's refineries depend on, and so do Twi'leks, sold by their own clans. Everything else comes in, at prices set by whoever holds the contract this year. The clans still govern the surface in every way that matters day to day, and what sits above them is neither the Empire nor a Hutt. It is Voorg the Thandicant, a slave lord who leaves a small contingent of pirates and a few starfighters at Kala'uun to keep other slavers off and takes his fee once a year in people. Nobody on this world thinks that is a good arrangement. They think it is the cheapest one available.

There is no Imperial garrison here and no Imperial control at the port. Kala'uun answers to a Twi'lek Starport Master, Koh'shak, whose customs procedure is a local inspection he oversees himself and whose taxes are whatever he thinks a first-time visitor will believe. Past the landing field the clans keep order themselves, and they keep it thoroughly. Nobody out there is arrested. People are dealt with, by somebody's relatives, and the matter is closed.

Work here: ryll, in both directions, either hauling it out for a clan that would rather not put its crates through the Starport Master's auction or hauling in the machinery and medicine that the official channel keeps short. Clan work pays badly and pays back for years.

Watch for: picking a side by accident, and the import ban. Nothing warlike comes into Kala'uun; explosives, weapons and armour found aboard are impounded in the Starport Master's vaults until you leave. Every cargo here belongs to somebody's dispute, and streetwise is what tells you whose before you sign.

Anyone goes for: the import run. Kala'uun buys mid and high technology, docking is twenty-five to a hundred credits a day, and the city taxes goods at nothing at all, whatever the Starport Master tells you on your first visit.

You go for: ryll. A hundred-kilo crate out of the Starport Master's vaults runs five to ten thousand credits and sells for ten to twenty-five thousand elsewhere, and carrying it is a class two infraction: at least a ten thousand credit fine and five to thirty years on an Imperial prison world.

Rodia

A police state that belongs to nobody but Rodians. Navik the Red is the Grand Protector, his Chattza clan holds the government, and the Home Fleet holds the system. Drop out of hyperspace in Tyrius and a Home Fleet customs ship orders you to halt for inspection with several more behind it: identification and permits checked, Rodian passengers checked hardest, the hull searched for contraband. Planetfall is restricted to starports, of which there are four, and anything that tries to land anywhere else is hunted down.

The Empire is present and is not the thing that stops you. Rodia carries typical Imperial services in the capital and a standard Imperial garrison in every city with an official starport, and the one order Navik cannot give is about Imperial identification: it is required by the Empire and is not to be questioned beyond reasonable verification. That is the loophole in his policy, and everybody on both sides of it knows it is there. What he can do is hold the doors. The Home Fleet has standing orders to stop and search any departing ship for illegal emigrants, because only hunters who have earned the right to leave may legally take work offworld.

Work here: weapons, in volume. This world's industry is weapons manufacture and development, the complexes turn them out in mass quantities, and offworld munitions houses keep operations here alongside the Rodian companies. Anything a crew needs to arm itself with was probably assembled somewhere it could walk to.

Watch for: leaving. Arriving is a formality once your identification holds. Departing is the search, and a hull caught running the blockade is not fined. The people aboard are imprisoned or used as live targets in the gladiatorial hunts.

Anyone goes for: the weapons trade, through four Stellar-class ports, which is a serious grade of facility for a world this far from the Core. Rodia sells weapons technology and buys foodstuffs and luxury goods, and both halves of that are a cargo.

You go for: the provinces. Navik limits his enemies' supplies wherever he can, the planet's sensor network is inadequate, and smugglers willing to set down outside a starport ply a profitable trade with the isolated provinces. The Chekkoo are one of the poorer clans and hire smugglers at good pay when the need arises: ten to thirty thousand credits a run, plus what the goods cost you to buy in the first place.

Socorro

Black sand, more heat than anyone needs, and the only port on this list where the people checking your hold have flown the same runs you have.

Nobody governs Socorro in a way the Empire would recognise. What it has is organised crime and tribal councils, and what it has instead of a garrison is a full Imperial-class spaceport at Soco-Jarel staffed from top to bottom by smugglers, working and retired, who rotate stations so that the collective knowledge of the workers keeps the towers largely clean of unwanted Imperial influence. Behind them sit five illegally emplaced planet defender ion cannons, well hidden somewhere on the perimeter, each with its own generators and its own crew. Imperial ships are stalled, delayed, detained, quarantined and, in daring cases, boarded. The system is remote enough that a large Imperial force has never been sighted here at all.

The Society of the Black Bha'lir is the machinery underneath all of it. Membership is based strictly on occupation, and the occupation is smuggling. There is no payroll; you are employed by being a member. It runs operations in at least seventy systems, from Ottega to Nar Shaddaa, and what the dues buy is coverage: safehouses across the galaxy to heal up in, the best defence teams money can buy if the Empire takes you, officials already paid for, and where bribery is not an option, direct threats against judicial authorities and their families. The code has four principles, and the fourth of them, respect for aa'kua, brings the Bha'lir into violent clashes with slavers on a regular basis. What you pay for all this is smuggling dues and kickbacks, occupational insurance and retirement dues, at whatever rate your sponsor tells you they come to.

Work here: everything, and for once without lying about it. This is the one port where the job on the manifest can be the job.

Watch for: the Kanauer Corporation, which mines the Thrugii asteroids, despises smugglers, and has lately tripled its operations, filled Soco-Jarel with its ships and put a contingent of its people in the city recruiting local talent for the belt. Meanwhile people are vanishing all over the planet, always at night, and the Bharhulai have threatened war over it. Kanauer says the two things are unrelated. Socorro has never had an Imperial garrison, and open tribal war in Vakeyya is the sort of thing that would fetch one.

Anyone goes for: raava and Corellian whiskey, and a repair bay. Docking at Soco-Jarel runs thirty to thirty-five credits a day if the port knows your face, and twenty to twenty-five out on the exterior lots.

You go for: the Bha'lir, and a berth nobody files a report about. Flight plans are rarely kept on file, registrations are never requested, and questions are kept to the basics. What is asked of an unfamiliar hull instead is a small portion of the cargo, taken by the port's Ibhaan'l shaman, who accepts no bribes and neither do his attendants. Try to pay him and you are escorted off the planet. Hide a cargo from him and you go without your shipment, and often without your ship.

The long haul. Weeks, not days. These pay properly, and every one of them has something on it that can end a crew.

Nar Shaddaa

The Smuggler's Moon, and the only place on this list where the phrase "no questions asked" is a business model rather than a favour. Nar Shaddaa is a moon built over itself a hundred times, vertical kilometres of docking levels, markets, refineries and rooms with one door. Anything can be sold here. Anything can be bought. There is a fence for cargo nobody else will touch, a forger who does work good enough for a Core inspection, and a yard that will change your transponder while you wait.

There is also no such thing as anonymity, and it is worth being precise about why. This is not an open market in information that anybody can buy into. It is the Hutt grapevine. Every operation on this moon belongs to a kajidic, and a kajidic is a clan business enterprise: what one of them notices, the clan knows by evening. You do not purchase your way onto that network. You come to its attention.

The Empire knows exactly what this moon is and leaves it alone deliberately. Smugglers here are tolerated because most of them quickly come under the control of one Hutt clan or another. Order does get kept. It simply does not get kept by anyone you can appeal to.

Work here: liquidation. This is where a difficult cargo turns into credits, and where a crew goes to buy the thing the job needs.

Watch for: being found. Everyone who is looking for you knows you have to come here eventually.

Anyone goes for: the markets, which are perfectly real. Whatever you need exists on this moon, sold across a counter by somebody who will write you a receipt, at a price that reflects how far it had to come. The Empire has decided not to mind.

You go for: the fence, the forger and the transponder yard, which no legitimate port sells. Understand what you are joining when you use them. Kajidic translates as "the means by which we prosper", the prospering is the clan's, and the fastest way for a crew to become somebody's asset is to sell that somebody a thing they wanted.

Kessel

A prison that exports. Kessel is the only known source of glitterstim, the most valuable spice in the galaxy, and the Empire neither licences the place nor contracts it out. The Empire owns it. The mining is done by condemned criminals who are, in the Empire's own phrasing, slaves of the Empire, in tunnels that were not built for people.

Nearly all of it is Imperial property and goes straight to Imperial security, the ISB and Imperial Intelligence and a short list of senior officials, with a small share auctioned off to client states and corporations. The logistics on top of that monopoly are run by the Kessel Spice Corporation, which is the Imperial administrating force of the mines. Underneath all of it is a shadow industry of illegal mining that skims spice off for the black market, which is worth knowing because it means there are people down there who are neither convicts nor guards.

Getting a load off Kessel legitimately means a contract, a schedule and an escort. Getting one off any other way means the route, and the route is the reason this world has a reputation. Nobody flies it for the scenery.

Work here: spice, and people. A prisoner is occasionally worth more to somebody outside than the spice is, and there is no legal way for a crew like yours to move either.

Watch for: the mines' own inhabitants, the escorts, and the arithmetic. Possession, trafficking or transport of glitterstim is a class two violation: five to thirty years, your vessel impounded along with any other property they can reach, and a fine of up to ten thousand credits.

Anyone goes for: nothing they would put in writing. Nearly all of the one thing this world makes is Imperial property before it leaves the ground, so there is no legitimate reason for an independent hull to be in the system at all.

You go for: the skim, and the run. A dose of glitterstim starts at six thousand credits, and the way out is at least five Very Difficult astrogation rolls through the Maw, a cluster of black holes and gas clouds that is the whole reason the route is worth bragging about.

Sullust

SoroSuub's planet, and not as a figure of speech. The corporation issued a proclamation dissolving the elected Sullustan Council for the foreseeable future and installing its own Board of Directors as supreme planetary authority until the crisis has passed, and there is no sign of the crisis passing. Almost half the population owes SoroSuub its living. The cities are underground, the lighting is excellent, and the same proclamation declares the corporation's full support for the policies of Emperor Palpatine.

There is no Imperial garrison, and the absence is a decision rather than an oversight. The Empire is pleased with the arrangement, because it gets a civilian industrial network and its output and control of an entire system without spending troops that are better deployed elsewhere. Corporate security here outguns anything Imperial on the planet and answers to a board rather than a Moff, which changes what you can talk your way out of. There is no appeal to Imperial law against a company that is the government, and no bribe small enough to be worth an employee's pension.

Work here: contract freight, at good rates, on time, with real paperwork. Honest money, and it keeps a hull fuelled between the other kind. Also industrial espionage, which pays better than anything else in the sector and is the single fastest way to acquire a permanent enemy with a budget.

Watch for: being logged. Everything on Sullust is recorded as a matter of operating procedure, and the corporation keeps its records better than the Empire keeps its own.

Anyone goes for: the corporation's own shipping. SoroSuub is a mineral-processing company with energy, space mining, food packaging and techno-production divisions across the galaxy, it moves an industrial world's worth of freight, and it hires hulls to do it on terms agreed before you lift.

You go for: the Sullustans. The new corporate government frowns on frivolity, life in the deep cities gets more depressing by the year, and more of them go over to the Rebellion every time it does. A crew that can move people or cargo off this world without a manifest will not be short of offers.

Ord Mantell

Corellian colonists put an advance Republic military and scout base here twelve thousand years ago, and the name is the only part of that still doing any work: Ord stands for Ordnance and Regional Depot. The trade routes shifted, the strategic value went with them, and what stayed behind was full military-quality starship yards and docks with nothing military left to do. Civilian cargo filled them instead.

What it is now is a free port. Legitimate and illegal cargoes both pass through the system, and smugglers dock here confident that the risk of Imperial entanglements is minimal, which is a phrase the place uses about itself. Along the southern coast of the continent of Worlport there is a sprawl of cities selling gambling and every other vice with no questions attached, and the tourist traffic through them is the planet's real industry. Beyond the cities it is plains, salt lakes, farms and fishing towns, plus a handful of small settlements that cater to spacers and are outlaw towns in the Mos Eisley sense, where a dispute is settled with a threatening word and a blaster.

The world exports nothing of its own. Everything in its holds belongs to somewhere else, which is exactly why a crew comes here.

Work here: carrying other people's cargo, discreet layovers, and yard work a military dock can do that a civilian one cannot. The world also sells quiet: somewhere to sit still and let a problem elsewhere cool down.

Watch for: being recognised. This is where the hunters drink, and they come as individuals rather than as an institution, which is worse rather than better. There is no board to read and no office to ask. You find out that somebody knows your face when they are already across the room.

Anyone goes for: the tables and the yards. Worlport is a gambling and entertainment industry with a planet attached, and the docks were built to a military standard nothing else this far out can match.

You go for: minimal Imperial entanglement, and the traffic that comes with it. Understand that the arrangement runs both ways: this is a world where a smuggler will meet a bounty hunter in orbit to sell him a tip, and where an assassin walked into a Trader's Quarter establishment after an Alliance officer, who lived only because his companions were sitting with him and still spent weeks in an infirmary afterwards.

Kashyyyk

A jungle world of enormous trees and cities built in their upper branches, held under martial law by an Empire that worked out what Wookiees are worth as labour. There are Imperial garrisons in just about every Wookiee city, keeping an uneasy peace, and a blockade above the planet. Many of its people have been exported as slave labour to hundreds of Imperial worlds, and the leverage that keeps them working is not the guards. Wookiees taken offworld into the camps know that failing to cooperate means the death of their families.

Trandoshans hunt Wookiees. It was a Trandoshan dignitary who first proposed enslaving them, and after the subjugation and the occupation, Trandoshans volunteered in numbers to run down renegades. Few Wookiees are in space as free beings at all, and those who are get watched by agents of the Empire.

Work here: nothing anyone will licence. There is no legitimate trade for an independent hull on a blockaded world under martial law, and pretending otherwise on a manifest is the whole job rather than the cover for it.

Watch for: the hunters, who are not Imperial and do not need to be. Running down escaped Wookiees is work Trandoshans volunteered for once the occupation was in place, which puts a Trandoshan crew on the garrison's side without either of them wearing the other's uniform.

Anyone goes for: nothing. The one thing this world exports is its own people, and the Empire is both the buyer and the shipping line.

You go for: the ones who got out, and the ones who did not. Every free Wookiee in space has family in a camp somewhere, and a hull that can get through a blockade is worth more to them than any cargo it could be carrying.

Bothawui

Officially part of the Empire, and left alone to get on with business. The Imperial presence is a small consulate on the outskirts of the capital and routine patrol sweeps by the sector fleet, because so many corporations hold assets here and pay so much into the Emperor's coffers that the official policy is to promote a stable trade environment rather than subjugate the populace. The Consul-General commands a hundred low-level bureaucrats and tax collectors behind a token detachment of three hundred stormtroopers. That is the entire Imperial hand on a world of two and a half billion people.

The other reason the Empire does not interfere is that Bothawui is useful to it. The Bothans have spent centuries positioning their world as neutral ground where every faction in the galaxy can meet, and agents hide behind false identities among the trade houses, route supplies and illegal goods through the starport, run intelligence raids and sting operations, and occasionally make a rival discreetly disappear. Six hundred and eight registered clans sit on the Bothan Council, with fifty-three more petitioning for legal status, and underneath all of it runs the spynet, a shadowy intelligence network that will happily sell information to any concern willing to pay.

Work here: courier runs and the sort of freight that is priced by the job rather than the ton. Everything on this world is somebody's arrangement, and a hull that turns up on time and forgets what it carried is a standing contract rather than a single fare.

Watch for: being useful to somebody. Nobody on Bothawui buys a crew outright. They give you a favour, then a name, then a reason, and by the time you notice you are carrying for one faction against another you have already made the run twice.

Anyone goes for: the technology trade. This is the centre of it for the sector, sitting at the juncture of several major trade routes with a Standard-class port, and it sells mid technology, high technology and information while buying exactly the same three back. Freighter convoys arriving here are well protected by the Imperial Navy and hired escorts, which is a thing worth having on a long run.

You go for: the spynet, which is a standing institution rather than a favour, and which does not care who you are as long as your credits clear.

Core-bound. The Core is where the money is, and it is also where the Empire actually works. Everything here is cleaner, better lit, better recorded, and far less forgiving.

Corellia

The yards that built your hull, and probably built the one parked next to it. Kuat Drive Yards is one of the largest starship construction facilities in the galaxy, and it is reckoned second at best to Corellian Engineering's many stardocks, which tells you what is here. The reason your ship handles the way it does is that it was designed for buyers in this system. Corellian pilots want fast sublight, quick jumps, roomy interiors, real cargo space and the finest weapons systems, and the yards build to that demand because this is the market they build for.

It is also a Core world where smuggling is the rule rather than the exception. A Corellian who sets out to make a respectable living flying freight is attempting the unusual thing, and everybody local knows it. That is a strange combination to hold in one head: the most respectable shipbuilding in the galaxy, and a system full of people who learned to fly by doing this.

Work here: parts, refits and hulls. There is nowhere better to buy what a ship needs, and nowhere with more of it moving around loose. Legitimate freight in and out of the yards pays steadily, and it is the easiest cover on this list to hold.

Watch for: the ordinary consequences of being chased somewhere crowded. There are fuelling depots all through the outer system, and one of them was taken out entirely when a pirate ship running from the authorities lifted out of its hangar without unhooking the cables. The fireball took the pirate and the whole complex with it, the people managing it included.

Anyone goes for: the yards. This is where starships come from, and where the parts, the drives and the certified work come from with them.

You go for: the fact that a crew like yours is not remarkable here. Smuggling is the rule and not the exception in this system, and a hull that would draw a second look anywhere else in the Core draws none at all in the one place everybody's is modified.

Alderaan

A world that disarmed itself on purpose. After the Clone Wars the entire planet turned away from violence and dedicated itself to pacifism, weapons were abolished and outlawed, and even the planetary defences were discarded as a demonstration of the new philosophy. Nothing in orbit here will shoot at you. Nothing on the surface will sell you anything that shoots either.

That decision is quietly coming apart. The New Order has disturbed enough people that certain factions on Alderaan have begun to rethink the non-violent position, and it is not only the sort of faction that meets in a cellar. The house that governs this world sends its own to the Imperial Senate, and Senate work means a great deal of quiet travel. None of the rethinking is armed yet. All of it needs things moved, and it needs them moved by somebody who will not be asked about it afterwards.

Work here: the circuit. Alderaan, Bespin and Corellia form a profitable trade triangle, and running it is the most legitimate work in this chapter. Three ports, real contracts, real paperwork, and a route that explains itself to anybody who asks where you have been.

Watch for: the contrast. On a world with no weapons at all, the only armed people are Imperial, and there is no local force to appeal to, hide behind or pay off. Whatever goes wrong here goes wrong in front of the only party carrying blasters.

Anyone goes for: the triangle and the luxury trade. Alderaanian goods sell on their name, and a bottle of Alderaan Ruge Liqueur is rare enough to run about three hundred and fifty credits on its own.

You go for: an undefended world with a growing appetite for cargo it cannot declare. There is no planetary defence grid to clear and no local navy to file with, and there are more people here every year who want something carried and cannot be seen arranging it.

Bespin

A gas giant with a habitable band in its atmosphere and a floating city in the band. Cloud City exists because Bespin produces spin-sealed tibanna gas, which boosts the firepower of blasters, and the city's fortune was made selling that gas to weapons manufacturers with no Imperial connection. It has stayed clear of Imperial entanglements through several generations of Baron-Administrators, which for a business like that one takes doing. Whoever runs this place is not the Empire, not a Hutt and not quite a corporation. It is a Guild.

Getting there is half of what makes it useful. Bespin sits just off the Corellian Trade Spine at the head of the Ison Corridor, and while there is a Trade Spine jump port nearby there is none in the system itself, so passage here carries an "uncommon route" classification and the only people who arrive are people with business here. Landing is arranged before you get there: a message by newsnet courier with your BoSS documents attached and your reason for coming, answered within a day or two with a visa, a landing schedule and an identification code. Turn up unannounced and you are most likely turned away in the upper atmosphere. A small enough ship gets escorted down by a cloud car patrol and fined about a hundred credits for the trouble.

Work here: the triangle again, from the other corner, plus tourist freight. Cloud City is a resort as much as a refinery and it imports everything a resort eats.

Watch for: the Wing Guard. The only smuggling this city condones is spin-sealed tibanna gas moving for Figg & Associates. Every other ship and cargo arriving can expect spot checks, no obvious weapons come into the city at all, and customs opens every package that does.

Anyone goes for: tibanna gas, tourism and cloud cars, out of a Standard-class port whose docking fee drops the deeper you park: seventy-five credits a local day on the top fifty levels, fifty-five between fifty-one and a hundred and twenty, twenty-five below that.

You go for: Port Town, which is the grubby end of the city and the reason smugglers come at all. It is where merchants and smugglers trade and make deals, where refugees from the Empire go to not be found, and where an outlaw with no plans to commit a crime in the city is left alone to wait out the authorities, plan the next job or trade information and tools.

Coruscant

Two names, and which one you use says what you are. It has been the seat of galactic government since the first union of stars, and the circles loyal to the Emperor's New Order call it Imperial Center. Every form you will ever fill in says that one. Spacers say Coruscant.

The numbers are worth reading slowly. An Imperial-class starport, an Imperial bureaucracy for a government, six hundred and fifty billion people, and a planet function of government and administration. The whole surface is a dense network of buildings, plazas, roadways and landing platforms layered several deep, and apart from the small seas no part of the natural ground has seen sunlight in centuries. Major Exports: none. Major Imports: foodstuffs and medicinal goods. This world makes nothing and eats constantly.

It is also where the records live, physically. The ISB Central Office is a mammoth complex in Imperial City which handles all of the communications and coordination tasks for the whole of the Bureau, and every assignment it issues goes out through that building to a Sector Officer for Surveillance, Investigations, Internal Affairs, Interrogation, Re-Education or Enforcement. Whatever anyone has ever added to your file, this is the address it is filed at.

Work here: feeding it. A world with no exports and six hundred and fifty billion mouths runs entirely on inbound freight, and inbound freight is the one legitimate reason a hull like yours is ever on the schedule. Everything else worth doing here is theft.

Watch for: the fact that this is the one world where the paperwork and the person reading it are in the same building. Anywhere else, a bad file is a delay. Here it is a corridor.

Anyone goes for: the import run. Foodstuffs and medicinal goods, into an Imperial-class port, on a schedule, for a customer that never stops buying and has never once shipped anything back.

You go for: the file, and the undercity you would have to work out of to get near it. There are warrens and broken-down sectors deep in the bowels of this planet that no government representative has visited in hundreds of years, inhabited by refugees, outlaws and worse, and they are the only part of the capital nobody is currently counting.

Hauling

Carriage Standards Notice

A DECLARED CARGO CLEARS IN MINUTES. RATES ARE FAIR. INSPECTION IS BRIEF. THE HONEST CARRIER PROSPERS.

The honest carrier does prosper, at 5 to 10 credits a ton a day, which is why so few carriers stay honest.

This is the general machinery: what work is on offer, what it pays, and what happens at the far end. A world whose own books give it different rules uses those instead, and the sections near the end of this chapter list which worlds and what changes.

Finding a cargo

Roll streetwise or Perception. Read the highest rung your total reaches.

RollWhat is on offerBest rating available
Failure
No Run. No contract on offer, and the world's own produce…No Run. No contract on offer, and the world's own produce can still be bought on spec and carried at the crew's own risk
Legal only
Very Easy
Long run, not much cargo, marginally profitableLong run, not much cargo, marginally profitable
Legal only
EasyLong run, large cargo, barely profitableLegal only
ModerateModerate run, large cargo, fairly profitableF
DifficultModerate run, full cargo, good profitR
Very DifficultShort run, full cargo, high profitX

A world's own produce narrows what turns up, so Tatooine offers illegal munitions (smuggled), and Ryloth offers ryll rather than a generic lot. On a failed roll that world's produce is all there is, bought on your own account and carried at your own risk.

What a cargo is rated

The letter beside a price in the equipment tables is the same letter here. It decides what the Empire charges you with if the crate is found.

RatingMeaningWhat it means to you
FFee or permit often required for purchase.
It reaches the civilian market by falling off the back of…It reaches the civilian market by falling off the back of something.
R
Restricted item on most planets and normally may not be…Restricted item on most planets and normally may not be sold without a license.
Legal to own with the right permit, and the permit is the…Legal to own with the right permit, and the permit is the hard part.
X
Illegal on most planets. Possession and use generally…Illegal on most planets. Possession and use generally violates Imperial or local law, and penalties are often severe.
Buying one is a scene rather than a transaction: a name, a…Buying one is a scene rather than a transaction: a name, a meeting, a price that moves while you are standing there, and someone who now knows a thing about you.

How a cargo is counted

UnitPriced byTypical of
tonthe metric tonore, foodstuffs, spice in quantity, machinery
jobthe run
information, documents, a single crate that mattersinformation, documents, a single crate that matters
headthe personpassengers, refugees, prisoners, slaves

What it pays

Legitimate freight is 5 to 10 credits per ton per day, based on x2 hyperdrive, plus one day to load and get out-system and one day to get in-system and off-load.

Worked through: 50 tons, 10 hours away, at 10 credits a ton: 500 credits a day for three days is 1,500 credits.

A drop-point agent pays 10 to 20, 10 on a x2 hyperdrive, up to 20 on a x1, so smuggling pays roughly double. A charter is 300 to 600 credits a day for the whole vessel, when the shipper has a smaller load but requires a quick turn-around.

Terms either way: half the fee up front, a voucher for the other half, bonuses for early delivery and penalties for late.

If the trip takes longer than expected the shipper does not pay for the extra time.

Distance is priced as days, not as a multiplier. A Core-bound run pays more because it takes longer and keeps you visible longer.

CargoPrice
Spice, bulkUpwards of 5,000 credits per metric ton
Glitterstim6,000 credits minimum per dose
Ryll, crate of 100kg
5,000 to 10,000 to buy, 10,000 to 25,000 resale5,000 to 10,000 to buy, 10,000 to 25,000 resale
Exotic foodstuffs
100 to 200 per ton at origin, 150 to 300 at Byblos100 to 200 per ton at origin, 150 to 300 at Byblos
Shvash gas
50 bought, 75 to 120 asked plus a 25 deposit on each…50 bought, 75 to 120 asked plus a 25 deposit on each one-ton tank, 150 to a mini-flamer company
Vohis mold
100 bought, 200 asked, bargained to 150 and rarely below100 bought, 200 asked, bargained to 150 and rarely below
Illegal holos10 each, sell at about twice
Alderaan Ruge Liqueur350 credits a bottle
Chekkoo run, Rodia10,000 to 30,000 per run

The checkpoint

How hard a port looks at you is set by what class of port it is.

ClassScrutinyDocking fee
Landing FieldNoneNone stated
Limited ServicesLocal checkpoint only25 to 100 per day
StandardOften overlooked10 to 100 per day
StellarNearly always an Imperial Customs officeNone stated
Imperial
Minor infractions dealt with to the full extent of the lawMinor infractions dealt with to the full extent of the law
25 to 2000 per day

Docking fees are not printed as one table anywhere in the books; the ranges above are pieced together from the fee lines on individual starports, so treat them as representative rather than a rule to cite chapter and verse.

If you are examined, roll bargain against 4D for the customs officers. A Moderate planetary systems roll recalls whether a port's examination is usually lax.

Concealment works at a ratio of 2:1 legitimate goods to smuggled cargo, because very few inspectors open every crate.

Bribing an Imperial official is itself a Class Three infraction, so the bribe is a gamble rather than a safe default.

WhatPrice
Avoiding an Imperial cargo searchAbout 300 credits
Mos Eisley customs, five-day clearance
At least 100 credits, with an opposed con roll against the…At least 100 credits, with an opposed con roll against the officer's Perception 2D+2; a landing permit is 20 credits a day
Docking Bay 87, Mos Eisley
30 credits a day, plus 25 unofficial to skip the search;…30 credits a day, plus 25 unofficial to skip the search; one chance in three of being searched without it

What it costs when it goes wrong

The rating on the crate picks the class, and the class picks the penalty. There is nothing to look up twice.

ClassTriggered byPenalty
One
Conspiring to overthrow the Empire, possession of a…Conspiring to overthrow the Empire, possession of a cloaking device, attacking another vessel, aggression against Imperial personnel
Arrest, immediate impounding of the vessel, five to 30…Arrest, immediate impounding of the vessel, five to 30 years imprisonment, loss of business or flight certification, possible execution
Two
Shipment or mounting of high energy weapons without a…Shipment or mounting of high energy weapons without a permit, possession, purchase or transportation of X goods, purchase or transportation of stolen goods
Arrest, immediate impounding of the vessel, a fine of up to…Arrest, immediate impounding of the vessel, a fine of up to 10,000 credits, five to 30 years imprisonment, possible loss of certification
Three
Transportation of R goods without a permit, attempted…Transportation of R goods without a permit, attempted bribery of an Imperial official
Arrest, immediate impounding of the vessel, a fine between…Arrest, immediate impounding of the vessel, a fine between 250 and 5,000 credits, up to two years imprisonment, possible loss of certification
Four
Purchase or transportation of a narcotic without a permit,…Purchase or transportation of a narcotic without a permit, of F goods without the permit or proof of fee, of unrestricted items in quantity without proper taxation, or flying without a ship's operating license and captain's accredited license
A fine typically between 1,000 and 5,000 credits, as low as…A fine typically between 1,000 and 5,000 credits, as low as 175, and up to a month imprisonment
Five
Violation of local import and export laws, lack of proper…Violation of local import and export laws, lack of proper emergency equipment
A fine typically between 500 and 1,000 credits, as low as…A fine typically between 500 and 1,000 credits, as low as 100 or as high as 5,000

Where a step is overridden

Five worlds have published rules of their own. Each override replaces one step of the machinery above; the rest still applies.

Finding a cargo

Kashyyyk. The only documented export is people, under a standing Imperial blockade.

Bothawui. Nothing to haul by the ton; every cargo is priced by the run.

The checkpoint

Tatooine. A private bay's owner holds the manifest for a week before it reaches spaceport control; corporate bays are exempt against two per cent duties; about one ship in 500 is inspected, and the inspector expects 100 credits or so.

Ryloth. Faked head tax and hold tax at Kala'uun; enslaved Twi'leks aboard are freed, cargo confiscated, captain barred on penalty of death.

Socorro. Share-in-kind; bribes are not accepted; a caught cargo means confiscation of cargo and often the ship; the docking fee runs 20 to 35 credits a day.

Every world at a glance

The last column names the step a world's own published rules replace. Where it does, read that world's entry under "Where a step is overridden" before using the row.

WorldBandProducesUnitStarportLocal rules
TatooineWithin reach
illegal munitions (smuggled), illegal security devices…illegal munitions (smuggled), illegal security devices (smuggled), illegal drugs (smuggled), minerals (sand products)
tonStandardOverrides the checkpoint
BestineWithin reachNot publishedtonNot publishedGeneral charts
RylothWithin reachryll, slavestonLimited ServicesOverrides the checkpoint
RodiaWithin reachweapons technologytonStellarGeneral charts
SocorroWithin reach
socorran raava, corellian whiskey, zsajhira berries and…socorran raava, corellian whiskey, zsajhira berries and by-products, nether ice, high-tech skills, smuggling talent
tonImperialOverrides the checkpoint
Nar ShaddaaThe long haulNot publishedtonNot publishedGeneral charts
KesselThe long haulNot publishedtonNot publishedGeneral charts
SullustThe long haulNot publishedtonNot publishedGeneral charts
Ord MantellThe long haulNone publishedtonLimited ServicesGeneral charts
KashyyykThe long haulslavesheadNot publishedOverrides finding a cargo
BothawuiThe long haulmid technology, high technology, informationjobStandardOverrides finding a cargo
CorelliaCore-boundNot publishedtonNot publishedGeneral charts
AlderaanCore-boundNot publishedtonNot publishedGeneral charts
BespinCore-boundtibanna gas, tourism, cloud carstonStandardGeneral charts
CoruscantCore-boundNone publishedtonImperialGeneral charts

How D6 Works

How D6 Works

Dice and die codes

Every die in this game is an ordinary six-sided die. You will want five to ten of them, plus one in a different colour.

A die code tells you how many to roll. 4D means roll four dice and add them together. 2D+2 means roll two dice, add them, then add 2 more.

Three pips make a die, which is why the ladder runs 1D1D+11D+22D. That is the same arithmetic you used building your character.

Your six attributes are what you can do untrained. Every skill sits under an attribute and starts at that attribute's die code. The Skill List lists all of them, sorted the same way. Once you have bought pips into a skill, the skill's number replaces the attribute's, and you roll one or the other, never both.

So if your Perception is 3D and you have never touched bargain, you roll 3D to haggle. Buy bargain up to 4D and you roll 4D instead.

Move

Every character also has a Move score, printed right on your template. Most Humans run 10. That is meters covered in a round at an ordinary walk.

Push it and it grows: roughly double at a run, and about four times Move if you go all-out with nothing held back. All-out costs you everything else that round: no dodging, no shooting, just running.

Making a roll

You roll when you are doing something that matters and might not work. Nobody rolls to walk down a corridor, although exceptions can be made for doors.

The game master picks a difficulty number. Roll your dice. Equal or higher succeeds. Lower fails.

The numbers behind the words:

Difficulty Number
Very Easy 1-5
Easy 6-10
Moderate 11-15
Difficult 16-20
Very Difficult 21-30
Heroic 31+

Heroic has no ceiling. Some things run Heroic+10, which lands between 40 and 49, or Heroic+20, between 50 and 59. Those two bands are quoted from the rulebook and do not quite line up with the table above them. A Heroic+10 job is a 40, not a 41. Use the numbers as printed; nobody at this table is going to roll a 40 and argue about it.

To calibrate, here is one shot at a stormtrooper, at four ranges. Point-blank is Very Easy. Short range is Easy. Medium range is Moderate. Long range is Difficult, and long range at a trooper who is mostly behind cover is Very Difficult. Putting a proton torpedo into a small exhaust port with the targeting computer switched off is Heroic.

The game master will usually tell you the word and keep the number. That is normal. You are meant to know roughly how hard a thing is, not exactly.

The wild die

Every time you roll, one die of a different colour is your wild die. It is not an extra die. It is one of the dice you were already rolling, wearing a different colour.

On a 2, 3, 4 or 5, it does nothing special. Add it in and move on.

You are shooting, blaster at 5D, so you pick up five dice: four normal and the wild one. The normal dice come up 1, 2, 5 and 6. The wild die comes up 2. Total 16. An ordinary roll, and a good one.

On a 6, it explodes. Count the 6, then roll that die again and add the new number too. If that comes up 6 as well, count it and roll again. Keep going as long as sixes keep coming.

Same five dice, different night. Your normal dice show 2, 4, 5 and 2, adding to a mediocre 13. The wild die shows a 6. You roll it again: another 6. You roll it again: a 3. Total 28. That is a Very Difficult shot you had no business making.

This is the reason nothing in this game is ever quite out of reach.

On a 1, tell the game master. The GM then picks one of three things:

  • Count the dice normally, as though nothing happened.
  • Count the dice normally. The roll works or does not work on its merits, but a complication occurs.
  • Subtract the 1, and subtract your highest other die.

That third option is the one that hurts.

You fire with a blaster pistol specialization at 6D. Your normal dice show 3, 4, 2, 5, 3 and the wild die shows a 1. The game master takes the third option: out goes the 1, and out goes the 5. You are left with 3, 4, 2, 3 for a total of 12.

The wild die applies to everything you roll. Skill rolls, raw attribute checks, weapon damage, and Perception rolled for initiative. And when two die codes go into the same roll you still use only one wild die between them, as with your starfighter piloting plus the ship's manoeuvrability.

Complications

A complication is not a punishment. It is the story getting more interesting at the worst possible moment, and it is always about the thing you were actually doing.

The canonical one: Han is creeping up on a scout trooper in the forests of Endor. His sneak roll is fine. His wild die is a 1. CRACK. A twig, and the trooper spins round. That failure is why the Rebels met the Ewoks, and the Ewoks are why the shield generator came down.

The question a complication should make the table ask is "what do we do now". It is never "well, that's my character finished."

Rolling against a person

Sometimes you are not rolling against a number, you are rolling against somebody. Then it is an opposed roll: you both roll, and the higher total wins. On a tie, whoever started it wins.

Two hands of sabacc is opposed gambling. Haggling a merchant down is opposed bargain. Shooting at someone who throws themselves sideways is your blaster against their dodge.

Whose turn is it

Once things get dangerous, the game master switches from scenes to rounds, each one about five seconds long. A fight breaks into two pieces: work out the order everybody acts in, then run the rounds in that order.

Everyone rolls their own initiative. When a fight starts, every character in it rolls Perception, players and the game master's people alike, one roll each. Highest goes first and the rest follow in descending order. On a tie the game master's character goes first.

That order holds for the whole fight. You roll it once, not every round. The roll is not an action and costs you nothing.

Taking more than one action in a round is allowed, and it costs you: two actions in a round means every roll you make that round takes a -1D penalty, three actions is -2D, and it keeps climbing from there. Firing twice, or moving and shooting in the same round, is often worth the penalty. Just go in knowing what it costs.

Reacting

When something comes at you, you do not have to stand there and take it. Rolling to get out of the way is a reaction, and it does not work like an ordinary roll. Your total does not beat a difficulty. It becomes the difficulty.

A stormtrooper shoots at you from short range: Easy, number 8. You roll dodge and get a 27. The trooper now needs 27 to hit you, and so does everyone else shooting at you for the rest of the round.

That cuts both ways. Roll badly and the number you rolled is the number they need. That can be lower than the one they started with. Reacting is a decision, not a reflex.

Which roll you make depends on what is arriving.

  • Blaster fire, on foot: dodge.
  • A vibro-ax or a fist: melee parry, or brawling parry if your hands are empty.
  • Enemy fire while you are driving: you roll the vehicle's own operation skill, which for most things with a repulsor under it is repulsorlift operation.
  • Enemy fire while you are flying: you roll the ship's own skill. That is space transports aboard the crew's freighter, starfighter piloting in a snubfighter, capital ship piloting on something enormous.

Reacting costs an action like anything else, so it counts toward the multiple-action penalty for that round.

Or go all in. A full reaction is the only thing you do all round, nothing else whatsoever. In exchange your roll is added to every attack difficulty against you instead of replacing it.

Three troopers, two at Moderate with a number of 13 and one at Easy with 8. You full-dodge and roll 27. The pair at medium range now need 40 to hit you; the near one needs 35.

The catch is absolute. If somebody swings a vibro-ax at you later in that round, you cannot parry it. You already spent the round.

Getting shot

Ouch.

Step one: does it hit? The shooter rolls their weapon skill against a difficulty set by range, plus whatever cover you are behind. If you spend an action dodging, your dodge roll replaces that difficulty outright, as above.

Step two: how bad is it? The weapon rolls its damage. A blaster rifle is 5D. A melee weapon is Str+1D or similar, meaning the attacker's Strength plus that much. You roll your Strength to resist, plus the armour value you are wearing.

If your Strength roll is higher, nothing happens. You are fine. If the damage roll is higher, subtract yours from theirs and lookup the difference:

Damage beats your Strength by Result
0-3 Stunned
4-8 Wounded
9-12 Incapacitated
13-15 Mortally Wounded
16+ Killed

What each one costs you:

  • Stunned: a 1D penalty to everything for this round and the next. It wears off, but stuns stack up, and enough of them put you on the floor.
  • Wounded: you go prone, you do nothing else this round, and you carry a 1D penalty until you heal. Get wounded a second time and you are Wounded Twice, which is the same deal at 2D. A third time and you are Incapacitated.
  • Incapacitated: unconscious, out of the fight. A Moderate first aid roll brings you round, groggy and useless, but breathing.
  • Mortally Wounded: unconscious and dying, with a roll at the end of every round to see whether you make it. A Moderate first aid roll stabilises you and buys an hour to find a medpac.
  • Killed: as advertised. Character deaths are possible.

Reading a weapon's range

Every weapon in Gear prints its reach as a slashed string. A blaster pistol is 3-10/30/120. Those are meters, and they are the three range bands: short, medium, long.

Read it like this. Closer than the first number is point-blank. The first pair is short. From there to the second number is medium. From there to the third is long. Past the third number the shot does not exist. The weapon does not reach that far and there is nothing to roll.

Each band is one of the difficulties you already have:

Band Difficulty
Point-blank Very Easy
Short Easy
Medium Moderate
Long Difficult

So take the Basic Blaster Carbine, which does 5D damage at 3-25/50/250:

Under 3 meters is point-blank, Very Easy. Three to 25 meters is short, Easy. Twenty-six to 50 is medium, Moderate. Fifty-one to 250 is long, Difficult. Out there the carbine's own listing adds a further +5 to the difficulty. Past 250 meters you are not shooting anybody.

Your target is 40 meters away. That is medium. Moderate. The game master picks a number between 11 and 15 and you roll blaster against it.

Then cover, movement and a dodge all push that number up from there.

Two things that look like ranges and are not. Ship weapons in Your Ship print the same shape, 1-3/12/25, but in Space units rather than meters, and they read exactly the same way. A grenade prints a second slashed string for its blast radius, 0-2/4/6/10, paired with damage 5D/4D/3D/2D: everyone within 2 meters of where it lands takes 5D, out to 4 meters takes 4D, out to 6 takes 3D, out to 10 takes 2D.

Scale

Every ship in Your Ship carries a line reading Scale: Starfighter, and it is doing more work than it looks like.

A landspeeder has a body strength of 2D. A strong character has a Strength of 4D. Nobody at the table thinks the character is tougher than the landspeeder, so the game makes up the difference in dice. Things are sorted onto a ladder, and the rungs are worth this much:

Scale Modifier
Character 0D
Speeder 2D
Walker 4D
Starfighter 6D
Capital 12D

You are character scale. A landspeeder or a swoop is speeder scale. An AT-AT is walker scale. Your ship, every TIE that comes looking for it, and an X-wing are all starfighter scale. A Star Destroyer is capital scale.

When both sides sit on the same rung, none of this applies. You against a stormtrooper, your ship against a TIE: roll to hit, dodge and damage exactly as written. That covers most of what you will ever do.

When the rungs differ, subtract the smaller modifier from the larger. That difference is the only number you need, and it goes one of two ways.

Shooting up, at something bigger than you. Add the difference to your roll to hit. A Star Destroyer is not a hard thing to find. Your weapon then rolls its printed damage with nothing added, and the target adds the difference to whatever it rolls to resist. If the target dodges, it dodges normally; it gets no bonus for being large.

Shooting down, at something smaller. The attacker rolls to hit normally, and the smaller thing adds the difference to its dodge. If the shot connects, the attacker adds the difference to its damage roll and the target resists with what it has.

Your gunner fires the ship's 4D laser cannon at a landspeeder. Starfighter is 6D, speeder is 2D, so the difference is 4D. She rolls starship gunnery and fire control as normal, and the speeder adds 4D to its dodge, because it is the smaller thing and the dodge is where it gets its help. If the shot lands, the cannon rolls 4D plus 4D, for 8D against a body strength of 2D. There is not much landspeeder left.

A TIE fighter strafes you while you are standing in the open. Starfighter is 6D, character is nothing, so the difference is 6D. The pilot rolls to hit as normal; you add 6D to your dodge, which is the entire reason anyone ever survives this. If it hits, its cannon rolls its damage plus 6D against your Strength.

The reverse of that second one is worth knowing before you try it. Shooting your blaster at a TIE, you add 6D to hit and will almost certainly hit it. Then it adds 6D to its hull when it resists your 4D. You will not scratch the paint.

Character Points

Character Points are your xp and will be earned every session. Advancement covers earning and spending them between sessions.

You can also spend character points during play: spend one, roll one extra die, add it to your total. That die explodes on a 6 like a wild die does.

You do this after you have seen your roll and before anyone else acts. So you roll, you look at 14, you have a feeling the number was 15, and you buy one more die. Once you say you are done, you are done. You cannot go back and buy another after the game master starts resolving it.

There are ceilings, and they depend on what you are buying. Two Points on an ordinary skill or attribute roll, or on an attack's damage. Five on a dodge, a parry, a Strength roll to resist damage, or a specialization roll.

Force Points

Everyone at this table has them, Force-sensitive or not, droids included. You start with at least one, and if you are not sensitive you can hold up to five. Building Your Character sets the starting number and says who may be sensitive at all.

Spend one and every die you roll for the rest of the round is doubled. Attributes, skills, special abilities: all of it. Your blaster at 6D becomes 12D.

What does not double is anything that is not you. Weapon damage stays at its printed code, the ship's hull stays at its printed code. Melee is the split case: your Strength doubles, the weapon's bonus does not.

You cannot spend Character Points in the same round you spend a Force Point. Pick one.

And you might get it back. Spend a Force Point doing something genuinely heroic and it returns at the end of the adventure. Spend it heroically at the climax, the moment the whole story turns on, and it comes back and brings another one with it.

Spend it to win a card game, save your own skin, or make money, and it is simply gone. Spend it doing something evil and it is gone permanently, and you have picked up a Dark Side Point instead.

Your Character

Crew Roles

A ship this size runs on six jobs, listed below. Between you, you will cover all of them, and nobody has to fill exactly one. Cover two. Cover three. The crew is better for it, and so is the character sheet.

The overlap is mechanical, not a courtesy. first aid and medicine are Technical skills, sharing an attribute with security and computer programming/repair, so the Tech who opens the door is already the crew's most plausible Medic. The Face and the Scout share Perception: bargain, con and persuasion sit on the same attribute as search, hide and sneak.

Pilot

You are the reason the ship arrives. Atmospheric approaches into ports never meant to take a hull this size, a run through a canyon with something faster behind you, and the moment where the jump coordinates are either ready or they aren't.

space transports moves your ship between planets. starfighter piloting flies a fighter. Two skills, two different jobs. If the crew ever picks up a snubfighter, whoever took starfighter piloting is the one who flies it. astrogation plots the jump. sensors shows you what is out there while it is still far away.

Templates: Rebel Privateer, Outer Rim Explorer

Face

You are how the crew gets paid. Contracts get negotiated, informants get cultivated, and customs officers get talked into a shorter inspection than the one they had planned. You read a room full of people who would sell you, and you work out which of them is cheapest.

bargain sets the price. con sells the story. persuasion makes someone want to help you, and streetwise is how you knew who to ask in the first place. The Face turns a rumour into a job and a fight into a conversation.

Templates: Infochant, Spynet Field Agent, Disowned Noble, Scoundrel

Tech

You are the one who opens the door. Locked things are everywhere out here: hatches, vaults, cargo manifests, a droid that has been told not to talk to you. You decide whether a locked thing is an obstacle or a detour.

security handles locks and alarms. computer programming/repair gets you into the system behind them, and droid programming gets you the droid's cooperation, sincere or otherwise. demolitions is the answer when a door declines every other approach.

The same hands keep the ship flying. When the hyperdrive dies two hours out from anywhere, you are the plan; in a fight, starship shields is yours to run, and where you put the power decides how the next minute goes.

Templates: Rogue Technician, Decommissioned 501-Z Police Droid

Muscle

You are what happens when the talking is over. Some rooms cannot be negotiated out of, outrun, or sliced around, and in those rooms everyone else is looking at you.

blaster and brawling end things. dodge is why you are still standing to end them. intimidation sometimes ends a fight before it starts, which is the cheapest win available.

Templates: Brute Mercenary, Former Hutt Bounty Hunter, Rebel Special Forces, Guerilla Resistance Survivor

Scout

You are the one who goes first. Deserts, wastes, jungle, ruins, hostile country of any kind: you come back from it, and you bring the map.

survival keeps you alive out there. search finds the trail, the cache, or the sentry. Two skills do the quieter work: hide conceals a thing, or a you that is standing still, while sneak moves you across ground without being seen. They answer different questions, and both are worth having.

Templates: Outer Rim Explorer, Guerilla Resistance Survivor

Medic

Someone on this ship should be able to open a medpac and know what to do next.

Plenty of things in this galaxy work faster than armour. A medpac and a steady hand buy the minutes that decide it. first aid covers those minutes, stabilising someone on a cargo ramp with a firefight still going. medicine is the longer work: bacta, surgery, poisons, and getting a crewmate back on their feet before the next job instead of after it.

Templates: Ship’s Doctor, Field Medic Droid

Building Your Character

This campaign gives you more to build with than the standard rules do. You are an experienced crew who have already learned a few things, and the numbers say so.

Where your template contradicts a rule below, the template wins. A few templates print creation rules of their own: a starting budget that is not the one below, an attribute die granted outright, an advanced skill unlocked by raising its prerequisite far enough.

There is a blank sheet at the end of this section, just before the worked example. Print it or copy it out, and fill it in as you go. The budget block on it is the part that catches mistakes: three things draw on the same pool of skill pips, and the attribute pip is not one of them.

1. Pick a character template

Your template sets your six attributes, and they arrive fixed. Nothing at creation trades skill dice, pips, or specializations for attribute dice. Step 3 is the only thing in this section that moves an attribute at all, and it moves it by one pip.

So choose a template whose attributes you want to live with. The skills around them are entirely yours to shape.

2. Choose your species

Your template names a species, usually Human. You may swap it for another from the campaign's species list. Four rules govern the swap.

Your template's attribute dice must fit inside the species' limits. Every species entry prints a minimum and a maximum for each of the six attributes. Read your template's six printed dice off the card and check each one against the matching range: none may sit below that species' minimum or above its maximum. One attribute outside the range rules that species out for that template, and nothing at creation can rescue it, because nothing at creation moves a template's attribute dice.

It costs between zero and three pips, and they come out of the same pool you spend on skills in step 5. The price is per species, printed on the entry of any species that sets one, and it is set "depending on the special abilities of the new race," as the creation rules put it. Human is a zero, so keeping the species your template already names costs you nothing. Some species set no price at all, and this campaign charges nothing for those. Every entry in this guide shows a price, and a good many of them show 0 pips.

Use the minimum Move value for every mode of movement the entry lists. An entry printing 10/12 gives you a Move of 10. An entry printing 6/8 {Fly 14/18} gives you a walking Move of 6 and a flying Move of 14, taking the minimum of each mode listed, one mode at a time.

A species ability that fires once at character creation is disregarded. Abilities that do their work in play are what you get. It is only the creation-time grants that do not apply.

Droids are not on that list, because a chassis is not a species. Two templates arrive as droids already, the Decommissioned 501-Z Police Droid and the Field Medic Droid, and if you want to play one of those, take it and you are done. Any other template may fit a droid chassis instead of a species, and it costs 2 pips out of the same pool. You are a droid from that point on: a ceiling of 5D on every attribute in place of a species maximum, no Force sensitivity, and Species by Crew Role has the rest of what being a droid changes, most of it about what a medpac will not do for you. The 2 pips buy the chassis and nothing else. You do not also pay for the species your template printed, because you are not that species any more.

Checking a species against your template

Species by Crew Role is the shortlist, sorted by the ship's six roles. The numbers for the check below, minimum and maximum for all six attributes plus Move and price, are in The Species Catalog, for all 165 species rather than just the shortlist. The check is the same every time. Here it is run twice against the Scoundrel from the worked example at the end of this section:

Attribute Scoundrel Twi'lek min/max Toydarian min/max
Dexterity 3D+1 1D/3D · no 2D+1/4D · yes
Knowledge 2D+2 1D/4D · yes 1D+1/4D · yes
Mechanical 2D+1 1D/2D+1 · yes 1D+1/4D · yes
Perception 4D 2D/4D+2 · yes 2D+1/4D+1 · yes
Strength 2D+2 1D/3D · yes 1D/3D · yes
Technical 3D 1D/3D · yes 1D+1/4D · yes

Twi'lek is out, on one attribute out of six: a Twi'lek Dexterity tops out at 3D and the Scoundrel's is 3D+1.

Toydarian takes it. All six sit inside, the entry prices the species at zero so it costs nothing, and its Move of 6/8 {Fly 14/18} means this Scoundrel walks at 6 and flies at 14. Note the Perception maximum as well: 4D+1, where Human stops at 4D. Step 3's pip could go into Perception for a Toydarian Scoundrel.

3. Add your attribute pip

One pip, into one attribute of your choice. Three pips make a die here as everywhere else, so an attribute sitting at 2D+2 becomes 3D.

The pip may not push an attribute past your species maximum, which is why this comes after step 2. Human attributes run 2D to 4D, so a Human attribute already at 4D has nowhere to go and the pip must go somewhere else.

If you are playing a droid you have no species and therefore no species maximum. Your ceiling is 5D on every attribute, which is what the two droid templates print in their own notes.

Everything beneath that attribute rises with it. Raise Knowledge by a pip and every Knowledge skill on the sheet gains a pip as well, which is why the pip goes in before anything is bought.

4. Add three skills of your choice

Choose three skills your template does not list and add them to your sheet at their attribute die. They cost no pips. The Skill List has the full list, sorted by attribute. Pick your three from there.

You may not choose an Advanced skill with this selection.

You may not choose a Force skill either. The Skill List names all three; none of them can be taken at character creation, with pips or with these three picks, and none of them has an attribute die to add them at. A Force skill is learned in play, from a teacher, at the game master's discretion.

5. Spend the skill dice

Distribute 9D of skill dice. That comes to 27 pips, less whatever your race cost.

Three pips make a die: 1D1D+11D+22D2D+12D+23D.

  • At most +2D into any single skill, a cap of 6 pips.

Every skill on your template begins at its attribute die. These pips are how you say which of them you are actually known for.

Two templates arrive with a budget of their own. The Decommissioned 501-Z Police Droid and the Field Medic Droid are built on 13D, which is 39 pips, and they carry their own per-skill caps in place of the flat one above: one skill may take +4D, two more may take +3D, and everything else is held to +2D.

6. Choose four specializations

A specialization is a narrow application of a skill you already have: one weapon, one make of lock, one city's underworld. It gives +1D over that skill's value. Each costs 1 pip at character creation, out of the same pool that steps 2 and 5 draw on.

This is a great use of a pip: one pip for a whole die. The trade is range, since the die only applies inside the narrow thing you named. A specialization is a separate line from then on: it does not rise when its parent skill rises, and is tracked independently once created.

7. Take Freelance Operative

At this moment the crew is independent.

8. Fill in the person, and spend your money

Appearance, attitude, objective, background. Then answer two questions about where you came from:

  • Why are you on this ship? You had other options. Something about this crew, or this ship, or the job you were running before, made this the one you took.
  • Who do you owe, and what for? The crew picks one creditor for the ship between them; The Job has the three to choose from. Yours is the personal half of that: the share you carry, or the separate debt you brought aboard with you.

Then spend your money. Your template hands you a float of starting credits along with the gear already on its equipment line, and this campaign adds a further sum of your own to outfit with.

The float

Across the fourteen templates it runs from 100 to 2,500, and that spread is doing character work rather than balance work. The Disowned Noble still has family money in an account nobody has thought to close. The Rebel Special Forces trooper has what was in his pockets when he walked out of the barracks.

You have 5,000 credits plus your template's starting value for outfitting your character. Read your template's equipment line before you spend credits: everything printed on it is already yours and does not come out of this money.

Separately from that, the crew has 20,000 credits to spend on the ship, shared between all of you. It is one pool and one argument. Your Ship has the decision and Ship Upgrades has the tables.

Force sensitivity and Force Points

Everyone at this table earns and spends Force Points, sensitive or not. They are not a Jedi resource; they are what any character with enough nerve reaches for at the moment that decides the job.

Force sensitivity is a different thing. It is open to you, and it comes with a ledger. The pull toward the dark side is a real mechanic, and playing a sensitive character means making choices about it the way a paladin does. Characters who are not sensitive have no such ledger, and are free to be as pragmatic as the job requires.

That answer also sets the number you start with. A Force-sensitive character begins with two Force Points; a character who is not begins with one. Where your template prints "1 or 2", that is the choice it is asking you to make.

A droid is never Force-sensitive. Both droid templates say so on the card, and no droid character in this campaign answers that question yes. Write "no" on the sheet and skip the ledger; nothing else about the choice applies to you.

A droid does have Force Points. You begin with one, and you earn, spend and recover them exactly as everyone else at the table does, which is why the droid templates print a flat Force Points 1 instead of a choice.

Jedi are discouraged. In this era a Force user takes a long time to become mechanically effective, and the people who hunt Force users are extremely good at it and already looking.

Nothing is locked yet

Your sheet is not final. You are free to make character build changes, no need to ask. The GM will give notice before locking character sheets at some point in the future.

The blank sheet

Fill this in as you work through the eight steps. It is the same shape as the finished sheet at the end of the worked example, so you can compare the two.

CHARACTER SHEET

TEMPLATE ................  SPECIES ................  MOVE ......
FORCE POINTS ....  CHARACTER POINTS ....  CREDITS ..........
Freelance Operative.  Force-sensitive?  yes / no   (a droid is always no)

DEXTERITY ......
  ................................................................
  ................................................................

KNOWLEDGE ......
  ................................................................
  ................................................................

MECHANICAL ......
  ................................................................
  ................................................................

PERCEPTION ......
  ................................................................
  ................................................................

STRENGTH ......
  ................................................................
  ................................................................

TECHNICAL ......
  ................................................................
  ................................................................

SPECIALIZATIONS  (four, one pip each, written beside their parent skill above)
  1 ..........................  2 ..........................
  3 ..........................  4 ..........................

EQUIPMENT  (template's line first, then what you bought)
  ................................................................
  ................................................................
  ................................................................

CREDITS    template float ........  + outfitting 5,000
           spent ........  remaining ........

BUDGET     pip pool           ....   step 5's skill dice in pips, or your
                                     template's own budget if it prints one

           drawn from that pool, all three of them:
           species price      ....
           skill dice         ....
           specializations    ....   (1 pip each, four of them)
                              ----
           TOTAL SPENT        ....   must equal the pip pool above

           attribute pip      ....   step 3's one pip, NOT out of that pool

A worked example: the Scoundrel

Let's build a character.

Step 1: the template

The Scoundrel, straight off the card:

Attribute Die Skills on the template
Dexterity 3D+1 blaster, brawling parry, dodge, melee combat, melee parry, running, Pick Pocket
Knowledge 2D+2 intimidation, streetwise, survival, willpower
Mechanical 2D+1 communications, repulsorlift operation, sensors, starship gunnery
Perception 4D con, forgery, gambling, hide, search, sneak
Strength 2D+2 brawling, climbing/jumping, stamina, swimming
Technical 3D computer programming/repair, droid programming, first aid, security

Perception 4D is the headline. This is a character who reads people for a living.

Step 2: species

Human, as the template says. Keeping the species your template already names costs nothing, so all 27 pips are still on the table. Move 10 comes straight off the template and goes onto the sheet unchanged.

Step 3: the attribute pip

Not Perception. Human attributes run 2D to 4D, the Scoundrel is already at 4D there, and the pip cannot push past the species maximum, so that pip would have nowhere to go.

Knowledge, then: 2D+23D. The template left it one pip short of a die, and this is the pip. intimidation, streetwise, survival and willpower all start at 3D now instead of 2D+2.

Step 4: choose three skills

space transports and astrogation, both arriving at Mechanical 2D+1, because a smuggler who cannot fly the ship is cargo. Then bargain, starting at Perception 4D.

Step 5: spend 23 of the 27

Spend Skill goes Pips
con +2D (capped) 4D6D 6
space transports +2D (capped) 2D+14D+1 6
sneak +1D 4D5D 3
blaster +1D 3D+14D+1 3
security +1D 3D4D 3
streetwise +1 3D3D+1 1
computer programming/repair +1 3D3D+1 1
Skills 23

space transports takes the full cap here of +2D, which is what turns a Face who merely talks a good game into one who can fly the ship out of trouble herself. con takes the other cap. Three skills rise a full die, and two small pips round awkward numbers up to clean ones. streetwise starts this table at 3D because step 3 already moved it. Four pips are left, and step 6 wants exactly four.

Step 6: four specializations, four pips

Each is a narrow application of a skill already on the sheet, each gives +1D and costs 1 pip at character creation.

Specialization Parent skill Result
blaster pistol blaster 4D+1 5D+1
lockbreaking security 4D 5D
fast talk con 6D 7D
sabacc gambling 4D 5D

The budget closes here:

species (Human, price 0)      0
skill dice                   23
specializations, 4 × 1 pip    4
                             --
total                        27

Steps 7 and 8: character background

Freelance Operative. Not Force-sensitive: too much ledger to carry for a character built to be pragmatic. The template's "1 or 2" therefore resolves to Force Points 1. And the questions:

  • Why are you on this ship? The last crew sold me to cover a debt, and this one has not yet had the chance.
  • Who do you owe, and what for? My share of the ship, and a criminal organization that has a standing bounty on my name.

The money

Scoundrel · 2,000 credits. That is the float printed on her template. The campaign adds 5,000 more to outfit with, so she has 7,000 to spend. Everything already on her template's equipment line is hers and does not come out of it.

Buy Why Cost
Basic Heavy Blaster Pistol 5D where the hold-out on her template gives her 3D 750
Code Slicer her security is 4D and lockbreaking is 5D; this is what turns a locked door into a slow door 2,000
Infra-Goggles sneak at 5D is worth a great deal more in the dark 300
Blast Vest it goes under a coat, which is the only kind of armour a Face can wear to a meeting 300
Merr-Sonn Stun Grenade the exit, for when talking stops working 450
Syntherope and Glow Rod 5 and 10, and everybody forgets them 15
spare power packs, two 25 each 50
Spent 3,865

That leaves 3,135 in the account, and leaving it there is a decision rather than an oversight. A docking fee is a few hundred. So is the difference between an inspector who looks in the hold and one who does not. A smuggler with no cash is a smuggler with no options, and the gear you did not buy is easier to find later than the money you already spent.

The hold-out blaster stays on the sheet. It fits somewhere the heavy one does not.

The finished sheet

SCOUNDREL · Human · Move 10 · Force Points 1 · Character Points 5 · 3,135 credits remaining of 7,000
Freelance Operative. Not Force-sensitive.

DEXTERITY 3D+1
  blaster 4D+1 (blaster pistol 5D+1)
  brawling parry 3D+1    dodge 3D+1            melee combat 3D+1
  melee parry 3D+1       running 3D+1          Pick Pocket 3D+1

KNOWLEDGE 3D
  intimidation 3D        streetwise 3D+1      survival 3D
  willpower 3D

MECHANICAL 2D+1
  astrogation 2D+1       communications 2D+1  repulsorlift operation 2D+1
  sensors 2D+1           space transports 4D+1   starship gunnery 2D+1

PERCEPTION 4D
  bargain 4D             con 6D (fast talk 7D)   forgery 4D
  gambling 4D (sabacc 5D)   hide 4D              search 4D
  sneak 5D

STRENGTH 2D+2
  brawling 2D+2          climbing/jumping 2D+2
  stamina 2D+2           swimming 2D+2

TECHNICAL 3D
  computer programming/repair 3D+1   droid programming 3D
  first aid 3D                       security 4D (lockbreaking 5D)

EQUIPMENT  heavy blaster pistol (5D), hold-out blaster pistol (3D), knife (STR+1),
           deck of Sabacc cards, comlink, security kit (+1D to security skill use),
           1 pair restraints (no key), code slicer, infra-goggles, blast vest,
           stun grenade, syntherope, glow rod, 2 spare power packs

BUDGET     species 0 + skills 23 + specializations 4 = 27, spent to the pip.
           Attribute pip: Knowledge +1, separate from the 27.

Sneaking at 5D, lying at 7D, opening locked things at 5D, and flying the ship home at Mechanical 4D+1: genuinely this time, not just well enough to talk her way aboard.

Your Ship

Your Ship

Vessel Registry

VESSEL REGISTRY IS A PRIVILEGE EXTENDED BY THE EMPIRE. A LOYAL CREW HAS NOTHING TO DECLARE.

You have plenty to declare. You simply don't.

The ship

You have a YT-1300 Transport, not The YT-1300 Transport.

It is the freelancer's freighter: a hundred metric tons of hold, berths for six, and a saucer built out of enough separate modules that a patient crew can find room in it for compartments no customs service has a drawing of. Parts for it turn up on every backwater landing field in the Rim.

What you owe on it

Registered Lien Notice

A LIEN AGAINST A REGISTERED HULL IS FILED, PUBLIC AND ENFORCEABLE. THE EMPIRE PROTECTS THE LENDER'S INTEREST WHEREVER THE HULL FLIES.

That is a promise made to the lender, not to you. What it means from this side of the transaction is that your creditor never has to find you twice. Once the debt is filed, the Empire's own registry does half the tracking for free.

The ship is yours. The paper on it belongs to whoever you picked in The Job, and that name is already on somebody's sheet.

Modifications

You have 20,000 credits to spend on the ship, shared.

The budget is the interesting half of the decision. A bacta tank, 1D of shields and an airlock is a different ship from one tractor beam, and both are a different ship again from a single tuned hyperdrive and nothing else. Argue about it. Ship Upgrades has the tables: every drive, weapon, shield and system the yards will fit to a hull this size, with what it costs and what it does.

Stat block

Starfighter scale. Costs are in credits, new and used.

YT-1300 Transport

  • Craft: Corellian Engineering Corp. YT-1300 Transport
  • Type: Light freighter
  • Scale: Starfighter
  • Length: 26.7 meters
  • Skill: Space transports: YT-1300
  • Crew: 1 (1 can coordinate), gunners: 1
  • Passengers: 6
  • Cargo Capacity: 100 metric tons
  • Consumables: 2 months
  • Cost: 100,000 (new), 25,000 (used)
  • Hyperdrive Multiplier: x2
  • Hyperdrive Backup: x12
  • Nav Computer: Yes
  • Space: 4
  • Atmosphere: 480; 800 km/h
  • Hull: 4D
  • Sensors: Passive 10/0D · Scan 25/1D · Search 40/2D · Focus 2/3D
  • Weapons:
    • Laser Cannon. Fire Arc: Turret; Crew: 1; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D

The skill that flies it is space transports. With that skill you may specialize in Space transports: YT-1300 at creation. One pip, one die, on the roll you will be making when it matters most.

Advancement

Advancement

Character Points are awarded after every session.

What Character Points buy

Raising a skill costs Character Points equal to that skill's current die value, meaning the number in front of the D. That buys one pip, not one die. Three pips make a die, the same as at creation, so budget accordingly: at 4D a pip costs 4 Character Points and the full step to 5D costs 12. From 5D pips cost 5 apiece, and to go to 6D is another 15.

Specializations advance separately from the skill they came from. Each upgrade step costs half the skill's current die value in Character Points, rounded up, and three steps make +1D. So from 3D a step is 2 Character Points, and from 4D it is also 2.

Improving an attribute

An attribute can rise too, one pip at a time, and it costs far more than a skill pip: the number before the D, times 10. Moving Knowledge from 2D+2 to 3D runs 20 Character Points. Training takes a week per point with a teacher and two without, and extra points buy the time down to a floor of one week.

Up to your species maximum there is no roll. Pay the Character Points, serve the training time, and the pip lands.

Going above your species maximum takes a roll. At the end of the training you roll your new die code, the game master rolls your species maximum, and equal or under theirs means it lands. Over it and it does not, though you keep half the Character Points either way. This is where a species with a high ceiling stops mattering and a species with a low one starts costing you.

A droid has no species, and therefore no species maximum. Its ceiling is 5D on every attribute, the same ceiling Building Your Character puts on a droid at creation, and that figure does a species maximum's job here: up to 5D a droid's attribute rises without a roll, and past 5D the game master rolls 5D against your new die code exactly as above.

It is worth the price for what it drags up with it: every skill under that attribute rises a pip the moment the new die lands, the same ripple as step 3 of character creation, now running on a grown character instead of a fresh one. Advanced skills are the one exception, as above. They never ride the ripple, and move only when you pay for them by name.

Advanced skills

A large slice of the skill list is marked advanced: the engineering disciplines, medicine, and a handful of others. None of your creation pips buys one at character creation, and none of the three bonus skills you picked could have been one, unless your own template printed a rule that opened it. Otherwise an advanced skill is not a starting option. It is somewhere to go.

Getting there is cheaper than it sounds. You need the prerequisite skill first: medicine, for instance, wants first aid at 5D. Then the advanced skill itself usually costs 2 Character Points to learn at 1D.

An advanced skill costs twice the number in front of the D per pip, where an ordinary skill costs that number once. At 2D+2 a pip is 4 Character Points. At 4D a pip is 8, so a full die from 4D to 5D runs 24. That is double the 12 an ordinary skill would ask.

When an attribute goes up, every skill under it goes up a pip along with it. Advanced skills do not. An advanced skill never rides along on anything. It only moves when you pay for it.

The Skill List has the full list, and marks which skills are advanced.

Character Points also buy dice mid-roll

Spend one Character Point and roll one extra die, added to the total. You do this after you have rolled and before the game master says whether you succeeded. How D6 Works covers the timing.

Points spent this way are gone. Points spent on advancement are permanent. You start with 5 character points, and it is recommended to keep a bank this size for emergencies.

The Table

Character Templates

Assignment Notice

THE EMPIRE HAS A PLACE FOR EVERY CITIZEN. YOUR ASSIGNMENT IS PERMANENT. YOUR ASSIGNMENT IS YOU.

Fourteen character templates follow, alphabetically. None of them is an assignment.

A character template is a starting point, not a class. It hands you six attribute dice, the list of skills you are allowed to raise, the equipment you already own, and enough of a past to be worth asking about. Every one of them is a complete starting character. Pick the shape you want and Building Your Character turns it into a person.

They are suggestions. The role printed under each name is where that template starts, not where it has to finish. Building Your Character gives you three bonus skills from outside the template, four specializations, an attribute pip and a pool of skill pips to spend, which is enough to bend any of these fourteen toward any job on the ship. If you want to fly and the Infochant is the one whose numbers you like, take the Infochant, spend two of your three bonus skills on space transports and astrogation, and fly.

Attribute die codes are fixed by the template. The skills listed after each attribute are the ones you may raise with your 9D, and three more of your own choosing come free.

Where a template prints a rule of its own, that printed rule stands and Building Your Character's general version gives way. It might be its own starting dice, its own caps, or a specialization it hands you free. The two droids below are the clearest case: they are built on 13D, not 9D. Read a template's notes as part of its stat block, not as decoration.

Species recommendations by crew role are in Species by Crew Role, the file after this one.


Brute Mercenary

Muscle

Whiphid, armed like a small war, and paid to be exactly what you look like. Nobody hires you quietly.

Dexterity 3D+1: Blaster, Brawling Parry, Dodge, Melee Combat, Melee Parry, Thrown Weapons, Vehicle Blasters

Knowledge 2D+1: Intimidation, Streetwise, Survival, Willpower

Mechanical 2D+1: Beast Riding, Repulsorlift Operation, Sensors, Space Transports, Starship Gunnery

Perception 2D+1: Bargain, Hide, Search, Sneak

Strength 4D+2: Brawling, Climbing/Jumping, Lifting, Stamina, Swimming

Technical 3D: Blaster Repair, Demolitions, First Aid, Security

Species: Whiphid
Move: 9 · Force Points: 1 or 2 · Character Points: 5 · Credits: 1,000

Equipment: Prax “Blast and Smash” blaster rifle (5D blaster rifle with fire rate 7, range 3-25/50/75; micro-grenade launcher with fire rate 1, range 5-25/100/200, blast radius 0-2/4/6; Game Notes: This micro-grenade launcher has a computerized fire control system. If the character can make a Moderate Perception roll (this is a free action and doesn’t count as a skill use, so there are no penalties), the character can add +1D to hit when the weapon is fired; if the character is firing at the same target repeatedly, the character automatically gets the +1D for the second and following shots.), blaster pistol (4D), field armor (+1D physical/+1D energy; torso only), 10 frag micro-grenades (4D/3D/2D), 10 stun micro-grenades (4D/3D/2D), 5 glop micro-grenades (4D/3D/2D; radius 0-1/3/5) ), vibro-ax (Str+3D+1), 3 throwing knives (Str+1D), comlink.

Special Abilities. Claws - STR+1D damage.

Character Creation Note. If race is changed to Wookiee replace the following equipment: Prax “Blast and Smash” blaster rifle and all micro-grenades with modified Wookiee bowcaster (5D; damage has been increased by +1D), bandolier with 50 standard quarrels, 10 explosive quarrels (+1D damage), 10 stun quarrels (stun damage only), and 5 glop quarrels (radius 0-1/3/5; damage 6D/5D/3D; opposed strength roll to break free). Also replace blaster and blaster repair skills with bowcaster and bowcaster repair).


Decommissioned 501-Z Police Droid

Tech / muscle

Built to enforce the law, retired, and never quite reprogrammed. The restraining-bolt socket is broken. Nobody has offered to fix it.

Dexterity 4D: Blaster, Brawling Parry, Dodge, Melee Combat, Melee Parry, Running, Vehicle Blasters

Knowledge 3D: Alien Species, Intimidation, Languages, Law Enforcement, Streetwise, Willpower

Mechanical 1D: Communications, Repulsorlift Operation, Sensors

Perception 2D: Command, Con, Investigation, Search, Sneak

Strength 3D: Brawling, Climbing/Jumping, Lifting, Stamina

Technical 2D: Blaster Repair, Droid Programming, Droid Repair, First Aid, Security

Species: Sentient Droid
Move: 10 · Force Points: 1 · Character Points: 5 · Credits: 500

Equipment: Vocabulator, basic limbs, Human-range visual and auditory sensors, locked access (internal shut down switch), broken restraining bolt socket, heuristic processor (can use skills even if untrained), blaster rifle (5D dmg), Merr-Sonn stun grenade (6D stun), internal Merr-Sonn grenade recharge plug (1 minute/grenade), comlink, SoroSuub V-35 ex-Agency patrol landspeeder (purchased at auction).

  • SPECIAL: Spend 13D starting dice to advance skills instead of standard 9D - One skill may be +4D. Two other skills may be +3D, others limited to +2D
  • CHOOSE: One Gear Package
  • Espionage Package: Internal Comlink, Hologram Projectors (action to activate, +1D Sneak, projectors match nearby terrain onto self), Emotion Emulation Software (+1D Con), Internal Retractable Holocamera with Recorder, Hentik/Harris AVX-1 Holographic Storage System, Improved Sensor Package (+1D Search), Hidden Internal Hold-out Blaster Pistol (3D dam; +1D Hide), Small (20cm x 8cm) Internal “Cargo” Area, and Shielded Self-Destruct System (8D dam to adjacent targets) {player option to have enabled/disabled, trigger sequence, or even known about}
  • Combat Package: Internal Comlink, Integrated Medium Body Armor (+2D physical/+1D energy), Built-in Retractable Vibroblade (STR+3D dam; +1D Hide), Built-in Retractable Ranged Weapon (Heavy Blaster Pistol (5D dam) OR Light Repeating Blaster (6D dam); +1D Hide), Arm Mounted Mini Flamethrower (3D dam; range 10 meters, flame does 3D damage each round until extinguished), and Integrated Targeting Computer (+1D Fire Control for any built-in ranged weapon). {Built-in retractable weapons can be located in the chassis and function as player wishes}
  • Tech Package: Internal Comlink, Built-in Retractable Repair Tools (+1D to All Repair skills; various locations on chassis; player’s choice), Expanded Function Tool (+2D instead of +1D to one Repair skill; player’s choice), Extendible I/O Interface Jack, Fine Manipulator Arm, Heavy Manipulator Arm, Built-in Plasma Cutter (3D dam; Starfighter scale - 1m range - uses Blaster skill), Small (20cm x 8cm) Internal “Cargo” Area, and Built-in Generator (can recharge 1 Speeder scale item per day).

Force-Sensitive. No

Racial Abilities. Use PC Droid Template Rules

Vehicle. SoroSuub V-35

Type. Military landspeeder, Scale: Speeder, Length: 3.8 meters, Skill: Repulsorlift operation: landspeeder, Crew: 1, Passengers: 3, Cargo Capacity: 100 kilograms, Cover: 1/2, Altitude Range: Ground level-1.5 meters, Cost: 28,000 (new), Maneuverability: 1D, Move: 20; 60 kmh, Body Strength: 3D+2, Weapons: removed Light Repeating Blaster and added Tow Tractor Beam (FC: 0D, Damage: 2D, Range: 2-6m, Fire Arc: rear); Special Note: official Agency markings removed, but faded after images are still visible.

CHOOSE - Locomotion. Treads or Legs

CHOOSE - Life Preservation Programming. Active or Deactivated

Notes on Character Advancement and Improvement:

  • Sentient Droid Attributes can be increased the same as organic races with a maximum of 5D for all of them.
  • Sentient Droid Moves can be increased using standard campaign rules with a maximum of 15 for all droid models.
  • Cybernetics are considered modifications to Sentient Droids and follow all of the same rules used for organic races (cost with additions for affected skills, +1D limit, location and space used, extra Dark Side Points when a Dark Side Point is gained, etc.). The cybernetics can be removed and replaced with ‘standard’ parts to eliminate their bonuses and penalties (similar to an organic cloning replacements).
  • Most purchased equipment can be bought as integrated or built-in variants at a 10% cost markup (i.e. buy armor and pay +10% and the armor is new or add on plating, the blaster is modified to fit in a limb, etc.)

Special Sentient Droid Rules:

  • Sentient - Free willed and may not be reprogrammed unless willing. See Brainwashing rules but use Droid Engineering vs Willpower
  • PC droids do not improve via Droid Engineering. Character Points are spent like normal to represent Traitware and Skillware upgrades
  • No Biology - No need to sleep, breathe, or eat. Not subject to poisons, diseases, etc.
  • Immune to Stun Damage
  • Ionization Damage affects the PC droid as per the stun damage chart
  • First Aid has no effect
  • "Healed" via Droid Repair and Droid Engineering with rules that mirror First Aid and Medicine

Disowned Noble

Face

You still know which fork, which bribe, and which name opens which door. The family that taught you all three no longer answers your calls.

Dexterity 3D: Blaster, Dodge, Melee Combat, Melee Parry

Knowledge 3D+2: Alien Species, Bureaucracy, Cultures, Languages, Planetary Systems, Profession, Willpower

Mechanical 3D: Archaic Vehicle Piloting, Astrogation, Beast Riding, Repulsorlift Operation

Perception 3D: Bargain, Command, Gambling, Persuasion, Search

Strength 3D: Brawling, Climbing/Jumping, Stamina, Swimming

Technical 2D+1: Computer Programming/Repair, Droid Programming, First Aid, Security

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 2,500

Equipment: 3 sets of fine clothing, hold-out blaster pistol (3D), vibro-rapier (STR+3D), Robo-Bartender (see below), zZip Motor Concepts Astral-8 luxury speeder (see below), comlink.

  • Type: Luxury speeder, Scale: Speeder, Length: 12meters, Skill: Repulsorlift operation: Astral-8, Crew: 1, Passengers: 8, Cargo Capacity: 250 kilograms, Cover: Full, Altitude Range: ground level-1 meter, Cost: 28,000 (new), Maneuverability: 1D+2, Move: 85; 245 kmh, Body Strength: 4D, Shields: 1D.

Character Creation Note. Choose a Profession skill (i.e. dancer, gambler, painter, poet, politician, sculptor, etc.)

Droid. Robo-Bartender

Type. Cybot Galactica MixRMastR Robo-Bartender; DEX 1D, KNO 4D, Alien species: favorite drinks 6D, drink mixology 7D, MEC 1D, PER 2D, STR 1D, TEC 1D; Equipped With: chemical/liquor drum siphons, photoreceptor/audio receiver (Human range), two fine manipulator arms, retractable drink/credit tray; Move: 12; Size: 0.5 meters; Cost: 1,000 credits

Vehicle. zZip Motor Concepts Astral-8


Field Medic Droid

Medic

A 2-1B with a chemical booster hidden in one fingertip. You keep people alive, and you are very good at deciding who.

Dexterity 2D: Brawling Parry, Dodge, Melee Combat, Melee Parry

Knowledge 3D: Alien Species, Bureaucracy, Cultures, Languages, Scholar

Mechanical 1D: Communications, Machinery Operation, Repulsorlift Operation, Sensors

Perception 2D: Con, Investigation, Search, Sneak

Strength 3D: Brawling, Lifting, Stamina

Technical 5D: Computer Programming/Repair, Droid Programming, Droid Repair, First Aid, Medicine, Security

Species: Sentient 2-1B Droid
Move: 8 · Force Points: 1 · Character Points: 5 · Credits: 500

Equipment: Internal comlink, BioTech RFX/K medical sensor supplement (+1D to First Aid rolls, when the character is patched into a medbay computer, bonus increases to +2D), medical database (+1D to (s)Scholar: Medicine rolls), extendible I/O interface jack, fine manipulator arm, heavy manipulator arm, built-in laser scalpel (2D damage; ignores 1D of armor protection), integrated medical scanner, collapsible extendible gurney integrated into back (+2D Lifting), Cyduct Chemical Booster hidden in fingertip (Skill: First Aid {or Melee Combat requires Wounded result to apply chemical effect}; STR+1D damage; ignores 2D of armor protection; holds 5 ampules for injection), 5 anesthetic ampules for CCD (if Wounded or not resisting, Heroic Stamina or target takes 1 Stun result and falls asleep for 1 hour), BioTech medikit (can be used 10 times before out of charges).

Force-Sensitive. No

Racial Abilities. Use PC Droid Template Rules

Creation Notes:

  • Spend 13D starting dice to advance skills (with one skill allowed to be +4D, two other skills allowed to be +3D, then any remaining skill limited to standard +2D)
  • (A)Medicine advanced skill can only be increased by +1D at character creation
  • If you add +1D to Scholar skill the first Field of Study chosen must be Medicine
  • Considered 2 pip option for droid chassis conversion at character creation
  • Life Preservation Program can be selected as Active or Deactivated (if chosen at character creation, starts with 1 Dark Side Point)

Notes on Character Advancement and Improvement:

  • Sentient Droid Attributes can be increased the same as organic races with a maximum of 5D for all of them.
  • Sentient Droid Moves can be increased using standard campaign rules with a maximum of 15 for all droid models.
  • Cybernetics are considered modifications to Sentient Droids and follow all of the same rules used for organic races (cost with additions for affected skills, +1D limit, location and space used, extra Dark Side Points when a Dark Side Point is gained, etc.). The cybernetics can be removed and replaced with ‘standard’ parts to eliminate their bonuses and penalties (similar to an organic cloning replacements).
  • Most purchased equipment can be bought as integrated or built-in variants at a 10% cost markup (i.e. buy armor and pay +10% and the armor is new or add on plating, the blaster is modified to fit in a limb, etc.)

Special Sentient Droid Rules:

  • Sentient - Free willed and may not be reprogrammed unless willing. See Brainwashing rules but use Droid Engineering vs Willpower
  • PC droids do not improve via Droid Engineering. Character Points are spent like normal to represent Traitware and Skillware upgrades
  • No Biology - No need to sleep, breathe, or eat. Not subject to poisons, diseases, etc.
  • Immune to Stun Damage
  • Ionization Damage affects the PC droid as per the stun damage chart
  • First Aid has no effect
  • "Healed" via Droid Repair and Droid Engineering with rules that mirror First Aid and Medicine

Former Hutt Bounty Hunter

Muscle

You worked for a Hutt until your name went on the same list you were hunting from. The armour and the licence are still good.

Dexterity 4D: Blaster, Brawling Parry, Dodge, Melee Combat, Melee Parry, Vehicle Blasters

Knowledge 3D: Alien Species, Animal Training, Intimidation, Languages, Streetwise, Survival, Value

Mechanical 2D+1: Beast Riding, Communications, Sensors

Perception 3D: Animal Handling, Bargain, Command, Investigation, Search, Sneak

Strength 3D+2: Brawling, Climbing/Jumping, Lifting, Stamina

Technical 2D: Armor Repair, Blaster Repair, Security

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 1,000

Equipment: bounty hunter armor (+2D physical/+1D energy/-1D Dexterity), 2 medpacs, heavy blaster pistol (5D), light repeating blaster (6D), knife (Str+1), Guild bounty hunting license, animal collar (+1D to Animal Handling and +1D to Animal Training skills), remote for animal collar, datapad with information on all Hutt Bounties (as of Sparks 255; Note: your name was added with the latest update).

  • Move: 18 (flying)
  • Type: Trained Attack Animal
  • Move: 12
  • Size: 0.9-1.3 meters long
  • Source: Alien Anthology (page 38), Dark Empire Sourcebook (page 60)
  • Type: Jungle predator
  • Planet of Origin: Binaros
  • Claws: Can attack with two claw attacks a round without penalty. Additional attacks cause penalties (i.e., using a third paw means -1D to all actions, fourth is -2D, etc.). Claws do STR+2D damage.
  • Move: 12
  • Size: 1 meter at the shoulder, 2-3 meters long
  • Source: The DarkStryder Campaign - The Kathol Outback (page 26)

Force-Sensitive. Yes or No {If yes, start with 1 Dark Side point and additional Force point}

Dark Side Pts. 0 or 1 {starts with 1 Dark Side point if Force-sensitive}

Bounties. 5000 credit Hutt

Animal Companion. choose one of the following -

Type. Flying predator

Planet of Origin. Atrisia

Search. tracking 7D, sneak 6D+2

Hearing. Shredder bats have incredibly sophisticated senses of hearing, allowing them to build composite images of the world around them and detect prey up to 15 kilometers away. This is reflected in their Perception and related die codes.

Fangs. Cause STR+1D damage; dive-bombing attack causes STR+2D+2 damage.

Size. Up to 1-meter long, up to 1-meter wingspan

Source. Creatures of the Galaxy (pages 64-65)

Body Armor. Add +2D to Strength

Teeth. Do STR+2D+1 damage

Claws. Do STR+1D damage

Bite. Huge teeth do STR+2D damage.


Guerilla Resistance Survivor

Muscle / scout

Your world lost. You did not, quite, and you have been fighting the same war on your own ever since.

Dexterity 3D: Blaster, Brawling Parry, Brawling Parry (Specforce Martial Arts Parry), Dodge, Grenade, Melee Combat, Melee Parry, Missile Weapons

Knowledge 3D: Intimidation, Survival

Mechanical 2D: Communications, Repulsorlift Operation, Starship Gunnery

Perception 3D: Con, Hide, Search, Sneak

Strength 3D: Brawling, Brawling (Specforce Martial Arts), Climbing/Jumping, Lifting, Stamina

Technical 3D+1: Demolitions, First Aid, Security

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 1,000

Equipment: comlink, hold-out blaster (3D), disruptor pistol (6D+2; Range: 0-3/5/7), 2 frag grenades (5D), 1 stun grenade (5D), Raider armor (+2D physical/+1D energy torso and head only; with sealed Enviro-filter {filter system maintains Type II atmospheres within helmet and filters out harmful molecules and odors}, with flash guard visor {nullifies all stun damage from visual sources such as flash canisters or grenades}), Alliance Infiltrator multi-weapon (dagger {STR+1D+2}, club {STR+1D}, garrote {STR+1D}).

Force-Sensitive. Yes or No; Black Ops optional add-on: No (see character creation notes)

Character Creation Notes. Choose to add +1D to either Strength or Dexterity attribute

Black Ops Add-On (optional choice at creation only). This is a Black Ops squad composed of planetary survivors known for their unusually brutal tactics against Imperial targets. They must begin play with 1 Dark Side point, a never-removeable 10,000 credit bounty from the Empire, and any additional Imperial Bounty that the player may receive in the future is increased by 5,000 credits each. They may not at any point become a member of the Rebel Alliance Military and cannot start as Forces-sensitive. Change the name of SpecForce Martial Arts to Black Ops Martial Arts (functions identically but you didn't learn it from us!).

Favored Enemy. +1D to all skill rolls against Imperial targets (not damage or soak). Also, if Intimidation skill is raised to 5D at creation character may add (A)Torture at 1D.


Infochant

Face

You sell what people say when they think nobody is counting. Five datapads, and every one of them is worth more than the ship.

Dexterity 2D+1: Blaster, Brawling Parry, Dodge, Melee Combat, Melee Parry

Knowledge 3D+2: Alien Species, Bureaucracy, Business, Cultures, Languages, Law Enforcement, Streetwise, Value

Mechanical 2D+2: Communications, Machinery Operation, Repulsorlift Operation, Sensors

Perception 3D+1: Bargain, Con, Hide, Investigation, Persuasion, Sneak

Strength 2D+2: Brawling, Lifting, Stamina

Technical 3D+1: Communications Repair, Computer Programming/Repair, Machinery Repair, Security

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 1,500

Equipment: comlink, hold-out blaster (3D), blaster pistol (4D), armored business suit (+1D physical/+2 energy), transliterator, 5 datapads with various acquired information.

  • Specialization: The player chooses one of the specializations listed below gaining the listed benefits/penalties and then MUST add 1D to any specialization of one of the listed skills as if spending a pip (+1) at character creation (free mandatory specialization).
  • Bonus Contact: start with a bonus contact.
  • Increased Bounty: starting Burned Contact bounty is 5,000 credits higher.
  • Bonus Equipment: start with 2 PS-xqt9s pocket scramblers.
  • Contact: During character creation or to a limited number of modules after, this template selects (created or determined by the player with recommendations and input from the GM) a contact known to the character. Determine the name, planet location, occupation for this contact and mark it on your update sheet notes section. See Building Contacts below.
  • Burned Contact: Detail a burned contact (using the same guidelines as the above Contact) who has issued a 10,000-credit capture bounty on this character (no disintegrations). Contact can be a corporate, criminal, business, or Imperial contact. See Building Contacts below.
  • Building Contacts: Select one association and occupation using the guides below. Contact does not need to be named or located in a specific location until the contact is used in play. The player may select or determine the contact with recommendations and input from the GM up until the end of the 7th event played. After the 7th event the GM will determine one for you. Using a contact can add up to +2D to a related roll, but their availability and ease of reach is up to GM approval. Remember, while they may be friendly contacts, their services aren't always for free. They way want something in return if you wish to keep them as contacts (Up to GM).

(1) Corporate. Skills - bureaucracy, business, cultures

(2) Criminal. Skills - law enforcement, streetwise, value

Bonus Vehicle - start with a stolen Mobquet Corona (Craft. Mobquet Corona Limited; Type: Luxury speeder; Scale: Speeder; Length: 10 meters; Skill: Repulsorlift operation: luxury speeder; Crew: 1; Passengers: 6; Cargo Capacity: 225 kilograms; Cover: Full; Altitude Range: Ground level-0.5 meters; Cost: 27,599 (new); Maneuverability: 1D; Move: 80; 230 kmh; Body Strength: 3D; Source: Han Solo and the Corporate Sector Sourcebook (pages 106-107))

(3) Underground Reporter. Skills - cultures, streetwise, investigation

Contact's Association. Pick an association for the contact. This will be either Imperial (Government or Military), Rebel, Corporate (Corporate Sector, or by industry), Criminal (Choose from Black Sun, Gang (Brains, Ghost, etc.), Hutt (Cormba, Durga, Jabba, or Ogus), or unaffiliated), Bounty Hunter, or other.

Contact's Occupation. Pick an occupation for your contact. Examples include Secretary, Lieutenant, Customs Agent, Fence, Pirate, Bounty Hunter, Smuggler, Doctor, etc. Contacts can provide information or services in their area and association of expertise.


Outer Rim Explorer

Scout / pilot

Duros, and comfortable a long way past the last charted beacon. You own the survival pack everyone else borrows from.

Dexterity 3D: Blaster, Brawling Parry, Dodge, Melee Combat, Melee Parry

Knowledge 2D+2: Alien Species, Bureaucracy, Cultures, Languages, Planetary Systems, Survival, Value, Willpower

Mechanical 3D+2: Astrogation, Beast Riding, Repulsorlift Operation, Sensors, Space Transports, Starship Gunnery, Starship Shields

Perception 3D: Bargain, Con, Search, Sneak

Strength 2D+2: Brawling, Stamina, Swimming

Technical 3D: Computer Programming/Repair, First Aid, Repulsorlift Repair, Space Transports Repair

Species: Duros
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 1,000

Equipment: heavy blaster pistol (5D), 2 medpacs, survival pack (contains two week’s rations, 3 medpacs, a glow rod, 2 thermal flares, a single-person di-chrome shelter, a breath mask, six meters of syntherope, a knife, and a portable fusion power generator), one week’s concentrated rations, vibroblade (Str+3D), Sorosuub Nella 330 Heavy Scout, comlink.

Craft. Sorosuub Nella 330 Heavy Scout.

Type. Scout ship, Scale: Starfighter, Length: 26 meters, Skill: Space transports: Nella 330, Crew: 1; gunners: 1, Passengers: 4, Cargo Capacity: 30 metric tons, Consumables: 3 months, Cost: 122,000 (new); 30,500 (used), Hyperdrive Multiplier: x2, Hyperdrive Backup: x10, Maneuverability: 1D+1, Space: 4, Atmosphere: 280; 800 kmh, Hull: 4D+1, Shields: 1D, Sensors: (Passive: 15/1D+1, Scan: 30/2D, Search: 45/2D, Focus: 2/3D), Weapons: Heavy Blaster Cannon (Fire Arc: Turret, Skill: Starship gunnery, Fire Control: 2D, Space Range: 1-5/10/17, Atmosphere Range: 100-500/1/1.7 km, Damage: 5D


Rebel Privateer

Pilot

You hold a Letter of Marque naming a ship the Empire impounded. You have been flying on the strength of that piece of paper ever since.

Dexterity 3D: Blaster, Brawling Parry, Dodge, Grenade, Melee Combat, Melee Parry

Knowledge 2D+1: Intimidation, Languages, Law Enforcement, Streetwise, Survival, Value

Mechanical 3D+2: Astrogation, Communications, Repulsorlift Operation, Sensors, Space Transports, Starship Gunnery, Starship Shields

Perception 3D: Bargain, Con, Gambling, Search, Sneak

Strength 3D: Brawling, Lifting, Stamina

Technical 3D: First Aid, Security, Space Transports Repair, Starship Weapon Repair

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 1,500

Equipment: shipsuit, comlink, vacuum suit, datapad, blaster pistol (4D), DL-6H heavy blaster pistol (5D; Range: 3-10/30/120), Renegade heavy blaster pistol (5D+2), vibro-cutlass (Str+2D), starship toolkit (+1D to Space Transport Repair), spacer’s chest, mementoes from a dozen worlds, eyepatch, Rebellion Letter of Marque (with impounded ship's name).

  • Impounded Ship: The character's personal ship was impounded by the Empire for illegal weaponry. If the character pays the 50,000-credit fine, they can get their ship back. When this happens, the player has 75,000 credits to purchase (used price) any campaign approved ship and modify/upgrade it (excess credits cannot be saved). The only stipulation is that all of the modifications must be legal (i.e. no illegal weapons).

Rebel Special Forces

Muscle

SpecForce trained you and then the war moved on without you. Pick your specialism; the reflexes came free.

Dexterity 4D: Blaster, Brawling Parry, Brawling Parry (Specforce Martial Arts Parry), Dodge, Firearms, Grenade, Melee Combat, Melee Parry

Knowledge 2D: Alien Species, Streetwise, Survival

Mechanical 3D: Repulsorlift Operation, Capital Ship Gunnery, Starship Gunnery

Perception 3D: Command, Hide, Search, Sneak

Strength 3D: Brawling, Brawling (Specforce Martial Arts), Climbing/Jumping, Stamina

Technical 3D: Armor Repair, Blaster Repair, Demolitions, First Aid, Ground Vehicle Repair, Security

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 100

Equipment: choose equipment based on Special Forces training (choose one from below).

  • Rebel: Can play modules 1-11 but is considered a mercenary because this is prior to the formation of the Rebel Alliance (still collect rank points).
  • Rank: Starts as a member of the Rebel military as a Private (20 rank points).
  • SpaceOps: blaster pistol (4D), blaster carbine (5D), 2 grenades (5D), space suit (+1D P/+2 E), vibroknife (Str+1D), comlink.
  • Pathfinder: blaster rifle (5D), 2 grenades (5D), camouflage poncho (+1D Sneak), survival pack, comlink.
  • Urban Combat Specialist: blaster pistol (4D), 2 grenades (5D), vibroknife (Str+1D), comlink.
  • Wilderness Fighter: blaster pistol (4D), speeder bike, survival pack, vibroknife (Str+1D), comlink.
  • Infiltrator: silenced slugthrower pistol (3D), garrote (Str+1D), vibroknife (Str+1D), headset comlink.
  • Heavy Weapon Specialist: blaster pistol (4D), comlink, vibroknife (Str+1D), light repeating blaster (6D).
  • Technician: heavy blaster pistol (5D), technical tool kit, 1 cube of detonite (10D), 2 medpacs, comlink.
  • Driver/Pilot: blaster pistol (4D), speeder bike, comlink.
  • Scanner/Communications Operator: blaster pistol (4D), comset, scanner, comlink.
  • Interrogator: datapad, blaster pistol (4D), recording rod, portable uniform refresher, wash-up kit, language software datacard (+1D Language), comlink.
  • Procurement Specialist: datapad, blaster pistol (4D), lock-breaking kit (+1D Security to pick locks), comlink.

Rogue Technician

Tech

There is nothing on this ship you cannot open, and very little you cannot improve while nobody is watching.

Dexterity 2D+1: Blaster, Dodge, Pick Pocket

Knowledge 3D: Business, Streetwise, Value

Mechanical 3D: Communications, Repulsorlift Operation, Sensors, Starship Gunnery, Starship Shields

Perception 3D: Bargain, Con, Search, Sneak

Strength 2D+2: Brawling, Climbing/Jumping, Lifting

Technical 4D: Computer Programming/Repair, First Aid, Repulsorlift Repair

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: determined by specialist choice

Equipment: determined by specialist choice

Grease Monkey. Additional Skills - ground vehicle repair, hover vehicle repair, pod racer repair, swoop repair, and choice of (ground vehicle operation, hover vehicle operation, pod racer operation, and swoop operation). Equipment - blaster pistol (4D), comlink, datapad with vehicle repair manuals, power prybar (adjustable +1D to +3D to STR to pry), servodriver (+1 to +1D to repair skill, GM discretion), zZip Motor Concepts Astral-8 (non-operational; requires 2000 credits worth of parts to repair), 100 credits.

Slicer. Additional Skills - hide, investigation, communications repair, droid programming, and security. Equipment - comlink, datapad, microthrust portable computer (+1D power; adds to computer programming/repair skill), hold-out blaster pistol (3D), mem-stik (holds 1D of data), scomp spiker (destroys computer components or terminals), Piercer II computer spike (+2D one use to computer programming/repair), 500 credits. Bounty - 7500 credits to Criminal Organization (capture only, no disintegrations; criminal organization to be determined at character creation - Black Sun, Brains, Ghost, Hutt (Cormba, Durga, Jabba, or Ogus) automatically reinstated 3 modules later if removed by any method other than payoff with a meeting with a criminal organization member).

Spacer Tech. Additional Skills - archaic starship repair, capital ship repair, space transport repair, starfighter repair, and starship weapon repair. Equipment - blaster pistol (4D), comlink, datapad with starship repair manuals, starship tool kit (+1D to starship repair skills), hydrospanner (+1 to +1D to repair skill, GM discretion), tech vacuum suit (not heated), 250 credits.

Droid Tech. Additional Skills - armor repair, droid programming, droid repair, machinery repair, security. Equipment - comlink, blaster pistol (4D), droid caller, 2 sets of restraining bolts and callers, MK-11 Droid Diagnostic (+1D to droid repair), 500 credits.

Demolitionist. Additional Skills -blaster repair, grenade, thrown weapons, demolitions, and security. Equipment - comlink, blaster pistol (4D), 1kg cube of detonite (10D), 2 frag grenades (5D), 2 Merr-Sonn stun grenades (6D), 10m detonite tape, 2 remote triggers, 2 timers, 250 credits.

Tinkerer. Additional Skills - armor repair, blaster repair, droid repair, machinery repair, security. Equipment - comlink, blaster pistol (4D), datapad, tech scanner (+1D to repair skills), hydrospanner (+1 to +1D to repair skill, GM discretion), 250 credits.

Weapon Designer. Additional Skills - blaster repair, blaster artillery repair, firearms repair, melee weapons repair, and choice of (bowcaster repair, fire lance repair, flamethrower repair, pulse-wave weapon repair, tensor weapon repair). Equipment - comlink, blaster pistol (4D), datapad with weapon schematics, servodriver (+1 to +1D to repair skill, GM discretion), 500 credits.


Scoundrel

Face / pilot

A hold-out blaster, a deck of Sabacc cards, and one pair of restraints you have lost the key to. Somewhere out there is a contact who still owes you.

Dexterity 3D+1: Blaster, Brawling Parry, Dodge, Melee Combat, Melee Parry, Running, Pick Pocket

Knowledge 2D+2: Intimidation, Streetwise, Survival, Willpower

Mechanical 2D+1: Communications, Repulsorlift Operation, Sensors, Starship Gunnery

Perception 4D: Con, Forgery, Gambling, Hide, Search, Sneak

Strength 2D+2: Brawling, Climbing/Jumping, Stamina, Swimming

Technical 3D: Computer Programming/Repair, Droid Programming, First Aid, Security

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 2,000

Equipment: hold-out blaster pistol (3D), knife (STR+1), deck of Sabacc cards, comlink, security kit (+1D to security skill use), 1 pair restraints (no key).

Special Rules. Contact - During character creation this template selects (created or determined by the player) a contact known to the character. Determine the name, planet location, occupation for this contact and mark it on your update sheet notes section.

Special Note. Criminal organization capture bounty of 10,000 credits - no disintegrations (criminal organization to be determined at character creation - Black Sun, Brains, Ghost, Hutt (Cormba, Durga, Jabba, or Ogus)) automatically reinstated 3 modules later if removed by any method other than payoff with a meeting with a criminal organization member.


Ship’s Doctor

Medic

Someone on this crew has to know what a bacta tank costs and how long a person has without one. You volunteered.

Dexterity 2D: Brawling Parry, Dodge, Melee Combat, Melee Parry, Running

Knowledge 4D: Alien Species, Bureaucracy, Cultures, Languages, Planetary Systems, Scholar, Willpower

Mechanical 2D+2: Communications, Sensors, Starship Shields

Perception 3D+1: Bargain, Command, Investigation, Persuasion, Search

Strength 2D: Brawling, Lifting, Stamina

Technical 4D: Computer Programming/Repair, Droid Programming, Droid Repair, First Aid, Machinery Repair

Species: Human
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 1,000

Equipment: 3 datapads (containing notes on first aid and medicine), medical bag with various medical implements and tools, backpack containing 10 medpacks, comlink, medical scanner, stun baton (STR+1D dmg physical; 5D dmg stun), collapsible repulsor gurney (+2D to Lifting skill),

  • Medical Training: receive +1D bonus on any First Aid or (A) Medicine skill roll; this bonus is lost if the character ever personally causes a Wound.
  • Improved Field Medicine: with a (A) Medicine skill of 1D or higher this character can effectively heal without the use of a medpack at double the required difficulty as if using a medpack.

Special Note. If during character creation the First Aid skill is raised to a minimum of 5D, you have the option to add the (A)Medicine skill at 1D to the template, but this will also give the character a debt of 7000 credits in unpaid school bills.


Spynet Field Agent

Face / tech

Bothan, and the Spynet does not really let anyone leave. Your clan chose your loadout before you did.

Dexterity 3D: Blaster, Brawling Parry, Brawling Parry (Bothan Martial Arts Parry), Dodge

Knowledge 3D: Alien Species, Law Enforcement, Streetwise, Streetwise (Bothan Spynet), Survival, Tactics

Mechanical 2D: Communications, Repulsorlift Operation, Sensors

Perception 4D+1: Bargain, Con, Investigation, Persuasion, Search, Sneak

Strength 2D+2: Brawling, Brawling (Bothan Martial Arts), Stamina

Technical 3D: Blaster Repair, Computer Programming/Repair, Security

Species: Bothan
Move: 10 · Force Points: 1 or 2 · Character Points: 5 · Credits: 1,000

Equipment: based on Clan choice (see Creation Notes).

  • Loyalty: The character is loyal to a Bothan Spynet Clan (see choices below).

Racial Abilities. n/a (note that you can still opt to change to another race and have membership in a Bothan Spynet Clan)

(a) Alya. Diplomats. Additional Skills - bureaucracy, languages, willpower, forgery. Equipment - combat jumpsuit (+1D physical/+2 energy), business suit, hold-out blaster pistol (3D), comlink, 2 fake IDs (name of choice; Forgery = 30), disguise kit (+1D to Con skill when in disguise), Bothan diplomatic credentials, additional 1,000 credits.

(b) Askar. Combat Brutes. Additional Skills - grenade, missile weapons, intimidation, demolitions. Equipment - modified combat jumpsuit (+1D+1 physical/+1D energy), FC1 flechette launcher (6D/5D/3D {anti-personnel}, 5D/4D/3D {speeder scale, anti-vehicle}; fire rate: 1; range: 5-25/100/250; ammo: 6 shots per canister; loaded with anti-personnel canister), 2 anti-personnel canisters for FC1, 1 anti-vehicle canister for FC1 {Gundark's Fantastic Technology}, heavy blaster pistol (5D), 2 frag grenades (5D), 1 stun grenade (5D), comlink.

(c) Ilya. Kidnap, Blackmail and Infiltration. Additional Skills - melee combat, cultures, intimidation, willpower. Equipment - heavy blaster pistol (5D), vibroknuckler (STR+1D+1 {powered}, STR+1 {unpowered}; Difficulty: Very Easy), buzz-knuck (STR+1D or 6D stun damage; Difficulty: Difficult), modified combat jumpsuit with shadowsilk weave (+1D+1 physical/+1D energy; +1D to Sneak), 1 fake ID (name of choice; Forgery = 30), comlink.

(d) Onel. Hacking and Technical. Additional Skills - communication repair, droid programming, droid repair, choice of any 1 additional repair skill or (A) Engineering skill at 1D if base repair skill raised to 5D at character creation {if choosing an Engineering skill start with 7,000 credit debt}. Equipment - combat jumpsuit (+1D physical/+2 energy), comlink, blaster pistol (4D), MK-11 Droid Diagnostic (+1D to droid repair), datapad, microthrust portable computer (+1D power; adds to computer programming/repair skill), lock breaking kit (+2D to Security skill when opening electronic locks).

(e) Ojia. Smugglers and Transporters. Additional Skills - forgery, hide, space transports, space transports repair. Equipment - combat jumpsuit (+1D physical/+2 energy), comlink, blaster pistol (4D), forgery kit (+1D to Forgery skill), 3 fake IDs (name of choice; Forgery =30), Ecls Industries R-Roll Crate sleight box (Game Notes: These cargo containers have a low-powered repulsorlift coil matrix and power supply cleverly concealed in the bottom casing. A small compensator c-board helps the repulsorfield neutralize the weight of anything inside, making the box feel like it’s empty. Scans detect a sleight box’s energy source on a Difficult sensor roll; increase the difficulty one level if the container is stowed near another power source.), additional 500 credits.

Species by Crew Role

Species Registry

SPECIES IS RECORDED AT REGISTRATION AND IS NOT SUBJECT TO AMENDMENT. THE EMPIRE RECOGNISES ONE STANDARD OF CITIZEN.

Your template names a species and you may trade it for another. Building Your Character step 2 has the rule and where the cost comes out of your pips. Each species carries its own price, printed on its own entry, between zero and three pips. Human is a zero. If your template already says Human and you keep it, the swap costs you nothing.

What follows is a shortlist, sorted by the six crew roles in Crew Roles. The archive holds 165 species entries; if the one you want is not below, ask, because it is probably on it.

The price in brackets after each name is what that species costs out of your pips. Most cost a pip or two, and a good many are priced at zero.

Every one of these species also has attribute limits, and your template's dice have to fit inside them. Each entry below closes with the ones that differ from a Human's 2D to 4D: a ceiling above 4D is headroom a Human does not get, a ceiling below it is what you gave up for that, and a floor above 2D rules out any template printing less. The Species Catalog has the same numbers, minimum and maximum side by side plus Move, for these picks and for every other species in the archive. Read the flavour here, check the fit there.

None of this is a requirement. A species buys you a reputation, a shape of person, and the way a room reacts when you walk into it. The dice come from your template and from how you spend your pips.

Pilot

Freighters are Duros country and everyone in the trade knows it, which cuts both ways: expected at the controls, and expected to be carrying.

  • Duros (1 pip) The Outer Rim Explorer is Duros. They were running hyperspace routes before most of the galaxy had left atmosphere, and a Duros walking a freighter out of a docking bay is the least interesting thing a port inspector sees all day. Ceilings above a Human's 4D: Mechanical 4D+2. Below it: Knowledge 2D+2, Perception 3D, Strength 3D.
  • Sullustan (0 pips) Sullustans have a reputation for never being lost. Take one, put pips into astrogation, and the crew stops arguing about jump plots. Ceilings above a Human's 4D: Mechanical 4D+1. Below it: Dexterity 3D, Knowledge 2D+2, Perception 3D+1, Strength 2D+2, Technical 3D+2.
  • Zabrak (0 pips) An early spacefaring people, scattered into colonies for so long that a Zabrak names another Zabrak by the colony he came off rather than by a homeworld. Nobody at a customs desk gets to place you from the horns. Hardiness is printed with it: +1D on willpower and stamina, which is what a long haul and a bad week take out of you. Ceilings above a Human's 4D: Dexterity 4D+1, Perception 4D+1, Strength 4D+1. Below it: Technical 3D.

Face

The Face works on people, and the first thing people work on is what you are. Pick the reaction you want to walk in with.

  • Bothan (1 pip) The Spynet Field Agent is Bothan, and that template's own notes let you keep the Spynet clan membership whatever species you end up taking. Bothan here is a choice about reputation, not about access. Everyone in the room assumes a Bothan is selling information to someone. They are usually right. Ceilings above a Human's 4D: Perception 5D, Technical 4D+1. Below it: Mechanical 3D, Strength 3D+2. Floors above a Human's 2D: Perception 3D.
  • Twi'lek (0 pips) Twi'leks turn up wherever the Hutts do business, so a Twi'lek Face is already expected in rooms other species have to talk their way into. Being underestimated on arrival is a discount on con. Ceilings above a Human's 4D: Perception 4D+2. Below it: Dexterity 3D, Mechanical 2D+1, Strength 3D, Technical 3D.
  • Devaronian (1 pip) Devaronian males wander by custom. One who arrives on a strange world and starts asking questions in a cantina is doing exactly what a Devaronian does, which is a cover story nobody has to write. Ceilings above a Human's 4D: Perception 4D+2. Below it: Mechanical 3D+2, Technical 3D.
  • Toydarian (0 pips) Traders by inclination and hagglers by reputation, and unmoved by charm in a way that is well enough known to be useful. A Toydarian grinding a price down is doing what the room already expects. Ceilings above a Human's 4D: Perception 4D+1. Below it: Strength 3D. Floors above a Human's 2D: Dexterity 2D+1, Perception 2D+1.

Tech

A lock does not care who is opening it, so this is the role where species matters least. Four of them still arrive already explained.

  • Verpine (3 pips) The galaxy's byword for technical work. Verpine build the things other species send away for repair, and a Verpine on the crew is the reason a customs officer believes the modification manifest. Ceilings above a Human's 4D: Technical 5D. Below it: Dexterity 3D, Knowledge 3D, Mechanical 3D+2, Strength 3D.
  • Mon Calamari (1 pip) Shipbuilders long before they were anything else, and a Mon Calamari on the deckplates generally knows what the hull will take rather than only what the panel is telling him. The Rogue Technician takes one without an argument. The Empire has opinions about Mon Calamari moving freely, and ports act on them. Ceilings below a Human's 4D: Dexterity 3D+1, Mechanical 3D+1, Perception 3D, Strength 3D.
  • Woostoid (0 pips) Woostoids read a network the way the rest of the crew reads a room. The species prints +2D on computer programming/repair, flat, with no ritual attached to it. That makes a Woostoid the shortest way this list offers past a door that is really a terminal. Ceilings above a Human's 4D: Knowledge 5D, Technical 5D+1. Below it: Dexterity 3D, Perception 3D, Strength 2D+2. Floors above a Human's 2D: Technical 2D+2.
  • Jawa (1 pip) Scavengers by trade, and working from the assumption that everything broken is worth money to somebody. Nobody has ever accused a Jawa of being unable to make a thing run. The complaint is always about what it cost them. Ceilings above a Human's 4D: Mechanical 4D+2, Technical 4D+2. Below it: Knowledge 3D+1, Perception 3D, Strength 2D+2.

Muscle

Everyone sees the Muscle before anything happens. Half the job is being seen; the other half is still standing at the end of it.

  • Whiphid (1 pip) The Brute Mercenary is Whiphid, and the template carries the species' claws at STR+1D damage. That is a weapon you cannot be disarmed of and do not have to declare at a checkpoint. Nobody hires a Whiphid quietly. Ceilings above a Human's 4D: Perception 4D+1, Strength 4D+2. Below it: Knowledge 3D, Mechanical 3D, Technical 3D.
  • Abyssin (1 pip) Abyssin regenerate. The species carries the ability at 2D and you may raise it with starting dice as though it were an ordinary skill. An Abyssin rolls to heal after hours where everyone else waits days, cannot get worse while doing it, and cannot die of a bad roll once mortally wounded. That is the most concrete survivability on this page. Ceilings below a Human's 4D: Knowledge 3D+2, Mechanical 3D, Perception 3D, Technical 2D+2.
  • Wookiee (0 pips) Nobody needs the reputation explained to them. The claws are for climbing and for nothing else. They give +2D on climbing/jumping with them out, and a Wookiee who uses them in a fight is hunted for it by his own people, whatever the circumstances were. The rage is printed as well, and it is not a tactic: +2D to Strength for brawling damage, -2D on everything else, and it does not stop the moment you would like it to. The Brute Mercenary takes one. Ceilings above a Human's 4D: Strength 6D. Below it: Dexterity 3D+2, Knowledge 2D+1, Mechanical 3D+2, Perception 2D+1, Technical 3D+1. Floors above a Human's 2D: Strength 2D+2.
  • Trandoshan (0 pips) Hunters by culture and the species most often standing on the collecting end of a bounty. Useful when the crew wants to be taken for something other than smugglers; expensive if the job involves Wookiees, who remember. Ceilings above a Human's 4D: Dexterity 4D+1, Strength 4D+2. Below it: Knowledge 3D+1, Mechanical 3D, Perception 3D+2, Technical 2D+2. Floors above a Human's 2D: Strength 3D.
  • Klatooinans (1 pip) In Hutt service since before the Old Republic, under a contract their ancestors co-signed and they inherited. A good many are walking out of it now, which is the Former Hutt Bounty Hunter's whole biography with the paperwork already filled in. Walking out and staying out are separate problems, and only the first one is finished when you sit down at the table. Ceilings above a Human's 4D: Dexterity 4D+1. Below it: Knowledge 3D, Perception 3D+2.

Scout

The Scout goes first, usually alone, into country nobody has surveyed and comes back with the map. These four come from cultures that do it anyway.

  • Shistavanen (0 pips) Wolf-featured, reclusive, and known across the Rim as trackers and pathfinders. A Shistavanen who leaves home is generally leaving to hunt something. Ceilings above a Human's 4D: Dexterity 5D, Perception 5D. Below it: Technical 3D.
  • Ubese True (0 pips) Their homeworld is harsh enough that the species prints +2D on survival and gives that as the reason on the same line. It is the Scout's job stated as a species, and the Guerilla Resistance Survivor takes one without a word of explanation. The mask is part of the deal: a True Ubese breathes anyone else's air through a filter, and without it carries -1D on every skill and every attribute. Ceilings above a Human's 4D: Dexterity 4D+2, Perception 4D+2. Below it: Knowledge 3D, Mechanical 2D+2, Strength 3D.
  • Gand (3 pips) The findsman tradition produces hunters who work by ritual and arrive where the quarry is. Gand also have a reputation for saying almost nothing, which suits days alone watching a compound. Ceilings above a Human's 4D: Perception 4D+2, Strength 5D, Technical 4D+2.
  • Trianii (0 pips) Agile arboreal hunters from the far side of the Corporate Sector. A Trianii on an Outer Rim freighter is a long way from home and comfortable being it. Ceilings above a Human's 4D: Strength 4D+2, Technical 4D+2. Floors above a Human's 2D: Dexterity 2D+1.

Medic

The Medic is built out of skills rather than species. Both first aid and medicine are Technical, which is why Crew Roles says the Tech makes the crew's most plausible Medic. Two picks still earn the space.

  • Bith (2 pips) Bith hands are printed rather than assumed: +1D to fine motor work, and the entry names surgery in the list of what that covers. Everything close in belongs to them: a further +1D on Perception inside 30 centimeters, and again inside three meters on scent alone. The bill arrives at range: -1D on any visual action past 20 meters, and nothing at all past 40. Best hands on the ship in the medbay, worst eyes on the ramp. The Ship’s Doctor takes one. Ceilings above a Human's 4D: Knowledge 6D, Mechanical 5D, Perception 5D, Technical 5D. Below it: Dexterity 3D, Strength 2D.
  • Kel Dor (1 pip) Kel Dor wear their masks and goggles everywhere outside their own atmosphere, which means a Kel Dor medic's face is never on anybody's recording. Whether that is worth anything depends on the job. Ceilings above a Human's 4D: Perception 4D+1. Below it: Strength 3D+2.

Droids

Two templates are already sentient droids. There is no species entry for a droid chassis and none of them prints a price; the Field Medic Droid's own template says the conversion is "considered 2 pip option for droid chassis conversion at character creation". What it buys is a different set of rules rather than a different reputation.

  • Sentient Droid Free-willed, and not reprogrammable while unwilling. No sleep, no breathing, no eating, and nothing a poison or a disease can do about any of it. Immune to stun damage, though ionization damage lands on the stun chart instead. Attributes rise as far as 5D and Move as far as 15. The Decommissioned 501-Z Police Droid is a Tech who can also end a room; the Field Medic Droid is the crew's Medic and is never asleep at the wrong hour.

The trade is on the other side of the medpac: first aid does nothing for a droid. A damaged one is put back together with droid repair and Droid Engineering, on rules written to mirror first aid and medicine. So a crew with a droid aboard wants somebody who can work on droids, and a crew whose only Medic is a droid should notice that the Medic is the one person he cannot patch the way he patches everyone else.

The numbers for every species, not just these, are in The Species Catalog, with a stat block each.

Before you spend anything, check that every one of your template's attribute dice fits inside the range of the species you picked, using the table in The Species Catalog. Building Your Character step 2 has the rule, and it is the one that decides where your attribute pip can go.

The Species Catalog

Species by Crew Role is the shortlist: the ones that fit the jobs on this ship, with a reason attached to each. This is all of them. Every species anyone has written up for this campaign is below, with what its own entry prints.

There are 165 of them.

The numbers

Every species, alphabetically, with what its own entry prints. Each attribute column is that species' minimum and maximum, written minimum/maximum: Dex 2D+1/4D means a Dexterity no lower than 2D+1 and no higher than 4D.

How to use it. Put your template's six attribute dice beside the row. If every one of them lands inside that species' range, the species is legal for that template. Inside means not below the minimum and not above the maximum. One attribute outside the range rules it out, and nothing at character creation can move a template's attribute dice to make it fit. The maximum column also caps your attribute pip from step 3.

Move is printed exactly as the species entry prints it, which for most species is walking/running and for a few is more than that. You use the minimum value for every mode listed: a species printed at 6/8 {Fly 14/18} walks at 6 and flies at 14.

Prices are the ones each species' own entry prints. Where an entry prints no price it counts as zero, which is why the Cost column has rows reading 0 pips: that one is the GM's ruling and is stated here. The other rule, that a special ability handing you something at character creation is disregarded, is in Building Your Character where it covers choosing your species.

SpeciesCostDexKnoMecPerStrTecMove
Abyssin1 pip1D+2/4D1D/3D+21D/3D1D/3D2D/4D1D/2D+28/12
Adarians2 pips1D+1/3D+12D/4D2D/4D1D/3D+21D+2/3D+22D/4D+110/12
Adnerem1 pip1D/3D1D+2/4D+21D/3D1D+2/4D+21D/3D1D/2D10/11
Advozsec1 pip1D/3D+11D/4D1D/4D1D/4D1D/3D+21D/3D+29/11
Amanin2 pips2D/4D1D/3D+21D/2D+21D/3D2D/4D+11D/2D+18/11
Anointed People1 pip1D/3D1D/3D+21D/3D2D/4D2D/4D+21D/3D8/9
Anomid1 pip1D/2D+21D/3D1D/2D+21D/3D1D/2D+21D/4D7/9
Anzellans3 pips1D/4D2D/4D+12D/4D2D/4D+11D/2D+13D/5D5/6
Aqualish1 pip2D/4D1D/3D1D+2/3D+22D/4D2D/4D+21D+2/3D9/12
Aramandi3 pips2D/3D+21D/4D1D/3D2D/4D2D/3D+21D/3D6/10
Arcona2 pips1D+1/3D1D/3D1D+1/3D+11D+2/3D2D/4D1D/3D8/10
Askajians1 pip1D/3D1D+2/4D2D+1/4D2D/5D1D/2D2D/5D10
Balinaka2 pips1D+2/4D1D/3D+11D+2/3D+22D/4D3D/5D1D/2D+112/15
Barabel3 pips2D/4D1D/2D+11D/3D1D+1/4D+23D/5D1D/2D+111/14
Baragwins2 pips1D+1/3D+21D/2D+11D/3D+22D/3D+12D/4D2D/3D7/9
Berrites1 pip1D/3D1D/3D1D/3D1D/3D1D/3D1D/3D6/8
Bimms1 pip1D+1/4D2D/4D1D/2D+21D+1/4D+21D/2D+21D/2D+111/14
Bith2 pips1D/3D2D/6D2D/5D2D/5D1D/2D2D/5D5/8
Borneck1 pip2D/4D1D+1/4D2D/4D+21D/3D+22D/4D+21D/3D+28/10
Bothans1 pip1D/4D2D/4D1D/3D3D/5D1D+2/3D+22D/4D+110/12
Brubbs2 pips2D/4D1D/3D2D/4D1D/3D3D/5D1D/3D7/10
Carentan3 pips2D/4D2D/4D2D/4D2D/4D2D/4D2D/4D10/12
Carosites1 pip2D/4D2D/4D+21D/3D2D/4D+21D+2/4D2D/5D7/11
Cereans2 pips1D/3D+12D/4D+21D/3D+21D+2/4D+11D+1/4D1D+1/4D11/12
Cha Wen He2 pips2D/4D1D+2/3D+22D/3D+22D/4D2D/3D+11D/4D12/14
Chadra Fan1 pip2D/4D1D/3D2D+1/4D+12D/5D1D/2D+12D/4D5/7
Chevin1 pip1D+1/3D1D/3D+21D/3D2D+1/4D+12D/4D1D/3D+29/11
Chevs1 pip2D/4D+11D/4D1D/3D+21D+2/4D1D+2/4D1D/4D10/12
Chikarri1 pip2D/4D+22D/3D1D+2/3D+22D/3D+22D/4D2D/5D9/11
Clawdites3 pips2D/4D1D/4D1D/4D2D/4D+11D/3D+21D/4D10/12
Codru Ji2 pips2D/4D2D/4D1D+2/4D2D/4D2D/4D1D+1/4D10/12
Dathomiri1 pip1D+1/4D+11D+1/4D1D+1/4D1D+1/4D+11D+1/4D+11D+1/3D10/12
Devaronians1 pip2D/4D2D/4D1D/3D+22D/4D+22D/4D1D/3D8/10
Draedans2 pips2D/4D+11D/3D1D/4D1D/4D2D/4D+11D/3D10/12, 13/16 (swimming)
Dralls1 pip1D/3D2D/4D+21D/3D2D/4D1D/3D1D/3D7/9
Dresselians1 pip2D/4D1D/3D+21D/3D2D/4D2D/4D1D/3D10/12
Duros1 pip1D/4D1D+1/2D+22D/4D+21D/3D1D/3D1D+2/4D10/12
Ebranites1 pip2D+1/4D+11D/3D+21D/3D+22D/4D2D+1/4D+21D/2D+26/8, 14/18 (climbing)
Echani1 pip2D+2/4D+22D/4D2D/3D+22D/4D2D/4D1D/4D10/12
Eklaad1 pip1D/3D1D/3D1D/4D1D/4D3D/5D1D/2D8/10
Elomin1 pip2D/4D1D+2/3D+22D/4D2D/4D1D/3D2D+1/4D10/12
Eloms1 pip1D/3D+21D/3D+11D/3D1D/3D+12D/4D1D/2D+27/9, 5/8 (climbing)
Epicanthix1 pip2D/4D+22D/4D2D/4D2D/4D+22D/4D2D/3D+210/13
Etti1 pip2D/4D2D/4D2D/3D+22D/4D2D/3D+22D/3D+28/10
Farghul2 pips2D/5D1D/4D1D/3D+22D/5D2D/4D1D/3D+110/12
Filvians1 pip1D/3D1D/4D1D+1/4D+21D/3D1D+2/4D2D/5D+18/10
Frozians1 pip2D/4D2D/4D1D+1/3D+21D/2D+12D+1/4D+21D/3D+110/15
Gacerite1 pip1D/3D+22D/4D1D/3D+22D/4D+21D/2D+21D/4D7/9
Gands3 pips1D+1/4D1D/4D1D+1/4D1D/4D+22D/5D1D/4D+210/12
Gazaran1 pip1D/4D1D/4D1D/4D2D/4D2D/4D1D/3D+28/10
Geelan1 pip2D+2/4D+21D/3D2D/4D2D+2/4D+21D+2/3D+22D/4D10/12
Geonosian Aristocrats3 pips2D/4D1D/4D1D/3D+21D+2/4D+11D/3D+11D+1/4D10/12, 14/16 (flying)
Gerbs1 pip2D+1/4D1D/3D+11D/3D2D+1/4D2D+1/3D+21D/2D+28/12
Gigorans2 pips2D/4D1D/2D1D/3D3D/4D+24D/6D1D/2D12/14
Given2 pips1D/3D2D/4D2D+2/4D+21D/3D1D+1/3D3D/5D8/12
Gorothites1 pip1D+2/5D1D/4D+22D/4D2D/4D1D/2D+21D/3D10/13
Gran1 pip1D/4D1D/3D1D/3D+12D/4D1D/4D1D/3D10/12
Gungans3 pips2D/3D+22D/4D2D/3D+22D/4D+22D/4D2D/4D10/12, 10/12 (swimming)
Hapans2 pips2D/4D+22D/5D2D/4D1D+1/3D+22D/4D+22D/4D10/12
Herglics1 pip1D/3D1D/3D1D/4D1D+2/3D+23D/5D1D+1/4D+16/8
Ho Din1 pip2D/4D2D/4D1D/3D2D/4D2D+2/4D+21D+1/3D+110/13
Houk1 pip1D/3D1D/3D1D/3D1D/3D+12D+1/5D+21D/3D8/10
Humans0 pips2D/4D2D/4D2D/4D2D/4D2D/4D2D/4D10/12
Iotrans1 pip2D/4D1D/3D+21D+1/3D+21D+2/4D2D/4D+11D/3D10/12
Ishi Tib1 pip1D+1/3D+12D/4D1D/3D1D+2/4D2D/4D2D/4D+29/11
Issori1 pip2D/4D2D/5D2D/4D2D+2/4D+12D/4D1D/3D10/12
Ithorians1 pip1D/3D2D+2/5D1D/2D1D+1/4D1D/3D1D/2D+110/12
Jawas1 pip1D/4D1D/3D+12D/4D+21D/3D1D/2D+22D/4D+28/10
Jenet3 pips2D/4D1D+2/4D1D/3D+22D/4D1D/4D1D/3D+112/15, 10/13 (swimming)
Jiivahar1 pip2D/4D+21D/3D+21D/3D+12D/4D1D/3D1D/3D10/12, 12/14 (climbing)
Kel Dor1 pip1D+1/4D1D+1/4D1D+1/4D1D+2/4D+11D/3D+21D+1/4D10/12
Kentra3 pips3D/5D1D/4D1D/2D2D/3D3D/5D1D/2D8/10, 12/16 (flying)
Kerestians1 pip2D/4D+21D/3D+11D/2D+22D/4D2D/4D+21D/2D+210/12
Ketton2 pips2D/3D+21D/3D+21D/3D2D/4D+11D+2/4D+11D/3D10/12
Khil1 pip1D/4D2D/4D1D/4D1D/4D1D/3D1D+1/4D8/10
Kian Thar2 pips1D/3D+21D/4D1D/4D+12D/4D+12D/4D1D/3D9/12
Kiffar1 or 3 (see note)2D/4D2D/4D2D/4D2D/4D2D/4D1D/4D10/12
Kitonaks1 pip1D/3D1D+2/3D+22D/4D2D/4D2D+1/4D1D/3D4/8
Klatooinans1 pip2D/4D+11D/3D2D/4D1D/3D+22D/4D2D/4D10/12
Kluuzot2 pips1D/4D1D/3D1D/3D2D/4D1D/2D1D/2D8/12
Krish1 pip2D/4D1D+2/3D2D/4D1D/3D2D/3D+22D/3D+28/12
Krytollaks1 pip1D/3D1D/4D1D/4D2D/4D1D/4D2D/3D+29/11
Kubaz1 pip1D+2/3D+22D/4D1D/3D+22D+2/4D+21D/3D2D/4D8/10
Kushiban2 pips3D/5D1D+1/4D1D/4D1D+2/4D+11D/2D+21D/4D6/8
Lafrarians2 pips1D/4D1D/4D2D/5D1D/5D1D/3D+11D/4D9/12
Lasat1 pip2D/4D+11D+2/3D+21D/3D+22D/4D2D+2/4D1D/3D10/12
Lorrdians2 pips2D/4D2D/4D1D/4D3D/5D2D/4D1D/4D10/12
Lurrians1 pip1D+2/4D2D/4D+22D/4D1D/3D1D/2D+22D/4D6/8
M'Shinni1 pip1D/2D+12D/4D+22D/4D2D/4D1D/2D+12D/4D8/11
Marasans2 pips1D/2D2D/5D2D/4D+11D/2D1D+2/4D2D/4D+26/8
Meris2 pips3D+2/6D1D/4D1D/4D1D/4D2D/4D2D/4D10/12
Mon Calamari1 pip1D/3D+11D/4D1D+1/3D+11D/3D1D/3D1D+1/4D9/12, 8/10 (swimming)
Mrlssti1 pip1D+2/2D+13D/4D+23D/5D1D+1/3D1D/1D+22D/4D5/8
Najib1 pip1D+1/3D+21D/3D2D+1/4D+11D/3D+23D/4D+22D+2/4D+28/10
Nalroni1 pip1D/3D+21D+2/4D+21D/4D2D/4D+21D+2/4D1D/3D+29/12
Neimoidians1 pip1D+1/3D+13D/5D2D/4D2D+2/4D+21D/3D1D/3D10/12
Nikto1 pip2D/4D+22D/3D1D/3D1D/3D+22D/4D+11D/3D10/12
Nimbanese1 pip2D/4D2D/4D+11D/3D+22D/4D+12D/4D1D/4D10/12
Noehons2 pips2D/4D+21D/3D1D/4D1D+2/4D2D/4D1D/3D+29/11
Nosaurians1 pip2D/4D+11D/4D2D/4D+11D/3D+21D/3D+21D/4D10/12
Odenji2 pips2D+1/4D+12D/5D1D/3D2D+2/4D+21D+2/3D+22D/4D10/12
Orfites1 pip1D/3D2D/4D+21D/4D2D/5D+11D/2D+11D/3D11/14
Ortolans1 pip1D/3D2D/4D1D/3D1D+1/4D+12D+2/5D2D/4D5/7
Pa Lowick1 pip1D/4D1D+2/4D+22D/4D2D/4D+22D/4D1D/4D7/10
Pacithhip2 pips1D/3D+22D/4D+11D/3D+22D/4D+23D/6D+11D/3D5/8
Pho Ph Eahians2 pips1D/4D1D/4D1D/4D1D+2/4D+11D/4D2D/5D9/12
Poss'Nomin0 pips1D/4D1D/4D1D/3D+22D/4D+21D+1/4D1D/3D+110/12
Quarren1 pip2D/4D1D+2/3D+22D/4D2D+1/4D+12D+1/2D+11D+2/3D+29/11
Qwohog1 pip1D/3D+21D/2D+21D/3D1D/3D+21D/3D+21D/3D8/10, 14/16 (swimming)
Ranth1 pip2D/4D1D/3D+11D/3D+11D+2/4D2D/4D1D/3D+111/14
Rellarins1 pip2D/4D2D/4D1D/3D+11D/4D+12D/4D1D/2D+28/12
Revwiens1 pip1D/3D2D/4D+21D/3D1D/4D1D/3D+21D/3D+210/12
Ri'Dar1 pip3D/5D1D/2D+11D/3D2D/4D1D/2D+11D/3D5/7, 15/20 (flying)
Riileb0 pips1D+2/4D1D+2/4D2D/4D2D+2/4D+11D/3D1D/3D10/12
Rodians1 pip1D+2/4D+21D/3D1D/2D+21D/3D+21D/4D+11D/2D+110/12
Ropagu2 pips1D/2D2D/5D1D/2D2D/5D+11D/1D+22D/5D7/9
Rybet Female2 pips1D/3D+21D+1/4D1D+1/4D1D+1/4D1D+2/4D+11D+1/4D10/12
Rybet Male2 pips1D+2/4D+11D+1/4D1D+2/4D+11D/3D+21D/3D+21D+1/4D6/8
Sarkan0 pips1D/3D+22D/4D+11D/3D+22D/4D+23D/6D+11D/3D4/7
Saurton0 pips1D+2/4D1D/4D1D/2D+22D/4D1D+2/4D1D/3D+26/10
Selonian0 pips1D/3D+21D/3D1D/3D+21D/2D+12D+1/5D1D/3D+1
10/12 (upright), 12/14 (all fours), 13/16 (swimming)10/12 (upright), 12/14 (all fours), 13/16 (swimming)
Shashay0 pips2D/4D2D/4D2D+2/5D1D/3D1D/2D1D/3D5/8 (walking), gliding (see above)
Shatras0 pips2D/4D1D/3D+21D/3D1D/3D+21D+2/4D+11D/2D+19/12
Shistavanen0 pips1D/5D1D/4D1D/4D1D/5D1D/4D1D/3D10/13
Skrilling2 pips1D+1/3D+21D/3D+21D/3D+22D/4D2D/4D1D/3D+18/10
Sludir1 pip2D/4D+21D/3D+21D/3D2D/4D3D/5D1D/3D+28/10
Snivvian1 pip1D/3D2D/4D1D/3D2D+1/4D+22D/4D1D/4D10/12
Squib1 pip2D+2/4D+21D/3D2D/4D2D/4D1D/3D1D/3D8/10
Srrors Tok0 pips2D/4D2D/4D2D/3D+22D/4D2D/4D+21D/3D10/13
Sullustan0 pips1D/3D1D/2D+22D/4D+11D/3D+11D/2D+21D/3D+210/12
Sunesis0 pips2D/4D2D/4D+21D/3D+12D/4D+21D/3D1D/3D8/11
Svivreni0 pips1D/3D+21D/3D2D/3D+21D/4D+12D/5D1D/3D+14/8
Talz1 pip2D/4D1D/3D1D/3D2D+1/4D+12D+2/4D+21D/3D8/10
Tarong3 pips2D/4D1D/3D+11D/2D+22D/4D1D/3D+11D/2D+18/10, 14/16 (flying)
Tarro1 pip2D/4D+21D/3D+21D/3D+12D/4D2D/4D1D/3D+19/12
Tasari0 pips1D/4D1D/4D1D/3D2D/5D1D/3D+21D/2D+210/12
Teltior0 pips3D/5D+21D+1/4D+11D+1/4D+11D/4D2D/4D1D+2/4D10/12
Tiss Shar1 pip2D+1/4D+11D/2D+21D/2D+21D/3D+12D/4D1D/3D+111/14
Togorian3 pips2D/5D1D/3D1D/4D1D/4D2D/5D1D/4D14/17
Togruta0 pips2D/4D+22D/4D+11D/4D2D/4D+11D/3D+21D/4D10/12
Toydarian0 pips2D+1/4D1D+1/4D1D+1/4D2D+1/4D+11D/3D1D+1/4D6/8 {Fly 14/18}
Trandoshan0 pips1D+1/4D+11D/3D+11D+1/3D2D/3D+23D/4D+21D/2D+28/10
Trianii0 pips2D+1/4D2D/4D1D+1/4D2D/4D2D/4D+21D+1/4D+212 / 14
Trunsk0 pips2D/4D2D/3D2D/4D1D/3D2D/4D+21D/3D9/11
Tunroth2 pips2D/4D+11D/3D+21D/3D+11D+1/4D+21D+2/4D1D/3D+110/12
Twi Lek0 pips1D/3D1D/4D1D/2D+12D/4D+21D/3D1D/3D10/12
Tynnan0 pips1D/3D+21D+1/4D+21D/4D1D/5D1D/4D+21D/3D+26/9 (11/14 Swimming)
Ubese True0 pips2D/4D+21D/3D1D/2D+22D/4D+21D/3D2D/4D8/11
Ubese Yraj Pootzck0 pips2D/4D1D+1/3D+21D/3D1D+2/4D1D+2/3D+11D+1/4D8/12
Ukians0 pips1D/3D1D/4D+12D/4D1D/4D3D/4D1D/3D+15/11
Vaathkree0 pips1D/3D1D/4D2D/4D2D/5D2D/4D+21D/3D+16/11
Vernol0 pips1D/2D+21D/4D1D/3D+12D/4D+21D/2D+21D/3D8/10
Verpine3 pips1D+1/3D1D+1/3D1D+2/3D+21D+1/4D1D+1/3D2D/5D10/13
Vodran2 pips2D/4D1D/3D+21D/3D2D/4D2D/4D+11D/3D10/12
Weequay1 pip1D+1/4D1D/3D+11D+1/4D1D/4D2D/4D1D/3D+210/12
Whiphid1 pip2D/4D1D/3D1D/3D2D/4D+12D/4D+21D/3D9/12
Wookiee0 pips1D/3D+21D/2D+11D/3D+21D/2D+12D+2/6D1D/3D+111/15
Woostoid0 pips1D/3D2D/5D1D/4D1D/3D1D/2D+22D+2/5D+17/11
Wroonians1 pip2D/4D+22D/4D2D/4D+22D/4D+22D/3D+22D/3D+210
Xa Fel1 pip1D/3D1D/3D1D/4D+12D/4D1D/2D1D/4D+17/10
Yrashu0 pips3D/4D2D/3D1D/3D2D/4D4D/5D1D/2D
10/12 (walking), 12/15 (jungle movement which involves…10/12 (walking), 12/15 (jungle movement which involves swinging and climbing)
Ysanna Nomads0 pips1D+2/4D1D/4D1D/4D1D+2/4D2D/4D+21D/3D+110/12
Zabrak0 pips1D+1/4D+11D+1/4D1D+1/4D1D+1/4D+11D+1/4D+11D+1/3D10/12
ZeHethbra0 pips1D/4D1D/4D2D/4D+11D+1/3D+11D/4D1D+2/3D+29/12
Zelosians2 pips2D/4D2D/4D2D/3D+22D/4D2D/3D+22D/3D+28/10

Each entry below prints what that species' own page prints and nothing more. A blank line is a line the source does not carry, not an omission here.

Special abilities and story factors are the source's own text. Several of them hand a character something at character creation; Building Your Character has the standing ruling that those are disregarded when you pick a species. Ask the game master about anything that reads like it changes a rule.

A

Abyssin

Pip cost 1 pip · Size 1.7-2.1 meters tall · Move 8/12

Dexterity 1D+2/4D · Knowledge 1D/3D+2 · Mechanical 1D/3D · Perception 1D/3D · Strength 2D/4D · Technical 1D/2D+2

Ceilings below a Human's 4D: Knowledge 3D+2, Mechanical 3D, Perception 3D, Technical 2D+2.

Abyssin are humanoid bipeds with long limbs, thin, well-muscled bodies and swarthy, weather-beaten faces. Their upper and lower jaws protrude slightly, giving their mouths a vaguely spherical appearance, and their teeth are rather large and white in comparison to the rest of their face. They are omnivorous. Their most distinctive feature is the single, slit-pupilled eye situated in the middle of their forehead.

Special abilities.

  • Regeneration Abyssin have this special ability at 2D. They may spend beginning skill dice to improve this ability as if it were a normal skill. Abyssin roll to regenerate after being wounded using these skill dice instead of their Strength attribute - but turn “days” into “hours”. So, an Abyssin who has been wounded rolls after three standard hours instead of three standard days to see if he or she heals. In addition, the character’s condition cannot worsen (and mortally wounded characters cannot die by rolling low).

Story factors.

  • Violent Culture The Abyssin are a primitive people much like the Tusken Raiders: violent and difficult for others to understand. Abyssin approach physical violence with a childlike glee and are always eager to fight. However, they are slightly less happy to be involved in blaster fights and are of the opinion that starship combat is incredibly foolish, since you cannot regenerate once you have been explosively decompressed (this attitude has become generalized into a dislike of any type of space travel). It should be noted that the Abyssin do not think of themselves as violent or vicious. Even during a ferocious blooding, most of those involved will be injured, not killed - their regenerative factor means that they can resort to violence first and worry about consequences later.

Sources. Ultimate Alien Anthology (pages 7-8), Galaxy Guide 4: Alien Races (pages 5-7)

Adarians

Pip cost 2 pips · Size 1.5 - 2 meters tall · Move 10/12 · Homeworld Adari

Dexterity 1D+1/3D+1 · Knowledge 2D/4D · Mechanical 2D/4D · Perception 1D/3D+2 · Strength 1D+2/3D+2 · Technical 2D/4D+1

Ceilings above a Human's 4D: Technical 4D+1. Below it: Dexterity 3D+1, Perception 3D+2, Strength 3D+2.

The Adarians are native to the mountainous world of Adari and are immediately recognizable by their elongated skull, which has a large hole completely piercing the head from side to side. It is possible to peer through this hole, giving rise to a number of “empty-headed” jokes (none of them ever repeated in the company of Andarians).

Special abilities.

  • The average Adarian stands about 1.7 meters tall females average about five to 10 centimeters taller than males but have more slender builds. Adarians have a standard humanoid physiology and their skin varies from gray-blue to green to a startling yellow. Mottling, while rare, tends toward yellow coloration and can be found on the neck and around the upper body.
  • Search When conducting a search that relies upon sound to locate an object or person, an Adarian receives a +2D bonus, due to his or her extended range of hearing. Adarians can hear in the ultrasonic and subsonic ranges, so thus will be able to hear machinery or people at extremely long distances (up to several kilometers away).
  • Languages When speaking languages that require precise pronounciation (Basic, for example), an Adarian suffers a -1D penalty to this skill. When speaking languages that rely more upon tonal variation (Wookiee, for example), the Adarian suffers no penalty.
  • Adarian Long Call Time to use: Two rounds. By puffing up the throat pouch (which takes one round), an Adarian can emit the subsonic vocalization known as the long call. This ultra-low-frequency emission of sound waves has a debilitaing effect on a number of species (particulary humans), causing disorientation, stomach upset, and possible unconsciousness. Any character standing within five meters of an Adarian who emits a long call suffers 3D stun damage. Strength may be used to resist this damage, but plugging the ears does not help, since it is the vibration of the brain and internal organs that does the damage. The long call may only be used safely three times per standard day; on the fourth and successive uses of the long call in any 24-hour period, an Adarian suffers stun damage himself or herself (but can use Strength to resist this damage). The long call has no debilitating effects on other Adarians. It can, however, be heard by them up to a distance of 20 kilometers in quiet, outdoor settings.

Story factors.

  • Caste System Adarians are bound by a rigid sceel'saracaste system and must obey the dictates of all Adarians in higher castes. Likewise, their society is run by a planetary corporation, so all Adarians must obey the requests of this corporation, often to the detriment of their own desires and objectives.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 7-9), Ultimate Alien Anthology (pages 8-9)

Adnerem

Pip cost 1 pip · Size 1.8 - 2.2 meters tall · Move 10/11 · Homeworld Adner

Dexterity 1D/3D · Knowledge 1D+2/4D+2 · Mechanical 1D/3D · Perception 1D+2/4D+2 · Strength 1D/3D · Technical 1D/2D

Ceilings above a Human's 4D: Knowledge 4D+2, Perception 4D+2. Below it: Dexterity 3D, Mechanical 3D, Strength 3D, Technical 2D.

Adnerem are a tall, slender, dark-gray species dominant on the planet Adner. The Adnerem's head is triangular with a wide brain pan and narrow face. At the top of the head is a fleshy-looking lump, which may appear to humans to be a tumor. It is, in fact, a firm, hollow, echo chamber which functions as an ear. Adnerem are bald, except for a vestigial strip of hair at the lower back of the head. Female Adnerem often grow this small patch of hair long and decorate their braids with jewelry.

Story factors.

  • Behind the Scenes Adnerem like to manage affairs behind the scenes, and are seldom encountered as "front office personnel."

Sources. Alien Encounters (page 19)

Advozsec

Pip cost 1 pip · Size 1.3 - 1.5 meters tall · Move 9/11 · Homeworld Riflor

Dexterity 1D/3D+1 · Knowledge 1D/4D · Mechanical 1D/4D · Perception 1D/4D · Strength 1D/3D+2 · Technical 1D/3D+2

Ceilings below a Human's 4D: Dexterity 3D+1, Strength 3D+2, Technical 3D+2.

Special abilities.

  • The Advozsec (singular Advozse) are a nearly hairless humanoid species with a large horn on top of their heads. They have yellow to dark brown skin, pointed ears, and four digits on their hands and feet.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 10-12), Ultimate Alien Anthology (page 9)

Amanin

Pip cost 2 pips · Size 2 - 3 meters tall · Move 8/11 · Homeworld Maridun

Dexterity 2D/4D · Knowledge 1D/3D+2 · Mechanical 1D/2D+2 · Perception 1D/3D · Strength 2D/4D+1 · Technical 1D/2D+1

Ceilings above a Human's 4D: Strength 4D+1. Below it: Knowledge 3D+2, Mechanical 2D+2, Perception 3D, Technical 2D+1.

Special abilities.

  • The Amanin (singular Amani) are a primitive people with strong bodies. They serve as heavy laborers, mercenaries, and wilderness scouts throughout the galaxy. They are easily recognizable by their unusual appearance and their tendency to carry skulls as trophies. Most other species refer to the Amanin as "Amanamen," just like Ithorians are called “Hammerheads.” The Amanin don’t seem to mind the nickname.
  • Redundant Anatamy All wounds sufferd by an Amani are treated as if they were one level less. Two Kill results are needed to kill an Amani.
  • Roll Increases the Amani’s Move by +10. A rolling Amani can take no other actions in the round.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 12-14), Ultimate Alien Anthology (pages 9-10)

Anointed People

Pip cost 1 pip · Size 1.5-2.5 meters tall · Move 8/9 · Homeworld Abonshee

Dexterity 1D/3D · Knowledge 1D/3D+2 · Mechanical 1D/3D · Perception 2D/4D · Strength 2D/4D+2 · Technical 1D/3D

Ceilings above a Human's 4D: Strength 4D+2. Below it: Dexterity 3D, Knowledge 3D+2, Mechanical 3D, Technical 3D.

The Anointed People, native to Abonshee, are green-skinned, lizard-based humanoids. They are somewhat larger and stronger than humans, but also slower and clumsier. They stand upright on two feet, balanced by a large tail. Their heads are longer and narrower than humans and are equipped with an impressive set of pointed teeth. Typical Anointed People dress in colorful robes and carry large cudgels; the nobility wear suits of exotic scale armor and carry nasty-looking broadswords.

Special abilities.

  • Armored Bodies Anointed People have thick hides, giving them +1D against physical attacks and +2 against energy attacks.

Story factors.

  • Primitive The Anointed People are a technologically primitive species and tend to be very unsophisticated.

Sources. Alien Encounters (page 23), Classic Campaigns (pages 36-37)

Anomid

Pip cost 1 pip · Size 1.4 - 2 meters tall · Move 7/9 · Homeworld Yablari

Dexterity 1D/2D+2 · Knowledge 1D/3D · Mechanical 1D/2D+2 · Perception 1D/3D · Strength 1D/2D+2 · Technical 1D/4D

Ceilings below a Human's 4D: Dexterity 2D+2, Knowledge 3D, Mechanical 2D+2, Perception 3D, Strength 2D+2.

Anomids are willowy humanoids native to the Yablari system. They typically dress in oversized dendrite robes that brush the ground around their six-toed feet. The sleeves hang below the tips of their slender, six-fingered hands, which are often gloved, and their faces are shadowed by voluminous hoods - the entire outfit keeps the sun, rain, and wind at bay.

Story factors.

  • Wealthy Anomids have one of the richer societies in the Empire. Beginning characters should be granted a bonus of at least 2,000 credits.
  • Pacifists Anomids tend to be pacifistic, urging conversation and understanding over conflict.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 14-17), Ultimate Alien Anthology (pages 10-11)

Anzellans

Pip cost 3 pips · Size 0.5 - 0.7 meters · Move 5/6 · Homeworld Anzell

Dexterity 1D/4D · Knowledge 2D/4D+1 · Mechanical 2D/4D · Perception 2D/4D+1 · Strength 1D/2D+1 · Technical 3D/5D

Ceilings above a Human's 4D: Knowledge 4D+1, Perception 4D+1, Technical 5D. Below it: Strength 2D+1. Floors above a Human's 2D: Technical 3D.

Special abilities.

  • Floating Corneal Micro-Lenses Anzellans have the ability to focus on microscopic objects, giving them a +2D to all visual-based Perception and Search skills involving objects less than 30 centimeters away.
  • Diminutive Anzellans are extremely small creatures, the size of most other species infants. This makes many tasks difficult for them due to their size; it also makes getting weapons and equipment more expensive as it needs to be adapted for their physical characteristics. This also makes them a harder target to hit during combat, better at stealth, but means they cannot lift as much. Customization equipment cost x1.1 and all items must be small (no larger than standard blaster pistols which are considered a 2-handed weapon like a rifle would be for standard sizes (i.e no heavy blaster pistols, or rifles without specialized carrying harnesses like standard size characters would use for medium or heavy light repeaters, etc.)
  • Dodge Bonus +1D
  • Sneak Bonus +1D
  • Designation Sentient
  • Skin color Brown, Gray
  • Hair color Gray
  • Eye color Black
  • Diet Insects
  • Language Anzellan
  • Weight 4-5kg (~10 lbs)

Aqualish

Pip cost 1 pip · Size 1.8-2 meters tall · Move 9/12 · Homeworld Ando

Dexterity 2D/4D · Knowledge 1D/3D · Mechanical 1D+2/3D+2 · Perception 2D/4D · Strength 2D/4D+2 · Technical 1D+2/3D

Ceilings above a Human's 4D: Strength 4D+2. Below it: Knowledge 3D, Mechanical 3D+2, Technical 3D.

The Aqualish are stocky humanoids with large, hairless heads, large eyes, and inwardly-curved tusks.

There are two distinct races of Aqualish, easily recognized by the configurations of their hands. The most common Aqualish has a cupped, fin-like hand, with no fingers, and only a stubbed opposable thumb. The other race is distinguished by five-fingered, fur covered, claw-like hands.

Story factors.

  • Belligerence Aqualish tend to be pushy and obnoxious, always looking for the opportunity to bully weaker beings. More intelligent Aqualish turn this belligerence into cunning and become manipulators.

Sources. Ultimate Alien Anthology (page 14), Alien Anthology (page 55), Galaxy Guide 4: Alien Races (pages 13-14)

Aramandi

Pip cost 3 pips · Size 1.0-1.5 meters tall · Move 6/10 · Homeworld Aram

Dexterity 2D/3D+2 · Knowledge 1D/4D · Mechanical 1D/3D · Perception 2D/4D · Strength 2D/3D+2 · Technical 1D/3D

Ceilings below a Human's 4D: Dexterity 3D+2, Mechanical 3D, Strength 3D+2, Technical 3D.

The Aramandi are native to the high-gravity tropical world of Aram. Physically, they are short, stout, four-armed humanoids. Their skin tone runs from a light-red color to light brown, and they have four solid black eyes. The Aramandi usually dress in the traditional clothing of their akia (clan), although Aramandi who serve aboard starships have adopted styles similar to regular starship-duty clothing.

Special abilities.

  • Breath Masks Whenever Aramandi are off of their homeworld or in non-Aramandi starships, they must wear special breath masks which add minute traces of vital gasses. If the mask is not worn, the Aramandi becomes very ill after six hours and dies in two days.
  • Heavy Gravity Whenever Aramandi are on a planet with lighter gravity than their homeworld, they receive a +1D to Dexterity- and Strength-related skills (but not against damage), and add 2 to their Move.

Sources. Alien Encounters (page 24), Planets Collection (pages 66-69)

Arcona

Pip cost 2 pips · Size 1.7 - 2 meters tall · Move 8/10 · Homeworld Cona

Dexterity 1D+1/3D · Knowledge 1D/3D · Mechanical 1D+1/3D+1 · Perception 1D+2/3D · Strength 2D/4D · Technical 1D/3D

Ceilings below a Human's 4D: Dexterity 3D, Knowledge 3D, Mechanical 3D+1, Perception 3D, Technical 3D.

Bipedal humanoids, the Arcona are scales reptiles with triangular heads and large, glittering eyes, and their skin ranges in color from mahogany through gray to ebony and bears a resemblance to fibrous wood. In place of a nose, a bulbous, diamond-shaped heat sensing organ sits between their eyes.

Special abilities.

  • Digging (Strength) Time to use: One round or longer. Allows the Arcona to use their talons to dig through soil or other similar substances.
  • Senses Arcona have weak long distance vision (add +10 to the difficulty level of all tasks involving vision at distances greater than 15 meters), but excellent close range senses (add +1D to all Perception skills involving heat, smell or movement when within 15 meters).
  • Thick Hide Arcona have tough, armored hides that add +1D to Strength when resisting physical damage.
  • Talons Arcona have sharp talons which add +1D to Climbing, Strength (when determining damage in combat during Brawling attacks), or Digging.

Sources. Ultimate Alien Anthology (pages 14-15), Alien Anthology (pages 56-57), Galaxy Guide 4: Alien Races (pages 15-16)

Askajians

Pip cost 1 pip · Size 1 - 2 meters tall · Move 10 · Homeworld Askaj

Dexterity 1D/3D · Knowledge 1D+2/4D · Mechanical 2D+1/4D · Perception 2D/5D · Strength 1D/2D · Technical 2D/5D

Ceilings above a Human's 4D: Perception 5D, Technical 5D. Below it: Dexterity 3D, Strength 2D. Floors above a Human's 2D: Mechanical 2D+1.

Askaj is a boiling desert planet located in the Outer Rim, a day's travel off the Rimma Trade Route. Few people visit this isolated world other than the traders who come to buy the luxurious tomuon fabric made by its people.

The Askajians are large, bulky, mammals who look very much like humans. Unlike humans, however, they are uniquely suited for their hostile environment. They hoard water in internal sacs, allowing them to go without for several weeks at a time. When fully distended, these sacs incease the Askajian's bulk considerably. When low on water or in less hostile environments, the Aksajians are much slimmer. An Askajian can shed up to 60 percent of his stored water without suffering.

Special abilities.

  • Water Storage Askajians can effectively store water in their bodies. When traveling in desert conditions, Askajians require only a tenth of a liter of water per day.

Sources. Alien Encounters (page 27)

B

Balinaka

Pip cost 2 pips · Size Up to 4 meters at the shoulder · Move 12/15 · Homeworld Garnib

Dexterity 1D+2/4D · Knowledge 1D/3D+1 · Mechanical 1D+2/3D+2 · Perception 2D/4D · Strength 3D/5D · Technical 1D/2D+1

Ceilings above a Human's 4D: Strength 5D. Below it: Knowledge 3D+1, Mechanical 3D+2, Technical 2D+1. Floors above a Human's 2D: Strength 3D.

The Balinaka are strong, amphibious, mammals native to the ice world of Garnib. Evolved in an arctic climate, they are covered with thick fur, but they also have a dual lung/gill system so they can breathe air or water. They have webbing between each digit, as well as a long, flexible tail. Their diet consists mostly of fish.

Special abilities.

  • Claws Do STR +1D damage.
  • Vision Balinaka have excellent vision and can see in darkness with no penalties.
  • Water Breathing Balinaka have a dual lung/gill system, so they can breathe both air and water with no difficulties.

Sources. Alien Encounters (page 28), Planets Collection (pages 51-52)

Barabel

Pip cost 3 pips · Size 1.9 - 2.2 meters tall · Move 11/14 · Homeworld Barab I

Dexterity 2D/4D · Knowledge 1D/2D+1 · Mechanical 1D/3D · Perception 1D+1/4D+2 · Strength 3D/5D · Technical 1D/2D+1

Ceilings above a Human's 4D: Perception 4D+2, Strength 5D. Below it: Knowledge 2D+1, Mechanical 3D, Technical 2D+1. Floors above a Human's 2D: Strength 3D.

The Barabel are vicious, bipedal reptiloids with horny, black scales of keratin covering their bodies from head to tail, and needle-like teeth, often reaching lengths of five centimeters or more, filing their huge mouths.

Special abilities.

  • Natural Body Armor The black scales of the Barabel act as armor, providing a +2D bonus against physical attacks, and a +1D bonus against energy attacks.
  • Radiation Resistance Because of the proximity of their homeworld to its sun, the Barabel have evolved a natural resistance to most forms of radiation. They receive a +2D bonus when defending against the effects of radiation.
  • Vision Barabels can see in infrared radiation, giving them the ability to see in complete darkness, provided there are heat differentials in the environment.

Story factors.

  • Jedi Respect Barabels have a deep respect for Jedi Knights, even though they have little aptitude for sensing the Force. They will almost always yield to the commands of a Jedi Knight (or a being that represents itself believably as a Jedi). Naturally, they are enemies of the enemies of Jedi (or those who impersonate Jedi).
  • Reputation Barabels are reputed to be fierce warriors and great hunters, and they are often feared. Those who know of them almost always steer clear of them.

Sources. Ultimate Alien Anthology (pages 18-19), Alien Anthology (pages 58-59), Galaxy Guide 4: Alien Races (pages 17-19), The Thrawn Trilogy Sourcebook (pages 139-140), Dark Force Rising Sourcebook (pages 84-85)

Baragwins

Pip cost 2 pips · Size 1.5 - 2.2 meters tall · Move 7/9 · Homeworld N/A

Dexterity 1D+1/3D+2 · Knowledge 1D/2D+1 · Mechanical 1D/3D+2 · Perception 2D/3D+1 · Strength 2D/4D · Technical 2D/3D

Ceilings below a Human's 4D: Dexterity 3D+2, Knowledge 2D+1, Mechanical 3D+2, Perception 3D+1, Technical 3D.

Hunchbacked, bipedal saurians, Baragwins stand out in starports and cantinas across the galaxy. The creatures’ massive heads are nearly as wide as their shoulders and rest atop muscular, broad necks. Their skin is tough and wrinkled, scaly in places, and hairless. Their hands are large and calloused, and the pads of their feet are thick.

Most Baragwins range in color from drab forest green to dark olive, although several dusky gray ones have been noted. Their eyes are typically black, with bright blue pupils. Their nostrils are broad and ever twitching, picking up scents that signal the moods of those nearby. It is said that a Baragwin can smell fear kilometers away. This is not true - they only smell fear from several meters away.

Special abilities.

  • Armor Baragwins’ dense skin provides a +1D protection against physical attacks only.
  • Smell Baragwin have a remarkable sense of smell and get a +1D to scent-based Search and +1D to Perception checks to determine the moods of others within five meters.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 17-19), Ultimate Alien Anthology (pages 19-20), Alien Anthology (pages 59-60)

Berrites

Pip cost 1 pip · Size 1 - 1.3 meters tall · Move 6/8 · Homeworld Berri

Dexterity 1D/3D · Knowledge 1D/3D · Mechanical 1D/3D · Perception 1D/3D · Strength 1D/3D · Technical 1D/3D

Ceilings below a Human's 4D: Dexterity 3D, Knowledge 3D, Mechanical 3D, Perception 3D, Strength 3D, Technical 3D.

Berrites are short (typically around one meter tall) and look like a cross between a hair, wrinkled slug and a Human. They have four short, stocky legs and two arms that end in wide, shovel-shaped hands. Their bodies are covered with loose rolls of fat, and the skin is iridescent, primarily green in color. They have patches of coarse black hairs, but the head is completely bald.

Special abilities.

  • Ultrasound Berrites have poor vision and hearing, but their natural sonar system balances out this disadvantage.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 20-22)

Bimms

Pip cost 1 pip · Size 1-1.6 meters tall · Move 11/14 · Homeworld Bimmisaari

Dexterity 1D+1/4D · Knowledge 2D/4D · Mechanical 1D/2D+2 · Perception 1D+1/4D+2 · Strength 1D/2D+2 · Technical 1D/2D+1

Ceilings above a Human's 4D: Perception 4D+2. Below it: Mechanical 2D+2, Strength 2D+2, Technical 2D+1.

The Bimms are native to Bimmisaari. The diminutive humanoids love stories, especially stories about heroes. Heroes hold a special place in their society - a place of honor and glory. Of all the heroes the Bimms hold high, they hold the Jedi highest. Their own culture is full of hero-oriented stories which sound like fiction but are treated as history. Anyone who has ever met a Bimm can understand how the small beings could become enraptured with heroic feats, but few can imagine the same Bimms performing any.

For all their love of heroes and heroic stories, the Bimms are a peaceful, non-violent people. Weapons of violence have been banned from their world and visitors are not permitted to carry weapons upon their person while visiting their cities.

Sources. Ultimate Alien Anthology (pages 22-23), Alien Anthology (pages 60-61)

Bith

Pip cost 2 pips · Size 1.5 - 1.75 meters tall · Move 5/8 · Homeworld Clak’Dor VII

Dexterity 1D/3D · Knowledge 2D/6D · Mechanical 2D/5D · Perception 2D/5D · Strength 1D/2D · Technical 2D/5D

Ceilings above a Human's 4D: Knowledge 6D, Mechanical 5D, Perception 5D, Technical 5D. Below it: Dexterity 3D, Strength 2D.

The Bith are highly evolved humanoids with enlarged craniums. They have large, lidless eyes with black irises that are almost as large as the eye itself and make it appear as if the Bith lack pupils in their ocular organs. Their noses recede, and baggy epidermal folds hang beneath their eyes, covering their faces down to the lower jawline, and nearly concealing their small, oval-shaped mouths.

Special abilities.

  • Vision Bith have the ability to focus on microscopic objects, giving them a +1D to Perception skills involving objects less than 30 centimeters away. However, as a consequence of this, the Bith have become extremely myopic. They suffer a penalty of -1D for any visual-based action more than 20 meters away and cannot see more than 40 meters under any circumstance.
  • Scent Biths have well-developed sense of smell, giving them a +1D to all Perception skills when pertaining to actions and people within three meters.
  • Manual Dexterity Although the Bith have low overall Dexterity scores, they do gain +1D to the performance of fine motor skills - picking pockets, surgery, fine tool operation, etc. - but not to gross motor skills such as Blaster and Dodge.

Sources. Ultimate Alien Anthology (pages 23-25), Alien Anthology (page 61), Galaxy Guide 4: Alien Races (pages 22-24)

Borneck

Pip cost 1 pip · Size 1.8 - 2 meters tall · Move 8/10 · Homeworld Vellity

Dexterity 2D/4D · Knowledge 1D+1/4D · Mechanical 2D/4D+2 · Perception 1D/3D+2 · Strength 2D/4D+2 · Technical 1D/3D+2

Ceilings above a Human's 4D: Mechanical 4D+2, Strength 4D+2. Below it: Perception 3D+2, Technical 3D+2.

Sources. Alien Encounters (page 101), Gamemaster Kit (page18), Classic Campaigns (page 55)

Bothans

Pip cost 1 pip · Size 1.3 - 1.5 meters tall · Move 10/12 · Homeworld Bothawui

Dexterity 1D/4D · Knowledge 2D/4D · Mechanical 1D/3D · Perception 3D/5D · Strength 1D+2/3D+2 · Technical 2D/4D+1

Ceilings above a Human's 4D: Perception 5D, Technical 4D+1. Below it: Mechanical 3D, Strength 3D+2. Floors above a Human's 2D: Perception 3D.

Bothans are short furry humanoids native to Bothawui. They have long tapering beards and hair. Their fur ranges from milky white to dark brown. A subtle species, the Bothans communicate not only verbally, but send ripples through their fur which serve to emphasize points or show emotions in ways not easily perceptible by members of other species.

Sources. Alien Encounters (page 32), Ultimate Alien Anthology (pages 25-26)

Brubbs

Pip cost 2 pips · Size 1.5 - 1.7 meters tall · Move 7/10 · Homeworld Baros

Dexterity 2D/4D · Knowledge 1D/3D · Mechanical 2D/4D · Perception 1D/3D · Strength 3D/5D · Technical 1D/3D

Ceilings above a Human's 4D: Strength 5D. Below it: Knowledge 3D, Perception 3D, Technical 3D. Floors above a Human's 2D: Strength 3D.

Strong, sturdy, and resilient, Brubbs are bipedal reptiloids with pitted, knobby hides that can range from dusty yellow to grayish green, depending upon the dominant color of their surroundings. Their faces are vaguely humanoid, with bony brows, a flat, triangular nose, and a narrow, frowning mouth. Many males have a tuft, or tufts, of coarse black hair growing out the back of their heads

Special abilities.

  • Natural Body Armor The thick hide of the Burbb provides a +2D bonus against phyisical attacks, but provides no resistance to energy attacks.
  • Color Change The skin of the Brubb changes color in an attempt to match that of the surroundings. These colors can range from yellow to greenish grey. Add +1D to any Sneak attempt made by a Brubb in front of these backgrounds.

Sources. Galaxy Guide 4: Alien Races (pages 24-26)

C

Carentan

Pip cost 3 pips · Size 1.5 - 2 meters tall · Move 10/12 · Homeworld N/A

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 2D/4D · Perception 2D/4D · Strength 2D/4D · Technical 2D/4D

Carentan are a near human species from the planet that shared their name. They have the same racial min/max as Humans.

Long exposure to Overmind nanites and the Carentan own expertise in robotics as passed down from Cogsworth and Orion have allowed the Carentan to develop a partial natural resistance to the more esoteric effects of Cybernetics.

Special abilities.

  • Cybernetic Acuity This race ignores their first cyber point in all cyber point calculations.
  • Free Cybernetic This race begins with one simple cybernetic worth 1 cyber point that raises any single attribute of the player's choice by 1D.
  • Appearance They look almost entirely Human and have similar variations in skin/hair/eye tone except for having small cosmetic piercings or dermal implants located at the Chakra points of the body. These range from simple silver or gold studs to more ornate and stylish jewelry. These implants are thought to help balance one's Qi and increase harmony and sensitivity to the Tao. All surviving Carentan carry both physical and emotional scars from the long interaction with the Overmind and the loss of their planet.
  • Technology Before the Overmind devastated their planet, the technology level of Carentan was about equivalent to 1940/50s Earth with a few advanced technologies in the areas of robotics and repulsorlift ops. Think of fallout or early fantastic four without rockets.
  • Religion/Force Use Culturally the Carentan are a deeply spiritual people who believe in the Tao, the essence of all life and that oneness with the Tao increases one's internal Qi. Carentan Mystic are those who have studied the Tao and gained some mastery over their own Qi. This is the Carentan Force tradition although they are only now beginning to recognize it as such.
  • Daily Life Life on the planet was divided between a rural agricultural class and an urban city dwelling class. Most advanced technology was confined to the cities where life was fast-paced and exciting. Rural Carentans lived a simple slow-paced life in which one's means of transportation was still as likely to be an animal as a ground vehicle. Personal repulsorlift ops were virtually unheard of in the rural areas with most people seeing the local train or occasional city slicker visitor as the only examples.

Sources. Sparks Judges Handbook

Carosites

Pip cost 1 pip · Size 1.3 to 1.7 meters tall · Move 7/11 · Homeworld Carosi IV

Dexterity 2D/4D · Knowledge 2D/4D+2 · Mechanical 1D/3D · Perception 2D/4D+2 · Strength 1D+2/4D · Technical 2D/5D

Ceilings above a Human's 4D: Knowledge 4D+2, Perception 4D+2, Technical 5D. Below it: Mechanical 3D.

The Carosites are a bipedal species originally native to Carosi IV. Carosite culture experienced a major upheaval 200 years ago when the Carosi sun began an unusually rapid expansion. The Carosites spent 20 years evacuating Carosi IV, their homeworld, in favor of Carosi XII, a remote ice planet which became temperate all too soon. The terraforming continues two centuries later, and Carosi has a great need for scientists and other specialists interested in building a world.

Special abilities.

  • Protectiveness Carosites are incredibly protective of children, patients and other helpless beings. They gain +2D to their Brawling skill and damage in combat when acting to protect the helpless.

Sources. Alien Encounters (page 35), Planets Collection (pages 204-206)

Cereans

Pip cost 2 pips · Size Up to 2.2 meters tall · Move 11/12 · Homeworld Cerea

Dexterity 1D/3D+1 · Knowledge 2D/4D+2 · Mechanical 1D/3D+2 · Perception 1D+2/4D+1 · Strength 1D+1/4D · Technical 1D+1/4D

Ceilings above a Human's 4D: Knowledge 4D+2, Perception 4D+1. Below it: Dexterity 3D+1, Mechanical 3D+2.

Special abilities.

  • Initiative Bonus Cereans gain a +1D bonus to all initiative rolls.
  • Dual Hearts Cereans can function with only one of these hearts, but the demands placed on their circulatory system by their binary brains are no laughing matter. A Cerean reduced to functioning on only one heart must sleep 2/3 of a given day to maintain his mental performance.

Sources. Ultimate Alien Anthology (page 30)

Cha Wen He

Pip cost 2 pips · Size 3.5 - 4 meter tall (with neck fully extended) · Move 12/14 · Homeworld Wen'he'dinae

Dexterity 2D/4D · Knowledge 1D+2/3D+2 · Mechanical 2D/3D+2 · Perception 2D/4D · Strength 2D/3D+1 · Technical 1D/4D

Ceilings below a Human's 4D: Knowledge 3D+2, Mechanical 3D+2, Strength 3D+1.

This unusual species looks something like a large flightless avian, but the Cha'wen'he have three heads on long, sinuous necks - two at the front of the body, and one at the rear. Cha'wen'he stand on two stick-thin, meter-long legs, with feet that end in three long, splayed toes. The heel of each foot is tipped with a bony spike about 10 centimeters long. This is used in combat when the Cha'wen'he whips one leg up and around in a slashing motion while pivoting on the other foot.

Special abilities.

  • Search Cha'wen'he gain a bonus if more than one head is being used to scan an area. If two heads are being used the bonus is +1D; if all three heads are being used the bonus is +2D. However, no other actions may be performed while this scanning is being done.
  • Bony Spur The Cha'wen'he's bony spur causes STR +1D damage.
  • Species Memory Cha'wen'h may select up to 10 standard skills; these skills are considered "species memory" skills. The character can advance these skills as if he or she had a teacher. The character must pay the normal Charcter Point cost to advance the skil, but the learning time is three days if the skill is 4D or less; one week for 4D+1 to 7D; and two weeks for skill codes over 7D. The player must make this list prior to beginning play and the gamemaster has the right to reject or substitute certain skills at will.
  • Armor Cha'wen'he get +1D physical/+2 energy armor when their heads are retracted and their scales are drawn close to protect the body. A Cha'wen'he character doing this must remain still and can do nothing else during the round.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 22-24)

Chadra Fan

Pip cost 1 pip · Size 1 meter tall · Move 5/7 · Homeworld Chad

Dexterity 2D/4D · Knowledge 1D/3D · Mechanical 2D+1/4D+1 · Perception 2D/5D · Strength 1D/2D+1 · Technical 2D/4D

Ceilings above a Human's 4D: Mechanical 4D+1, Perception 5D. Below it: Knowledge 3D, Strength 2D+1. Floors above a Human's 2D: Mechanical 2D+1.

The typical Chadra Fan is a small, quick-witted humanoid with a flat face, large, flappable ears, two dark, round eyes and a flattened circular nose.

The Chadra Fan's body is roughly a meter tall. Dense, gleaming fur covers it from head to toe, excluding the oversized hands and feet. Chadra Fan walk erect, but with their long, thick fingers and agile toes, climbing is a natural skill.

Special abilities.

  • Sight The Chadra Fan have the ability to see in the infrared and ultraviolet ranges, allowing them to see in all conditions short of absolute darkness.
  • Smell The Chadra Fan has extremely sensitive smelling which gives them a +2D bonus to their Search skill.

Sources. Ultimate Alien Anthology (pages 31-32), Alien Anthology (page 62), Galaxy Guide 4: Alien Races (pages 27-28)

Chevin

Pip cost 1 pip · Size 1.7 - 3 meters tall · Move 9/11 · Homeworld Vinsoth

Dexterity 1D+1/3D · Knowledge 1D/3D+2 · Mechanical 1D/3D · Perception 2D+1/4D+1 · Strength 2D/4D · Technical 1D/3D+2

Ceilings above a Human's 4D: Perception 4D+1. Below it: Dexterity 3D, Knowledge 3D+2, Mechanical 3D, Technical 3D+2. Floors above a Human's 2D: Perception 2D+1.

Chevin are a migratory pachydermoid species native to the planet Vinsoth. Thick legs support massive bodies that are big around as they are tall. Their gray hide is crisscrossed by deep wrinkles and covered by fine, but coarse, hair. Their hands, larger than their cricular three-toed feet, hand at the end of massive arms that extend to their swollen knee-caps. The fingertips of the largest of Chevin somtimes brush across the ground.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 24-27), Ultimate Alien Anthology (page 36), Alien Anthology (pages 64-65)

Chevs

Pip cost 1 pip · Size 1.2 - 1.6 meters tall · Move 10/12 · Homeworld Vinsoth

Dexterity 2D/4D+1 · Knowledge 1D/4D · Mechanical 1D/3D+2 · Perception 1D+2/4D · Strength 1D+2/4D · Technical 1D/4D

Ceilings above a Human's 4D: Dexterity 4D+1. Below it: Mechanical 3D+2.

The slave race of Chevin humanoids, or Chevs, have pale skin and pronounced facial features. Their gently sloping foreheads overshadow lidless eyes that range in color from black to brilliant violet. Their physiology is similar to many other humanoid species, though they are noted for having twin hearts.

Special abilities.

  • They are an especially long-lived species when one heart ceases to beat because it is worn out, the other takes over. Some Chevs have lived as long as 300 standard years, and their Chevin masters have been known to will prize slaves to relatives.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 27-29), Ultimate Alien Anthology (pages 35-36), Alien Anthology (pages 63-64)

Chikarri

Pip cost 1 pip · Size 1.3 - 1.5 meters tall · Move 9/11 · Homeworld Plagen

Dexterity 2D/4D+2 · Knowledge 2D/3D · Mechanical 1D+2/3D+2 · Perception 2D/3D+2 · Strength 2D/4D · Technical 2D/5D

Ceilings above a Human's 4D: Dexterity 4D+2, Technical 5D. Below it: Knowledge 3D, Mechanical 3D+2, Perception 3D+2.

The rodent Chikarri are natives of Plagen, a world on the edge of the Mid-Rim. These chubby-cheeked beings are the masters of Plagen's temperate high plateau forests and low plains, and through galactic trade have developed a modern society in their tree and burrow cities.

Chikarri are short, covered in thick short fur, have enlarged front teeth, chubby cheeks, long, ponted ears, and a bushy tail. Highland Chikarri have gray or reddish-brown fur, and lowlanders range from tan to medium brown. They are herbivorous, mainly eating nuts, berries and grains grown in extensive agri-forest combines and grassland farms. Chikarri speech is high-pitched, and communication in Basic suffers from a species-wide lisp.

Story factors.

  • Hoarders Chikarri are hyperactive and hard working, but are driven to hoard valuables, goods, or money, especially in the form of shiny metal or gems.

Sources. Alien Encounters (page 36)

Clawdites

Pip cost 3 pips · Size 1.6 - 1.8 meters tall · Move 10/12 · Homeworld Zolan

Dexterity 2D/4D · Knowledge 1D/4D · Mechanical 1D/4D · Perception 2D/4D+1 · Strength 1D/3D+2 · Technical 1D/4D

Ceilings above a Human's 4D: Perception 4D+1. Below it: Strength 3D+2.

Clawdites were a humanoid sentient species native to the planet of Zolan. They were one of the few shape-shifting species in the galaxy and were sometimes referred to as Changelings.

In their natural form, Clawdites had the appearance of reptilian humanoids, and in fact had evolved from reptomammals. They had sunken cheeks with a narrow nose and a small mouth. A thin line ran down their foreheads and creased the center of their noses. They possessed large eyes with slit-like pupils, and their irises could be yellow, gold, or blue. Their skin was considered to be rough and ranged in color from green to yellow. Overall, their appearance was identical to that of their genetic forebears, the Zolanders.

Due to genetic manipulation, Clawdites possessed the extremely rare ability to change their appearance. When using this ability, they could change the color and texture of their skin and eyes, mimicking the appearance of other similarly shaped beings, such as Humans. Shifting into a Weequay, a species with similar facial features, was considered to be an easy task. Though they could not add physical mass to their bodies, they were able to form hair, and could actually make it quite long. Clawdites were also able to mimic the appearance of clothing or jewelry, provided that the item laid directly on their skin, as it was merely a manipulation of their skin's texture. They could not change the appearance of their actual clothing and had to rely on holographic technology in order to change such items.

The growth of their abilities mainly relied upon a Clawdite's age. Younglings were only able to change color, a talent that began at infancy, and baby Clawdites used different hues and colors to indicate their needs to their parents.

Unlike most shape-changing species, the Clawdite's shifting abilities actually caused them great physical discomfort. While the range of their abilities varied in individuals, with both age and practice, they could work through the pain of changing in order to alter their appearance in more and more extreme ways. Even the most talented Clawdite, however, lacked the fine coordination it would take to mimic a specific individual's appearance precisely. Only a very talented Clawdite was able to sleep and retain their altered form. If a Clawdite was suitably distracted or hurt, and certainly if they were killed, they would revert to their true form.

Special abilities.

  • (A)Shapeshift (Perception) Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species.
  • Skin-Changer Clawdites are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.
  • Designation Sentient
  • Classification Changeling
  • Skin color Green to yellow
  • Eye color Yellow
  • Average lifespan Up to 70 standard years

Sources. Ultimate Alien Anthology (pages 38-39)

Codru Ji

Pip cost 2 pips · Size 1.6 meters tall on average · Move 10/12 · Homeworld Munto Codru

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 1D+2/4D · Perception 2D/4D · Strength 2D/4D · Technical 1D+1/4D

Special abilities.

  • Extra Limbs Codru-Ji have four arms. The extra limbs give them a +1D bonus to climbing. The penalty for multiple actions involving different arms is reduced from -1D per additional action to -2 pips for the first four actions (-2/-1D+1/-2D), then apply standard -1D per additional action.

Sources. Ultimate Alien Anthology (pages 39-40)

D

Dathomiri

Pip cost 1 pip · Size 1.6 - 2.1 meters tall · Move 10/12 · Homeworld Dathomir

Dexterity 1D+1/4D+1 · Knowledge 1D+1/4D · Mechanical 1D+1/4D · Perception 1D+1/4D+1 · Strength 1D+1/4D+1 · Technical 1D+1/3D

Ceilings above a Human's 4D: Dexterity 4D+1, Perception 4D+1, Strength 4D+1. Below it: Technical 3D.

Dathomirians are a subspecies of Zabrak native to Dathomir. Dathomiri showed considerable sexual dimorphism. Female Dathomiri have white, blue, or gray skin with various hair types. Male skin is commonly orange or yellow. Few had red skin. Male Dathomirians have horns, whereas females do not. The Dathomiri have tattoos on their body that represent their tribal heritage. The male Zabraks, particularly those belonging to the Nightbrothers, have natural striping, which they embellished with tattoos. The females, particularly those belonging to the Nightsisters, have more subtle tattoos that are in contrast to their pale skin. Dathomirians are a reclusive people and hide dark secrets. Female Dathomiri often live as witches. Their society is matriarchal in nature, and the Nightsisters are particularly dominant. Nightsisters are particularly skilled in using dark side magick which has such powers as raising the dead or making one invisible. Some female Dathomirians live in clans, while others are of no clan. There are different witch clans on Dathomir, which include the Nightsisters, the Nardithi Nightsisters, the Blue Coral Divers Clan, the Singing Mountain, and the Howling Crag.

Special abilities.

  • Hardiness Dathomirians gain a +1D bonus to Stamina skill checks, but unlike the typical Zabrak, they gain no Willpower bonus.
  • Born to the Dark At character creation, you may choose to start with one additional Dark Side point. If you do, your Dathomir is considered "Born to the Dark." You receive a 5 point discount on the character point cost of becoming Force Sensitive or of learning Force skills (in addition to any other training or module rewards your character becomes eligible for). When you become Force Sensitive, and each time you learn a Force skill, you gain a Dark Side point.

Sources. Sparks Original

Devaronians

Pip cost 1 pip · Size 1.7 - 1.9 meters tall · Move 8/10 · Homeworld Devaron

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 1D/3D+2 · Perception 2D/4D+2 · Strength 2D/4D · Technical 1D/3D

Ceilings above a Human's 4D: Perception 4D+2. Below it: Mechanical 3D+2, Technical 3D.

The Devaronians are mammalian bipeds. The males of the species have completely hairless, red-tinted skin, with a pair of dark horns growing from their heads, while the females are covered with a mat of thick fur ranging in color from white to brown, and they are hornless. In addition, the teeth of the males are all incisors, but females also have molars and prominent canines.

Story factors.

  • Wanderlust Devaronian males do not like to stay in one place for any extended period of time. Usually, the first opportunity that they get to move on, they take.

Sources. Ultimate Alien Anthology (pages 45-46), Alien Anthology (page 68), Galaxy Guide 4: Alien Races (pages 35-36)

Draedans

Pip cost 2 pips · Size 1.3 - 1.5 meters tall · Move 10/12, 13/16 (swimming) · Homeworld Sesid

Dexterity 2D/4D+1 · Knowledge 1D/3D · Mechanical 1D/4D · Perception 1D/4D · Strength 2D/4D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Dexterity 4D+1, Strength 4D+1. Below it: Knowledge 3D, Technical 3D.

The Draedans have a reputation for spending more time fighting amonst themselves than for anything else. This amphibious species would likely join the galactic community, but their society is still split into many countries and it's widely believed that they would only allow their local conflicts to spill out into open space. As modern weapons make their way to the homeworld of Sesid, the intensity of Draedan conflicts is only increasing.

Special abilities.

  • Prehensile Tail The tail of the Draedans is prehensile, and they may use it as a third hand. Some experienced Draedans keep a hold-out blaster strapped to their backs within reach of the tail.
  • Claws Draedans get a +1D to Climbing and +1D to physical damage due to their claws.
  • Amphibians Due to their cold-blooded nature, Draedans may have to make a Difficult Stamina roll once per 15 minutes to avoid collapsing in extreme heat (above 50 standard degrees) or cold (below -5 standard degrees).
  • Water Breathing Draedans may breathe water and air.
  • Moist Skin Draedan must keep their scales from drying out. They must immerse themselves in water once per 20 hours in moderately moist environments or oncer per four hours in very dry environments. Any Draedan who fails to do this will suffer extreme pain, causing a -1D penalty to all actions for one hour. After that hour, the Draedan is so paralyzed by pain that he or she is incapable of moving or any other actions.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 30-31)

Dralls

Pip cost 1 pip · Size Up to 1.5 meters tall · Move 7/9 · Homeworld Drall

Dexterity 1D/3D · Knowledge 2D/4D+2 · Mechanical 1D/3D · Perception 2D/4D · Strength 1D/3D · Technical 1D/3D

Ceilings above a Human's 4D: Knowledge 4D+2. Below it: Dexterity 3D, Mechanical 3D, Strength 3D, Technical 3D.

Dralls are small stout-bodied furry bipeds native to the planet Drall in the Corellia system. They are short-limbed, with claws on their fur-covered feet and hands. Fur coloration ranges from brown and black to gray or red, and they do not wear clothing. Dralls have a slight muzzle and thier ears lay flat against their heads. Their eyes are jet black.

Sources. Alien Encounters (page 39), Ultimate Alien Anthology (pages 47-48), Alien Anthology (page 69)

Dresselians

Pip cost 1 pip · Size 1.7 - 1.9 meters tall · Move 10/12 · Homeworld Dressel

Dexterity 2D/4D · Knowledge 1D/3D+2 · Mechanical 1D/3D · Perception 2D/4D · Strength 2D/4D · Technical 1D/3D

Ceilings below a Human's 4D: Knowledge 3D+2, Mechanical 3D, Technical 3D.

As the Galactic Civil War continues across the Empire, whole systems have thrown in with the Rebel Alliance. In many of these systems, whole populations join the Rebellion not over political ideology, but for mere survival. The Dresselians are one such people. The technologically primitive people fight the Empire every day, but their exploits are not subject to medals or ceremonies. They fight only to protect their homes.

The Dresselians are tall, thin, wrinkled-skinned humanoid aliens, giving rise to the nickname "prune face." They have elongated hairless skulls.

Story factors.

  • Occupied Homeworld The Dresselian homeworld is currently occupied by the Empire. The Dresselians are waring a guerrilla war to reclaim their planet.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 32-34), Ultimate Alien Anthology (pages 48-49)

Duros

Pip cost 1 pip · Size 1.8 - 2.2 meters tall · Move 10/12 · Homeworld Duro

Dexterity 1D/4D · Knowledge 1D+1/2D+2 · Mechanical 2D/4D+2 · Perception 1D/3D · Strength 1D/3D · Technical 1D+2/4D

Ceilings above a Human's 4D: Mechanical 4D+2. Below it: Knowledge 2D+2, Perception 3D, Strength 3D.

The Duros are tall, thin, blue-skinned humanoid aliens with large eyes, a slit mouth, and no nose. They evolved in the Duro star system, on a planet that so closely matches the standard, terrestrial planet favored by Humans, that Humans could have evolved on the planet as easily as the Duros did.

Sources. Ultimate Alien Anthology (page 51), Alien Anthology (pages 69-70), Galaxy Guide 4: Alien Races (pages 39-40)

E

Ebranites

Pip cost 1 pip · Size 1.4 - 1.65 meters tall · Move 6/8, 14/18 (climbing) · Homeworld Ebra

Dexterity 2D+1/4D+1 · Knowledge 1D/3D+2 · Mechanical 1D/3D+2 · Perception 2D/4D · Strength 2D+1/4D+2 · Technical 1D/2D+2

Ceilings above a Human's 4D: Dexterity 4D+1, Strength 4D+2. Below it: Knowledge 3D+2, Mechanical 3D+2, Technical 2D+2. Floors above a Human's 2D: Dexterity 2D+1, Strength 2D+1.

The Ebranites are a species of climbing omnivores native to the giant canyons of Ebra, the second planet of the Dousc system. Ebra's seemingly endless mountains seem unbearably harsh, yet these aliens have thrived in the planet's sheltered caves and canyons. Ebranite settlements form around small wells deep in the caves, where supplies of pure water feed abundant fungi and thick layers of casanivne.

Ebranites are stocky omnivores highly adapted to rocky terrain. They have six multi-jointed arms with six-digited hands, each with four long fingers and two opposable thumbs. Their stubby feet posses three large clawed toes and a thumb-like appendage at the heel which enables the Ebranite to grasp any solid terrain with their feet.

Special abilities.

  • Rock Climbing All Ebranites gain a +2D bonus to Climbing in rough terrain such as mountains, canyons, and caves.
  • Rock Camouflage All Ebranites gain a +1D+2 bonus to Sneak in rocky terrain due to their skin coloration and natural affinity for such places.
  • Thick Hides All Ebranites have a very thick hide, which gains them a +2 Strength bonus against physical damage.
  • Vision Ebranites can see in the infrared spectrum, allowing them to see in complete darkness provided there are heat sources.
  • Frenzy When believing themselves to be in immediate danger, Ebranites often enter a frenzy in which they attack the perceived source of danger. They gain +1D to Brawling or Brawling Parry. A frenzied Ebranite can be calmed by companions, with a Moderate Persuasion or Command check.

Story factors.

  • Technology Distrust Most Ebranites have a general dislike and distrust for items of higher technology, prefering their simpler items. Some Ebranites, however, especially those in the service of the Alliance, are becoming quite adept at the use of high-tech items.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 34-36), Ultimate Alien Anthology (pages 51-52)

Echani

Pip cost 1 pip · Size N/A · Move 10/12 · Homeworld N/A

Dexterity 2D+2/4D+2 · Knowledge 2D/4D · Mechanical 2D/3D+2 · Perception 2D/4D · Strength 2D/4D · Technical 1D/4D

Ceilings above a Human's 4D: Dexterity 4D+2. Below it: Mechanical 3D+2. Floors above a Human's 2D: Dexterity 2D+2.

The Echani are a near-human species. They had anatomy similar to humans, but a common feature among members of the species was that they had light skin, white hair and silver eyes.

Special abilities.

  • Warrior Culture Martial Arts being a way of life for Echani, all Echani may treat Echani Martial Arts and Echani Martial Arts Parry as normal specializations under Brawling and Brawling Parry respectively. Also the Knowledge skill Tactics may be added at Character Creation for free for any template that does not begin with the Tactics skill listed.

Sources. Sparks Council of Elders

Eklaad

Pip cost 1 pip · Size 1 - 1.5 meters tall · Move 8/10 · Homeworld Sirpar

Dexterity 1D/3D · Knowledge 1D/3D · Mechanical 1D/4D · Perception 1D/4D · Strength 3D/5D · Technical 1D/2D

Ceilings above a Human's 4D: Strength 5D. Below it: Dexterity 3D, Knowledge 3D, Technical 2D. Floors above a Human's 2D: Strength 3D.

The Eklaad are short, squat creatures native to Sirpar. They walk on four hooves, and have elongated, prehensile snouts ending in three digits. Their skin is covered in a thick armored hide, which individuals decorate with paint and inlaid trinkets.

Special abilities.

  • Natural Body Armor The Eklaads' thick hides give them +1D to resist damage from physical attacks. It gives no bonus to energy attacks.

Sources. Alien Encounters (page 40)

Elomin

Pip cost 1 pip · Size 1.6 - 1.9 meters tall · Move 10/12 · Homeworld Elom

Dexterity 2D/4D · Knowledge 1D+2/3D+2 · Mechanical 2D/4D · Perception 2D/4D · Strength 1D/3D · Technical 2D+1/4D

Ceilings below a Human's 4D: Knowledge 3D+2, Strength 3D. Floors above a Human's 2D: Technical 2D+1.

Elomin are tall, thin humanoids with two distinctly alien features - ears which taper to point, and four horn-like protusions on the tops of their heads. Though the species considered itself fairly advanced, it was primitive by the standards of the Old Republic, whose scouts first encountered them. The Elomin had no space travel capabilities, and had not progressed beyond the stage of slug-throwing weaponry or combustible engines. Blasters and repulsorlifts wer unlike anything the species had ever imagined.

Sources. Alien Encounters (page 41), The Thrawn Trilogy Sourcebook (pages 142-143), Heir to the Empire Sourcebook (page 96), Ultimate Alien Anthology (page 54), Alien Anthology (pages 71-72)

Eloms

Pip cost 1 pip · Size 1.3 - 1.6 meters tall · Move 7/9, 5/8 (climbing) · Homeworld Elom

Dexterity 1D/3D+2 · Knowledge 1D/3D+1 · Mechanical 1D/3D · Perception 1D/3D+1 · Strength 2D/4D · Technical 1D/2D+2

Ceilings below a Human's 4D: Dexterity 3D+2, Knowledge 3D+1, Mechanical 3D, Perception 3D+1, Technical 2D+2.

Eloms are short, stocky bipeds that have a thick, oily pelt of dark, stringy fur. Eloms have tough skin, and their hands and feet are coated with thick callouses. Their fingers are tipped with hard, hooked claws well-suited for subterranean existence. Their feet have a pair of toes, that are jointed in such a way as to make them prehensile.

Special abilities.

  • Digging Claws Eloms use their powerful claws to dig through soil and soft rock, but rarely, if ever, used them in combat. They add +1D to Climbing and Digging rolls. They add +1D to damage, but increase the difficulty by one level if used in combat.
  • Moisture Storage When in a situation when water supplies are critical, Elom characters should generate a Stamina total. This number represents how long, in days, an Elom can go without water. For every hour of exhaustive physical activity the Elom participates in, subtract one day from the total.
  • Low-Light Vision Eloms gain a +2D to Search in dark conditions, but suffer 2D-4D stun damage if exposed to bright light.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 36-39), Ultimate Alien Anthology (pages 52-54), Alien Anthology (pages 70-71)

Epicanthix

Pip cost 1 pip · Size 1.8 - 2.5 meters tall · Move 10/13 · Homeworld Panatha

Dexterity 2D/4D+2 · Knowledge 2D/4D · Mechanical 2D/4D · Perception 2D/4D+2 · Strength 2D/4D · Technical 2D/3D+2

Ceilings above a Human's 4D: Dexterity 4D+2, Perception 4D+2. Below it: Technical 3D+2.

Story factors.

  • Galactic Naivete Since the Epicanthix homeworld is in the isolated Pacanthe Reach section, they are not too familiar with many galactic institutions outside of their sphere of influence. They sometimes become overwhelmed with unfamiliar and fantastic surroundings of other worlds far from their own.

Sources. Alien Encounters (pages 101-102), Shadows of the Empire Sourcebook (pages 98-99)

Etti

Pip cost 1 pip · Size 1.7 - 2.2 meters tall · Move 8/10 · Homeworld Etti

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 2D/3D+2 · Perception 2D/4D · Strength 2D/3D+2 · Technical 2D/3D+2

Ceilings below a Human's 4D: Mechanical 3D+2, Strength 3D+2, Technical 3D+2.

Sources. Alien Encounters (page 103), Shadows of the Empire Sourcebook (pages 97-98)

F

Farghul

Pip cost 2 pips · Size 1,7 - 2 meters tall · Move 10/12 · Homeworld Farrfin

Dexterity 2D/5D · Knowledge 1D/4D · Mechanical 1D/3D+2 · Perception 2D/5D · Strength 2D/4D · Technical 1D/3D+1

Ceilings above a Human's 4D: Dexterity 5D, Perception 5D. Below it: Mechanical 3D+2, Technical 3D+1.

The Farghul are a felinoid species from Farrfin. They have medium-length, tawny fur, sharp claws and teeth, and a flexible, prehensile tail. THe Farghul are a graceful and agile people. They are very conscious of their appearance, always wearing high-quality clothing, usually elaborately decorated shorts and pants, cloaks and hats; they do not generally wear tunics, shirts or blouses.

Special abilities.

  • Fangs The Fargul's sharp teeth add +2D to brawling damage.
  • Claws Farghul can use their claws to add +1D to brawling damage.
  • Prehensile Tail Farghul have prehensile tails and can use them as an "extra limb" at -1D+1 to their Dexterity.

Story factors.

  • Acrobatics Most Farghul are trained in acrobatics and get +2D to acrobatics.
  • Con Artists The Farghul delight in conning people, marking the ability to outwit someone as a measure of respect and social standing. The Farghul are good-natured, boisterous people, that are always quick with a manic grin and a terrible joke. Farghul receive a +2D bonus to con.

Sources. Alien Encounters (page 48), The Thrawn Trilogy Sourcebook (pages 143-144), The Last Command Sourcebook (pages 105-106), Ultimate Alien Anthology (page 58), Alien Anthology (pages 73-74)

Filvians

Pip cost 1 pip · Size 1.2 - 1.9 meters tall · Move 8/10 · Homeworld Filve

Dexterity 1D/3D · Knowledge 1D/4D · Mechanical 1D+1/4D+2 · Perception 1D/3D · Strength 1D+2/4D · Technical 2D/5D+1

Ceilings above a Human's 4D: Mechanical 4D+2, Technical 5D+1. Below it: Dexterity 3D, Perception 3D.

Filvians are intelligent quadrupeds that evolved in the stark deserts of Filve. While they can survive in cooler temperatures found in the harsh conditions of the desert, they perfer the cooler temperatures found in the extreme regions of their world and on other planets. Their front two legs have dexterous three-toed feet, which they also use for tool manipulation (a Filvian can walk on two legs, but they are much slower when forced to move in this manner). They have a large water- and fat-storage hump along their backs, as well as several smaller body glands that serve the same function and give their bodies a distinctive "bumpy" appearance. They have a covering of short, fine hair, which ranges from light brown to yellow or white in color.

Special abilities.

  • Stamina As desert creatures, Filvians have great stamina. They automatically have +2D in stamina and survival.

Story factors.

  • Fear of the Empire Filvians are fearful of the Empire because of its prejudice against aliens.
  • Curiosity Filvians are attracted to new technology and unfamiliar machinery. When encountering new mechanical devices, Filvians must make a Moderate willpower roll (at a -1D penalty) or they will be unable to prevent themselves from examining the device.

Sources. Alien Encounters (page 49), The Thrawn Trilogy Sourcebook (page 144), The Last Command Sourcebook (page 106)

Frozians

Pip cost 1 pip · Size 2 - 3 meters · Move 10/15 · Homeworld Froz

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 1D+1/3D+2 · Perception 1D/2D+1 · Strength 2D+1/4D+2 · Technical 1D/3D+1

Ceilings above a Human's 4D: Strength 4D+2. Below it: Mechanical 3D+2, Perception 2D+1, Technical 3D+1. Floors above a Human's 2D: Strength 2D+1.

Frozians are tall, thin beings with extra joints in their arms and legs. This gives them an odd-looking gait when they walk. Their bodies are covered with short fur that is a shade of brown. They have wide-set brown eyes on either side of a prominent muzzle; the nose is at the tip and the mouth is small and lipless. From either side of the muzzle grows an enormous black spiky mustache that reaches past the sides of his head. The Frozian can twich his nose, moving the mustache from side to side in elaborate gestures meant to emphasize speech.

Story factors.

  • Melancholy The Frozians are a very depressed species and tend to look at everything in a sad manner.

Sources. Alien Encounters (pages 50-51), Ultimate Alien Anthology (pages 60-61), Alien Anthology (pages 74-75)

G

Gacerite

Pip cost 1 pip · Size 1.8 - 2.5 meters tall · Move 7/9 · Homeworld Gacerian

Dexterity 1D/3D+2 · Knowledge 2D/4D · Mechanical 1D/3D+2 · Perception 2D/4D+2 · Strength 1D/2D+2 · Technical 1D/4D

Ceilings above a Human's 4D: Perception 4D+2. Below it: Dexterity 3D+2, Mechanical 3D+2, Strength 2D+2.

The Gacerites of the hot, desert world, Gacerian, average 2.5 meters in height, and are thin humanoids with spindly limbs. They are completely hairless. Gacerite eyes are tiny, in order to protect their optic nerves from their sun's glare. Their ears, however, are huge and exceptionally keen.

Sources. Alien Encounters (page 52), Planets Collection (pages 231-232)

Gands

Pip cost 3 pips · Size 1.6 - 1.9 meters tall · Move 10/12 · Homeworld Gand

Dexterity 1D+1/4D · Knowledge 1D/4D · Mechanical 1D+1/4D · Perception 1D/4D+2 · Strength 2D/5D · Technical 1D/4D+2

Ceilings above a Human's 4D: Perception 4D+2, Strength 5D, Technical 4D+2.

Gands are short, stocky three-fingered humanoids that typically have green, gray, or brown skin, and are roughly the same height as average humans. The Gand's biology - like most everything else regarding this enigmatic species - remains largely unstudied; the Gands have made it quite clear to every sentientologist who has approached them that they will not provide any information about themselves, nor allow themselves to be studied. There are currently believed to be approximately a dozen Gand subspecies (though the differentiation between each Gand race is not fully understood).

Special abilities.

  • Choose 5 of the following options
  • Ammonia Breathers Most Gands do not respire. However, there is a small number of Gands that are of older evolutionary stock and do respire in the traditional sense. These Gands are ammonia breathers and find other gases toxic to their respiratory system-including oxygen.
  • Exoskeleton The ceremonial chemical baths of some findsmen initiation promote the growth of pronounced knobby bits on a Gand's exoskeleton. The bits on a Gand's arms or legs can be used as rough, serrated weapons in close-quarter combat and will do Strength +1 damage when brawling.
  • Eye Shielding Most Gands have a double layer of eye-shielding. The first layer is composed of a transparent keratin-like substance: the Gand suffers no adverse effects from sandstorms or conditions with other airborne debris. The Gands’ second layer of eye protection is an exceptionally durable chitin that can endure substantial punishment. For calculating damage, this outer layer has the same Strength as the character.
  • Findsman Ceremonies Gands use elaborate and arcane rituals to find prey. Whenever a Gand uses a ritual (which takes at least three hours) he gains a +2D to track a target.
  • Mist Vision Having evolved on a mist-enshrouded world, Gands receive a +2D advantage to Perception and relevant skills in environments obscured by smoke, fog, or other gases.
  • Natural Armor Gands have limited clavicular armor about their shoulders and neck, which provides +2 physical protection to that region (they are immune to nerve or pressure point strikes to the neck or shoulders.)
  • Regeneration Many Gands - particularly those who have remained on their homeworld or are of one of the very traditional sects - can regenerate lost limbs (fingers, arms, legs, and feet). Once a day, a Gand must make a Strength or stamina roll; a Very Difficult roll results in 20 percent regeneration; a Difficult will result in 15 percent; a Moderate will result in 10 percent regeneration. Any roll below Moderate will not assist a Gand's healing process, and the character must wait until the next day to roll.
  • Reserve Sleep Most Gands need only a fraction of the sleep most living beings require. They can “store” sleep for times when being unconscious is not desirable. As such, the Gand need not make stamina rolls with the same frequency as most characters for purposes of determining the effects of sleep-deprivation. Unless otherwise stated, this is an assumed trait in a Gand.
  • Ultraviolet Vision Gand can see in the ultraviolet color spectrum.
  • Martial Arts Some Gand are trained in a specialized form of combat developed by a band of findsman centuries ago. The tenets of the art are complex and misunderstood, but the few that have been described. Two techniques are described below. There are believed to be many more.
  • - “Piercing Touch” Description The findsman can use his chitinous fist to puncture highly durable substances and materials. Difficulty: Very Difficult Effect: If the character rolls successfully (and is not parried or dodged), the strike does STR+2D damage and can penetrate bone, chitin, and assorted armors.
  • - “Striking Mist” Description The findsman can sneak close enough to an opponent to prevent the victim from dodging or parrying the blow. Difficulty: Difficult Effect: If the character rolls successfully, and rolls a successful sneak versus his opponent’s Perception, the findsman’s strike cannot be dodged or parried. The Gand must declare whether they are striking to injure or immobilize the victim prior to making the attempt.

Sources. Alien Encounters (page 56), Ultimate Alien Anthology (pages 62-63), Alien Anthology (pages 75-76)

Gazaran

Pip cost 1 pip · Size Up to 1.5 meters tall · Move 8/10 · Homeworld Veron

Dexterity 1D/4D · Knowledge 1D/4D · Mechanical 1D/4D · Perception 2D/4D · Strength 2D/4D · Technical 1D/3D+2

Ceilings below a Human's 4D: Technical 3D+2.

Planet Veron's consistently warm climate has encouraged the evolution of several lifeforms that are cold-blooded. The most intelligent are the Garzaran - short bipedal creatures with several layers of scales. They have very thin membranes extending from their ribs, feet and hands, which they use to glide among the trees. Specialized muscles line the ribs so that they can control the shape and angle of portions of the membranes, giving them the ability to perform delicate maneuvers around trees and other obstacles. Their bodies are gray or brown in color, and each limb is linded with a crest of cartilage. Sharp claws give them excellent climbing abilities.

Special abilities.

  • Gliding Gazaran can glide. On standard-gravity worlds, they can glide up to 30 meters per round and on heavy-gravity worlds, that distance is reduced to five meters.
  • Temperature Sensitivity Gazaran are very sensitive to temperature. At temperatures of 30 degrees Celsius or less, reduce all actions by -1D. At a temperature of 25 degrees or less, the penalty goes to -2D, at 20 degrees the penalty is -3D and -4D at less than 15 degrees. At temperatures of less than 10 degrees, Gazaran go into hibernation; if a Gazaran remains in that temperature for more than 28 hours, he dies.

Story factors.

  • Superstitious Gazaran player characters should pick something they are very afraid of (the cold, the dark, strangers, spaceships, the color black, etc.).

Sources. Alien Encounters (page 59), Planets Collection (pages 89-90)

Geelan

Pip cost 1 pip · Size 0.75 - 1.5 meters tall · Move 10/12 · Homeworld Needan

Dexterity 2D+2/4D+2 · Knowledge 1D/3D · Mechanical 2D/4D · Perception 2D+2/4D+2 · Strength 1D+2/3D+2 · Technical 2D/4D

Ceilings above a Human's 4D: Dexterity 4D+2, Perception 4D+2. Below it: Knowledge 3D, Strength 3D+2. Floors above a Human's 2D: Dexterity 2D+2, Perception 2D+2.

The Geelan are a short, pot-bellied species who hail from the extremely remote world of Needan. Their bodies are covered in coarse, dark-colored fur. Geelan are roughly humanoid, with short legs and two arms ending in sharp-clawed hands. Their long, tooth-filled snouts end in dark, wet noses, their brilliant yellow eyes face forward, and their upwardpointing ears are located on the sides of their heads.

Special abilities.

  • Claws The claws of the Geelan inflict STR+1D damage.

Story factors.

  • Hoarders Geelan are incurable hoarders - they never thrown anything away. The only way Geelan will part with a possession is if they are paid or if their lives are in danger.

Sources. Alien Encounters (page 60)

Geonosian Aristocrats

Pip cost 3 pips · Size 1.7 meters tall · Move 10/12, 14/16 (flying) · Homeworld Geonosis

Dexterity 2D/4D · Knowledge 1D/4D · Mechanical 1D/3D+2 · Perception 1D+2/4D+1 · Strength 1D/3D+1 · Technical 1D+1/4D

Ceilings above a Human's 4D: Perception 4D+1. Below it: Mechanical 3D+2, Strength 3D+1.

Special abilities.

  • Flight Geonosian aristocrats have wings and are able to fly.
  • Natural Armor Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage.
  • Radiation Resistance Geonosians gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.

Story factors.

  • Caste-Driven Society Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are considered more or less expendable.

Sources. Ultimate Alien Anthology (pages 64-65)

Gerbs

Pip cost 1 pip · Size 1 - 1.5 meters tall · Move 8/12 · Homeworld Yavin 13

Dexterity 2D+1/4D · Knowledge 1D/3D+1 · Mechanical 1D/3D · Perception 2D+1/4D · Strength 2D+1/3D+2 · Technical 1D/2D+2

Ceilings below a Human's 4D: Knowledge 3D+1, Mechanical 3D, Strength 3D+2, Technical 2D+2. Floors above a Human's 2D: Dexterity 2D+1, Perception 2D+1, Strength 2D+1.

Gerbs dwell on Yavin Thirteen, one of the many moons orbiting the immense gas giant Yavin. They share their world wit the snakelike Slith.

Gerbs have short fur, manipulative arms, and long hind legs developed for leaping and running. They have metallic claws designed for digging in the rocky ground, and long tails which serve to balance their bodies.

Special abilities.

  • Claws The sharp claws of the Gerbs do STR damage.
  • Kick Does STR +1D damge.
  • Acute Hearing Gerbs gain a +1D to their Search.

Sources. Alien Encounters (page 61), Galaxy Guide 2 - Yavin and Bespin (pages 27-28)

Gigorans

Pip cost 2 pips · Size 2 - 2.5 meters tall · Move 12/14 · Homeworld Gigor

Dexterity 2D/4D · Knowledge 1D/2D · Mechanical 1D/3D · Perception 3D/4D+2 · Strength 4D/6D · Technical 1D/2D

Ceilings above a Human's 4D: Perception 4D+2, Strength 6D. Below it: Knowledge 2D, Mechanical 3D, Technical 2D. Floors above a Human's 2D: Perception 3D, Strength 4D.

Gigorans are huge bipeds who evolved on the mountainous world of Gigor. They are well-muscled, with long, sinuous limbs ending in huge, paw-like, padded hands and feet. They are covered in pale-colored fur. Due to their appearance, Gigorans are often confused with other, similar species, such as Wookiees. They are capable of learning and speaking Basic, but most speak their native tongue, a strange mixture of creaks, groans, grunts, whistles, and chirps which often sounds unintelligible even to translator droids.

Special abilities.

  • Bashing Adult Gigorans posses great upper-body strength and heavy paws which enable them to swat at objects with tremendous force. Increase the character's Strength attribute by +1D when figuring damage for brawling attacks that involves bashing an object.

Story factors.

  • Personal Ties Gigorans are very family-oriented creatures; a Gigoran will sacrifice his own life to protect a close personal friend or family member from harm.

Sources. Alien Encounters (page 64)

Given

Pip cost 2 pips · Size 1.7 - 2 meters tall · Move 8/12 · Homeworld Yag’Dhul

Dexterity 1D/3D · Knowledge 2D/4D · Mechanical 2D+2/4D+2 · Perception 1D/3D · Strength 1D+1/3D · Technical 3D/5D

Ceilings above a Human's 4D: Mechanical 4D+2, Technical 5D. Below it: Dexterity 3D, Perception 3D, Strength 3D. Floors above a Human's 2D: Mechanical 2D+2, Technical 3D.

Givin appear (visually) to be the animated skeletons of a humanoid race, because unlike most vertebrates, they carry their bone-white skeletons on the exterior of their bodies. Their large, triangular eye sockets dominate their faces, giving them perpetually sad, anguished expressions, and a small, frowning mouth only adds to this impression. Though the Givin are generally humanoid in shape, they are rather thin and tubular, with oddly working body joints. They must carry their arms and legs "held out" from their bodies, like reptiles, giving them the appearance of Twi'lek string puppets.

Special abilities.

  • Mathematical Aptitude Givin recieve a bonus of +2D when using skills involving mathematics, including Astrogation. They can automatically solve most "simple" equations (gamemaster option).
  • Vacuum Protection Every Givin has a built-in vacuum suit which will protect it from a vacuum or harsh elements. Add +2D to a Givin's Strength or Stamina rolls when resisting such extremes. For a Givin to survive for 24 standard hours in complete vacuum, it must make an Easy roll, with the difficulty level increasing by one every hour thereafter.
  • Increased Consumption Givin must eat three times the food a normal Human would consume or they lose their Vacuum Protection. Roughly, a Givin must consume about nine kilograms of food over a 24 hour period to remain healthy.

Sources. Ultimate Alien Anthology (pages 65-66), Galaxy Guide 4: Alien Races (pages 44-46)

Gorothites

Pip cost 1 pip · Size 2 - 2.5 meters tall · Move 10/13 · Homeworld Goroth Prime

Dexterity 1D+2/5D · Knowledge 1D/4D+2 · Mechanical 2D/4D · Perception 2D/4D · Strength 1D/2D+2 · Technical 1D/3D

Ceilings above a Human's 4D: Dexterity 5D, Knowledge 4D+2. Below it: Strength 2D+2, Technical 3D.

Goroth Prime was once a lush, forested world, but is now a wasteland, thanks to a lethal orbital bombardment that occurred during an Aqualish-Corellian war (this cataclysmic event is referred to as the Scouring). The native Gorothites survived only because they are hardy people.

Gorothites are reptilian in appearance, with an elongated and slightly flattened snout. They have sloping foreheads. Their brain cases are large, bulging out and back at the rear of the skull. The positioning of their eyes provides true binocular vision.

Special abilities.

  • Hyperbaride Immunity Gorothites are less affected than humans by the contiminants in the air, water and food of their world.
  • Smell Gorothites have a highly developed sense of smell, getting a +1D to their Search skill when tracking by scent. This ability may not be improved.

Story factors.

  • Enslaved Although the Colonial Government uses the term “client-workers,” the Gorothites are effectively slaves of the Empire. Gorothites are offically restricted to their world. Attempting to leave Goroth Prime is a crime punishable by imprisonment. A Gorothite who has managed to escape the planet is considered a “fugitive from justice” by the Empire, to be incarcerated and returned to Goroth Prime if caught (if the Imperial forces who find her have the time and inclination to do so). Gorothites are considered a very minor problem and do not receive the same “attention” as a fugitve Wookiee would.
  • Parental Instinct Adults instantly respond to the cries of a young Gorothite, whether the child is a part of their family or not. They are driven to protect the child, even if this puts themselves at extreme risk.
  • Family Bonds Gorothites have a strongly developed sense of family honor. Any action taken by (or against) an individual Gorothite reflects on the entire family. Gorothites would rather die than bring dishonor to their family.

Sources. Alien Encounters (page 65), Goroth: Slave of the Empire (pages 33-47)

Gran

Pip cost 1 pip · Size 1.1 - 1.8 meters tall · Move 10/12 · Homeworld Kinyen

Dexterity 1D/4D · Knowledge 1D/3D · Mechanical 1D/3D+1 · Perception 2D/4D · Strength 1D/4D · Technical 1D/3D

Ceilings below a Human's 4D: Knowledge 3D, Mechanical 3D+1, Technical 3D.

The peaceful Gran have been part of galactic society for ages, but they've always been a people who have kept to themselves. They are a strongly communal people who prefer their homeworld of Kinyen to travelling from one end of the galaxy to the other.

The Gran are beige-skinned humanoids with black eyes on three eyestalks. They have ridges and small horns at the top and back of their skulls. A Gran has a long jawbone jutting out underneath his or her eyestalks.

Special abilities.

  • Vision Grans' unique combination of eyestalks gives them a larger spectrum of vision than other species. They can see well into the infrared range (no penalties in darkness), and gain a bonus of +1D to notice sudden movements.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 39-41), Ultimate Alien Anthology (pages 68-69), Alien Anthology (page 77)

Gungans

Pip cost 3 pips · Size 1.7 - 2.1 meters tall · Move 10/12, 10/12 (swimming) · Homeworld Naboo

Dexterity 2D/3D+2 · Knowledge 2D/4D · Mechanical 2D/3D+2 · Perception 2D/4D+2 · Strength 2D/4D · Technical 2D/4D

Ceilings above a Human's 4D: Perception 4D+2. Below it: Dexterity 3D+2, Mechanical 3D+2.

The Gungans are omnivorous humanoids native to the swamps of the Outter Rim world of Naboo. Centuries agao, they abandoned life on the surface of the world. They now live at the bottom of deep lakes and in the ocean. Gungans are technologically advanced, relying mostly on forms of biotech that allow them to not so much build their homes and production facilities as grow them. They take great cultural pride in coexisting with nature, manufacturing as much as possible from the natural resources of their underwater habitat while taking great strides to create items that blend with it.

Special abilities.

  • Exceptional Hearing +2 on hearing based Perception checks.
  • Low-light Vision +2 on vision based Perception checks in low-light.
  • Swimming +1D to all swimming checks.
  • Breathing Gungans can hold their breath for a base of 15 minutes. Add 1 minute for every 5 points rolled on a Stamina check.

Sources. Ultimate Alien Anthology (pages 69-70)

H

Hapans

Pip cost 2 pips · Size 1.5 - 2.1 meters tall · Move 10/12 · Homeworld Hapes

Dexterity 2D/4D+2 · Knowledge 2D/5D · Mechanical 2D/4D · Perception 1D+1/3D+2 · Strength 2D/4D+2 · Technical 2D/4D

Ceilings above a Human's 4D: Dexterity 4D+2, Knowledge 5D, Strength 4D+2. Below it: Perception 3D+2.

Special abilities.

  • Vision Due to the intensive light on their homeworld, Hapans have very poor night vision. Treat all lesser-darkness modifiers (such as poor-light and moonlit-night modifiers) as complete darkness, adding +4D to the difficulty for all ranged attacks.
  • Language Hapans are taught the Hapan language from birth. Few are able to speak Basic, and those who can treat it as a second language.
  • Attractiveness Hapan humans, both male and female, are extremely beautiful. Hapan males receive +1D bonus to any bargain, con, command, or persuasion rolls made against non-Hapan humans of the opposite sex.

Sources. Alien Encounters (page 104), Cracken’s Threat Dossier (page 11)

Herglics

Pip cost 1 pip · Size 1.7 - 1.8 meters tall · Move 6/8 · Homeworld Giju

Dexterity 1D/3D · Knowledge 1D/3D · Mechanical 1D/4D · Perception 1D+2/3D+2 · Strength 3D/5D · Technical 1D+1/4D+1

Ceilings above a Human's 4D: Strength 5D, Technical 4D+1. Below it: Dexterity 3D, Knowledge 3D, Perception 3D+2. Floors above a Human's 2D: Strength 3D.

Herglics are native to the planet Giju along the Rimma Trade Route, but because their trade empire once dominated this area of space, they can be found on many planets in the region, including the Freewordls of Tapani sector.

Herglics are huge bipeds who seem to have evolved from water-dwelling mammals. They are tall, extremely wide and fairly strong, with smooth, hairless skin that ranges in color from light blue to nearly black. Most evidence of a water origin has been bred out of the species. Fins and flukes, for example, have been replaced by arms and legs. They still breathe through a blowhole, however.

Special abilities.

  • Natural Body Armor The thick layer of blubber beneath the outer skin of a Herglic provides +1D against physical attacks. It gives no bonus to energy attacks.

Story factors.

  • Gambling Frenzy Herglics, when exposed to games of chance, find themselves irresistibly drawn to them. A Herglic who passes by a gambling game must make a Moderate willpower check to resist the powerful urge to play. They may be granted a bonus to their roll if it is critical or life-threatening for them to play.

Sources. Alien Encounters (pages 68-69), Lords of the Expanse Sector Guide (pages 13-15), Player’s Guide to Tapani (pages 41-42), The Thrawn Trilogy Sourcebook (pages 145-146), Dark Force Rising Sourcebook (pages 91-92), Ultimate Alien Anthology (pages 70-71), Alien Anthology (pages 77-78)

Ho Din

Pip cost 1 pip · Size 2.5 - 3 meters tall · Move 10/13 · Homeworld Moltok

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 1D/3D · Perception 2D/4D · Strength 2D+2/4D+2 · Technical 1D+1/3D+1

Ceilings above a Human's 4D: Strength 4D+2. Below it: Mechanical 3D, Technical 3D+1. Floors above a Human's 2D: Strength 2D+2.

Ho'Din means "walking flower" in the native tongue of the Ho'Din, and that name suits this species well. Their coloration and their slender shape, topped by their full head of snakelike tresses, covered with gleaming scales in shades of red and violet, combine to give them the appearance of a giant wuppa flower in full bloom.

Story factors.

  • Nature Worship The Ho’Din will go to great lengths to ensure the survival of the planet, considering the existence of plants to be more important than the existence of animal organisms.

Sources. Ultimate Alien Anthology (page 72), Galaxy Guide 4: Alien Races (pages 49-51)

Houk

Pip cost 1 pip · Size 2 - 2.6 meters tall · Move 8/10 · Homeworld Lijuter

Dexterity 1D/3D · Knowledge 1D/3D · Mechanical 1D/3D · Perception 1D/3D+1 · Strength 2D+1/5D+2 · Technical 1D/3D

Ceilings above a Human's 4D: Strength 5D+2. Below it: Dexterity 3D, Knowledge 3D, Mechanical 3D, Perception 3D+1, Technical 3D. Floors above a Human's 2D: Strength 2D+1.

The Wookiees of Kashyyyk are generally recognized as the single strongest intelligent species in the galaxy. A close second to the Wookiees in sheer brute force are the Houk. They are feared throughout the galaxy for their strength and their consistently violent tempers.

The Houk are hulking humanoids with deep violet or dark blue skin, and tiny, piercing yellow eyes set deep in their thick, bone-ridged skull. They average 200 kilograms and are normally over two meters tall.

Story factors.

  • Belligerence For most Houk, violence is often the only means to achieving a desired end. Most Houk are generally regarded as brutes who cannot be trusted.
  • Imperial Experiment Subjects Many Houk have disappeared after being taken custody by Imperial science teams.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 41-43), Ultimate Alien Anthology (page 73)

Humans

Pip cost 0 pips · Size 1.5 - 2 meters tall · Move 10/12 · Homeworld N/A

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 2D/4D · Perception 2D/4D · Strength 2D/4D · Technical 2D/4D

Humans have dominated the Core Worlds for centuries, particularly the planet Coruscant. Humans dominate the Imperial military (which is not surprising, given the Emperor's prejudice against aliens), and can be found in virtually every corner of the galaxy.

Sources. Core Rulebook (page 212), The Star Wars Sourcebook (page 71)

I

Iotrans

Pip cost 1 pip · Size 1.5 - 2 meters tall · Move 10/12 · Homeworld Iotra

Dexterity 2D/4D · Knowledge 1D/3D+2 · Mechanical 1D+1/3D+2 · Perception 1D+2/4D · Strength 2D/4D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Strength 4D+1. Below it: Knowledge 3D+2, Mechanical 3D+2, Technical 3D.

The Iotrans are a people with a long military history. A strong police force protects their system territories and the large number of Iotrans who find employment as mercenaries and bounty hunters perpetuate the stereotype of the militaristic and deadly Iotran warrior…an image that is not far from the truth.

The Iotrans are a resilient species. Their shoulders, elbows, and hands posses short, sturdy spikes that protect them from would-be assailants. Their hands possess three strong fingers and a thick thumb, while their feet have two large fore digits.

Story factors.

  • Military Training Nearly all Iotrans have basic military training.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 43-44), Ultimate Alien Anthology (pages 76-77)

Ishi Tib

Pip cost 1 pip · Size 1.7 - 1.9 meters tall · Move 9/11 · Homeworld Tibrin

Dexterity 1D+1/3D+1 · Knowledge 2D/4D · Mechanical 1D/3D · Perception 1D+2/4D · Strength 2D/4D · Technical 2D/4D+2

Ceilings above a Human's 4D: Technical 4D+2. Below it: Dexterity 3D+1, Mechanical 3D.

Ishi Tib are green, amphibious bipeds with rough, leathery skin. Their faces resemble a four-pointed star canted at a 45-degree angle, with a yellow, lidless eye resting at each end of the two upper points of the face, while the lower points flank a hooked beak. Above this beak, in the center of the face, are two broad nostrils.

Special abilities.

  • Beak The beak of the Ishi Tib does Strength +2D damage.

Sources. Ultimate Alien Anthology (pages 77-78), Galaxy Guide 4: Alien Races (pages 54-55)

Issori

Pip cost 1 pip · Size 1.7 - 2.2 meters tall · Move 10/12 · Homeworld Issor

Dexterity 2D/4D · Knowledge 2D/5D · Mechanical 2D/4D · Perception 2D+2/4D+1 · Strength 2D/4D · Technical 1D/3D

Ceilings above a Human's 4D: Knowledge 5D, Perception 4D+1. Below it: Technical 3D. Floors above a Human's 2D: Perception 2D+2.

Special abilities.

  • Swimming Issori gain +2D to Move scores and +1D to dodge in underwater conditions.

Sources. Alien Encounters (page 72)

Ithorians

Pip cost 1 pip · Size Up to 2.3 meters tall · Move 10/12 · Homeworld Ithor

Dexterity 1D/3D · Knowledge 2D+2/5D · Mechanical 1D/2D · Perception 1D+1/4D · Strength 1D/3D · Technical 1D/2D+1

Ceilings above a Human's 4D: Knowledge 5D. Below it: Dexterity 3D, Mechanical 2D, Strength 3D, Technical 2D+1. Floors above a Human's 2D: Knowledge 2D+2.

Story factors.

  • Herd Ships Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.

Sources. Core Rulebook (page 214), Alien Encounters (page 72-73), The Star Wars Sourcebook (pages 74-75), Ultimate Alien Anthology (pages 79-80)

J

Jawas

Pip cost 1 pip · Size 0.8 - 1.2 meters tall · Move 8/10 · Homeworld Tatooine

Dexterity 1D/4D · Knowledge 1D/3D+1 · Mechanical 2D/4D+2 · Perception 1D/3D · Strength 1D/2D+2 · Technical 2D/4D+2

Ceilings above a Human's 4D: Mechanical 4D+2, Technical 4D+2. Below it: Knowledge 3D+1, Perception 3D, Strength 2D+2.

Story factors.

  • Trade Language Jawas have developed a very flexible trade language which is virtually unintelligible to other species - when Jawas want it to be unintelligible.

Sources. Alien Encounters (page 74), The Star Wars Sourcebook (pages 75-77), Ultimate Alien Anthology (pages 80-81)

Jenet

Pip cost 3 pips · Size 1.4 - 1.6 meters tall · Move 12/15, 10/13 (swimming) · Homeworld Garban

Dexterity 2D/4D · Knowledge 1D+2/4D · Mechanical 1D/3D+2 · Perception 2D/4D · Strength 1D/4D · Technical 1D/3D+1

Ceilings below a Human's 4D: Mechanical 3D+2, Technical 3D+1.

The Jenet are, by nearly all standars, ugly, quarrelsome bipeds with pale, pink skin, and red eyes. A sparse white fuzz covers their thin bodies, becoming quite thick and matted above their pointed ears, while long stiff wiskers - which twitch briskly when the Jenet speak - grow on both sides of their noses. Their lanky arms end in dexterous, long fingered hands with fully opposable thumbs.

Special abilities.

  • Enhanced Memory A Jenet that has at least 1D in any Knowledge skill automatically gains a +1D bonus to the use of that skill because of its memory.
  • Astrogation Because Jenets can memorize coordinates and formulas, a Jenet with at least 1D in Astrogation gains a +1D to its roll.
  • Hearing Jenets' advanced hearing gives them a bonus of +1D for Perception checks involving hearing.
  • Flexibility Jenets can disjoint their limbs to fit through incredibly small openings.

Story factors.

  • Tactless Despite their memories, the Jenet have not learned the secrets of tact. They will freely embarrass or insult any other being which they encounter. Among other Jenets, this is of no concern, for the embarrassed or insulted partly usually possesses knowledge which it in turn can use to offend its offender. In the Jenets, this type of interaction is a measure of pride - if you cannot be insulted, then you have not gained enough notoriety - however, other beings are not as understanding.
  • Reputation Value Jenet value reputations. When they introduce their friends, they will describe their friends’ accomplishments in glowing, often exaggeratory, terms. Their enemies get less favorable treatment. A few Jenet are sensitive when they are not introduced in the same way by their non-Jenet friends (their Jenet friends will always remember to do this). Sometimes, this presents difficulties for those seeking discretion

Sources. Ultimate Alien Anthology (pages 81-82), Galaxy Guide 4: Alien Races (pages 58-60)

Jiivahar

Pip cost 1 pip · Size 1.55 - 1.85 meters tall · Move 10/12, 12/14 (climbing) · Homeworld Carest 1

Dexterity 2D/4D+2 · Knowledge 1D/3D+2 · Mechanical 1D/3D+1 · Perception 2D/4D · Strength 1D/3D · Technical 1D/3D

Ceilings above a Human's 4D: Dexterity 4D+2. Below it: Knowledge 3D+2, Mechanical 3D+1, Strength 3D, Technical 3D.

Special abilities.

  • Delicate Build Due to the jiivahar’s fragile bone structure they suffer a -2 modifier to all Strength rolls to resist damage.
  • Produce Sarvin The Jiivahar can secrete an adhesive substance, sarvin, from the pores in their hands and feet. This substance gives them a +1D bonus to the climbing skill. In addition, it also gives them a +1D bonus to any Strength rolls for the purposes of clutching objects or living creatures. The Jiivahar cleanse themselves of the sarvin through controlled perspiration; it takes one round to do this.

Story factors.

  • Curiosity Jiivahar have an inherent curiosity of the world around them. They will actively seek out any new experiences and adventures.

Sources. Alien Encounters (pages 75-76)

K

Kel Dor

Pip cost 1 pip · Size 1.4 - 2 meters tall · Move 10/12 · Homeworld Dorin

Dexterity 1D+1/4D · Knowledge 1D+1/4D · Mechanical 1D+1/4D · Perception 1D+2/4D+1 · Strength 1D/3D+2 · Technical 1D+1/4D

Ceilings above a Human's 4D: Perception 4D+1. Below it: Strength 3D+2.

Special abilities.

  • Low-light Vision Kel Dor can see twice as far as a normal human in poor lighting conditions.

Story factors.

  • Atmospheric Dependence Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.

Sources. Ultimate Alien Anthology (pages 82-83), Alien Anthology (page 81-82)

Kentra

Pip cost 3 pips · Size 1.8 - 2.4 meters tall · Move 8/10, 12/16 (flying) · Homeworld Orellon II

Dexterity 3D/5D · Knowledge 1D/4D · Mechanical 1D/2D · Perception 2D/3D · Strength 3D/5D · Technical 1D/2D

Ceilings above a Human's 4D: Dexterity 5D, Strength 5D. Below it: Mechanical 2D, Perception 3D, Technical 2D. Floors above a Human's 2D: Dexterity 3D, Strength 3D.

Special abilities.

  • Jungle and Plains Survival Kentra have an innate sense of survial in their native terrains. They get a +1D when making survival rolls regarding either jungle or plains.
  • Flight Kentra can fly using their large, furred wings.

Sources. Alien Encounters (page 83)

Kerestians

Pip cost 1 pip · Size 1.8 - 2.5 meters tall · Move 10/12 · Homeworld Kerest

Dexterity 2D/4D+2 · Knowledge 1D/3D+1 · Mechanical 1D/2D+2 · Perception 2D/4D · Strength 2D/4D+2 · Technical 1D/2D+2

Ceilings above a Human's 4D: Dexterity 4D+2, Strength 4D+2. Below it: Knowledge 3D+1, Mechanical 2D+2, Technical 2D+2.

Savage hunters from a dying planet, the Kerestians are known throughout the galaxy as merciless bounty hunters. A handful of Kerestians have recently been rescued from "lost" colony ships and awakened from cold sleep and are providing quite a contrast to their brutal and uncivilized fellows.

Kerestians are tall, broad-shouldered, and powerfully muscled humanoids. (A tall Human stands only shoulder high to the average Kerestian.) Their skin ranges in color from a pale yellow to a deep tan.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 45-47), Ultimate Alien Anthology (pages 83-84)

Ketton

Pip cost 2 pips · Size 1.3 - 1.7 meters tall · Move 10/12 · Homeworld Ket

Dexterity 2D/3D+2 · Knowledge 1D/3D+2 · Mechanical 1D/3D · Perception 2D/4D+1 · Strength 1D+2/4D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Perception 4D+1, Strength 4D+1. Below it: Dexterity 3D+2, Knowledge 3D+2, Mechanical 3D, Technical 3D.

Special abilities.

  • Natural Body Armor Ketton have a carapace exoskeleton that gives them +1D against physical damage and +1 against energy weapons.
  • Fangs The Ketton’s hollow fangs usually used to extract water from various succulent plants can be use in combat inflicting STR+2 damage.

Sources. Alien Encounters (page 83), Alliance Intelligence Reports (page 83)

Khil

Pip cost 1 pip · Size 1.2 - 2 meters tall · Move 8/10 · Homeworld Belnar

Dexterity 1D/4D · Knowledge 2D/4D · Mechanical 1D/4D · Perception 1D/4D · Strength 1D/3D · Technical 1D+1/4D

Ceilings below a Human's 4D: Strength 3D.

The Khil are one of the older member species of the Old Republic and dwell on planets in many regions of the galaxy, including the Core Worlds. Since the New Order began excluding the Khil from government activities, more and more members of this species have developed Rebel sympathies

The Khil are hairless warm-blooded humanoids, with dark gray to greenish-gray flesh colors. Khil have sharp nails on their fingers and toes. They have no recognizable jaws, instead having strands of flesh (called hullepi) that hang from their faces.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 47-48), Ultimate Alien Anthology (pages 84-86)

Kian Thar

Pip cost 2 pips · Size 1.8 - 2.1 meters tall · Move 9/12 · Homeworld Shaum Hii

Dexterity 1D/3D+2 · Knowledge 1D/4D · Mechanical 1D/4D+1 · Perception 2D/4D+1 · Strength 2D/4D · Technical 1D/3D

Ceilings above a Human's 4D: Mechanical 4D+1, Perception 4D+1. Below it: Dexterity 3D+2, Technical 3D.

The Kian'thar of Shaum Hii are a nomadic people who roam the vast seas of their world, raising herds of airborne derlacs. These aliens are a proud species with a sense of wanderlust and an appetite for hard work.

The Kian'thar have large, deep-set, watery eyes and olfactory organs that consist of two dangling appendages with numerous sensitive protrusions. Their purplish-pink heads have noticeably raised cheek bones and large keratin-like plates protecting the neck. Their skin is well-suited to the aquatic environment on Shaum Hii, a sea and marsh planet on the outskirts of the Tragan Cluster, one of the many sectors in the Outer Rim Territories.

Special abilities.

  • Emotion Sense Kian'thar can sense the intentions and emotions of others. They begin with this special ability at 2D and can advance it like a skill at double the normal cost for skill advancement; Emotion Sense cannot exceed 6D. When trying to use this ability, the base difficulty is Easy (10), with an additional +3 to the difficulty for every meter away the target is. Characters can resist this ability by making Perception or Control rolls: for every four points they get on their roll (round down), add +1 to the Kian'thar's difficulty number.

Story factors.

  • Reputation People are often wary of the Kian’thars’ ability to detect emotions. Assign modifiers as appropriate.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 49-50), Ultimate Alien Anthology (pages 86-88)

Kiffar

Pip cost 1 or 3 (see note) · Size N/A · Move 10/12 · Homeworld N/A

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 2D/4D · Perception 2D/4D · Strength 2D/4D · Technical 1D/4D

Special abilities.

  • Psychometry This ability to use the Force seemed to be unique to the Kiffar race, and allowed an individual to discern past events by coming in contact with inanimate objects. A Jedi using psychometry would be able to view events from the viewpoint of the object's holder, as well as to feel the holder's emotions. While the Jedi Council did not prohibit the use of psychometry, it expressed forbade the use of psychometry on a dead body. To use this skill the individual Kiffar must be force sensitive. This skill is similar to the force skill Postcognition except a non force user can use it by rolling a perception roll. Force users can see from the viewpoint of the objects holder but if this skill is used on a dead body the user gains a dark side point. Use the rules for Postcognition for both situations.

Sources. Sparks Council of Elders

Kitonaks

Pip cost 1 pip · Size 1 - 1.5 meters tall · Move 4/8 · Homeworld Kirrdo III

Dexterity 1D/3D · Knowledge 1D+2/3D+2 · Mechanical 2D/4D · Perception 2D/4D · Strength 2D+1/4D · Technical 1D/3D

Ceilings below a Human's 4D: Dexterity 3D, Knowledge 3D+2, Technical 3D. Floors above a Human's 2D: Strength 2D+1.

Kitonaks are one of the toughest species in the galaxy. Their tough, leathery hide can withstand all but the roughest abrassions, acting as a natural armor that covers the Kitonak totally, sealing all bodily openings. In fact, with the exception of their arms and feet, nothing of significant vulnerability protrudes from their bodies.

Kitonaks have two pudgy arms, each ending in four short, stubby - yet surprisingly nimble - fingers. Their mushroom-cap heads have two eyes, ears, and a mouth, none of which are obvious to the casual observer.

Special abilities.

  • Natural Armor The Kitonak's skin provides +3D against physical attacks.

Story factors.

  • Interminable Patience Kitonak do not like to be rushed. They resist attempts to rush them to do things at +3D to the relevant skill. In story terms, they seem slow and patient - and stubborn - to those who do not understand them.

Sources. Ultimate Alien Anthology (pages 88-89), Alien Anthology (pages 82-83), Galaxy Guide 4: Alien Races (pages 61-63)

Klatooinans

Pip cost 1 pip · Size 1.6 - 2 meters tall · Move 10/12 · Homeworld Klatooine

Dexterity 2D/4D+1 · Knowledge 1D/3D · Mechanical 2D/4D · Perception 1D/3D+2 · Strength 2D/4D · Technical 2D/4D

Ceilings above a Human's 4D: Dexterity 4D+1. Below it: Knowledge 3D, Perception 3D+2.

The Klatooinan people have been in the service of the Hutts since before the rise of the Old Republic. They were co-signers of an ancient contract that placed them, the Nikto and the Vodrans into Hutt servitude. Now, as the fire of Rebellion burns across the galaxy, a number of Klatooinans have rejected the Hutts as their masters, and begun the search for their own identities.

The Klatooinans are tall, humanoid beings with coarse skin ranging in color from olive green to dark brown. They have flat, vaguely canine muzzles, and dark eyes under heavy brows.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 50-52), Ultimate Alien Anthology (page 89), Alien Anthology (pages 83-84)

Kluuzot

Pip cost 2 pips · Size 1.1 - 1.5 meters tall · Move 8/12 · Homeworld N/A

Dexterity 1D/4D · Knowledge 1D/3D · Mechanical 1D/3D · Perception 2D/4D · Strength 1D/2D · Technical 1D/2D

Ceilings below a Human's 4D: Knowledge 3D, Mechanical 3D, Strength 2D, Technical 2D.

Special abilities.

  • Night Vision Consider darkness “normal” daylight, adding +1D to per, search and realated activities.
  • Claws +1D climbing.

Sources. Alien Encounters (page 84), Twin Star of Kira (page 45)

Krish

Pip cost 1 pip · Size 1.5 - 2 meters tall · Move 8/12 · Homeworld Sanza

Dexterity 2D/4D · Knowledge 1D+2/3D · Mechanical 2D/4D · Perception 1D/3D · Strength 2D/3D+2 · Technical 2D/3D+2

Ceilings below a Human's 4D: Knowledge 3D, Perception 3D, Strength 3D+2, Technical 3D+2.

Story factors.

  • Unreliable Krish are not terribly reliable. They are easily distracted by entertainment and sport, and often forget minor details about the job at hand.

Sources. Alien Encounters (page 88), Ultimate Alien Anthology (page 92), The Best of the Adventure Journal: Issues 1-4 (page 21)

Krytollaks

Pip cost 1 pip · Size 1.8 - 2.8 meters tall · Move 9/11 · Homeworld Thandruss

Dexterity 1D/3D · Knowledge 1D/4D · Mechanical 1D/4D · Perception 2D/4D · Strength 1D/4D · Technical 2D/3D+2

Ceilings below a Human's 4D: Dexterity 3D, Technical 3D+2.

The Krytollaks are a species that virtually worships Emperor Plapatine. These aliens come from Thandruss, a world with a rigid social structure and a staunchly pro-Imperial government. The Krytollaks have a reputation among other species for "having skulls as thick as their shells."

The Krytollaks are a warm-blooded species that have both a hard internal skeleton and a tough outer shell. The shell have several different plates, while the muscles work with the skeleton and plates to provide movement. Most Krytollak shells are dull brown or black, but a few have green shells. The Krytollaks see green shells as an outward sign of greatness.

Special abilities.

  • Shell A Krytollak's thick shell provides +1D+2 physical, +2 energy protection.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 53-55)

Kubaz

Pip cost 1 pip · Size 1.7 - 2 meters tall · Move 8/10 · Homeworld Ku’Bakai

Dexterity 1D+2/3D+2 · Knowledge 2D/4D · Mechanical 1D/3D+2 · Perception 2D+2/4D+2 · Strength 1D/3D · Technical 2D/4D

Ceilings above a Human's 4D: Perception 4D+2. Below it: Dexterity 3D+2, Mechanical 3D+2, Strength 3D. Floors above a Human's 2D: Perception 2D+2.

Kubaz have humanoid bodies and limbs with four broad, stubby fingers on their hands and two large toes on each foot. The most striking feature of the Kubaz face is the short prehensile trunk that serves as a nose. Kubaz have rough-textured, greenish-black skins, and bristly hair grows from the tops of their heads. Kubaz eyes are extremely large and sensitive to the red wavelengths of light, so they wear protective lenses in most foreign environments.

Sources. Ultimate Alien Anthology (page 93), Alien Anthology (pages 84-85), Galaxy Guide 4: Alien Races (pages 63-64)

Kushiban

Pip cost 2 pips · Size 0.5 meters tall · Move 6/8 · Homeworld Kushibah

Dexterity 3D/5D · Knowledge 1D+1/4D · Mechanical 1D/4D · Perception 1D+2/4D+1 · Strength 1D/2D+2 · Technical 1D/4D

Ceilings above a Human's 4D: Dexterity 5D, Perception 4D+1. Below it: Strength 2D+2. Floors above a Human's 2D: Dexterity 3D.

Special abilities.

  • Nimble Kushiban gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.
  • Mood Fur A Kushiban's fur changes color with its emotional state. Gamemaster discretion to use a +/- 1D to all social skills (i.e. Con, Persuasion, Bargain, Intimidation, etc.).

Story factors.

  • Cute Appearance Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless or mistake them for pets or vermin.

Sources. Ultimate Alien Anthology (pages 93-94), Power of the Jedi Sourcebook (pages 68-69), The New Jedi Order Sourcebook (page 108)

L

Lafrarians

Pip cost 2 pips · Size 1.4 - 2 meters tall · Move 9/12 · Homeworld Lafra

Dexterity 1D/4D · Knowledge 1D/4D · Mechanical 2D/5D · Perception 1D/5D · Strength 1D/3D+1 · Technical 1D/4D

Ceilings above a Human's 4D: Mechanical 5D, Perception 5D. Below it: Strength 3D+1.

Special abilities.

  • Enhanced Vision Lafrarians evolved from avians predators. They add +2D to all Perception or search rolls involving vision and can make all long-range attacks as if they were at medium range.

Story factors.

  • Flightless Birds Lafrarians lost the ability to fly long before they developed intelligence, but to this day are obsessed with flight. They make excellent pilots.

Sources. Alien Encounters (page 89), Han Solo and the Corporate Sector Sourcebook (page 135)

Lasat

Pip cost 1 pip · Size 1.2 - 1.9 meters tall · Move 10/12 · Homeworld Lasan

Dexterity 2D/4D+1 · Knowledge 1D+2/3D+2 · Mechanical 1D/3D+2 · Perception 2D/4D · Strength 2D+2/4D · Technical 1D/3D

Ceilings above a Human's 4D: Dexterity 4D+1. Below it: Knowledge 3D+2, Mechanical 3D+2, Technical 3D. Floors above a Human's 2D: Strength 2D+2.

Sources. Alien Encounters (page 89)

Lorrdians

Pip cost 2 pips · Size 1.4 - 2 meters tall · Move 10/12 · Homeworld Lorrd

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 1D/4D · Perception 3D/5D · Strength 2D/4D · Technical 1D/4D

Ceilings above a Human's 4D: Perception 5D. Floors above a Human's 2D: Perception 3D.

Special abilities.

  • Kinetic Communication Time to use: One round to one minute. This is the ability of Lorrdians to communicate with one another through hand gestures, facial tics, and very subtle body movements. Unless the Lorrdian trying to communicate is under direct observation, the difficulty is Very Easy. When a Lorrdian is under direct observation, the observer must roll a Perception check to notice that the Lorrdian is communicating a message; the difficulty to spot the communication is the Lorrdians’s kinetic communicationtotal. Individuals who know telekinetic conversation are considered fluent in that “language” and will need to make rolls to understand a message only when it is extremely technical or detailed.
  • Body Language Time to use: One round. Traditionally raised Lorrdians can interpret body gestures and movements, and can often tell a person’s disposition just by their posture. Given enough time, a Lorrdian can get a fairly accurate idea of a person’s emotional state. The difficulty is determined based on the target’s state of mind and how hard the target is trying to conceal his or her emotional state. Allow a Lorrdian character to make a body language or Perception roll based on the difficulties below. These difficulties should be modified based on a number of factors, including if the Lorrdian is familiar with the person’s culture, whether the person is attempting to coneal their feelings, or if they are using unfamiliar gestures or mannerisms. Difficulty Emotional State Very Easy Extremely intense state (rage, hate, intense sorrow, ecstatic). Easy Intense emotional state (agitation, anger, happiness). Moderate Moderate emotional state (one emotion is slightly significant over all others). Difficult Mild emotion or character is actively trying to hide emotional state (must make a willpower roll to hide emotion; base difficulty on intensity of emotion; Very Difficult for extremely intense emotion, Difficult for intense emotion, Moderate for moderate emotion, Easy for mild emotion, Very Easy for very mild emotion). Very Difficult Very Mild emotion or character is very actively trying to hide emotional state.
  • Kinetic Communication Lorrdians can communicate with one another by means of a language of subtle facial expressions, muscle ticks and body gestures. In game terms, this means that two Lorrdians who can see one another can surreptitiously communicate in total silence. This is a special ability because the language is so complex that only an individual raised fully in the Lorrdian culture can learn the subtleties of the language.

Story factors.

  • Former Slaves Lorrdians were enslaved during the Kanz Disorders and have a great sympathy for any who are enslaved now. They will never knowingly deal with slavers, or turn their back on a slave who is trying to escape.

Sources. Alien Encounters (pages 104-105), Han Solo and the Corporate Sector Sourcebook (pages 132-133)

Lurrians

Pip cost 1 pip · Size 0.6 - 1.1 meters tall · Move 6/8 · Homeworld Lur

Dexterity 1D+2/4D · Knowledge 2D/4D+2 · Mechanical 2D/4D · Perception 1D/3D · Strength 1D/2D+2 · Technical 2D/4D

Ceilings above a Human's 4D: Knowledge 4D+2. Below it: Perception 3D, Strength 2D+2.

Special abilities.

  • Technological Ignorance While the Lurrians have a highly advanced culture, it is based on engineered life forms rather than technology. They suffer a penalty of -2D when operating machinery, vehicles, normal weapons, and other items of technology. This penalty is incurred until the Lurrian has had a great deal of experience with technology.

Story factors.

  • Genetics Lurrians have highly developed knowledge of genetics. Lurrian characters raised in the Lurrian culture must place 2D of their beginning skill dice in genetics, (they may place up to 3D in the skill) but receive double the number of dice for the skill at the time of character creation.
  • Enslaved Many Lurrians have been enslaved in recent years. Because of this, the Lurrians are fearful of humans and other aliens.

Sources. Alien Encounters (page 90), Han Solo and the Corporate Sector Sourcebook (pages 135-136)

M

M'Shinni

Pip cost 1 pip · Size 1.5 - 2.2 meters tall · Move 8/11 · Homeworld Genassa

Dexterity 1D/2D+1 · Knowledge 2D/4D+2 · Mechanical 2D/4D · Perception 2D/4D · Strength 1D/2D+1 · Technical 2D/4D

Ceilings above a Human's 4D: Knowledge 4D+2. Below it: Dexterity 2D+1, Strength 2D+1.

The M'shinni long ago in their evolutionary history entered into a symbiotic relationship with a plant species native to their homeworld. The M'shinni are approximately the same size and shape as Humans, but their hairless bodies are completely coered by a soft, thick coating of plant growth. Only the palms of the hands and soles of the feet are bare.

Special abilities.

  • M'Shinni (singular M'shinn) are a species of humanoids who are immediately recognizable by the planet covering that coats their entire bodies, leading to the nickname "Mossies." Skilled botanists and traders, they are known for their close-knit, family-run businesses and extensive knowledge of terraforming.
  • Natural Healing If a M'shinn suffers a form of damage that does not remove her plant covering (for example, a blow from a blunt weapon, or a piercing or slashing weapon that leaves only a narrow wound), the natural healing time is halved due to the beneficial effects of the plant. However, if the damage involves the removal of the covering, the natural healing time is one and a half times the normal healing time. Should a M'shinn lose all of her plant covering, this penalty becomes permanent. A M'shinn can be healed in bacta tanks or through standard medicines, but these medicines will also kill the plant covering in the treated area. The M'shinni have developed their own bacta and medpac analogs which have equivalent healing powers for M'shinn but do not damage the plant covering; these specialized medical treatments are useless for other species.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 55-57)

Marasans

Pip cost 2 pips · Size 1.4 - 2.3 meters tall · Move 6/8 · Homeworld Marasai

Dexterity 1D/2D · Knowledge 2D/5D · Mechanical 2D/4D+1 · Perception 1D/2D · Strength 1D+2/4D · Technical 2D/4D+2

Ceilings above a Human's 4D: Knowledge 5D, Mechanical 4D+1, Technical 4D+2. Below it: Dexterity 2D, Perception 2D.

Like the Yaka and the mysterious Iskalloni, the Marasans are a speicies of cyborged sentients. The marasans come from the Marasa Nebula, an expanse of energized gas that effectively cut the species off from the rest of the galaxy for thousands of years. The Marasans turned to technology to free them from their dark, chaotic world, and venture into the universe. However, technology has also led them to be subjugated by the Empire.

Marasans are large marsupials, with tubular bodies supported by muscular legs. They have long, thin arms with large, clumsy hands. Marasans have tiny eyes, supplemented by a pair of sensory stalks growing from the corners of their large mouths. A thin, silver band of electronic harware wraps around the base of the Marasan skull.

Special abilities.

  • Cybernetic Astrogation Marasans have a nav-computer built into their brains, giving them a +1D bonu to Astrogation rolls when outside Marasa Nebula, and a +2D bonus when within the nebula. They never have to face the "no nav computer" penalty when astrogating.
  • Computerized Mind Marasans can solve complex problems in their minds in half the time required for other species. In combat round situations, this means they can perform two Knowledge or Technical skills as if they were one action. However, any complex verbal communications or instructions take twice as long and failing the skill roll by any amount means that the Marasan has made a critical mistake in his or her explanation. Marasans can communicate cybernetically over a range of up to 100 meters; to outside observors, they are communicating silently.
  • Cyborged Beings Marasans suffer stun damage (add +1D to the damage value of the weapon) from any ion or DEMP weaponry or other electrical fields which adversely affect droids. If the Marasan is injured in the attack, any First Aid or Medicine rolls are at +5 for a Marasan healer and +10 for a non-Marsan healer.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 57-59)

Meris

Pip cost 2 pips · Size 1.5 - 2.2 meters tall · Move 10/12 · Homeworld Merisee

Dexterity 3D+2/6D · Knowledge 1D/4D · Mechanical 1D/4D · Perception 1D/4D · Strength 2D/4D · Technical 2D/4D

Ceilings above a Human's 4D: Dexterity 6D. Floors above a Human's 2D: Dexterity 3D+2.

Special abilities.

  • Stealth Meris gain a +2D bonus when using sneak.

Sources. Alien Encounters (page 93), Planets Collection (pages 158-159)

Mon Calamari

Pip cost 1 pip · Size 1.5 - 2.2 meters tall · Move 9/12, 8/10 (swimming) · Homeworld Merisee

Dexterity 1D/3D+1 · Knowledge 1D/4D · Mechanical 1D+1/3D+1 · Perception 1D/3D · Strength 1D/3D · Technical 1D+1/4D

Ceilings below a Human's 4D: Dexterity 3D+1, Mechanical 3D+1, Perception 3D, Strength 3D.

The Mon Calamari are an intelligent, bipedal, salmon-colored amphibious species with webbed hands, high-domed heads, and huge eyes.

Special abilities.

  • Moist/Dry Environments In moist environments, Mon Calamari receive a +1D bonus for all Dexterity, Perception, and Strength tasks. In dry environments, Mon Calamari receive a -1D penalty for all Dexterity, Perception, and Strength tasks.
  • Amphibious Mon Calamari can breathe both air and water and can withstand the extreme pressures of the ocean depths.

Sources. Alien Encounters (page 93), Planets Collection (pages 158-159)

Mrlssti

Pip cost 1 pip · Size 0.3 - 0.4 meters tall · Move 5/8 · Homeworld Mrisst

Dexterity 1D+2/2D+1 · Knowledge 3D/4D+2 · Mechanical 3D/5D · Perception 1D+1/3D · Strength 1D/1D+2 · Technical 2D/4D

Ceilings above a Human's 4D: Knowledge 4D+2, Mechanical 5D. Below it: Dexterity 2D+1, Perception 3D, Strength 1D+2. Floors above a Human's 2D: Knowledge 3D, Mechanical 3D.

Story factors.

  • Enslaved The Mrissi were subjugated by Imperial forces. During that time, many Mrissi left their planet and most continue roaming the space-lanes. Some are refuges, but most are curious scholars.

Sources. Alien Encounters (page 96), The Thrawn Trilogy Sourcebook (page 147), The Last Command Sourcebook (page 107)

N

Najib

Pip cost 1 pip · Size 1 - 1.5 meters tall · Move 8/10 · Homeworld Najiba

Dexterity 1D+1/3D+2 · Knowledge 1D/3D · Mechanical 2D+1/4D+1 · Perception 1D/3D+2 · Strength 3D/4D+2 · Technical 2D+2/4D+2

Ceilings above a Human's 4D: Mechanical 4D+1, Strength 4D+2, Technical 4D+2. Below it: Dexterity 3D+2, Knowledge 3D, Perception 3D+2. Floors above a Human's 2D: Mechanical 2D+1, Strength 3D, Technical 2D+2.

Story factors.

  • Carousers Najib love food, drink and company. They often find it hard to pass by a cantina without buying a few drinks.

Sources. Alien Encounters (page 99)

Nalroni

Pip cost 1 pip · Size 1.5 - 1.8 meters tall · Move 9/12 · Homeworld Celanon

Dexterity 1D/3D+2 · Knowledge 1D+2/4D+2 · Mechanical 1D/4D · Perception 2D/4D+2 · Strength 1D+2/4D · Technical 1D/3D+2

Ceilings above a Human's 4D: Knowledge 4D+2, Perception 4D+2. Below it: Dexterity 3D+2, Technical 3D+2.

Sources. Alien Encounters (page 100), Planets Collection (page 40)

Neimoidians

Pip cost 1 pip · Size N/A · Move 10/12 · Homeworld Neimoidia

Dexterity 1D+1/3D+1 · Knowledge 3D/5D · Mechanical 2D/4D · Perception 2D+2/4D+2 · Strength 1D/3D · Technical 1D/3D

Ceilings above a Human's 4D: Knowledge 5D, Perception 4D+2. Below it: Dexterity 3D+1, Strength 3D, Technical 3D. Floors above a Human's 2D: Knowledge 3D, Perception 2D+2.

The Neimoidians are the dominate sapient species in a handful of planetary systems within the same sector as their homeworld, Neimoidia. The Neimoidia system itself is scarcely populated, since Neimoidians in general prefer to live offworld. Clothing represents status in Neimoidian society, which is why most Neimoidians traveling abroad favor long robes of rich fabrics with elaborate collars, hats, and cloaks.

Special abilities.

  • Neimoidians have two primary motivations to control their surroundings at all times and to aquire as much wealth and power as they can. The latter goal might seem a logical means of attaining the former, but to a Neimoidian, the pursuit of wealth and power is an end unto itself. Such traits gave rise to the Trade Federation, one of the most powerful and influential economic forces in the Galactic Republic. Not all Neimoidians serve the Trade Federation, but few independent Neimoidians get by without maintaining strong ties to the Trade Federation and its members.

Sources. Ultimate Alien Anthology (pages 106-107)

Nikto

Pip cost 1 pip · Size 1.6 - 1.9 meters tall · Move 10/12 · Homeworld Kintan

Dexterity 2D/4D+2 · Knowledge 2D/3D · Mechanical 1D/3D · Perception 1D/3D+2 · Strength 2D/4D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Dexterity 4D+2, Strength 4D+1. Below it: Knowledge 3D, Mechanical 3D, Perception 3D+2, Technical 3D.

The Nikto are a species who have had a long relationship with the Hutts. They have served as their enforcers, and of the three species the Hutts absorbed from the Siklaata Cluster - the Klatooinans, the Nikto and the Vodrans - the Nikto are easily the most dangerous. There is a dangerous religious sect known as the Cult of M'dweshuu which has become increasingly influential in Nikto culture and is only heightening the tensions prevalent in their society.

The Nikto are reptilians originating on the planet Kintan, deep in the heart of the Si'Klaata Cluster. Due to cataclysmic events in the planet's ancient past, several distinct races of Nikto evolved. While they have pronounced cosmetic differences, they are genetically compatible and can interbreed. When Nikto of two different races mate, over 93% of the resulting offspring have the characteristics of only one race; a mere 7% of these children "mix" physical characteristics of both parents.

Special abilities.

  • Vision Nikto have a natural eye-shielding of a transparent keratian-like substance. They suffer no adverse effects from sandstorms or smiliar conditions, nor does their vision blur underwater.
  • Choose one of these three
  • Kajain'sa'Nikto Stamina These Nikto have great stamina in desert environments. They recieve a +1D bonus to both Survival: Desert and Stamina rolls.
  • Kadas'sa'Nikto Claws Their claws add +1D to Climbing and do STR+2 damage.
  • Esral'sa'Nikto Fins These Nikto can withstand great extremes in temperatures for long peroids. Their advanced hearing gives them a +1 bonus to Search and Perception rolls relating to hearing.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 60-63), Ultimate Alien Anthology (pages 108-111)

Nimbanese

Pip cost 1 pip · Size 1.6 - 1.9 meters tall · Move 10/12 · Homeworld Nimban

Dexterity 2D/4D · Knowledge 2D/4D+1 · Mechanical 1D/3D+2 · Perception 2D/4D+1 · Strength 2D/4D · Technical 1D/4D

Ceilings above a Human's 4D: Knowledge 4D+1, Perception 4D+1. Below it: Mechanical 3D+2.

Of the alien species conquered and forced into servitude by the Hutts, the Nimbanese have the distinction of being the only ones who actively petitioned the Hutts and requested to be brought into their servituded. These beings had already established themselves as capable bankers and bureaucrats, and sold these impressive credentials into service.

Special abilities.

  • The Nimbanese (singular Nimbanel) are humanoid reptiles, with endothermic metabolisms (they are warmblooded), and pale, scaless skin. They have large, circular, lidless eyes, a protruding snout, and tuffs of hair growing from their cheeks, and occasionally from the top of their heads. The Nimbanese are an oviparous species, producing their young in eggs that take approximately three standard months to develop and hatch.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 63-65), Ultimate Alien Anthology (pages 111-112)

Noehons

Pip cost 2 pips · Size 1 - 1.25 meters tall · Move 9/11 · Homeworld Noe’ha’on

Dexterity 2D/4D+2 · Knowledge 1D/3D · Mechanical 1D/4D · Perception 1D+2/4D · Strength 2D/4D · Technical 1D/3D+2

Ceilings above a Human's 4D: Dexterity 4D+2. Below it: Knowledge 3D, Technical 3D+2.

The Noehons are a four-armed insectoids race. Those raised on the home planet of Noe'ha'on are brutal and domineering (and are generally considered quite stupid for their propensity to fight amongst themselves), but those raised outside of the harsh Noehon culture display a calmer temperament.

Noehons are jungle insectoids and have small, rounded bodies with two legs and four arms. Their bodies are covered with bristly hairs. Their natural coloration is a mottled green.

Special abilities.

  • Multi-Actions A Noehon may make a second action during a round at no penalty. Additional actions incur penalties - the third action incurs a -1D penalty; the fourth a -2D penalty, and so on.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 66-67), Ultimate Alien Anthology (pages 112-113)

Nosaurians

Pip cost 1 pip · Size 1.2 - 1.55 meters tall · Move 10/12 · Homeworld New Plympto

Dexterity 2D/4D+1 · Knowledge 1D/4D · Mechanical 2D/4D+1 · Perception 1D/3D+2 · Strength 1D/3D+2 · Technical 1D/4D

Ceilings above a Human's 4D: Dexterity 4D+1, Mechanical 4D+1. Below it: Perception 3D+2, Strength 3D+2.

Special abilities.

  • Horns Nosaurians possess six horns on the tops of their heads that they can employ as weapons. Goring an opponent with these horns inflicts STR+1 damage.
  • Internal Clock Nosaurians attuned to the planet they are living on instinctively know when the sun is setting. They usually accompany the setting sun by braying at the top of their lungs. This is largely involuntary, and any Nosaurian wishing to resist the urge to “sing it [the sun] down” must succeed at a Very Difficult willpower skill roll.

Story factors.

  • Color Blind Nosaurians only see in black and white. While they are not typically affected by this, they may have difficulty interpreting color-coded computer displays or vehicle controls that they are unfamiliar with.
  • Phosphorescent Mouth Lining A Nosaurian can make the lining of his mouth phosphorescent at will. Although many animals on New Plympto use similar abilities to attract prey, it grants no appreciable bonus to Nosaurian characters.
  • Resentful of Humans Nosaurians blame Republic politicians (and humans in general) for financial problems suffered on their homeworld of New Plympto. These feelings were further compounded by a heavy-handed Imperial subjugation of their planet.

Sources. Ultimate Alien Anthology (pages 114-115)

O

Odenji

Pip cost 2 pips · Size 1.5 - 1.8 meters tall · Move 10/12 · Homeworld Issor

Dexterity 2D+1/4D+1 · Knowledge 2D/5D · Mechanical 1D/3D · Perception 2D+2/4D+2 · Strength 1D+2/3D+2 · Technical 2D/4D

Ceilings above a Human's 4D: Dexterity 4D+1, Knowledge 5D, Perception 4D+2. Below it: Mechanical 3D, Strength 3D+2. Floors above a Human's 2D: Dexterity 2D+1, Perception 2D+2.

Special abilities.

  • Swimming Due to their webbed hands and feet, Odenji gain +3 to their Move score and +1D+2 to dodge in underwater conditions.
  • Melanncho When ever something particularly disturbing happens to an Odenji (the death of a friend or relative, failure to reach an important goal), he must make a Moderate willpower roll. If the roll fails, the Odenji experiences a personal melanncho, entering a state of depression and suffering a -1D penalty on all rolls until a Moderate willpower roll succeeds. The gamemaster should allow no more than one roll per game day.
  • Aquatic The Odenji possess both gills and lungs and can breath both in and out of water.

Story factors.

  • Melanncho Even when not in a personal melanncho, Odenji are sad or apathetic at best. They rarely show happiness unless with very close family or friends.

Sources. Alien Encounters (page 111)

Orfites

Pip cost 1 pip · Size 1 - 2 meters tall · Move 11/14 · Homeworld Kidron

Dexterity 1D/3D · Knowledge 2D/4D+2 · Mechanical 1D/4D · Perception 2D/5D+1 · Strength 1D/2D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Knowledge 4D+2, Perception 5D+1. Below it: Dexterity 3D, Strength 2D+1, Technical 3D.

Special abilities.

  • Olfactory Sense Orfites have a well-developed sense of smell. Add +2D to search when tracking someone by scent or when otherwise using their sense of smell. They can operate in darkness without any penalties. Due to poor eyesight, they suffer -2D to search, Perception and related combat skills when they cannot use scent. They also suffer a -2D penalty when attacking targets over 5 meters away.
  • Light Gravity Orfites are native to Kidron, a light gravity world. When on standard gravity worlds, reduce their Move by -3. Without a power harness on such worlds, reduce their Strength and Dexterity by -1D (minimum of +2; they can still roll, hoping to get a “Wild Die” result).

Sources. Alien Encounters (pages 112-113), Planets Collection (pages 147-149)

Ortolans

Pip cost 1 pip · Size 1.5 meters tall · Move 5/7 · Homeworld Orto

Dexterity 1D/3D · Knowledge 2D/4D · Mechanical 1D/3D · Perception 1D+1/4D+1 · Strength 2D+2/5D · Technical 2D/4D

Ceilings above a Human's 4D: Perception 4D+1, Strength 5D. Below it: Dexterity 3D, Mechanical 3D. Floors above a Human's 2D: Strength 2D+2.

Ortolans are heavy, squat bipeds with long, trunklike noses and beady black eyes. They have floppy ears and rather small mouths, which are, nevertheless, well adapted for eating. Each hand ends in four chubby fingers and a thumb that is not quite opposable. A thick, baggy hide, covered with soft fuzz resembling velvet, hangs off their rotund bodies.

Originally nocturnal, the Ortolans retain many vestiges of their primitive lifestyles. Their large pupils are quite efficient in dim light, while bright light hurts their eyes. The Ortolans' floppy ears are extremely sensitive to sound waves, but their long snouts also have densely packed tympanic organs that channel low wavelength sounds through flexible eustachian tubes into their ears. Of course, the Ortolans' noses are useful for more than just hearing. These long trunks also contain olfactory passages that allow Ortolans to smell food up to two kilometers away.

Special abilities.

  • Foraging Any attempt at foraging for food (whether as a survival technique or when looking for a good restaurant) gains a +2D.
  • Ingestion Ortolans can ingest large amounts of different types of food. They gain +1D to resisting any attempt at poisoning or indigestion.

Sources. Ultimate Alien Anthology (pages 118-119), Alien Anthology (pages 91-92), Galaxy Guide 4: Alien Races (pages 69-70)

P

Pa Lowick

Pip cost 1 pip · Size 1.2 - 1.8 meters tall · Move 7/10 · Homeworld Lowick

Dexterity 1D/4D · Knowledge 1D+2/4D+2 · Mechanical 2D/4D · Perception 2D/4D+2 · Strength 2D/4D · Technical 1D/4D

Ceilings above a Human's 4D: Knowledge 4D+2, Perception 4D+2.

Sources. Alien Encounters (page 116), Ultimate Alien Anthology (pages 119-120)

Pacithhip

Pip cost 2 pips · Size 1.3 - 1.7 meters tall · Move 5/8 · Homeworld Shimia

Dexterity 1D/3D+2 · Knowledge 2D/4D+1 · Mechanical 1D/3D+2 · Perception 2D/4D+2 · Strength 3D/6D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Knowledge 4D+1, Perception 4D+2, Strength 6D+1. Below it: Dexterity 3D+2, Mechanical 3D+2, Technical 3D. Floors above a Human's 2D: Strength 3D.

Special abilities.

  • Natural Body Armor The Pacithhip’s thick hides provides +1D against physical attacks. It gives no bonus against energy attacks.
  • Tusks The sharp teeth of the Pacithhip inflict STR+1D damage on a successful brawling attack.

Sources. Alien Encounters (page 115), Ultimate Alien Anthology (page 119)

Pho Ph Eahians

Pip cost 2 pips · Size 1.3 - 2 meters tall · Move 9/12 · Homeworld Pho Ph’eah

Dexterity 1D/4D · Knowledge 1D/4D · Mechanical 1D/4D · Perception 1D+2/4D+1 · Strength 1D/4D · Technical 2D/5D

Ceilings above a Human's 4D: Perception 4D+1, Technical 5D.

Special abilities.

  • Four Arms Pho Ph’eahians have four arms. They can perform two actions per round with no penalty; a third action in a round receives a -1D penalty, a fourth a -2D penalty and so forth.

Sources. Alien Encounters (page 116), Han Solo and the Corporate Sector Sourcebook (page 136), Ultimate Alien Anthology (pages 121-122)

Poss'Nomin

Pip cost 0 pips · Size 1.7 - 2.1 meters tall · Move 10/12 · Homeworld Illarreen

Dexterity 1D/4D · Knowledge 1D/4D · Mechanical 1D/3D+2 · Perception 2D/4D+2 · Strength 1D+1/4D · Technical 1D/3D+1

Ceilings above a Human's 4D: Perception 4D+2. Below it: Mechanical 3D+2, Technical 3D+1.

Special abilities.

  • Wide Vision Because of the positioning of their three eyes, the Poss’Nomin have a very wide arc of vision. This gives them a +1D bonus to all Perception and search rolls based on visual acuity.

Sources. Alien Encounters (page 117)

Q

Quarren

Pip cost 1 pip · Size 1.4 - 1.9 meters tall · Move 9/11 · Homeworld Mon Calamari

Dexterity 2D/4D · Knowledge 1D+2/3D+2 · Mechanical 2D/4D · Perception 2D+1/4D+1 · Strength 2D+1/2D+1 · Technical 1D+2/3D+2

Ceilings above a Human's 4D: Perception 4D+1. Below it: Knowledge 3D+2, Strength 2D+1, Technical 3D+2. Floors above a Human's 2D: Perception 2D+1, Strength 2D+1.

Special abilities.

  • Aquatic Survival At the time of character creation only, characters may place 1D of skill dice in swimming ans survival (S) aquatic and receive 2D in that skill.
  • Aquatic Quarren can breath both air and water and can withstand extreme pressures found in ocean depths.

Sources. Alien Encounters (page 122), The Star Wars Sourcebook (pages 78-80), Ultimate Alien Anthology (pages 123-124), Alien Anthology (page 92)

Qwohog

Pip cost 1 pip · Size 1 - 1.3 meters tall · Move 8/10, 14/16 (swimming) · Homeworld Hirsi

Dexterity 1D/3D+2 · Knowledge 1D/2D+2 · Mechanical 1D/3D · Perception 1D/3D+2 · Strength 1D/3D+2 · Technical 1D/3D

Ceilings below a Human's 4D: Dexterity 3D+2, Knowledge 2D+2, Mechanical 3D, Perception 3D+2, Strength 3D+2, Technical 3D.

Lithe and small, these aquatic humanoids are fast and agile swimmers. The Qwohog are lively freshwater amphibians found in streams, rivers, and lakes on their native planet of Hirsi. They are called "Wavedancers" because their quick movements on the water's surface looks as if they are performing a fast-paced ballet. Omnivores, tehy feast on basin-pods that grow on the surfaces, skitterflies which flit above the waves, and the plentiful fish in Hirsi's lakes. Qwohog communities in large lakes farm freshwater plants and moss and send hunting parties ashore to capture delectable lizards and tiny mammals.

Qwohog are small-boned and appear delicate, though they are actually quite strong - their muscles are honed and developed by years spent swimming. Their dark skin is smooth and nearflawless, ranging in hue from iridescent blue to emerald green. They do not have hair, though raised silvery scales grow atop their heads and ring their wrists, waists, and ankles. Their black eyes are round and unblinking, and they have no noticeable nose, though a ridge of sensitive skin above their mouths detects scents and toxic substances in the water. Their ears are long and pointed, the tips extending just above the tops of their heads. Often the males decorated their ears with bits of shells to show their station in Qwohog community.

Special abilities.

  • Amphibious Qwohog or Wavedancers, are freshwater amphibians and breathe equally well in and out of water. Retractable webbing on their hands and feet adds to their swimming rate. They gain an additional +1D to the following skills while underwater: Brawling Parry, Dodge, Survival, Search, and Brawling.

Sources. Source: Galaxy Guide 12 - Aliens: Enemies and Allies (pages 68-69), Ultimate Alien Anthology (pages 125-126)

R

Ranth

Pip cost 1 pip · Size 1.4 - 1.9 meters tall · Move 11/14 · Homeworld Caaraz

Dexterity 2D/4D · Knowledge 1D/3D+1 · Mechanical 1D/3D+1 · Perception 1D+2/4D · Strength 2D/4D · Technical 1D/3D+1

Ceilings below a Human's 4D: Knowledge 3D+1, Mechanical 3D+1, Technical 3D+1.

The Ranth are a mammalian species covered with bluish-white fur. They have dark eyes and noses, and long tails. Being a meat eater, a Ranth has a snout filled with sharp teeth. They have elongated, triangular ears characteristic of canine species. The Ranth are a thin and agile species of predators, who must continually forage and hunt to survive in their native arctic environment. They have fingers and toes that end in small, sharp claws. Most Ranth learn how to swim at an early age, and their fur tends to protect them from the cold temperatures common on the main continents of their homeworld of Caaraz.

Special abilities.

  • Sensitive Hearing Ranth can hear into the ultrasonic range, giving them +1D to sound-based Search or Perception rolls.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 70-72), Ultimate Alien Anthology (pages 128-129)

Rellarins

Pip cost 1 pip · Size 1.7 - 2.3 meters tall · Move 8/12 · Homeworld Rellnas Minor

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 1D/3D+1 · Perception 1D/4D+1 · Strength 2D/4D · Technical 1D/2D+2

Ceilings above a Human's 4D: Perception 4D+1. Below it: Mechanical 3D+1, Technical 2D+2.

The Rellarins, a species indigenous to Rellnas Minor, are a humble, driven people whose strong ethics and inter-tribal unity have earned them great respect among those who know of them. Rellnas Minor, the only moon of the gas giant Rellnas (the sixth planet of the Rell system), is home to multiple environments. The Rellarins inhabit the frigid polar regions of the moon's Kanal island chain and the Marbaral Peninsula.

The Rellarins are formidable in appearance, though they are among the most gentle species known in the galaxy. They are taller than most Humans and are covered with thick, dark brown shell plates. Their huge paw-like hands commonly have a span twice that of a Wookiee's. Their small black eyes peer out from an otherwise large skull, while their faces are dominated by a small cluster of "feeding spikes" which are used to draw nourishment.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 72-73)

Revwiens

Pip cost 1 pip · Size 1 - 2 meters tall · Move 10/12 · Homeworld Revyia

Dexterity 1D/3D · Knowledge 2D/4D+2 · Mechanical 1D/3D · Perception 1D/4D · Strength 1D/3D+2 · Technical 1D/3D+2

Ceilings above a Human's 4D: Knowledge 4D+2. Below it: Dexterity 3D, Mechanical 3D, Strength 3D+2, Technical 3D+2.

Revwiens are a species of mobile and intelligent plants with the ability to move about on their leaves. Their "bodies" consist of a large central trunk. Revwiens have strong prehensile leaves attached to the base of the body, which they use both as grasping appendages and to move about on. Revwiens have six to 11 leaves evenly spaced around their bodies, and normally use at least four leaves for support and movement.

Sources. Galaxy Guide 12 - Aliens: Enemies and Allies (pages 73-75)

Ri'Dar

Pip cost 1 pip · Size 1 meter tall, 3 meter wingspan · Move 5/7, 15/20 (flying) · Homeworld Dar’Or

Dexterity 3D/5D · Knowledge 1D/2D+1 · Mechanical 1D/3D · Perception 2D/4D · Strength 1D/2D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Dexterity 5D. Below it: Knowledge 2D+1, Mechanical 3D, Strength 2D+1, Technical 3D. Floors above a Human's 2D: Dexterity 3D.

Special abilities.

  • The Ri'Dar are flying, tree-dwelling primates approximately one meter in length. They have sloping foreheads with heavy brows, and large, red eyes with slit pupils. Their jaws are massive, the lower one slightly prognathic. A dwny brown fur covers the Ri'Dar from head to foot, save that hte gray skin on their faces is naked and expressive. The Ri'Dars' wings are triangular and attached to the back sides of their arms, exnteding from the armpit to the tip of the small finger. The wings are also attached along the length of the body, running from the armpit all the way down to the little tow. When the Ri'Dar spread their arms, these wings have spans of approximately three meters. Ri'Dar have six fingers on each hand and six fingers on each hand and six toes on each foot (although this number can vary some Ri'Dars have as few as four or as many as eight fingers of toes). Their tails are long, broad, and flat.
  • Fear When faced with dangerous or otherwise stressful situations, the Ri'Dar must make an Easy Willpower roll. Failing this roll means that the Ri'Dar cannot covercome its fear and runs away from the situation.
  • Flight On planets with one standard gravity, Ri'Dar can easily glide (they must take the Dexerity skill Flight at at least 1D). On planets with less than one standard gravity, they can fly under their own power. Ri'Dar cannot fly on planets with gravities greater than one standard gravity.

Story factors.

  • Paranoia Ri’Dar see danger everywhere and are constantly alarming other beings by overestimating the true dangers of a situation.

Sources. Galaxy Guide 4: Alien Races (pages 75-76)

Riileb

Pip cost 0 pips · Size 2 - 2.75 meters tall · Move 10/12 · Homeworld Riileb

Dexterity 1D+2/4D · Knowledge 1D+2/4D · Mechanical 2D/4D · Perception 2D+2/4D+1 · Strength 1D/3D · Technical 1D/3D

Ceilings above a Human's 4D: Perception 4D+1. Below it: Strength 3D, Technical 3D. Floors above a Human's 2D: Perception 2D+2.

Special abilities.

  • Biorhythm Detection The Riileb’s antennae give them a unique perspective of other species. They can detect changes in blood pressure, pulse rate and respiration. A Riileb may attempt a Moderate Perception roll to interpret this information for a given character or creature. If the roll succeeds, the Riileb receives a +1D bonus to intimidation, willpower, beast riding, bargain, command, con, gambling, persuasion, and sneak against that character or creature for the rest of the current encounter.

Sources. Alien Encounters (page 127)

Rodians

Pip cost 1 pip · Size 1.3 - 1.8 meters tall · Move 10/12 · Homeworld Rodia

Dexterity 1D+2/4D+2 · Knowledge 1D/3D · Mechanical 1D/2D+2 · Perception 1D/3D+2 · Strength 1D/4D+1 · Technical 1D/2D+1

Ceilings above a Human's 4D: Dexterity 4D+2, Strength 4D+1. Below it: Knowledge 3D, Mechanical 2D+2, Perception 3D+2, Technical 2D+1.

Rodians hail form the planet Rodia, in the Tyrius star system. Rodians are a bipedal people, with multifaceted eyes, tapir-like snouts, and green complexions. A ridge of spines crests their skulls. Their fingers are long, flexible, and end in suction cups.

Story factors.

  • Reputation Rodians are notorious for their tenacity and eagerness to kill someone in cold blood for the sake of a few credits. They are almost universally distrusted except within criminal circles, where they are valued employees.

Sources. Ultimate Alien Anthology (page 129), Core Rulebook (page 215), Galaxy Guide 4: Alien Races (pages 77-79)

Ropagu

Pip cost 2 pips · Size 1.7 - 1.9 meters tall · Move 7/9 · Homeworld Ropagi II

Dexterity 1D/2D · Knowledge 2D/5D · Mechanical 1D/2D · Perception 2D/5D+1 · Strength 1D/1D+2 · Technical 2D/5D

Ceilings above a Human's 4D: Knowledge 5D, Perception 5D+1, Technical 5D. Below it: Dexterity 2D, Mechanical 2D, Strength 1D+2.

Sources. Alien Encounters (page 106), Twin Star of Kira (page 52)

Rybet Female

Pip cost 2 pips · Size 1.5 - 1.9 meters tall · Move 10/12 · Homeworld Varl

Dexterity 1D/3D+2 · Knowledge 1D+1/4D · Mechanical 1D+1/4D · Perception 1D+1/4D · Strength 1D+2/4D+1 · Technical 1D+1/4D

Ceilings above a Human's 4D: Strength 4D+1. Below it: Dexterity 3D+2.

Special abilities.

  • Amphibious Rybet can survive both on land and in water, and gain a +1D+1 bonus to their swimming skill.
  • Spacer Rybet gain a +2 bonus to all piloting and astrogation skill rolls.

Story factors.

  • Solitary Rybet males hate females, and only associate with them in order to mate and raise young.

Sources. Ultimate Alien Anthology (pages 132-133), Alien Anthology (pages 94-95)

Rybet Male

Pip cost 2 pips · Size 1.2 - 1.5 meters tall · Move 6/8 · Homeworld Varl

Dexterity 1D+2/4D+1 · Knowledge 1D+1/4D · Mechanical 1D+2/4D+1 · Perception 1D/3D+2 · Strength 1D/3D+2 · Technical 1D+1/4D

Ceilings above a Human's 4D: Dexterity 4D+1, Mechanical 4D+1. Below it: Perception 3D+2, Strength 3D+2.

Special abilities.

  • Amphibious Rybet can survive both on land and in water, and gain a +1D+1 bonus to their swimming skill.
  • Spacer Rybet gain a +2 bonus to all piloting and astrogation skill rolls.

Story factors.

  • Solitary Rybet males hate females, and only associate with them in order to mate and raise young.

Sources. Ultimate Alien Anthology (pages 132-133), Alien Anthology (pages 94-95)

S

Sarkan

Pip cost 0 pips · Size 1.9-2.2 meters tall · Move 4/7 · Homeworld Sarka

Dexterity 1D/3D+2 · Knowledge 2D/4D+1 · Mechanical 1D/3D+2 · Perception 2D/4D+2 · Strength 3D/6D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Knowledge 4D+1, Perception 4D+2, Strength 6D+1. Below it: Dexterity 3D+2, Mechanical 3D+2, Technical 3D. Floors above a Human's 2D: Strength 3D.

Special abilities.

  • Cold-Blooded Sarkans are cold-blooded. If exposed to extreme cold, they grow extremely sluggish (all die codes are reduced by -3D). They can die from exposure to freezing temperature within 20 minutes.
  • Night-Vision The Sarkans have excellent night vision, and operate in darkness with no penalty.
  • Tail Sarkans can use their thick tail to attack in combat, inflicting STR+3D damage.

Story factors.

  • Sarkan Protocol Sarkans must be treated with what they consider “proper respect.” The Sarkan code of protocol is quite explicit and any violation of established Sarkan greeting is a severe insult. For “common” Sarkans, the greeting is brief and perfunctory, lasting at least an hour. For more respected members of the society, the procedure is quite elaborate.

Sources. Alien Encounters (page 130), The Thrawn Trilogy Sourcebook (page 148), The Last Command Sourcebook (pages 107-108), Ultimate Alien Anthology (pages 136-137)

Saurton

Pip cost 0 pips · Size 1.75-1.9 meters tall · Move 6/10 · Homeworld Essowyn

Dexterity 1D+2/4D · Knowledge 1D/4D · Mechanical 1D/2D+2 · Perception 2D/4D · Strength 1D+2/4D · Technical 1D/3D+2

Ceilings below a Human's 4D: Mechanical 2D+2, Technical 3D+2.

Special abilities.

  • Disease Resistance Saurton are highly resistant to most known forms of disease (double their stamina skill when rolling to resist disease), yet are dangerous carriers of many diseases.

Story factors.

  • Aggressive The Saurton are known to be aggressive, pushy and eager to fight. They are not well-liked by most other species.

Sources. Alien Encounters (page 131), Planets Collection (page 45)

Selonian

Pip cost 0 pips · Size 1.8-2.2 meters tall · Move 10/12 (upright), 12/14 (all fours), 13/16 (swimming) · Homeworld Selonia

Dexterity 1D/3D+2 · Knowledge 1D/3D · Mechanical 1D/3D+2 · Perception 1D/2D+1 · Strength 2D+1/5D · Technical 1D/3D+1

Ceilings above a Human's 4D: Strength 5D. Below it: Dexterity 3D+2, Knowledge 3D, Mechanical 3D+2, Perception 2D+1, Technical 3D+1. Floors above a Human's 2D: Strength 2D+1.

Special abilities.

  • Retractable claws Selonians receive a +1D bonus to climbing and brawling.
  • Tail Used to help steer and propel a Selonian through water, adds a +1D bonus to swimming skill. Can also be used as additional weapon as a club, STR+2D damage.
  • Swimming Swimming comes naturally to Selonians, they gain +1D+2 to dodge in underwater conditions.

Story factors.

  • Hive-mind Selonians live in underground dens like social insects. Only sterile females leave the den to interact with the outside world.
  • Agoraphobia Selonians are not comfortable in wide-open spaces. They suffer a -1D penalty on all actions when in large-open spaces.

Sources. Alien Encounters (page 133), Ultimate Alien Anthology (pages 138-139), Alien Anthology (pages 96-97)

Shashay

Pip cost 0 pips · Size 1.3-1.6 meters tall · Move 5/8 (walking), gliding (see above) · Homeworld Crystal Nest

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 2D+2/5D · Perception 1D/3D · Strength 1D/2D · Technical 1D/3D

Ceilings above a Human's 4D: Mechanical 5D. Below it: Perception 3D, Strength 2D, Technical 3D. Floors above a Human's 2D: Mechanical 2D+2.

Special abilities.

  • Singing Shashay have incredibly intricate vocal cords that allow them to sing musical compositions of unbelievavle beauty and complexity.
  • Natural Astrogation Time to use: One round. Shashay gain an extra +2D when making astrogation skill rolls, due to their special grasp of three-dimensional space.
  • Gliding Shashay can glide for limited distances, roughly 10 meters for every five meters of vertical fall. If a Shashay wishes to go farther, he must make a Moderate stamina roll; for every three points by which the Shashay beats the difficulty number, he may glide another three meters that turn. Characters who fail the stamina roll are considered Stunned (as per combat) from exertion, as are characters who glide more than 25 meters. Stun results are in effect until the Shashay rests for 10 minutes.
  • Feet Talons The Shashay’s talons do STR+2D damage.
  • Beak The sharp beak of the Shashay inflicts STR+1D damage.

Story factors.

  • Language Shashay cannot speak Basic, though they can understand it.
  • Loyalty A Shashay is fiercely loyal to others of its species, and will die rather than reveal the location of his homeworld.

Sources. Alien Encounters (page 136)

Shatras

Pip cost 0 pips · Size 1.7-1.9 meters tall · Move 9/12 · Homeworld Trascor

Dexterity 2D/4D · Knowledge 1D/3D+2 · Mechanical 1D/3D · Perception 1D/3D+2 · Strength 1D+2/4D+1 · Technical 1D/2D+1

Ceilings above a Human's 4D: Strength 4D+1. Below it: Knowledge 3D+2, Mechanical 3D, Perception 3D+2, Technical 2D+1.

Special abilities.

  • Neck Flexibility The Shatras neck can make two full rotations, making it very difficult for an individual to sneak up on a member of the species. The Shatras receive a +2D to search to notice sneaking characters and a +1D Perception bonus to any relevant actions.
  • Infrared Vision The Shatras can see in the infrared spectrum, giving them the ability to see in complete darkness if there are heat sources to navigate by.
  • Fangs The bite of the Shatras inflicts STR+1D damage.

Story factors.

  • Species Loyalty All Shatras are loyal to one another in matters regarding non-Shatras; no Shatras will ever betray his own kind, no matter how much the two Shatras may dislike one another.

Sources. Alien Encounters (page 137), Alliance Intelligence Reports (pages 63-64)

Shistavanen

Pip cost 0 pips · Size 1.3-1.9 meters · Move 10/13 · Homeworld Uvena Prime

Dexterity 1D/5D · Knowledge 1D/4D · Mechanical 1D/4D · Perception 1D/5D · Strength 1D/4D · Technical 1D/3D

Ceilings above a Human's 4D: Dexterity 5D, Perception 5D. Below it: Technical 3D.

Special abilities.

  • Night Vision Shistavanens have excellent night vision and can see in darkness with no penalty

Sources. Alien Encounters (page 141), Ultimate Alien Anthology (page 141), Alien Anthology (pages 97-98)

Skrilling

Pip cost 2 pips · Move 8/10

Dexterity 1D+1/3D+2 · Knowledge 1D/3D+2 · Mechanical 1D/3D+2 · Perception 2D/4D · Strength 2D/4D · Technical 1D/3D+1

Ceilings below a Human's 4D: Dexterity 3D+2, Knowledge 3D+2, Mechanical 3D+2, Technical 3D+1.

The Skrillings are a scavenger species and are generally seen as disgusting annoyances by others due to their preference for uncooked, spoiled meat and their whining nature. The Skrillings' natural talent for scavenging useful bits of technology is gradually earning them acceptance by other beings of the galaxy.

The Skrillings are stocky humanoids with baggy, wrinkled gray skin and three-fingered hands. Their eyes are small and deeply set, while they have a set of eight breather tubes in place of a nose. Their mouths have multiple rows of needle-sharp teeth. Their bald heads feature a short bony crest that runs from their foreheads to the nape of the necck. This structure is used by infant Skrillings to saw their way out of the eggs from which they are hatched; this instinctive action dulls and chips the formerly sharp edges of the crest.

Special abilities.

  • Persuasion Skrilings are, by nature, talented at persuading other characters to give them things; they gain a +1D bonus when using the Bargain and Persuasion skills.
  • Acid Skrilling digestive acid causes 2D stun damage.
  • Vice Grip When a Skrilling wants to hold on to something (such as in a tug of war with another character), they gain +1D to their Lifting or Strength; this bonus applies only to maintaining a grip and does not apply towards trying to lift something heavy.

Sludir

Pip cost 1 pip · Move 8/10

Dexterity 2D/4D+2 · Knowledge 1D/3D+2 · Mechanical 1D/3D · Perception 2D/4D · Strength 3D/5D · Technical 1D/3D+2

Ceilings above a Human's 4D: Dexterity 4D+2, Strength 5D. Below it: Knowledge 3D+2, Mechanical 3D, Technical 3D+2. Floors above a Human's 2D: Strength 3D.

Sludir are large beasts with stocky legs and two arms. Their arms end in two fingers and an opposable digit. A Sludir's head consists mostly of a thick snout with four nostrils and a large, toothy sneer. Two eyes are often framed beneath a mound of hair which Sludir are found of tying in several different styles. The six legs are short yet stocky, and end in flat, round feet with little proto-toes toward the front.

Special abilities.

  • Natural Armor A Sludir's tough skin adds +1D against physical attacks.

Snivvian

Pip cost 1 pip · Move 10/12

Dexterity 1D/3D · Knowledge 2D/4D · Mechanical 1D/3D · Perception 2D+1/4D+2 · Strength 2D/4D · Technical 1D/4D

Ceilings above a Human's 4D: Perception 4D+2. Below it: Dexterity 3D, Mechanical 3D. Floors above a Human's 2D: Perception 2D+1.

Snivvians are short, stocky bipeds with tough skin, and sparse hair. They have protruding snouts, with pronounced canine fangs.

Special abilities.

  • While countless alien cultures have developed complex societal structures, many of them are an offshoot of the structures found in families around the galaxy. Family and society are closely linked in many civilizations. The Snivvians of Cadomai carry out this practice, but with a peculiar twist the Blood Code of the Snivvian has led to the downfall of a number of civilizations of that world.
  • Adaptive Skin Snivvian can survive in temperature extremes of minus 30 degrees standard, to temperatures up to 45 degrees standard without harm or protective gear. They do wear clothing for cultural reasons. The Snivvian tough skin gives them a +1D armor bonus to resist physical damage.

Squib

Pip cost 1 pip · Move 8/10

Dexterity 2D+2/4D+2 · Knowledge 1D/3D · Mechanical 2D/4D · Perception 2D/4D · Strength 1D/3D · Technical 1D/3D

Ceilings above a Human's 4D: Dexterity 4D+2. Below it: Knowledge 3D, Strength 3D, Technical 3D. Floors above a Human's 2D: Dexterity 2D+2.

Squibs are small, furry bipeds with tufted ears, five-fingered hands and five-toed feet. Their eyes, located on the sides of their heads, are exceptionally large compared to their bodies, and may be yellow to brilliant red in color, while their fur ranges from deep red to brilliant blue. Squibs have short muzzles ending in two black nostrils and containing a mouthful of sharp teeth.

Srrors Tok

Pip cost 0 pips · Size 1.4-1.7 meters tall · Move 10/13 · Homeworld Jankok

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 2D/3D+2 · Perception 2D/4D · Strength 2D/4D+2 · Technical 1D/3D

Ceilings above a Human's 4D: Strength 4D+2. Below it: Mechanical 3D+2, Technical 3D.

Special abilities.

  • Voice Box Srrors’tok are unable to pronounce Basic, although they can understand it perfectly well.
  • Fangs The sharp teeth of the Srrors’tok inflict STR+1D damage.

Story factors.

  • Honor Srrors’tok are honor-bound. They do not betray their species - individually or as a whole. They do not betray their friends or desert them. They may break the “law,” but never their code. The Srrors’tok code of honor is very stringent. There is a life-debt tradition where a saved party must become indentured to his deliverer until the master dies. According to Srrors’tok law, those who are unable to honor a life-debt must take their own lives.
  • Sign Language Srrors’tok have very complex sign language and body language.

Sources. Alien Encounters (page 144)

Sullustan

Pip cost 0 pips · Size 1-1.8 meters tall · Move 10/12 · Homeworld Sullust

Dexterity 1D/3D · Knowledge 1D/2D+2 · Mechanical 2D/4D+1 · Perception 1D/3D+1 · Strength 1D/2D+2 · Technical 1D/3D+2

Ceilings above a Human's 4D: Mechanical 4D+1. Below it: Dexterity 3D, Knowledge 2D+2, Perception 3D+1, Strength 2D+2, Technical 3D+2.

Special abilities.

  • Enhanced Senses Sullustans have advanced senses of hearing and vision. Whenever they make Perception or search checks involving vision in low-light conditions or hearing, they receive a +2D bonus.
  • Location Sense Once a Sullustan has visited an area, he always remembers how to return to the area - he cannot get lost in a place that he has visited before. This is automatic and requires no die roll. When using the astrogation skill to jump to a place a Sullustan has been, the astrogator receives a bonus of +1D to his die roll.

Sources. Rulebook (page 216), Alien Encounters (pages 147-148), The Star Wars Sourcebook (pages 81-82), Ultimate Alien Anthology (page 153)

Sunesis

Pip cost 0 pips · Size 1.5-2.1 meters tall · Move 8/11 · Homeworld Monor II

Dexterity 2D/4D · Knowledge 2D/4D+2 · Mechanical 1D/3D+1 · Perception 2D/4D+2 · Strength 1D/3D · Technical 1D/3D

Ceilings above a Human's 4D: Knowledge 4D+2, Perception 4D+2. Below it: Mechanical 3D+1, Strength 3D, Technical 3D.

Special abilities.

  • Ultrasound Adult Sunesis’ cranial melons allow them to perceive and emit ultrasound frequencies, giving them +1D to Perception rolls involving hearing. Modulation of their ultrasound emissions may have other applications than for communication, but little is known of these at this time.

Sources. Alien Encounters (page 149)

Svivreni

Pip cost 0 pips · Size 0.6-0.9 meters tall · Move 4/8 · Homeworld Svivren

Dexterity 1D/3D+2 · Knowledge 1D/3D · Mechanical 2D/3D+2 · Perception 1D/4D+1 · Strength 2D/5D · Technical 1D/3D+1

Ceilings above a Human's 4D: Perception 4D+1, Strength 5D. Below it: Dexterity 3D+2, Knowledge 3D, Mechanical 3D+2, Technical 3D+1.

Special abilities.

  • Stamina Due to the harsh nature of the planet Svivren, the Svivreni receive a +2D bonus whenever they roll their stamina and willpower skills.
  • Value Estimation Svivreni receive a +1D bonus to value skill checks involving the value of ores, gems and other mined materials.

Story factors.

  • Stubbornness The Svivreni cannot abide the idea of being conquered, and the Imperial occupation effort only solidified this resolve. Anyone trying to convince a Svivreni of a position they do not agree with is fighting a losing battle.

Sources. Alien Encounters (page 150), The Thrawn Trilogy Sourcebook (pages 149-150), The Last Command Sourcebook (pages 108-109)

T

Talz

Pip cost 1 pip · Move 8/10

Dexterity 2D/4D · Knowledge 1D/3D · Mechanical 1D/3D · Perception 2D+1/4D+1 · Strength 2D+2/4D+2 · Technical 1D/3D

Ceilings above a Human's 4D: Perception 4D+1, Strength 4D+2. Below it: Knowledge 3D, Mechanical 3D, Technical 3D. Floors above a Human's 2D: Perception 2D+1, Strength 2D+2.

Talz are a large, strong species from Alzoc III, a planet in the Alzoc star system. Thick white fur covers a Talz from head to foot, and sharp-clawed talons cap its extremely large hands, while the only apparent features of the fur-covered face are four eyes - two large and two small.

Tarong

Pip cost 3 pips · Move 8/10, 14/16 (flying)

Dexterity 2D/4D · Knowledge 1D/3D+1 · Mechanical 1D/2D+2 · Perception 2D/4D · Strength 1D/3D+1 · Technical 1D/2D+1

Ceilings below a Human's 4D: Knowledge 3D+1, Mechanical 2D+2, Strength 3D+1, Technical 2D+1.

The Tarongs are a species of quadruped avians with warty and thick, leathery skin and long, hooked beaks. These massive avians have wings spanning 10 to 20 meters that enable them to fly at speeds of over 40 kilometers per hour. Their thin, leathery wings are surprisingly strong and have tufts of feathers growing randomly on the undersides. The tops of their wings are sot through with dark blue veins that alternately widen or constrict when a Tarong is happy or frightened. Their coloration ranges from a muddy brown to reddish tan to olive green. The younger the Tarong, the lighter its skin; the oldest Tarongs appear almost black. The front feet, though clawed, are nearly handlike and are capable of manipulating the smallest technological devices. The rear feet, however, are larger and stronger and are used to grasp prey and carry it aloft or used to anchor the Tarong to treelimbs and other objects.

Special abilities.

  • Flight This Dexterity skill is used by Tarongs to fly.
  • Weakness to Cold Tarong require warm climates. Any Tarong exposed to near-freezing temperatures suffers 4D damage after one hour, 5D damage after two hours, and 8D damage after three hours.
  • Mimicry Tarong have a natural aptitude for languages and can advance the skill in half the normal time at the normal Character Point cost.
  • Vision Tarongs have outstanding long-range vision. They can increase the Search skill at half the normal Character Point cost and can search at ranges of nearly a kilometer if they have clear line of sight. Tarongs have well-developed infravision and can see in full darkness if there aer sufficient light sources.
  • Claws These do STR+2 damage

Tarro

Pip cost 1 pip · Move 9/12

Dexterity 2D/4D+2 · Knowledge 1D/3D+2 · Mechanical 1D/3D+1 · Perception 2D/4D · Strength 2D/4D · Technical 1D/3D+1

Ceilings above a Human's 4D: Dexterity 4D+2. Below it: Knowledge 3D+2, Mechanical 3D+1, Technical 3D+1.

The Tarro originally hailed from the Til system, deep within the Unknown Regions. Their homeworld, Tililix, was destroyed about a century ago when the Til sun exploded with little warning…although it is rumored that the catastrophe may have been the result of a secret weapons project sponsored by unkown parties. Only those Tarro who were off-world survived the cataclysm, with the population estimated to be a mere 350. A number of these survivors can be found within the ranks of the Rebel Alliance.

Tarro are a muscular humanoid species, most often with dark green skin and bright yellow eyes. Each hand possesses seven long fingers that sport long curved claws and are used as potent weapons in close-quarters combat. The Tarro have large foreheads. The males tend to have dark blue or black hair, while the females have either dark brown or brownish-red hair.

Special abilities.

  • Claws Do STR+1D+2 damage.
  • Teeth Do STR+2 damage.

Tasari

Pip cost 0 pips · Size 1.4-1.7 meters tall · Move 10/12 · Homeworld Tasariq

Dexterity 1D/4D · Knowledge 1D/4D · Mechanical 1D/3D · Perception 2D/5D · Strength 1D/3D+2 · Technical 1D/2D+2

Ceilings above a Human's 4D: Perception 5D. Below it: Mechanical 3D, Strength 3D+2, Technical 2D+2.

Story factors.

  • Force-Sensitive Many Tasari are Force sensitive.

Sources. Alien Encounters (page 153)

Teltior

Pip cost 0 pips · Size 1.5-2.2 meters tall · Move 10/12 · Homeworld Merisee

Dexterity 3D/5D+2 · Knowledge 1D+1/4D+1 · Mechanical 1D+1/4D+1 · Perception 1D/4D · Strength 2D/4D · Technical 1D+2/4D

Ceilings above a Human's 4D: Dexterity 5D+2, Knowledge 4D+1, Mechanical 4D+1. Floors above a Human's 2D: Dexterity 3D.

Special abilities.

  • Skill Bonus Teltiors can choose to concentrate in one of the following skills: agriculture, bargain, con, first aid or medicine. They receive a +1D bonus, and can advance that single skill at half the normal skill point cost.
  • Stealth Teltiors gain a +1D+2 bonus when using sneak.
  • Manual Dexterity Teltiors receive a +1D whenever doing something requiring complicated finger work because their fingers are so flexible.

Sources. Alien Encounters (page 154), Planets Collection (page 159)

Tiss Shar

Pip cost 1 pip · Move 11/14

Dexterity 2D+1/4D+1 · Knowledge 1D/2D+2 · Mechanical 1D/2D+2 · Perception 1D/3D+1 · Strength 2D/4D · Technical 1D/3D+1

Ceilings above a Human's 4D: Dexterity 4D+1. Below it: Knowledge 2D+2, Mechanical 2D+2, Perception 3D+1, Technical 3D+1. Floors above a Human's 2D: Dexterity 2D+1.

Tiss'Shar

Native to the perilous, humid jungle continents of the otherwise mild world Tiss'sharl, the reptilian Tiss'Shar are a species renowned more form their assassins than their considerable business savvy and advanced enviro-technology.

The Tiss'Shar are slight reptilian beings with slender bodies and relatively long necks. They possess great strength and excellent agility, showing their hunter/predator heritage. Their large jaws are filled with short, pointed teeth, while their large, pink tongues are always in motion. The Tiss'Shar's large black eyes are protected by a durable transparent film that gives them a glassy appearance. Their bodies are covered by scales tha vary in color from dark yellow to dark green, with patches that may be red, white, orange or bright yellow. Tiss'Shar have a thin torso, with wide hips and a short, wiry tail.

Special abilities.

  • Body Armor The Tiss'Shar's thick scales gives them natural armor that provides a +1D bonus against physical attacks and +1 against energy attacks.
  • Vision Tiss'Shar can see in the infrared spectrum, allowing them to see in complete darkness provided there are heat sources.

Togorian

Pip cost 3 pips · Move 14/17

Dexterity 2D/5D · Knowledge 1D/3D · Mechanical 1D/4D · Perception 1D/4D · Strength 2D/5D · Technical 1D/4D

Ceilings above a Human's 4D: Dexterity 5D, Strength 5D. Below it: Knowledge 3D.

Feline bipeds standing up to three meters tall, Togorians would be impressive on any planet. With slender, fur-covered bodies and sinewy muscles, they appear equally suited to slinking through a forest or running across open plains while chasing their favorite prey. Their fingers and toes end in long claws, with the claws on the fingers being retractable. The Togorian face is almost completely feline in character, with long, twitching whiskers on the muzzle, slit-pupilled eyes, attentive triangular ears, and needle-sharp teeth. Female Togorians are smaller than males and stand between 1.6 and 2.2 meters tall. Fur coloration in both sexes varies from gray-white to black, and distinctive markings are common.

Special abilities.

  • Claws The claws of the Togorians do Strength +1D damage in combat.
  • Teeth The teeth of the Togorians do Strength +2D damage in combat.

Togruta

Pip cost 0 pips · Move 10/12

Dexterity 2D/4D+2 · Knowledge 2D/4D+1 · Mechanical 1D/4D · Perception 2D/4D+1 · Strength 1D/3D+2 · Technical 1D/4D

Ceilings above a Human's 4D: Dexterity 4D+2, Knowledge 4D+1, Perception 4D+1. Below it: Strength 3D+2.

Special abilities.

  • Camouflage Togruta characters possess colorful skin patterns which help them blend in with with natural surroundings (much like the stripes of a tiger). This provides them with a +2 pip bonus to sneak skill checks.
  • Spatial Awareness Using a form of passive echolocation, Togruta can sense their surroundings. If unable to see, a Togruta character can attempt a Moderate search skill check. Success allows the Togruta to perceive incoming attacks and react accordingly by making defensive rolls.

Story factors.

  • Believed to be Venomous Although they are not poisonous, it is a common misconception by other species that Togruta are venomous.
  • Group Oriented Togruta work well in large groups, and individualism is seen as abnormal within their culture. When working as part of a team made up of Togruta only (no other species in the group) they get a +1 pip bonus above the standard combined action chart bonus.

Sources. Judges Handbook, Revised 7/10

Toydarian

Pip cost 0 pips · Move 6/8 {Fly 14/18}

Dexterity 2D+1/4D · Knowledge 1D+1/4D · Mechanical 1D+1/4D · Perception 2D+1/4D+1 · Strength 1D/3D · Technical 1D+1/4D

Ceilings above a Human's 4D: Perception 4D+1. Below it: Strength 3D. Floors above a Human's 2D: Dexterity 2D+1, Perception 2D+1.

Special abilities.

  • Flight Toydarians gain the flight skill regardless of template.
  • Force Resistance Any Sense powers used against a Toydarian have their Sense difficulty increased by +10.

Trandoshan

Pip cost 0 pips · Move 8/10

Dexterity 1D+1/4D+1 · Knowledge 1D/3D+1 · Mechanical 1D+1/3D · Perception 2D/3D+2 · Strength 3D/4D+2 · Technical 1D/2D+2

Ceilings above a Human's 4D: Dexterity 4D+1, Strength 4D+2. Below it: Knowledge 3D+1, Mechanical 3D, Perception 3D+2, Technical 2D+2. Floors above a Human's 2D: Strength 3D.

Special abilities.

  • Vision Trandoshans’ vision includes the ability to see in the infrared spectrum. They can see in darkness with no penalty, provided there are heat sources.
  • Clumsy Trandoshans have poor manual dexterity. They have considerable difficulty performing actions which require precise finger movement and they suffer a penalty of -2D whenever they attempt an action of this kind. In addition, they also have some difficulty using weaponry that requires a substantially smaller finger such as blasters and blaster rifles; most weapons used by Trandoshans have had their finger guards removed or redesigned to allow for the Trandoshan’s use.
  • Regeneration Younger Trandoshans can regenerate lost limbs (fingers, arms, legs and feet). This ability disappears as the Trandoshan ages. Once per day, the Trandoshan must make a Moderate Strength or Stamina roll. Success means that the limb regenerates by ten percent. Failure indicates that the regeneration does not occur.

Story factors.

  • Wookiee Hate The long-standing feud between the Wookiees of Kashyyyk and the Trandoshans is deeply ingrained in both species.
  • Hostility The Trandoshans are known as a belligerent species. They gain +1D to all Intimidation rolls against non-Trandoshans.

Sources. Judges Handbook, Revised 7/10

Trianii

Pip cost 0 pips · Size 1.5 - 2.2 meters · Move 12 / 14 · Homeworld Trian

Dexterity 2D+1/4D · Knowledge 2D/4D · Mechanical 1D+1/4D · Perception 2D/4D · Strength 2D/4D+2 · Technical 1D+1/4D+2

Ceilings above a Human's 4D: Strength 4D+2, Technical 4D+2. Floors above a Human's 2D: Dexterity 2D+1.

Special abilities.

  • Special Strength Skills
  • Acrobatics Time to use: One round. This is the skill of tumbling, jumping and other complex movements. This skill is often used in sports and athletic competitions, or as part of dance. Characters making acrobatics rolls can also reduce falling damage. The difficulty is based on the distance fallen.
  • Distance Fallen Difficulty Reduce Damage By 3 - 6 Very Easy -2D 7 - 8 Easy -2D+2 9 - 12 Moderate -3D 13 - 15 Difficult -3D+2 16+ Very Difficult -4D
  • Prehensile Tail Trianii have limited use of their tails They have enough control to move light objects (under three kilograms), but the control is not fine enough to move heavier objects or perform fine manipulation (for example, aim a weapon).
  • Special Balance +2D to all actions involving climbing, jumping, acrobatics or other actions requiring balance.
  • Claws add+1D to brawling damage.
  • Dexterous At the time of character creation, Trianii get +2D bonus skill dice to add to Dexterity skills.
  • Female Physical Superiority After allocating attribute dice, female Trianii characters get to add +1 to their Dexterity and Strength at the time of character creation.

Story factors.

  • Feud with the Authority The trianii have a continuing conflict with the corporate Sector Authority. While there is no open warfare, the two groups are openly distrustful; these intense emotions are very likely to simmer over into battle.
  • Trianii Rangers the Rangers are the honored independent space force of the Trianii.

Sources. Alien Encounters (page 157), Han Solo and the Corporate Sector Sourcebook (pages 138-139), Ultimate Alien Anthology (pages 167-168)

Trunsk

Pip cost 0 pips · Size 1.5-2 meters tall · Move 9/11 · Homeworld Trunska

Dexterity 2D/4D · Knowledge 2D/3D · Mechanical 2D/4D · Perception 1D/3D · Strength 2D/4D+2 · Technical 1D/3D

Ceilings above a Human's 4D: Strength 4D+2. Below it: Knowledge 3D, Perception 3D, Technical 3D.

Special abilities.

  • Claws The long, retractable fighting claws of the Trunsks inflict STR+1D damage.

Sources. Alien Encounters (page 158)

Tunroth

Pip cost 2 pips · Move 10/12

Dexterity 2D/4D+1 · Knowledge 1D/3D+2 · Mechanical 1D/3D+1 · Perception 1D+1/4D+2 · Strength 1D+2/4D · Technical 1D/3D+1

Ceilings above a Human's 4D: Dexterity 4D+1, Perception 4D+2. Below it: Knowledge 3D+2, Mechanical 3D+1, Technical 3D+1.

The Tunroth are larger, muscular aliens. Tunroth skin is typically dark or light yellow, though some in the remote continent are orange-skinned. Their heads are elongated and placed forward of a long, sloping muscular neck. Their eyes are low on the skull and wide apart, with two breathing openings between and above the eyes, near their olfactory cluster. They have pronounced teeth, with several horns on the chin. Tunroth have only three digits on their hands and feet, with two opposed finger/thumbs and a large central finger. They are as powerful as they are intimidating, and they are known for their great strength and endurance.

Special abilities.

  • The Tunroth are a species indigenous to the Jiroch system. They inhabit the third, fourth and fifth planets in the system (Jiroch-Reslia, Kalok and Saloch, respectively). These three worlds are often referred to by spacers as "the Triumvirate," a dedication to the Tunroth Assemblage of Three who promoted the simultaneous settlement of new colonies on Kalok and Saloch millennia ago. Rumors abound that there is a Jedi museum or shrine in the Jiroch system, but the Tunroth have repeatedly refuted such suspicions the only sacred edifice the Tunroth attest to is the ancient Hall of Predation, a testament to great Tunroth Hunters of the past.
  • Quarry Sense Tunroth Hunters have an innate sense that enable them to know what path or direction their prey has taken. When pursuing an individual the Tunroth is somewhat familiar with, the Hunter receives +1D to Search. To qualify as a Hunter, a Tunroth must have the following skill levels: Bows 4D+2, Melee Combat 4D, Melee Parry 4D, Survival 4D, Search 4D+2, Sneak 4D+2, Climbing/Jumping 4D, Stamina 4D. The Tunroth must also participate in an initiation rite, which takes a full three Standard Months, and be accepted as a Hunter by three other Hunters. This judgemnet is based upon the Hunters' opinions of the candidate's skills, judgement and motivations - particularly argumentative or greedy individuals are often rejected as Hunters regardless of their skills.

Twi Lek

Pip cost 0 pips · Size Up to 2.4 meters tall · Move 10/12 · Homeworld Ryloth

Dexterity 1D/3D · Knowledge 1D/4D · Mechanical 1D/2D+1 · Perception 2D/4D+2 · Strength 1D/3D · Technical 1D/3D

Ceilings above a Human's 4D: Perception 4D+2. Below it: Dexterity 3D, Mechanical 2D+1, Strength 3D, Technical 3D.

Special abilities.

  • Tentacles Twi’leks can use their tentacles to communicate in secret with each other, even if in a room full of individuals. The complex movement of the tentacles is, in a sense, a “secret” language that all Twi’leks are fluent in.

Sources. Rulebook (page 216), Alien Encounters (page 159), The Star Wars Sourcebook (pages 82-84), Ultimate Alien Anthology (page 172)

Tynnan

Pip cost 0 pips · Size 1.1-1.5 meters tall · Move 6/9 (11/14 Swimming) · Homeworld Tynna

Dexterity 1D/3D+2 · Knowledge 1D+1/4D+2 · Mechanical 1D/4D · Perception 1D/5D · Strength 1D/4D+2 · Technical 1D/3D+2

Ceilings above a Human's 4D: Knowledge 4D+2, Perception 5D, Strength 4D+2. Below it: Dexterity 3D+2, Technical 3D+2.

Special abilities.

  • Swimming Tynnans are excellent swimmers and can hold their breath for as many minutes as their stamina die code.
  • Low Temperatures Tynnans are native to near-frigid waters and suffer no penalties while in extreme cold (temperatures equal to or above -50 degrees Celsius).

Story factors.

  • Wealth Most Tynnans are supported by their government and spend their time in recreational pursuits.

Sources. Alien Encounters (pages 160-161), Han Solo and the Corporate Sector Sourcebook (page 139)

U

Ubese True

Pip cost 0 pips · Size 1.75-2.25 meters tall · Move 8/11 · Homeworld Uba IV

Dexterity 2D/4D+2 · Knowledge 1D/3D · Mechanical 1D/2D+2 · Perception 2D/4D+2 · Strength 1D/3D · Technical 2D/4D

Ceilings above a Human's 4D: Dexterity 4D+2, Perception 4D+2. Below it: Knowledge 3D, Mechanical 2D+2, Strength 3D.

Special abilities.

  • Type II Atmosphere Breathing “True Ubese” require adjusted breath masks to filter and breath Type I atmospheres. Without the masks, Ubese suffer a -1D penalty to all skills and attributes.
  • Technical Aptitude At the time of character creation only, “true Ubese” characters receive 2D for every 1D they place in Technical skills.
  • Survival “True Ubese” get a +2D bonus to their survival skill due to the harsh conditions they are forced to endure on their homeworld.

Ubese Yraj Pootzck

Pip cost 0 pips · Size 1.75-2.25 meters tall · Move 8/12 · Homeworld Uba IV

Dexterity 2D/4D · Knowledge 1D+1/3D+2 · Mechanical 1D/3D · Perception 1D+2/4D · Strength 1D+2/3D+1 · Technical 1D+1/4D

Ceilings below a Human's 4D: Knowledge 3D+2, Mechanical 3D, Strength 3D+1.

Special abilities.

  • Increased Stamina Due to the relatively low oxygen content of the atmosphere of their homeworld, yrak pootzck Ubese add +1D to their stamina when on worlds with Type I (breathable) atmospheres.

Sources. Alien Encounters (page 162), Shadows of the Empire Sourcebook (pages 99-100), Ultimate Alien Anthology (pages 172-174), Alien Anthology (pages 108-110)

Ukians

Pip cost 0 pips · Size 1.6-2 meters tall · Move 5/11 · Homeworld Ukio

Dexterity 1D/3D · Knowledge 1D/4D+1 · Mechanical 2D/4D · Perception 1D/4D · Strength 3D/4D · Technical 1D/3D+1

Ceilings above a Human's 4D: Knowledge 4D+1. Below it: Dexterity 3D, Technical 3D+1. Floors above a Human's 2D: Strength 3D.

Special abilities.

  • Agriculture All Ukians receive a +2D bonus to their agriculture (a Knowledge skill) rolls.

Story factors.

  • Fear of the Impossible All Ukians become very agitated when presented with a situation they believe is impossible.

Sources. Alien Encounters (page 163), The Thrawn Trilogy Sourcebook (page 150), The Last Command Sourcebook (pages 109-110)

V

Vaathkree

Pip cost 0 pips · Size 1.5-1.9 meters tall · Move 6/11 · Homeworld Vaathkree

Dexterity 1D/3D · Knowledge 1D/4D · Mechanical 2D/4D · Perception 2D/5D · Strength 2D/4D+2 · Technical 1D/3D+1

Ceilings above a Human's 4D: Perception 5D, Strength 4D+2. Below it: Dexterity 3D, Technical 3D+1.

Special abilities.

  • Natural Body Armor Vaathkree, due to their peculiar metabolisms, have natural body armor. It provides STR+2D against physical attacks and STR+1D against energy attacks.
  • Trade Language The Vaathkree have created a strange, constantly changing trade language that they use to communicate back and forth between each other during business dealings. Since most deals are successful when one side has a key piece of information that the other side lacks, the trade language evolved to safeguard such information during negotiations. Non-Vaathkree trying to decipher trade language may make an opposed languages roll against the Vaathkree, but suffer a +15 penalty modifier.

Story factors.

  • Trade Culture The Vaathkree are fanatic hagglers. Most adult Vaathkree have at least 2D in bargain or con (or both).

Sources. Alien Encounters (page 164), The Thrawn Trilogy Sourcebook (pages 150-151), The Last Command Sourcebook (pages 110-111)

Vernol

Pip cost 0 pips · Size Up to 1.5 meters tall · Move 8/10 · Homeworld Garnib

Dexterity 1D/2D+2 · Knowledge 1D/4D · Mechanical 1D/3D+1 · Perception 2D/4D+2 · Strength 1D/2D+2 · Technical 1D/3D

Ceilings above a Human's 4D: Perception 4D+2. Below it: Dexterity 2D+2, Mechanical 3D+1, Strength 2D+2, Technical 3D.

Special abilities.

  • Foragers Vernols are excellent foragers (many have translated this ability to an aptitude in investigation). They receive a +1D bonus to either survival, investigation or search (player chooses which skill is affected at the time of character creation).

Sources. Alien Encounters (page 165), Planets Collection (page 52)

Verpine

Pip cost 3 pips · Move 10/13

Dexterity 1D+1/3D · Knowledge 1D+1/3D · Mechanical 1D+2/3D+2 · Perception 1D+1/4D · Strength 1D+1/3D · Technical 2D/5D

Ceilings above a Human's 4D: Technical 5D. Below it: Dexterity 3D, Knowledge 3D, Mechanical 3D+2, Strength 3D.

The Verpine are highy evolved, bipedal insectoids, with thin, stick-line bodies covered by plates of a flexible, chitinous material and awkwardly articulated joints that give them an ungainly gait. Two huge, black eyes dominate their faces, which have short snouts ending in small, toothless mouths, and two antennae which extend from the sides of their heads.

Special abilities.

  • Body Armor The Verpine's chitinous covering acts as an armor providing +1D protection against physical attacks.
  • Microscopic Sight The Verpine receive a +1D bonus to their Search skill when looking for small objects because of their ability to see microscopic details with their highly evolved eyes.
  • Organic Telecommunication Because Verpine can send and receive radio waves through their antenna, they have the ability to communicate with other Verpine and with specially tuned comlinks. The range of this ability is extremely limited for individuals (1 km) but greatly increases when in the hive (which covers the entire Roche asteroid field).
  • Technical Bonus All Verpine receive a +2D bonus when using their Technical skills.

Vodran

Pip cost 2 pips · Move 10/12

Dexterity 2D/4D · Knowledge 1D/3D+2 · Mechanical 1D/3D · Perception 2D/4D · Strength 2D/4D+1 · Technical 1D/3D

Ceilings above a Human's 4D: Strength 4D+1. Below it: Knowledge 3D+2, Mechanical 3D, Technical 3D.

The Vodrans are possibly the most loyal species the Hutt have in their employ. Millennia ago, the Huts conquered the Vodrans, and their neighboring species, the Klatooinans and the Nikto. The Vodrans gained much from their partnership with the Hutts, and the Vodran that made it possible, Kl'ieutu Mutela, is greatly revered by the species.

Vodrans are humanoids who stand approximately 1.8 meters tall. They have tough, olive to brown skin, and a small ridge of spingy horns framing their faces. Vodrans are warm-blooded reptiles, and their offspring are born in egg clutches. Each egg clutch produces two or three Vodran young. Vodran live for approximately 80 standard years.

Special abilities.

  • Hutt Loyalty Most Vodran are completely loyal to the Hutt Crime Empire. Those so allied receive +2D to Willpower to resist betraying the Hutts.

W

Weequay

Pip cost 1 pip · Move 10/12

Dexterity 1D+1/4D · Knowledge 1D/3D+1 · Mechanical 1D+1/4D · Perception 1D/4D · Strength 2D/4D · Technical 1D/3D+2

Ceilings below a Human's 4D: Knowledge 3D+1, Technical 3D+2.

Weequay are a rugged species with extremely coarse and gnarled black, gray, brown, or tan skin. They are well-adapted to the harsh desert terrain of their homeworld, which makes them ideal workers in similar climates, such as Tatooine or Ryloth. Weequay males tend to wear ceremonial topknots, whereas most females of the species are completely bald. The topknots of the males are often dark brown or black.

Special abilities.

  • Short-Range Communication Weequays of the smae clan are capable of communicating with one another through complex pheromones. Aside from Jedi sensing abilities, no other species are known to be able to sense this form of communication. This form is as complex and clear to them as speech is to other species.

Whiphid

Pip cost 1 pip · Move 9/12

Dexterity 2D/4D · Knowledge 1D/3D · Mechanical 1D/3D · Perception 2D/4D+1 · Strength 2D/4D+2 · Technical 1D/3D

Ceilings above a Human's 4D: Perception 4D+1, Strength 4D+2. Below it: Knowledge 3D, Mechanical 3D, Technical 3D.

Whiphids are hulking bipeds with long, yellow-white or golden fur, and stubby, furred tails. They stand up to two and a half meters tall, and weigh up to 400 kilograms. The Whiphid face, which has a prominent forehead and long, bowed checkbones, is hairless - except for a few spiky hairs on its leathery lips and chin. Two upturned tusks sprout from the jaw, and the eyes protrude slightly.

Though they are usually hidden by fur, the three thick, strong fingers of the Whiphids end in steely, flesh-ripping claws.

Special abilities.

  • Claws These do STR+1D damage.

Wookiee

Pip cost 0 pips · Size 2-2.3 meters · Move 11/15 · Homeworld Kashyyyk

Dexterity 1D/3D+2 · Knowledge 1D/2D+1 · Mechanical 1D/3D+2 · Perception 1D/2D+1 · Strength 2D+2/6D · Technical 1D/3D+1

Ceilings above a Human's 4D: Strength 6D. Below it: Dexterity 3D+2, Knowledge 2D+1, Mechanical 3D+2, Perception 2D+1, Technical 3D+1. Floors above a Human's 2D: Strength 2D+2.

Special abilities.

  • Berserker Rage If a Wookiee becomes enraged (the character must believe himself of those to whom he has pledged a life debt to be in immediate, deadly danger) the character gets a +2D bonus to Strength for purposes of causing damage while brawling (the character’s brawling skill is not increased). The character also suffers a -2D penalty to all non-Strength attribute and skill checks. Due to the Wookiee’s great rage, a character must make a Moderate Perception total to calm down once all enemies have clearly been controlled - unconscious, captured, killed or somehow otherwise physically restrained or stopped. Close friends of the Wookiee can coordinate with the Wookiee to make this easier.
  • Climbing Claws Wookiees have huge retractable climbing claws which are used for climbing only. They add +2D to their climbing skill while using the claws. Any Wookiee who intentionally uses his claws in hand-tohand combat is automatically considered dishonorable by other members of his species, possibly to be hunted down - regardless of the circumstances.

Story factors.

  • Reputation Wookiees are widely regarded as fierce savages with short tempers. Most people will go out of their way not to enrage a Wookiee.
  • Enslaved Prior to the defeat of the Empire, almost all Wookiees were enslaved by the Empire, and there was a substantial bounty for the capture of “free” Wookiees.
  • Language Wookiees cannot speak Basic, but they all understand it. Nearly always, they have a close friend who they travel with who can interpret for them… though a Wookiee’s intent is seldom misunderstood.
  • Honor Wookiees are honor-bound. They are fierce warriors with a great deal of pride and they can be rage-driven, cruel and unfair - but they have a code of honor. They do not betray their friends or desert them. They may break the “law”, but never their code. The Wookiee Code of Honor is as stringent as it is ancient. Atonement for a crime against Honor is nearly impossible - it is usually only achieved posthumously. But Wookiees falsely accused can be freed of their dishonor, and there are legends of dishonored Wookiees “coming back”. But those are legends…

Sources. Rulebook (pages 216-218), Alien Encounters (pages 169-170), The Star Wars Sourcebook (pages 84-85), The Thrawn Trilogy Sourcebook (pages 152-153), Heir to the Empire Sourcebook (pages 99-100), Ultimate Alien Anthology (pages 183-185)

Woostoid

Pip cost 0 pips · Size 1.6-1.8 meters tall · Move 7/11 · Homeworld Woostri

Dexterity 1D/3D · Knowledge 2D/5D · Mechanical 1D/4D · Perception 1D/3D · Strength 1D/2D+2 · Technical 2D+2/5D+1

Ceilings above a Human's 4D: Knowledge 5D, Technical 5D+1. Below it: Dexterity 3D, Perception 3D, Strength 2D+2. Floors above a Human's 2D: Technical 2D+2.

Special abilities.

  • Computer Programming Woostoids have an almost instinctual ability to operate and manage complex computer networks. Woostoids receive a +2D bonus whenever they use their computer programming/repair skill.

Story factors.

  • Logical minds The Woostoids are very logical creatures. When presented with situations that are seemingly beyond logic, they become extremely confused, and all die codes are reduced by -1D.

Sources. Alien Encounters (page 171), The Thrawn Trilogy Sourcebook (page 153), The Last Command Sourcebook (page 111), Ultimate Alien Anthology (pages 185-186), Alien Anthology (pages 113-114)

Wroonians

Pip cost 1 pip · Size 1.7 - 2.2 meters tall · Move 10 · Homeworld Wroona

Dexterity 2D/4D+2 · Knowledge 2D/4D · Mechanical 2D/4D+2 · Perception 2D/4D+2 · Strength 2D/3D+2 · Technical 2D/3D+2

Ceilings above a Human's 4D: Dexterity 4D+2, Mechanical 4D+2, Perception 4D+2. Below it: Strength 3D+2, Technical 3D+2.

Story factors.

  • Capricious Wroonians are rather spontaneous and carefree. They sometimes do things because they look like fun, or seem challenging. Wroonians are infamous for taking up dares or wagers based on their spontaneous actions.
  • Pursuit of Wealth Wroonians are always concerned with their personal wealth and belongings. The more portable wealth they own, the better. While they’re not overtly greedy, almost everything they do centers around acquiring wealth and the prestige that accompanies it.

Sources. Alien Encounters (page 107)

X

Xa Fel

Pip cost 1 pip · Size 1.5 - 1.8 meters tall · Move 7/10 · Homeworld Xa Fel

Dexterity 1D/3D · Knowledge 1D/3D · Mechanical 1D/4D+1 · Perception 2D/4D · Strength 1D/2D · Technical 1D/4D+1

Ceilings above a Human's 4D: Mechanical 4D+1, Technical 4D+1. Below it: Dexterity 3D, Knowledge 3D, Strength 2D.

Story factors.

  • Corporate Slaves The Xa Fel have been virtual slaves of Kuat Drive Yards for decades, subjugated by strict forced-labor contracts. They despise their corporate masters. Due to the depleted nature of their world, and the health problems resulting from the pollution of their environment, they are unable to fight back against the masters they so despise.

Sources. Alien Encounters (page 108), The Thrawn Trilogy Sourcebook (pages 146-147), The Last Command Sourcebook (page 107)

Y

Yrashu

Pip cost 0 pips · Size 2 meters tall · Move 10/12 (walking), 12/15 (jungle movement which involves swinging and climbing) · Homeworld Baskarn

Dexterity 3D/4D · Knowledge 2D/3D · Mechanical 1D/3D · Perception 2D/4D · Strength 4D/5D · Technical 1D/2D

Ceilings above a Human's 4D: Strength 5D. Below it: Knowledge 3D, Mechanical 3D, Technical 2D. Floors above a Human's 2D: Dexterity 3D, Strength 4D.

Special abilities.

  • Baskarn Survival This skill allows the Yrashu to survive almost anywhere on baskarn for an indefinite period and gives them a good chance of surviving in a jungle on almost any planet. Yrashu usually have this skill at 5D.
  • Yrashu Mace Yrashu are proficient in the use of a mace made from the roots of a certain species of tree that all Yrashu visit upon reaching adulthood. Most Yrashu have this skill at 4D. The weapons acts like an ordinary club (STR+1D).
  • Stealth All Yrashu receive +2D when sneaking in the jungle. They are almost impossible to spot when they don’t want to be seen. Naturally, this bonus only applies in a jungle and it would take a Yrashu several days to learn an alien jungle’s ways before the bonus could be applied.

Sources. Alien Encounters (page 175)

Ysanna Nomads

Pip cost 0 pips · Move 10/12

Dexterity 1D+2/4D · Knowledge 1D/4D · Mechanical 1D/4D · Perception 1D+2/4D · Strength 2D/4D+2 · Technical 1D/3D+1

Ceilings above a Human's 4D: Strength 4D+2. Below it: Technical 3D+1.

Special abilities.

  • Acute Senses Because of their acute senses, Ysanna nomads gain a permanent +2 pip bonus to all search skill rolls.
  • Desert Nomads Ysanna gain a +1D bonus to all survival skill rolls made when in a desert environment.
  • Force-Sensitive Many Ysanna are born with a natural sensitivity to the Force.

Story factors.

  • Jedi-Influenced Culture The Ysanna have preserved elements of Jedi beliefs in their culture.

Z

Zabrak

Pip cost 0 pips · Size 1.6 to 2.1 meters tall · Move 10/12

Dexterity 1D+1/4D+1 · Knowledge 1D+1/4D · Mechanical 1D+1/4D · Perception 1D+1/4D+1 · Strength 1D+1/4D+1 · Technical 1D+1/3D

Ceilings above a Human's 4D: Dexterity 4D+1, Perception 4D+1, Strength 4D+1. Below it: Technical 3D.

Special abilities.

  • Hardiness Zabrak characters gain a +1D bonus to Willpower and Stamina skill checks.
  • Description The Zabrak are an early spacefaring race distinguished by patterns of vestigial horns on their heads. Zabrak hail from many worlds and have been spacefarers for so long that they define themselves and each other according to their colony of origin. The harshness of Iridonia, their homeworld, forged in the Zabrak an iron will to survive. Driven to escape their world, they sought to obtain the knowledge of space flight. When Duros scouts began exploring the Mid Rim Territories, they encountered Zabrak in eight sovereign colonies in five different systems. Though subjugated under the harsh rule of the Empire, the Zabrak colonies eventually regained their independence. Zabrak possess a great amount of confidence, and they believe that there is nothing they can’t accomplish. While this innate attitude could lead to feelings of superiority, most Zabrak don’t look down on others. They believe in themselves and are proud and strong, but they rarely project any negativity toward those of other species.

ZeHethbra

Pip cost 0 pips · Size 1.6-1.8 meters tall · Move 9/12 · Homeworld ZeHeth

Dexterity 1D/4D · Knowledge 1D/4D · Mechanical 2D/4D+1 · Perception 1D+1/3D+1 · Strength 1D/4D · Technical 1D+2/3D+2

Ceilings above a Human's 4D: Mechanical 4D+1. Below it: Perception 3D+1, Technical 3D+2.

Special abilities.

  • Venom Spray ZeHethbra can project a stinging spray that can blind and stun those within a three-meter radius. All characters within the range must make a Difficult willpower roll or take 5D stun damage; if the result is wounded or worse, the character is overcome by the scents and collapses to the ground for one minute.

Sources. Alien Encounters (page 176), The Thrawn Trilogy Sourcebook (page 154), The Last Command Sourcebook (pages 112-113), Ultimate Alien Anthology (page 196)

Zelosians

Pip cost 2 pips · Size 1.5 - 2 meters tall · Move 8/10 · Homeworld Zelos II

Dexterity 2D/4D · Knowledge 2D/4D · Mechanical 2D/3D+2 · Perception 2D/4D · Strength 2D/3D+2 · Technical 2D/3D+2

Ceilings below a Human's 4D: Mechanical 3D+2, Strength 3D+2, Technical 3D+2.

Special abilities.

  • Photosynthesis Zelosians can derive nourishment exclusively from ultraviolet rays for up to one month.
  • Intoxication Zelosians are easily intoxicated when ingesting sugar. However, alcohol does not affect them.
  • Afraid of the Dark Zelosians in the dark must make a Difficult Perception or Moderate willpower roll. Failure results in a -1D penalty to all attributes and skills except Strength until the Zelosian is back in a well-lit environment.

Sources. Alien Encounters (page 109), Planets Collection (pages 248-249)


A species that is not on this list has not been written up for this campaign. Ask the game master before you write it on the card.

The Skill List

Vocational Assignment

THE EMPIRE TRAINS EVERY CITIZEN TO HIS FUNCTION. RETRAINING IS AVAILABLE ON APPLICATION.

Applications are reviewed in the order received, by someone who has never met you, on a world you will never visit. Nobody out here waits for that. Everything a character in this campaign can learn is below, sorted by the attribute that governs it.

There are 159 of them. 39 are marked Advanced, and the rest are open to anyone with the pips to spend.

What this is for. Building Your Character step 4 gives you three skills your template does not have. Pick them from here. Advancement spends Character Points on the same list afterwards.

How a skill is rolled. Every skill sits under one attribute and starts at that attribute's die code. Buy pips into the skill and the skill's number replaces the attribute's. You roll one or the other, never both. How D6 Works has the arithmetic. Each group below opens with a short note on what that attribute covers.

Specializations are not on this list. A specialization narrows a skill you already have: blaster (Heavy Blaster Pistol) rather than a separate entry. You build one out of a row below rather than finding it here. Building Your Character step 6 has the rule.

Rows marked Advanced are closed at character creation. None of your skill pips and none of your three bonus skills may go into one, unless your template printed a rule that opens it. Building Your Character has that principle. They are not closed forever, which is the point of marking them: an advanced skill wants a prerequisite skill first, then Character Points and training time in play. Advancement has the price, the prerequisite and how long the training takes. Read a marked row as somewhere to get to, not somewhere to start.


Dexterity

Dexterity is a measure of your character's eye-hand coordination and balance. Characters with a high Dexterity are good shots, can dodge blaster bolts, can walk balance beams with ease and even make good pick-pockets. Characters with a low Dexterity are clumsy.

Knowledge

Knowledge skills generally reflect how much a character knows about a given subject, whether it's aliens, languages or laws.

Knowledge is a measure of your character's "common sense" and academic knowledge. Characters with a high Knowledge have a good memory for details, and have learned a lot about different aliens and planets. They often have a flair for languages, and they know how to get things done in bureaucracies.

Knowledge is used whenever a player wants to find out how much his character knows about a certain field. The difficulty depends upon how obscure the information is and how much the character knows about the general subject.

Mechanical

Mechanical stands for "mechanical aptitude" and represents how well a character can pilot vehicles and starships and operate the various systems on board. It also reflects how well the character handles live mounts, like banthas and tauntauns. A character with a high Mechanical attribute is going to take naturally to driving landspeeders, flying cloud cars and piloting X-wings and ships like the Millennium Falcon. A character with a low Mechanical attribute has a lot of minor accidents.

Most Mechanical skills are used to drive vehicles or pilot starships. Most of the time, characters should be able to negotiate clear terrain (Very Easy or Easy) without too much trouble. It's when a driver goes too fast, tries risky maneuvers or gets involved in a chase that things get tricky.

Perception

Perception is the character's ability to notice things about his surroundings and other characters. Those with a high Perception are quick to spot concealed objects or people hiding behind a corner. They're also good at convincing other people to do favors for them, tricking or conning others, and bargaining to get a good price for goods or services. Characters with a low Perception get lost a lot.

Gamemasters often ask players to make search or Perception rolls to see how much their characters notice about their surroundings. The higher the roll, the more the character notices.

Strength

Strength represents a character's physical strength, endurance and health. Characters with a high Strength can lift heavy objects, push themselves for days without rest and are good at resisting disease and injury. A character with a low Strength gets winded very easily.

Technical

Technical stands for "technical aptitude" and represents a character's innate knowledge of how to take apart, repair and modify things. A character with a high Technical attribute can take apart a droid to repair a malfunction, fix a busted drive system on a landspeeder, and modify a blaster to have a longer range. Technical also reflects a character's knowledge of healing and medicine, his skill at setting explosives, and his ability to figure out electronic security systems. Characters with a low Technical have trouble changing a power pack on a blaster pistol.

AttributeSkillAdvanced
DexterityAcrobatics
DexterityArchaic Guns
DexterityAthletics - Dexterity
DexterityBlaster
DexterityBlaster Artillery
DexterityBowcaster
DexterityBows
DexterityBrawling Parry
DexterityDodge
DexterityFire Lance
DexterityFirearms
DexterityFlamethrower
DexterityFlight
DexterityFlux Disintegrator
DexterityGrenade
DexterityLightsaber
DexterityMelee Combat
DexterityMelee Parry
DexterityMissile Weapons
DexterityPick Pocket
DexterityPulse-Wave Weapons
DexterityRunning
DexterityTensor Weapons
DexterityThrown Weapons
DexterityVehicle Blasters
KnowledgeAlien Species
KnowledgeAnimal Training
KnowledgeBrainwashingAdvanced
KnowledgeBureaucracy
KnowledgeBusiness
KnowledgeCultures
KnowledgeForce DeterrenceAdvanced
KnowledgeIntimidation
KnowledgeLanguages
KnowledgeLaw Enforcement
KnowledgePlanetary Systems
KnowledgeProfession
KnowledgeScholar
KnowledgeStreetwise
KnowledgeSurvival
KnowledgeTactics
KnowledgeValue
KnowledgeWillpower
MechanicalArchaic Starship Piloting
MechanicalArchaic Vehicle Piloting
MechanicalAstrogation
MechanicalBeast Riding
MechanicalCapital Ship Gunnery
MechanicalCapital Ship Piloting
MechanicalCapital Ship Shields
MechanicalCommunications
MechanicalGround Vehicle Operation
MechanicalHover Vehicle Operation
MechanicalJet Pack Operation
MechanicalMachinery Operation
MechanicalPod Racer Operation
MechanicalPowersuit Operation
MechanicalRepulsorlift Operation
MechanicalRocket Pack Operation
MechanicalSensors
MechanicalSpace Transports
MechanicalStarfighter Piloting
MechanicalStarship Gunnery
MechanicalStarship Shields
MechanicalSwoop Operation
MechanicalWalker Operation
PerceptionAnimal Handling
PerceptionBargain
PerceptionBody Language
PerceptionCommand
PerceptionCon
PerceptionForgery
PerceptionGambling
PerceptionHide
PerceptionInvestigation
PerceptionKinetic Communication
PerceptionPersuasion
PerceptionSearch
PerceptionSneak
StrengthBrawling
StrengthClimbing/Jumping
StrengthGlide
StrengthLifting
StrengthStamina
StrengthSwimming
TechnicalArchaic Starship EngineeringAdvanced
TechnicalArchaic Starship Repair
TechnicalArchaic Vehicle EngineeringAdvanced
TechnicalArchaic Vehicle Repair
TechnicalArchaic Weapon EngineeringAdvanced
TechnicalArchaic Weapon Repair
TechnicalArmor EngineeringAdvanced
TechnicalArmor Repair
TechnicalBlaster Artillery EngineeringAdvanced
TechnicalBlaster Artillery Repair
TechnicalBlaster EngineeringAdvanced
TechnicalBlaster Repair
TechnicalBowcaster EngineeringAdvanced
TechnicalBowcaster Repair
TechnicalCapital Ship EngineeringAdvanced
TechnicalCapital Ship Repair
TechnicalCapital Ship Weapon EngineeringAdvanced
TechnicalCapital Ship Weapon Repair
TechnicalCommunications EngineeringAdvanced
TechnicalCommunications Repair
TechnicalComputer EngineeringAdvanced
TechnicalComputer Programming/Repair
TechnicalDemolitions
TechnicalDemolitions EngineeringAdvanced
TechnicalDroid EngineeringAdvanced
TechnicalDroid Programming
TechnicalDroid Repair
TechnicalFire Lance EngineeringAdvanced
TechnicalFire Lance Repair
TechnicalFirearms EngineeringAdvanced
TechnicalFirearms Repair
TechnicalFirst Aid
TechnicalFlamethrower EngineeringAdvanced
TechnicalFlamethrower Repair
TechnicalFlux Disintegrator EngineeringAdvanced
TechnicalFlux Disintegrator Repair
TechnicalGround Vehicle EngineeringAdvanced
TechnicalGround Vehicle Repair
TechnicalHover Vehicle EngineeringAdvanced
TechnicalHover Vehicle Repair
TechnicalJet Pack EngineeringAdvanced
TechnicalJet Pack Repair
TechnicalLightsaber EngineeringAdvanced
TechnicalLightsaber Repair
TechnicalMachinery EngineeringAdvanced
TechnicalMachinery Repair
TechnicalMedicineAdvanced
TechnicalMelee Weapon EngineeringAdvanced
TechnicalMelee Weapon Repair
TechnicalMusical Instrument EngineeringAdvanced
TechnicalMusical Instrument Repair
TechnicalPod Racer EngineeringAdvanced
TechnicalPod Racer Repair
TechnicalPulse-Wave Weapon EngineeringAdvanced
TechnicalPulse-Wave Weapon Repair
TechnicalRepulsorlift EngineeringAdvanced
TechnicalRepulsorlift Repair
TechnicalRocket Pack EngineeringAdvanced
TechnicalRocket Pack Repair
TechnicalSecurity
TechnicalSecurity EngineeringAdvanced
TechnicalSoftware EngineeringAdvanced
TechnicalSpace Transports EngineeringAdvanced
TechnicalSpace Transports Repair
TechnicalStarfighter EngineeringAdvanced
TechnicalStarfighter Repair
TechnicalStarship Weapon EngineeringAdvanced
TechnicalStarship Weapon Repair
TechnicalSwoop EngineeringAdvanced
TechnicalSwoop Repair
TechnicalTensor Weapon EngineeringAdvanced
TechnicalTensor Weapon Repair
TechnicalWalker EngineeringAdvanced
TechnicalWalker Repair

The Force Skills

Three skills sit under no attribute, and nobody starts with them at character creation. You cannot buy one with skill pips, and you cannot take one as one of your three free skills in Building Your Character step 4.

A Force skill is learned in play, from someone who already has it, at the game master's discretion. They are printed here so that you know what exists rather than so that you can pick one.

Skill
Alter
Control
Sense

If a skill you want is not on this list, it does not exist in this campaign. Ask the game master before you write it on the card.

Gear

Read your template's equipment line before you spend a credit.

Everything on it is already yours. You did not buy it, it does not come out of your money. The Former Hutt Bounty Hunter walks in wearing two and a half thousand credits of armour with a light repeating blaster over one shoulder. The Ship's Doctor is carrying ten medpacs and a scanner. The Outer Rim Explorer owns a survival pack and a scout ship.

The list on this page is what you add to that. Start from what you have, work out what is missing, and buy that.

Availability

Every entry carries an availability code. It is two answers in one cell. The number says how hard the thing is to find; the letters say who is permitted to sell it to you. An entry can carry a number, letters, or both, and a few carry neither.

How hard it is to find:

  • 1. Readily available throughout the known galaxy. Walk in, pay, walk out.
  • 2. Normally available only in large cities and space ports, or on the item's planet of origin.
  • 3. Specialized item, normally only available on item's planet of origin. You are making a trip, or you are asking someone who made one.
  • 4. Rare item, difficult to obtain anywhere. Finding one is the adventure.

Who may sell it to you:

  • F. Fee or permit often required for purchase. It reaches the civilian market by falling off the back of something.
  • R. Restricted item on most planets and normally may not be sold without a license. Legal to own with the right permit, and the permit is the hard part.
  • X. Illegal on most planets. Possession and use generally violates Imperial or local law, and penalties are often severe. Buying one is a scene rather than a transaction: a name, a meeting, a price that moves while you are standing there, and someone who now knows a thing about you.

Several entries carry more than one letter, because the answer changes with the world you are standing on. "2, R or X" means licensed on Corellia, permitted with paperwork on a garrison world, and worth a cell on an Imperial one.

Blasters

ItemModelCostPower PackAmmoFire RateRangeDamageSkillAvailabilityNotes
Basic Hold-Out BlasterMerr-Sonn Munitions Q2 Hold-Out Blaster27525613-4/8/123DBlaster: Hold-Out Blaster2, R or X
Basic Sporting BlasterDrearian Defense Conglomerate Defender350255013-10/30/603D+1Blaster: Sporting Blaster1, F
Basic Blaster PistolBlasTech DL-18 Blaster Pistol5002510013-10/30/1204DBlaster: Blaster Pistol1, F, R or X
Basic Heavy Blaster PistolBlasTech DL-44 Heavy Blaster Pistol750252513-7/25/505DBlaster: Heavy Blaster Pistol1, F, R or X
Basic Blaster CarbineSoroSuub QuickSnap 36T9002510013-25/50/2505DBlaster: Blaster Carbine2, F, R or XAt long range, increase difficulty by +5.
Basic Sporting Blaster Rifle
Drearian Defense Conglomerate "Light Sport" HunterDrearian Defense Conglomerate "Light Sport" Hunter
9002510013-40/120/3504D+1Blaster: Blaster Rifle1, F
One round of aiming through the retractable stock and scope…One round of aiming through the retractable stock and scope gives an additional +1D to Blaster.
Basic Blaster RifleSoroSuub Stormtrooper One Blaster Rifle1,0002510013-30/100/3005DBlaster: Blaster Rifle2, X
One round of aiming through the retractable stock and scope…One round of aiming through the retractable stock and scope gives an additional +1D to Blaster.
Light Repeating BlasterBlasTech T-212,0002525-3-50/120/3006DBlaster: Repeating Blaster2, X
Runs off power packs, or off a generator for unlimited…Runs off power packs, or off a generator for unlimited firepower.

Melee Weapons

ItemModelCostDamageMaximumDifficultySkillAvailabilityNotes
Club15STR+1DVery EasyMelee Combat: club1
Standard Vibro DaggerGeneric vibro dagger25STR+1D6DEasyMelee Combat: vibro dagger2
Talon Vibro DaggerLaser Hone Talon Vibro dagger50STR+2D6DEasyMelee Combat: vibro dagger2, RWhisper quiet.
Vibro BladeStandard vibro blade250STR+3D6DModerateMelee Combat: vibro blade2, F
Stun BatonMerr-Sonn Stun Baton300STR+2D+2 (charge on); STR+1D (charge off)EasyMelee Combat: stun batonRPower pack lasts three hours.
Vibro-axStandard vibro-ax500STR+3D+17DModerateMelee Combat: vibro-ax2, R

Armour

ItemModelCostPhysicalEnergyCoversDexterity PenaltySkillAvailabilityNotes
Blast VestTypical Blast Vest300+1D+1torsoNone1
Good against grenade shrapnel and other physical attacks;…Good against grenade shrapnel and other physical attacks; little protection from blaster bolts.
Blast HelmetTypical Blast Helmet300+1D+1headNone1
Good against fragments and shrapnel; almost useless against…Good against fragments and shrapnel; almost useless against blaster bolts.
Combat JumpsuitA/KT Tuff1 Combat Jumpsuit500+1D+2None2
Combines with blast vests and other armour, or goes under…Combines with blast vests and other armour, or goes under street clothes.
Bounty Hunter ArmorCorellian PowerSuit2,500+2D+1D
None with Powersuit Operation; -1D on the same-cost…None with Powersuit Operation; -1D on the same-cost variants that need no skill
Powersuit Operation2, R
Usually modified by its owner: fitted weapons, helmet…Usually modified by its owner: fitted weapons, helmet sensors, survival storage, environment shielding.

Medical

ItemModelCostSkillAvailabilityNotes
Spray Plasto-Cast351
Bacta Geltab501
Medpac1001
One use. A Moderate first aid roll treats a Wounded…One use. A Moderate first aid roll treats a Wounded character; on a failure the medpac is spent.
Trauma Kit2001, F
FastFlesh Medpac5002
Med Diagnostic ScannerSynthetic Medtech Corporation MDS-5075First Aid1
An Easy first aid roll gives a readout of overall…An Easy first aid roll gives a readout of overall condition; a Moderate first aid roll scans for a specific ailment. It identifies abnormalities and suggests causes, and does not recommend treatment.

Comms & Sensors

ItemModelCostRangeDifficultySkillAvailabilityNotes
Personal Comlink2550 kilometersCommunications1
Military Comlink5050 kilometersCommunications2, R
Headset ComlinkVarge Copr. Hands-Free Comlink100Communications1
Voice-activated. Left on, it broadcasts any sound above…Voice-activated. Left on, it broadcasts any sound above background level.
ComsetBBC OmniNode Communications Set300EasyCommunications: comset2
200-kilometer surface range, surface-to-orbit in harsh…200-kilometer surface range, surface-to-orbit in harsh weather.
Macrobinoculars100100 meters to 1 kilometerSensors1
+3D to search and other Perception rolls beyond 100 meters.…+3D to search and other Perception rolls beyond 100 meters. Fitted to a blaster with the right software, +3D to medium- and long-range shots from a steady sniper position.
Infra-GogglesDrolan Plasteel Infra-goggles3002
Reduces darkness attack modifiers by 2D. Intense light…Reduces darkness attack modifiers by 2D. Intense light shined straight at them forces a Difficult willpower roll or blindness for 1D rounds.

Survival & Utility

ItemModelCostRangeAvailabilityNotes
Glow Rod1050 meters1
SyntheropeSureGrip Climbing Syntherope52
20 meters, supports 500 kilograms. +1D to climbing, +2D if…20 meters, supports 500 kilograms. +1D to climbing, +2D if treated with FrictionGrip.
Breath MaskVargeCorp Easy Breathing Breath Mask501One hour of breathable air.
Survival PackChedak Survival Kit7502
Two week's rations, three medpacs, a glow rod, two thermal…Two week's rations, three medpacs, a glow rod, two thermal flares, a single-person di-chrome shelter, a breath mask, six meters of syntherope, a knife, and a portable fusion power generator. Mission-issue packs may add a vibropick, fusion cutter, pocket computer, recording rod, portable field scanner, macrobinoculars, explosive charge, exposure suit and moisture vaporator.

Tech & Security

ItemModelCostSkillAvailabilityNotes
DatapadStandard Datapad25-100Computer Programming/Repair1
Code CylinderStandard Code Cylinder500Computer Programming/Repair2
Reads computer data through a droid's comp link and opens…Reads computer data through a droid's comp link and opens restricted facilities. Programming one at a properly equipped computer is a Moderate computer programming/repair roll; without one it is Very Difficult.
Code SlicerDuwani Mechanical Products UniSlice2,000Security3
+1D to security when bypassing or breaking through security…+1D to security when bypassing or breaking through security measures.
Starship Tool KitSoroSuub Journeyman Tool Box2001+1D to any starship-related repair roll.
Binder CuffsLoris Merr-Sonn Binder Cuffs501Strength of 5D to hold individuals.
MagnacuffsLoris Syndicated Securities MCI-100752, FStrength of 6D+2 to hold individuals.

Grenades

ItemModelCostSold AsRangeBlast RadiusDamageSkillAvailabilityNotes
Impact GrenadeBNO Impact Grenade150box of three3-7/20/400-2/4/6/105D/4D/3D/2DGrenade: impact grenade2Explodes only on impact.
Merr-Sonn Stun Grenade4500-8/16/250-2/4/6/86D/5D/3D/2D stunGrenade2, R or X
Rechargeable; standard stun grenades are one-shot.Rechargeable; standard stun grenades are one-shot.
Gloop Grenades275each3-7/3/600-1/6D, 3/5D, 5/4D (blast radius and damage)Grenade2R or X
Area denial. Sprays an aerosol that hardens into glue on…Area denial. Sprays an aerosol that hardens into glue on contact with air; anything caught in it must make an Strength check to break free.

The Gloop Grenades row is written unlike everything else on this page, and all three oddities are deliberate. Its Blast Radius column is empty because the entry carries one figure for blast radius and damage together, which is why they sit fused in the Damage cell: 6D from 0 to 1 metre out, 5D at 3 metres, 4D at 5. Its thrown range runs 3-7/3/60, medium band lower than short; throw it short or long, and let the game master call the middle band. Its availability is written "2R or X" without the comma, and means the "2, R or X" the legend at the top of this page describes.

The Equipment Catalog

Commercial Availability Notice

LICENSED GOODS ARE PLENTIFUL. UNLICENSED GOODS ARE ACCOUNTED FOR. THE HONEST BUYER HAS NOTHING TO DECLARE.

Gear is the opinionated subset: a short list of things worth buying, with a reason attached to each. Every one of those items is also in this catalog, alongside everything else Sparks prices. This page is not advice, it is a price list, and it is here so that when somebody at the table asks what a thing costs, there is an answer.

There are 565 of them, in 11 families.

Availability codes work exactly as they do in Gear. The number says how hard the part is to find; the letters say who is permitted to sell it to you.

The Stats column carries each family's own numbers, printed the way the source prints them. A weapon shows damage and range; armour shows what it stops and what it costs you in Dexterity. An item with no numbers of its own shows none.

The Notes column carries the special rules in full, which is why some rows are tall. Nothing has been shortened. If a row is long, that is how much rule the thing carries.


Blasters

Blaster pistols, rifles, other ranged weapons, and the sights, packs and grips that hang off them.

Melee Weapons

Vibroblades, staves, stunners and everything else that needs you to be within arm's reach.

Thrown Weapons

Missile Weapons

Armour

Vests, jumpsuits, combat plate, powered suits, environment suits and vacuum suits.

Medical

Medpacs and scanners, containment and stabilizing gear, drugs, boosters and cybernetics.

Comms & Sensors

Comlinks, beacons, jammers, scanners, macrobinoculars, tracking devices and anti-surveillance gear.

Conveyances

Survival & Utility

Rations, shelters, breathing gear, rope and climbing kit, containers, disguises and the general run of things a crew carries.

Tech & Security

Computers and datacards, slicing and counter-slicing gear, locks, restraints, tools and droid equipment.

Grenades

Grenades and placed explosives.

FamilyItemCostAvailabilitySkillStatsNotes
BlastersAR-3 Assault rifle
2250 credits, 40 credits per spare clip (unloaded), 300 for…2250 credits, 40 credits per spare clip (unloaded), 300 for a box of 50 rounds
Damage 5d+1 base. Add 1d for a three round burst (which…Damage 5d+1 base. Add 1d for a three round burst (which adds 5 to the target number to hit); Range 5-80/150/250; Ammo 30 or 36 round clips; Rate of Fire 6 single shots, 4 bursts or full auto
This assault rifle is a well known one, used by the Spec…This assault rifle is a well known one, used by the Spec force infiltrator, Qualen Pennik. It supports both a scope and a recoil suppression stock, and has an integrated silencer and flash suppressor. Game Stats
BlastersBasic Blaster Carbine900 (power packs: 25)2, F, R or XBlaster: Blaster Carbine
Damage 5D; Range 3-25/50/250; Ammo 100; Rate of Fire 1Damage 5D; Range 3-25/50/250; Ammo 100; Rate of Fire 1
Model: SoroSuub QuickSnap 36T. These weapons are shorter…Model: SoroSuub QuickSnap 36T. These weapons are shorter and less accurate than blaster rifles, the weapons they are based upon. However, they are rugged and reliable and malfunctions are very rare. These weapons are less advanced than blaster rifles, and older models can often be found at greatly discounted prices. At long range, increase difficulty by +5 Source: Page 231, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersBasic Blaster Pistol500 (power packs: 25)1, F, R or XBlaster: Blaster Pistol
Damage 4D; Range 3-10/30/120; Ammo 100; Rate of Fire 1Damage 4D; Range 3-10/30/120; Ammo 100; Rate of Fire 1
Model: BlasTech DL-18 Blaster Pistol. This is the most…Model: BlasTech DL-18 Blaster Pistol. This is the most common weapon in the galaxy. It is popular with urban police forces, traders, and anyone else who needs to pack respectable firepower in a compact package. Ownership of these weapons is restricted in many systems. None Source: Page 229-231, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersBasic Blaster Rifle1,000 (power packs: 25)2, XBlaster: Blaster Rifle
Damage 5D; Range 3-30/100/300; Ammo 100; Rate of Fire 1Damage 5D; Range 3-30/100/300; Ammo 100; Rate of Fire 1
Model: SoroSuub Stormtrooper One Blaster Rifle. Among the…Model: SoroSuub Stormtrooper One Blaster Rifle. Among the most popular personal weapons in the galaxy, blaster rifles are in common use throughout the Imperial forces. They have retractable stock and sight. In most systems, ownership is restricted to military organizations. Imperial stormtroopers favor blaster rifles. If the retractable stock and scope are used for one round of aiming, the character receives an additional +1D to Blaster. Source: Page 231, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersBasic Heavy Blaster Pistol750 (power packs: 25)1, F, R or XBlaster: Heavy Blaster Pistol
Damage 5D; Range 3-7/25/50; Ammo 25; Rate of Fire 1Damage 5D; Range 3-7/25/50; Ammo 25; Rate of Fire 1
Model: BlasTech DL-44 Heavy Blaster Pistol. A heavy blaster…Model: BlasTech DL-44 Heavy Blaster Pistol. A heavy blaster pistol is a compromise: it gives the user a lot more firepower, but with very limited range - this is accomplished by draining a lot of energy from the power pack, at the expense of ammo. A heavy blaster pistol is crammed into a standard pistol frame, making it easy to disguise if necessary. These weapons are illegal or heavily restricted in many systems. None Source: Page 231, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersBasic Hold-Out Blaster275 (power packs: 25)2, R or XBlaster: Hold-Out Blaster
Damage 3D; Range 3-4/8/12; Ammo 6; Rate of Fire 1Damage 3D; Range 3-4/8/12; Ammo 6; Rate of Fire 1
Model: Merr-Sonn Munitions Q2 Hold-Out Blaster. Small…Model: Merr-Sonn Munitions Q2 Hold-Out Blaster. Small enough to be hidden in the hand of a human, hold-out blasters are common in urban areas with strict weapon controls and among undercover agents. Hold-out blasters require custom designed power packs and only hold enough blaster gas for a few shots. They are illegal or closely regulated in most systems. Many systems, however, look on them as a "self-defense" alternative to the more powerful types of personal weapons and available. None Source: Page 229, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersBasic Sporting Blaster350 (power packs: 25)1, FBlaster: Sporting Blaster
Damage 3D+1; Range 3-10/30/60; Ammo 50; Rate of Fire 1Damage 3D+1; Range 3-10/30/60; Ammo 50; Rate of Fire 1
Model: Drearian Defense Conglomerate Defender. A small,…Model: Drearian Defense Conglomerate Defender. A small, short blaster, often used for small-game hunting or personal defense. Sometimes used for dueling. This is the smallest weapon to use standard power packs. None Source: Page 229, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersBasic Sporting Blaster Rifle900 (power packs: 25)1, FBlaster: Blaster Rifle
Damage 4D+1; Range 3-40/120/350; Ammo 100; Rate of Fire 1Damage 4D+1; Range 3-40/120/350; Ammo 100; Rate of Fire 1
Model: Drearian Defense Conglomerate "Light Sport" Hunter.…Model: Drearian Defense Conglomerate "Light Sport" Hunter. Built in an attempt to circumbent standard restrictions on the blaster rifle, the "sport rifle" is merely a smaller version of its more lethal cousin. It was introduced early in the days of the Empire by groups that worried over the new centralization of power. In general, it is just as restricted in use as the blaster rifle. If the retractable stock and scope are used for one round of aiming, the character receives an additional +1D to Blaster. Source: Page 231, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersBlaster Gas Canister1,2502, R or F
Model: Standard Blaster Gas Dispenser. vending port…Model: Standard Blaster Gas Dispenser. vending port automatically fills power pack in 10 rounds. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 67).
BlastersBlaster Power Pack251Damage Per weapon
Model: Standard Blaster Power Pack. May be used for any…Model: Standard Blaster Power Pack. May be used for any blaster in its class: blaster pistol packs fit most blaster pistols, blaster rifle packs fit most blaster rifles, etc. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 67).
BlastersBlaster Repair Kit5002Blaster repair
Model: BlasTech Blaster Repair Kit. Each repair kit…Model: BlasTech Blaster Repair Kit. Each repair kit contains the following: pulse adaptor module tester, collimator beam focuser, prismatic crystal aligner, static pulse adaptor modules, energy converter valve (Heter-Valve), multiple gas valve nozzles, power pack recharger, universal power pack, power pack cables, spare gas container, spare trigger cable and variable pressure adjustor. Source: Galladinium’s Fantastic Technology (page 79).
BlastersBlaster Target Board4502
Model: Capris Technologies Blaster Target Board. Blaster…Model: Capris Technologies Blaster Target Board. Blaster must be set for stun and have a standard sighting coupling (50 credits) mounted on the end of the barrel. While this device offers no immediate benefit, gamemasters may choose to allow characters who take target practice regularly to advance their blaster skill at a reduced skill point cost. Source: Galladinium’s Fantastic Technology (page 79).
BlastersE-Web Repeating Blaster5,0002, XBlaster: Repeating Blaster
Damage 8D; Range 3-75/200/500; Ammo Power Generator Only;…Damage 8D; Range 3-75/200/500; Ammo Power Generator Only; Rate of Fire -
Model: BlasTech E-Web Repeating Blaster. The E-Web is at…Model: BlasTech E-Web Repeating Blaster. The E-Web is at the limit of "portable" blaster weapon technology - troops can carry it, but they certainly can't fire it without tripod mounting. It is normally allotted as an infantry support weapon, and the crew is expected to keep the weapon moving with the troops for backup when needed. None Source: Page 231-233, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersElectronic Blaster Sighting System5002, RBlaster
Model: SoroSuub True-Site System. Projected hologram…Model: SoroSuub True-Site System. Projected hologram crosshairs add +1D to blaster for site. Source: Gundark’s Fantastic Technology (page 88).
BlastersExplosive Slugs
50 (micronite for 10 slugs), 25 (phospha for 10 casings)…50 (micronite for 10 slugs), 25 (phospha for 10 casings) (unverified)
2, F or R (micronite), 1 (phospha)Demolitions
Damage +1D to slug’s damage against hard armorDamage +1D to slug’s damage against hard armor
Model: Alliance Manufacture Explosive Slugs. The slugs work…Model: Alliance Manufacture Explosive Slugs. The slugs work on any hard armor, including stormtrooper armor, adding +1D to the basic damage of the weapon. Soft armor (armor that adds less than a full die of protection) and ordinary tissue do not detonate the slugs, and they do normal damage. Source: Rules of Engagement - The Rebel SpecForce Handbook (pages 67-68).
BlastersLight Repeating Blaster2,000 (power packs: 25)2, XBlaster: Repeating Blaster
Damage 6D; Range 3-50/120/300; Ammo 25; Rate of Fire -Damage 6D; Range 3-50/120/300; Ammo 25; Rate of Fire -
Model: BlasTech T-21. Longer and more powerful than blaster…Model: BlasTech T-21. Longer and more powerful than blaster rifles, these weapons are for large-scale actions, often supplementing ground squads and providing cover for artillery gunners while their weapons are being set up. These weapons are normally about one to one-and-a-half meters long, and can be run off power packs or attached to generators for unlimted firepower. They are normally available only to the military. None Source: Page 231, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
BlastersMerr-Sonn Silencer1,2002, RBlaster repair: modification
Model: Merr-Sonn NonSonic Silencer. Absorbs the sound of a…Model: Merr-Sonn NonSonic Silencer. Absorbs the sound of a firearm, preventing the need for a Perception check when fired. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 62).
BlastersMorellian EnforcerNFS. 6000+ on the black market
Damage 6d+1; Range 1-25/75/150; Ammo 4; Rate of Fire 4.…Damage 6d+1; Range 1-25/75/150; Ammo 4; Rate of Fire 4. Each additional shot increases the difficulty to hit by one category
The Morellian weapons Conglomerate (MWC) produced this .48…The Morellian weapons Conglomerate (MWC) produced this .48 caliber pistol in limited quantities for use by the Morellian Enforcers (a merc group). The weapon, though archaic by many standards, does an incredible amount of damage, though only trained users can handle its recoil.
BlastersPortable Clip Recharger7504, F or R
Model: BlasTech Ramtek. Recharges a standard power pack in…Model: BlasTech Ramtek. Recharges a standard power pack in 2 minutes; can charge 30 clips before it needs recharging from a power generator (which takes three hours). Source: Galladinium’s Fantastic Technology (page 79).
BlastersQuickdraw HolsterVaries2Blaster
Quickdraw holsters can add anything from +1 to +2D or more…Quickdraw holsters can add anything from +1 to +2D or more to the character's blaster skill when he attempts to quickdraw. Source: Han Solo and the Corporate Sector Sourcebook (pages 121-122).
BlastersSighting Macroscope7502Sensors
Model: Merr-Sonn Targeter Ranging Scope. Adds +3D to…Model: Merr-Sonn Targeter Ranging Scope. Adds +3D to medium- and long-range shots from blaster and slugthrowing rifles and carbines. Requires a Moderate sensors roll to sight-in a target. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 41).
BlastersSlugs25-100 per clipHighly variable; 1, 2 or 3Damage Per weapon
Model: Various manufactures. Source: Rules of Engagement -…Model: Various manufactures. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 67).
BlastersTargeting Computer5,000 (system), 3,000 (upgrade)2, R
Model: NeuroSaav 3K40 Targeting System. Targeting computer…Model: NeuroSaav 3K40 Targeting System. Targeting computer can handle up to five artillery weapons of any scale at once, assigning separate targets for each weapon or linking the fire to utterly annihilate the target. This system has a bonus of 1D to any gunner’s skill. An upgrade is available that can raise this to 2D. Source: Hideouts & Strongholds (page 12).
BlastersTurbolaser Blaster Gas Canister1,0002, R or X
Model: Imperial Munitions Type II Blaster Gas Canister.…Model: Imperial Munitions Type II Blaster Gas Canister. Blaster gas canisters come in a variety of shapes and sizes; the Nebulon-B requires Imperial Munitions Type II blaster gas canisters - or compatible knock-offs by SoroSuub or TaggeCo. Each canister can provide enough blaster gas for 20 capital-scale or 40 starfighter scale turbolaser blasts. Source: The Far Orbit Project (page 20).
BlastersUltrasonic Sighting System8002Blaster
Model: Novaless Soni-Optics Target Imager. Device adds…Model: Novaless Soni-Optics Target Imager. Device adds +1D+2 to blaster when firer takes one round to aim (this is in addition to the normal aiming bonus). Maximum effective range is 50 meters. Source: Galladinium’s Fantastic Technology (pages 79-80).
Melee WeaponsClub151Melee combat: clubDamage STR+1D; Difficulty Very EasySource: The Star Wars Source book (page 100).
Melee WeaponsDuelist Vibro rapier3002, RMelee combat
Damage STR+3D (maximum: 7D); Difficulty ModerateDamage STR+3D (maximum: 7D); Difficulty Moderate
Model: Laser Hone Duelist Vibro rapier. Source: Gundark’s…Model: Laser Hone Duelist Vibro rapier. Source: Gundark’s Fantastic Technology (page 14), Pirates & Privateers (page 42), Arms and Equipment Guide (page 30).
Melee WeaponsGarroteNot available for sale1Melee combat: garrote
Damage STR+1D; Difficulty Moderate (from behind)Damage STR+1D; Difficulty Moderate (from behind)
Model: Alliance-issue Garrote. Target may attempt a…Model: Alliance-issue Garrote. Target may attempt a brawling parry to resist with a +10 difficulty modifier. Source: Rules of Engagement - The Rebel SpecForce Handbook (pages 44-45), Arms and Equipment Guide (page 28).
Melee WeaponsJengardin Double-Bladed Vibroblade
6,000, 25 (power cells), 75 (front left-side holster sheath…6,000, 25 (power cells), 75 (front left-side holster sheath with waist and shoulder straps)
4, F, R or XMelee combat: vibro blade
Damage STR+4D+1 (Maximum 8D); Difficulty DifficultDamage STR+4D+1 (Maximum 8D); Difficulty Difficult
Model: Yalandross Power Masters Jengardin Millenial Warrior…Model: Yalandross Power Masters Jengardin Millenial Warrior Double-Bladed Vibro blade. This is a two-handed weapon and requires the user’s full concentration. Any attempt to use this weapon single-handedley increases the difficulty by two levels. Any attempt to do anything other than attack (melee combat) or defend (melee parry) with the weapon increases the difficulty of all actions by two levels (in addition to the onehanded penalty). If any attack roll while using the weapon missed by 10 or more points, the user inflicts damage on him or herself. Source: Galladinium’s Fantastic Technologies (page 69.
Melee WeaponsLightsaberUnavailable for Sale4,XLightsaberDamage 5D; Difficulty Difficult
"This was the formal weapon of a Jedi Knight. Not as clumsy…"This was the formal weapon of a Jedi Knight. Not as clumsy or random as a blaster. More skill than simple sight was required for its use. An elegant weapon. It was a symbol as well. Anyone can use a blaster or a fusioncutter - but to use a lightsaber well was a mark of someone cut above the ordinary." ―Obi-Wan Kenobi Designed as much for elegance in combat as for ceremony, the lightsaber was a distinctive weapon, the very image of which was inextricably bound with the mythos of the Jedi and the Sith. It is a blade of pure energy emitted from a hilt most often crafted by the wielder to match their own needs, preferences, and style. Because of the unique balance of the saber, with all its weight in the hilt, and a strong gyroscopic effect it is very difficult for the untrained to wield. In the hands of an expert in tune with the Force, such as the Jedi or their fallen brethren, the Sith, the lightsaber is a weapon to be greatly respected, even feared. To wield a lightsaber is to demonstrate incredible skill and confidence, as well as masterful dexterity and attunement to the Force. Through the millennia of their use, the lightsaber became synonymous with the Jedi and their values to uphold peace and justice throughout the galaxy. This perception has endured despite the many early conflicts with Sith and Dark Jedi who also wielded what the general populace often called laser swords. The construction of a lightsaber is one of the important tasks that is completed before or during the Jedi Trials. This is not a simple task and like the wielding of a lightsaber, Lightsaber Construction can also be quite difficult. If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent's parry total), the character has injured himself with the lightsaber blade. Apply normal damage to the character wielding the lightsaber. Source: Page 228, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
Melee WeaponsPowered melee weapons
Most weapons falling under the "Powered" heading are Vibro…Most weapons falling under the "Powered" heading are Vibro weapons. They use a small power pack to make the blade (or tip etc) vibrate at a massive rate in a small dimension (usually a few microns) thereby increasing their damaging power.
Melee WeaponsRyyk Blade250-5003, RDamage STR+2D (maximum: 7D); Difficulty Easy
Model: Ryyk Blade. Ryyk blades are the traditional hand…Model: Ryyk Blade. Ryyk blades are the traditional hand weapons of Wookiees. Source: Arms and Equipment Guide (page 29).
Melee WeaponsStaff151Melee combat: staffDamage STR+1D; Difficulty Very EasySource: The Star Wars Source book (page 100).
Melee WeaponsStandard vibro dagger25 credits2Melee combat, vibro daggerDamage STR+1d (6d Max); Difficulty EasyModel: Generic vibro dagger.
Melee WeaponsStun Baton300RMelee combat: stun baton
Damage STR+2D+2 (includes charge; STR+1D if stun charge is…Damage STR+2D+2 (includes charge; STR+1D if stun charge is not on); Difficulty Easy
Model: Merr-Sonn Stun Baton. Power pack lasts for three…Model: Merr-Sonn Stun Baton. Power pack lasts for three hours. Source: Gundark’s Fantastic Technology (pages 11-12), Han Solo and the Corporate Sector Sourcebook (page 116), Pirates & Privateers (page 43), Arms and Equipment Guide (page 31).
Melee WeaponsTalon Vibro dagger502, RMelee combat: vibro daggerDamage STR+2D (maximum: 6D); Difficulty Easy
Model: Laser Hone Talon Vibro dagger. Source: Gundark’s…Model: Laser Hone Talon Vibro dagger. Source: Gundark’s Fantastic Technology (pages 13-14), Pirates & Privateers (page 42), Rules of Engagement - The Rebel SpecForce Handbook (page 60 The main difference between this and standard vibro daggers is that the Talon is whisper quiet..
Melee WeaponsVibro blade2502, FMelee combat: vibro blade
Damage STR+3D (maximum: 6D); Difficulty ModerateDamage STR+3D (maximum: 6D); Difficulty Moderate
Model: Standard vibro blade. Source: Rulebook (page 228).Model: Standard vibro blade. Source: Rulebook (page 228).
Melee WeaponsVibro-ax5002, RMelee combat: vibro-ax
Damage STR+3D+1 (maximum: 7D); Difficulty ModerateDamage STR+3D+1 (maximum: 7D); Difficulty Moderate
Model: Standard vibro-ax. Source: Rulebook (page 228).Model: Standard vibro-ax. Source: Rulebook (page 228).
Melee WeaponsWhip1001Melee combat: whipDamage STR+1; Difficulty Moderate
Model: Sancretti Arms Whip. Whip can’t do more than one…Model: Sancretti Arms Whip. Whip can’t do more than one wound level per strike. Any type of armor negates the whip’s damage. A whip has a maximum range of 4 meters. It may be used to trip and opponent, and the user gets a +1D attack bonus to disarm a target. Source: Arms and Equipment Guide (page 29).
Thrown WeaponsBow2001, FThrown weapons: bowSource: Adventure Journal 2 (page 203).
Thrown WeaponsChestrashi Void Spear5,0004, f, R or XThrown weapons: spear
Model: Charendohl Exports, Limited Chestrashi Void Spear.…Model: Charendohl Exports, Limited Chestrashi Void Spear. Following a successful strike in which the victim is stunned or worse, the victim must make a Difficult stamina roll once every five minutes to resist the effect of the biological assault. If the stamina roll fails, the user must resist a 6D damage roll (the effect of the biological weapon). The biological weapon is counteracted by exposure to high electromagnetic fields or the injection of small amounts of radioactive trace elements into the bloodstream. Source: Galladinium’s Fantastic Technology (page 86).
Thrown WeaponsCurva BladeNot available for sale3, RThrown weapons: Curva blade
Circular blade that may be thrown in combat. Source:…Circular blade that may be thrown in combat. Source: Adventure Journal 2 (page 79).
Thrown WeaponsRepulsor Rodian Throwing-Razor3,000 (pair)4, F, R or XThrown weapons: Rodian throwing-razor
Model: Rheshalva Interstellar Armaments Repulsor…Model: Rheshalva Interstellar Armaments Repulsor Throwing-Razor. After initial attack, victim must make a Difficult stamina roll for three minutes to avoid 3D additional damage due to excessive blood loss. Weapon automatically hovers back to owner. Source: Galladinium’s Fantastic Technology (page 89).
Thrown WeaponsSpinblade10 each3, RThrown weapons: spinblade
Model: Vrakolian Spinblade. Skilled throwers can make a…Model: Vrakolian Spinblade. Skilled throwers can make a spinblade curve in flight, allowing them to hit targets under cover. This can only be done at medium or long range. Up to two spinblades may be cast at once form each hand, but they must be thrown at the same target. Source: Tapani Sector Instant Adventures (page 22).
Thrown WeaponsTarpoonNot available for sale3Thrown weapons: tarpoon
Model: Whiphid Tarpoon. If the attack total beats the…Model: Whiphid Tarpoon. If the attack total beats the difficulty or target’s dodge roll by five or more points, the tarpon becomes lodged into the victim, which can be then dragged with an opposed Strength roll. Tarpoon has 20 meters of syntherope. Source: Shadows of the Empire Planets Guide (page 87).
Thrown WeaponsThrowing Knife35-501Thrown weapons: knife
Model: Standard throwing knife. May be used as a normal…Model: Standard throwing knife. May be used as a normal knife in melee combat. Source: Rulebook (page 228), Tales of the Jedi Companion (page 126).
Thrown WeaponsZenji NeedleNot available for sale4Thrown weapons: zenji needle
Model: Custom-made Mistryl Zenji Needle. Source: Gundark’s…Model: Custom-made Mistryl Zenji Needle. Source: Gundark’s Fantastic Technology (page 15).
Missile WeaponsThe Magna caster
2000 credits, at a 3F availability. Quarrel packs cost 150…2000 credits, at a 3F availability. Quarrel packs cost 150 credits
The Magna caster is a magnetically acceleration crossbow.…The Magna caster is a magnetically acceleration crossbow. It is very sensitive to shock, so does have a history of breaking when misused or tossled about, but due to the use of powerful magnets to accelerate a crossbow bolt, is a very silent and lethal weapon in the right hands. The caster has 3 damage ranges, short, medium and long. At short range, it can do as much damage as a light repeating blaster.
Missile WeaponsWrist Vac Launchers700/ 30 credits per blade pack replacement.
Prized for its silent precision and dependability, a pair…Prized for its silent precision and dependability, a pair of wrist vac blades will cause even the most hardened criminals to think twice before messing with their owners. Each wrist band supports two vacuum sealed containment slots, each of which holds a trio of 3 centimeter diamiter circular allow metal blades. By pressing a release-stud, the trio of sharp blades spin off in the desired direction. A Separate contol stud can modify the width of the discharge pattern.
Armour“Nullifier” Energy Diffusion ArmorXX (Unique?)Physical Special; Energy Special
ArmourA-5 Enirosuit10002
Physical +2 (1 Head); Energy +1 (0 head); Dex Penalty -1DPhysical +2 (1 Head); Energy +1 (0 head); Dex Penalty -1D
ArmourA3AA Personal Defense Module85004, X
Physical +2D Special; Energy +1D Special; Dex Penalty -1DPhysical +2D Special; Energy +1D Special; Dex Penalty -1D
ArmourAll-Temperature Cloak1001
ArmourARC Trooper ArmorX4, XPhysical +1D; Energy +1D
ArmourArelik ArmorX4, XPhysical +2D; Energy +1D; Dex Penalty -1D
ArmourArmored Flight Suit40002Physical +2; Energy +2
ArmourArmored Vacuum Suit40002, RPhysical +1D; Energy +1D
ArmourAT-AT Operator ArmorXXPhysical +1D; Energy +1D; Dex Penalty -2
ArmourAV-1A (Assault)50,0004, XPowersuit OperationPhysical +2D+2; Energy +2D+2; Dex Penalty -2D
Model: GTU AV-1A Power Suit. The AV-1 power armor fills the…Model: GTU AV-1A Power Suit. The AV-1 power armor fills the need for portable, sturdy armor. The most expensive and powerful suit GTU makes, it is among the most sophisticated suits available. It can handle operation for 12 hours without replenishment of resources and takes 15 minutes to put on. +2D+2 vs. Physical, +2D+2 vs. Energy, -2D to all Dexterity attribute and skill checks Bio-Readout: Informs wearer of his/her physical condition Infrared Imaging Module: Ranged up to 200 meters, allows vision based on heat Integrated Medpac System: Has First Aid at 4D Macrobinoculars: Standard rules as for macrobinoculars Multi-Channel Comm Unit: Includes comlink encoder, ranged up to 50 kilometers, and external amplifier Power Lamp: 100 meter range Repulsorlift Engine: Move of 20, flight ceiling of 100 meters. Maneuver rolls are madewith the Powersuit Operation skill Rocket Ejection System: Ejects occupant if suit suffers heavy damage on a roll of 1-2 on 1D Starlight Imaging: Magnifies available light for excellent low-light vision (no penalties for darkness except in absolute darkness, but sudden flashes of light can cause 4D stun damage if the user does not make a Moderate (15) Dexterity roll to close his or her eyes in time) Strength Enhancement: +3D to Strength and related skills, but any failed Strength or related roll strips the servos, causing a full malfunction of the suit for 1D rounds; also roll 1D; if the result is 1-2, then the wearer suffers 4D stun damage from arcing electricity Sureseal Patches (x5): Automatically patches suit leaks WITS: Allows the wearer to link three weapons into the suit's battle computer, getting +2D+2 to hit for each weapon Source: Page 81, Galladinium's Fantastic Technology: Guns and Gear for Any Occasion.
ArmourAV-1C (Combat)12,0004,XPowersuit OperationPhysical +2D; Energy +2D; Dex Penalty -1D
Model: GTU AV-1C Power Suit. The AV-1 power armor fills the…Model: GTU AV-1C Power Suit. The AV-1 power armor fills the need for portable, sturdy armor. An armored battle suit with a comprehensive weapon integration and targeting system (WITS). It can operate for 24 hours without replenishing supplies and takes 10 minutes to put on. +2D vs. Physical, +2D vs. Energy, -1D to all Dexterity attribute and skill checks Bio-Readout: Informs wearer of his/her physical condition Infrared Imaging Module: Ranged up to 200 meters, allows vision based on heat Macrobinoculars: Standard rules as for macrobinoculars Multi-Channel Comm Unit: Includes comlink encoder, ranged up to 50 kilometers, and external amplifier Power Lamp: 100 meter range Repulsorlift Engine: Move of 20, flight ceiling of 100 meters. Maneuver rolls are madewith the Powersuit Operation skill Starlight Imaging: Magnifies available light for excellent low-light vision (no penalties for darkness except in absolute darkness, but sudden flashes of light can cause 4D stun damage if the user does not make a Moderate (15) Perception roll to close his or her eyes in time) Strength Enhancement: +2D to Strength and related skills, but any failed Strength or related roll strips the servos, causing a full malfunction of the suit for 1D rounds; also roll 1D; if the result is 1-2, then the wearer suffers 4D stun damage from arcing electricity Sureseal Patches (x5): Automatically patches suit leaks WITS: Allows the wearer to link three weapons into the suit's battle computer, getting +1D to hit for each weapon Source: Page 81, Galladinium's Fantastic Technology: Guns and Gear for Any Occasion.
ArmourAV-1S (Scout)7,5003, FPowersuit OperationPhysical +1D+1; Energy +1D; Dex Penalty -1D
Model: GTU AV-1S Armor. The AV-1 power armor fills the need…Model: GTU AV-1S Armor. The AV-1 power armor fills the need for portable, sturdy armor. AV-1S scout power armor is a battle suit with servo enhancement and a built-in repulsorlift engine. The unit can operate for up to 36 hours before replenishing supplies. It takes five minutes to put on the suit. +1D+1 vs. Physical, +1D vs. Energy, -1D to all Dexterity attribute and skill checks Bio-Readout: Informs wearer of his/her physical condition Environment Scanner: Scans air for breathability, toxins, and detects harmful radiation Infrared Imaging Module: Ranged up to 200 meters, allows vision based on heat Macrobinoculars: Standard rules as for macrobinoculars Multi-Channel Comm Unit: Includes comlink encoder, ranged up to 50 kilometers, and external amplifier Power Lamp: 100 meter range Repulsorlift Engine: Move of 20, flight ceiling of 100 meters. Maneuver rolls are madewith the Powersuit Operation skill Starlight Imaging: Magnifies available light for excellent low-light vision (no penalties for darkness except in absolute darkness, but sudden flashes of light can cause 4D stun damage if the user does not make a Moderate (15) Perception roll to close his or her eyes in time) Strength Enhancement: +1D to Strength and related skills, including melee and unarmed combat damage Sureseal Patches (x5): Automatically patches suit leaks Source: Pages 80-81, Galladinium's Fantastic Technology: Guns and Gear for Any Occasion.
ArmourBarabel Microbe Armor300004Physical (varies)
ArmourBlast Helmet3001Physical +1D; Energy +1
ArmourBlast Helmets3001None
Model: Typical Blast Helmet. Common among the forces of the…Model: Typical Blast Helmet. Common among the forces of the Rebel Alliance, blast helmets provide troops with valuable protection from fragments and shrapnel, although they are almost useless against blaster bolts. +1D vs. Physical, +1 vs. Energy (head) Source: Page 234, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
ArmourBlast Vest3001NonePhysical +1D; Energy +1
Model: Typical Blast Vest. Like blast helmets, vests are…Model: Typical Blast Vest. Like blast helmets, vests are usefull against physical attacks, such as grenade shrapnel and bullets, but they provide little protection from blaster bolts. +1D vs. Physical, +1 vs. Energy (torso) Source: Page 234, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
ArmourBlast-Dampening Armor60002Physical +1; Energy +1D+1
ArmourBody Glove7003
ArmourBounty Hunter Armor2,5002, RPowersuit OperationPhysical +2D; Energy +1D; Dex Penalty -1D / 0
Model: Corellian PowerSuit. A number of bounty hunters…Model: Corellian PowerSuit. A number of bounty hunters utilize a variety of personal armors for protection during the course of their duties. A favored set of armor is the Corellian PowerSuit, which not only provides protection, but enhances the user's Strength in personal combat. These battlesuits are often greatly modified by their owner. Typical modifications include the permanent addition of weapons, advanced sensors in helmets, emergency survival equipment storage belts, harsh environment shielding and a number of other items. These suits are restricted in many systems, and may be illegal to purchase or possess. +2D vs. Physical, +1D vs. Energy Source: Page 234, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
ArmourBulk Exploratory Armor3Physical +1D; Energy +1D; Dex Penalty -1D
ArmourCamo Armor15002Physical +1D; Energy +2
ArmourCamouflage FatigueNot Listed3
ArmourCamouflage Poncho2501
ArmourCastaan Staad Armor7503Physical +1D; Energy +1D
ArmourCharon Battle ArmorX4
Physical Special; Energy Special; Dex Penalty SpecialPhysical Special; Energy Special; Dex Penalty Special
ArmourClone SCUBA Trooper ArmorX3, XPhysical +1D; Energy +1D
ArmourClone Trooper Armor, Mark IX3, XPhysical +2D; Energy +1D; Dex Penalty -1D
ArmourClone Trooper Armor, Mark IIX3, XPhysical +2D; Energy +1D
ArmourCombat Jumpsuit5002NonePhysical +1D; Energy +2
Model: A/KT Tuff1 Combat Jumpsuit. The combat jumpsuit is a…Model: A/KT Tuff1 Combat Jumpsuit. The combat jumpsuit is a one piece outfit that can be tailored to fit most individuals. While not as good as full-fledged armor, it provides modest protection with a minimum of weight. It can be combined with blast vests and other armor types or concealed beneath "street clothes." The jumpsuit is durable, with padding around the torso, elbows and knees. Though tight-fitting, the material breathes well and dries quickly. A number of hooks, rings and other attachments are placed around the suit to hold tools and weapons. When reinforced with gloves, boots, and a standard blast helmet, the suit provides excellent protection from minor abrasions. +1D vs. Physical, +2 vs. Energy Source: Page 80, Galladinium's Fantastic Technology: Guns and Gear for Any Occasion.
ArmourCommander’s ArmorX (Yuuzhan Vong)4, XPhysical +2D+1; Energy +2D+1; Dex Penalty -2
ArmourCompForce Trooper ArmorX4, XPhysical +1D; Energy +2
ArmourConcussion Helmet375 (Tales of the Jedi Era)1None
Model: Core World Arms CT3. +2 vs. Physical (head) Source:…Model: Core World Arms CT3. +2 vs. Physical (head) Source: Page 124, Tales of the Jedi Companion.
ArmourConcussion Vest500 (Tales of the Jedi Era)1None
Model: Core World Arms CV14-B. +1D vs. Physical (torso)…Model: Core World Arms CV14-B. +1D vs. Physical (torso) Source: Page 124, Tales of the Jedi Companion.
ArmourCorellian 611 Combat Armor50003, F
Physical +2D; Energy +1D; Dex Penalty (+10Swimming Pen)Physical +2D; Energy +1D; Dex Penalty (+10Swimming Pen)
ArmourCorellian HuntSuit29003, RPhysical +2D; Energy +1D; Dex Penalty -1D
ArmourCorellian Powersuit100002, RPhysical +1D+2; Energy +1D; Dex Penalty -1D
ArmourCorondexx Blast Vest3000, (25 power cells)2Physical +1D; Energy +2
ArmourCoruscant Guard ArmorXXPhysical +2D; Energy +1D; Dex Penalty -1D
ArmourCoynite Battle Armor1503Physical +2D; Energy +2D; Dex Penalty -1D
ArmourCresh Luck Armor5002Physical +2D; Energy +1D
ArmourCT3 Concussion Helmet3751Physical +2
ArmourCV14-B Concussion Vest5001Physical +1D
ArmourDampener Aerosol6003, F or RMissile Weapons
Model: Zemphyr Defenders, Incorporated Passive Defender…Model: Zemphyr Defenders, Incorporated Passive Defender PD-0943. For those who don't want to wear bulky armor but want that added bit of protection, there is the Passive Defender PD-0943. The PD-0943 is a hand-held, easy to operate device that sprays a gas mixture of courenth and ves, which disperses blaster bolts on contact. The result is concentrated personal protection that's dependable in an emergency. The PD Canister is a cylinder 10 centimeters long by 4 centimeters in diameter; it has three charges. Each charge produces a visible cloud that covers a one meter cubic area. Any blaster bolt entering the cloud loses -1D of damage. Additional charges in the same area have no additional benefit. Source: Page 80, Galladinium's Fantastic Technology: Guns and Gear for Any Occasion.
ArmourDark Combat Jumpsuit16500 & 1 Force Point4, XPhysical +1D+2; Energy +1D+2
ArmourDark Heavy Battle Armor37,000 & 2 Force Point4, XPhysical +3D; Energy +3D
ArmourDark Padded Battle Armor12,000 & 1 Force Point4, XPhysical +2D; Energy +2D
ArmourDead ArmorX (Yuuzhan Vong)4, XPhysical -1; Energy -1; Dex Penalty -2
ArmourDragon ArmorX4, XPhysical +3D; Energy +2D; Dex Penalty -2D
ArmourDura-Armor8,000 (Tales of the Jedi Era)3 (Tales of the Jedi Era)None
Physical +2D; Energy +2D; Dex Penalty -2D Dex / -2D PerPhysical +2D; Energy +2D; Dex Penalty -2D Dex / -2D Per
Model: Core World Arms Dura-Armor. +2D vs. Physical, +2D…Model: Core World Arms Dura-Armor. +2D vs. Physical, +2D vs. Energy, -2D to all Dexterity attribute and skill checks and Perception attribute and skill checks Source: Page 124, Tales of the Jedi Companion.
ArmourElectromesh Armor120004Physical +1D; Energy +1D+2; Dex Penalty -1
ArmourEspo Armor200 / 200 vest / helmetXPhysical +1D; Energy +1; Dex Penalty -1D
ArmourEspo Riot ArmorXX
Physical +2D / +1D+2; Energy +1D / +2; Dex Penalty -2Physical +2D / +1D+2; Energy +1D / +2; Dex Penalty -2
ArmourEVA Vacuum Pod15,00????Physical 4D body; Energy 4D body
ArmourExpergium Leather armorUnknown?None
Model: Unkown. It provides full body, legs and arm…Model: Unkown. It provides full body, legs and arm protection, but does nothing for the head. +1D+1 vs. Physical, +1D vs. Energy, -1 to all Dexterity attribute and skill checks and Perception attribute and skill checks Source: Sparks Event.
ArmourFenelar Armor550004, XPhysical +2D; Energy +1D; Dex Penalty -1D
ArmourFlex-Armor2,000 (Tales of the Jedi Era)3NonePhysical +1D; Energy +1D; Dex Penalty -1D
Model: Drolan Plasteel TYI Flex-Armor. Flex-Armor can be…Model: Drolan Plasteel TYI Flex-Armor. Flex-Armor can be reinforced with steel wire or mesh, thereby increasing its protection to +2D against physical strikes. Defense against energy attacks, however, is forfeited in the process. This alteration requires a Moderate (15) Armor Repair roll and one day of time. +1D vs. Physical, +1D vs. Energy, -1D to all Dexterity attribute and skill checks Possible Modification: Source: Page 124, Tales of the Jedi Companion.
ArmourFlight Suit2501
ArmourFlitter Vacuum Suit15002Physical +2
ArmourGalax Systems Powersuit
ArmourGladiator ArmorX4, XPhysical +2D; Energy +1D
ArmourGlistawebX (Yuuzhan Vong)4, XPhysical +1; Energy +1D+1; Dex Penalty -1
ArmourGoroth Planetary Police ArmorX3, XPhysical +2D; Energy +1D+1; Dex Penalty -1D
ArmourHeavy Radiation Powersuit30002Physical +2D; Energy +2D; Dex Penalty -1D
ArmourHutt Battle ArmorX4, XPhysical +3D+2; Energy +2D+1; Dex Penalty -2D
ArmourImperial Dungeoneer ArmorX / X (Light / Heavy)XPhysical +1D / +3D; Energy +1D / +2D
ArmourImperial Field ArmorXXPhysical +1D; Energy +1D
ArmourImperial Gunner ArmorXXPhysical +1D; Energy +2
ArmourImperial Pilot Flight SuitX3, XPhysical +2; Energy +2
ArmourImperial Sentinel ArmorXXPhysical +2D; Energy +1D; Dex Penalty -1D
ArmourImperial Sovereign Protector ArmorXXPhysical +3D; Energy +2D
ArmourIotran Braceman Armor80008000Physical +2D; Energy +1D; Dex Penalty -1D
ArmourJedi Battle Armor60004, X
Physical +2D; Energy +2D; Dex Penalty -1D+1 , -2 MovePhysical +2D; Energy +2D; Dex Penalty -1D+1 , -2 Move
ArmourJuggernaut ArmorX4,XPhysical +3D; Energy +3D; Dex Penalty -3D
ArmourKatarn ArmorX4, XPhysical +2D; Energy +2D
ArmourKoromondain Half-Vest2501Physical +1D+2; Energy +2
ArmourKrail 210 Personal Armor(26000 Moded???)4, XPhysical +3D; Energy +2D; Dex Penalty -1D
ArmourLeather Jerkin300+(150 Custom)1Physical +1
ArmourLeviathan ArmorX4,X
Physical +3D; Energy +3D; Dex Penalty -1D (-2D)Physical +3D; Energy +3D; Dex Penalty -1D (-2D)
ArmourLifeLine Space Suit22002, FDex Penalty -2D
ArmourLight Scout Armor7002Physical +1; Energy +1
ArmourLightweight ArmorNot Listed2Physical +1; Energy +1
ArmourLink Armor500 / 1050 (+1 week)1None
Physical +1D / +1D+2; Energy +2 / +1D; Dex Penalty -1D / -2DPhysical +1D / +1D+2; Energy +2 / +1D; Dex Penalty -1D / -2D
Model: ProTech SupraLink. Characters may opt to create…Model: ProTech SupraLink. Characters may opt to create twin-layer link armor by weaving two suits (one slightly larger than the other) together. The modification changes the armor's statistics to the following: The alteration requires a Difficult (20) Armor Repair roll, 550 credits, and one week of work. +1D vs. Physical, +2 vs. Energy, -1D to all Dexterity attribute and skill checks Possible Modification: +1D+2 vs. Physical, +1D vs. Energy, -2D to all Dexterity attribute and skill checks Source: Page 124, Tales of the Jedi Companion.
ArmourM’uhk’gfa Battle Plate8000 (2000 Special)3Physical +3D; Energy +1D; Dex Penalty -1D+2
ArmourMalgon ArmorX4, XPhysical +2D; Energy +2D; Dex Penalty -2D
ArmourMassassi Chest ShieldX4, XPhysical 1D+1; Energy 1D+1; Dex Penalty -1
ArmourMerr-Sonn Armored Spacesuit100002, XPhysical +1D; Energy +2D; Dex Penalty -1D
ArmourMorseerian Enviromental Suit15003
ArmourNemesis ArmorX4, XPhysical +3D; Energy +2D; Dex Penalty -2D
ArmourNova-Tech Powersuit10002Physical +3D; Energy +2D
ArmourOoglith CloakerX4, X
ArmourOrbalisk ArmorX4
Physical Special; Energy Special; Dex Penalty SpecialPhysical Special; Energy Special; Dex Penalty Special
ArmourPadded Flight Suit8001Physical +1
ArmourPolarizing Field Insulator Suit30002
Physical +1 (8D ion); Energy +1 (8D ion); Dex Penalty -2DPhysical +1 (8D ion); Energy +1 (8D ion); Dex Penalty -2D
ArmourPrimitive Armor1502Physical +1
ArmourRadtrooper ArmorXXPhysical +3D; Energy +1D; Dex Penalty -1D
ArmourRaptor Commando ArmorXXPhysical +1D; Energy +1D
ArmourReflect Body Glove40003, XEnergy +1D (special)
ArmourRock Boots50-2002Physical .
ArmourRodian Protector ArmorX3, XPhysical +2D; Energy +1D; Dex Penalty -1D
ArmourRoyal Guard ArmorX3, XPhysical +2D; Energy +1D; Dex Penalty -1D
ArmourSandtrooper ArmorX3, XPhysical +1D; Energy +1D; Dex Penalty -1D
ArmourScout ArmorNot Listed3Physical +2; Energy +2
ArmourScout Trooper ArmorX3, XPhysical +2; Energy +2
ArmourSeaScape Diving Suit4001 / 2
Physical +2; Energy +2; Dex Penalty Penalty On LandPhysical +2; Energy +2; Dex Penalty Penalty On Land
ArmourSeatrooper ArmorX3, XPhysical +1D; Energy +1D
ArmourServo-Lifter
ArmourShadowsuit6003
ArmourShipsuit2001
ArmourShockball Uniform1Physical +2
ArmourSkakoan Pressure Suit1000 / 4500 / 110004
Physical +1D / +1D+2 / 2D+1; Energy +1 / +1D / +1D+1; Dex…Physical +1D / +1D+2 / 2D+1; Energy +1 / +1D / +1D+1; Dex Penalty 0 / -1 / -1D
ArmourSmasher Armor12503Physical 0; Energy 0; Dex Penalty 0
ArmourSnowtrooper ArmorX3, XPhysical +1D; Energy +1D; Dex Penalty -1D
ArmourSonic Dampening Helmet6002Physical Special; Energy Special
ArmourSpace Suit????Physical +1D; Energy +1D; Dex Penalty -1D
ArmourSpacetrooper ArmorX3, XPhysical +4D; Energy +3D; Dex Penalty -1D
ArmourStalker Armor80003, RPhysical +2D; Energy +2D; Dex Penalty -2D
ArmourStorm Commando ArmorX3, XPhysical +1D; Energy +1D
ArmourStormtrooper ArmorNot Available for Sale3, XNonePhysical +2D; Energy +1D; Dex Penalty -1D
Model: Standard Stormtrooper Armor. Stormtroopers are the…Model: Standard Stormtrooper Armor. Stormtroopers are the elite shock troops of the Empire, and their stark white protective armor is unmistakable. The armor is an 18-piece cocoon which surrounds the soldier. Ownership of stormtrooper armor by non-stormtroopers is a serious offense in all Empire systems - and inherently dangerous in non-Empire systems. +2D vs. Physical, +1D vs. Energy, -1D to all Dexterity attribute and skill checks Climate Controlled Body Glove: Allows operation in moderately warm or cold climates Multi-Frequency Targeting and Acquisition System (MFTAS): +2D to Perception checks in low-visibility situations, +2D to ranged weapon skill uses against targets that move more than 10 meters per round Source: Page 234, Star Wars Roleplaying Game, Second Edition, Revised and Expanded.
ArmourSubaltern’s ArmorX (Yuuzhan Vong)4, XPhysical +1D+2; Energy +1D+2; Dex Penalty -1D
ArmourSubcommander’s ArmorX (Yuuzhan Vong)4, XPhysical +2D; Energy +2D; Dex Penalty -1D
ArmourSunder 9X4, XPhysical +3D; Energy +2D; Dex Penalty -1D+2
ArmourSupreme Commander’s ArmorX (Yuuzhan Vong)4, XPhysical +2D+2; Energy +2D+2; Dex Penalty -2
ArmourSwamp Trooper ArmorX3, XPhysical +1D; Energy +1D; Dex Penalty -1D
ArmourTech Vacuum Suit10001
ArmourTelgorn Corp. Mark II Powersuit300002, F
Physical 4D Bodyl; Energy 4D Body; Dex Penalty 1D ManuverPhysical 4D Bodyl; Energy 4D Body; Dex Penalty 1D Manuver
ArmourTelgorn Corp. Mark III Powersuit300002, F
Physical 5D Body; Energy 5D Body; Dex Penalty 1D ManuverPhysical 5D Body; Energy 5D Body; Dex Penalty 1D Manuver
ArmourTelgorn Corp. Mark IV Powersuit300002, F
Physical 6D Body; Energy 6D Body; Dex Penalty 1D ManuverPhysical 6D Body; Energy 6D Body; Dex Penalty 1D Manuver
ArmourTelgorn Corp. Mark V Powersuit300002, F
Physical 4D Body; Energy 4D Body; Dex Penalty 1D ManuverPhysical 4D Body; Energy 4D Body; Dex Penalty 1D Manuver
ArmourTelgorn Corp. Mark VI Powersuit300002, F
Physical 6D Body; Energy 6D Body; Dex Penalty 1D ManuverPhysical 6D Body; Energy 6D Body; Dex Penalty 1D Manuver
ArmourThermoguard Jumpsuit25003Dex Penalty -1
ArmourThinsuit9002Physical +1
ArmourTracker Utility Vest3002Physical +1
ArmourTwi’lek Antistun Suit10003Energy (+1D vs Stun)
ArmourUbese Raider Armor10003Physical +2D; Energy +1D
ArmourUmbaran Shadowcloak50004
ArmourVacuum OoglithX4, X
ArmourVacuum Suit11001
ArmourVagabond Suit25003Physical +2D
ArmourVersatex Survival Suit900, (150 Plates), (5 Dye)2
ArmourWarmaster’s ArmorX (Yuuzhan Vong)4, XPhysical +3D; Energy +3D; Dex Penalty -2
ArmourWarrior’s ArmorX (Yuuzhan Vong)4, XPhysical +1D+1; Energy +1D+1; Dex Penalty -1D
ArmourWrokix Works Armored Spacesuit85002
Physical +2D; Energy +1D; Dex Penalty -1D / (+1D 0G)Physical +2D; Energy +1D; Dex Penalty -1D / (+1D 0G)
MedicalAbyssin Grafting Patch5,0003First aid or medicineType Regenerative grafting patch
Model: Kirgalis Pharmaceutical Exports Abyssin Grafting…Model: Kirgalis Pharmaceutical Exports Abyssin Grafting Patch. A Difficult first aid or Easy medicine roll is required for normal application. As with bacta tanks, the patient will heal if allowed to rest, but the healing time depends upon the severity of injury. Source: Galladinium’s Fantastic Technology (page 85).
MedicalAndris White Spice500 per dose3, RType Sense-enhancing drug
Model: High-Grade White Sevari Spice. High-quality andris…Model: High-Grade White Sevari Spice. High-quality andris can be ingested directly, dissolved under the tongue, or taken with food. A dose increases Perception scores by +1D for one hour. Due to the increased sensitivity, damage done to the character while under the influence of the spice is increased by +1D. Source: Shadows of the Empire Planets Guide (page 40), Adventure Journal 2.
MedicalAnti-Shock Blanket2502First aidType Emergency blanket
Model: Fabreth Medical Biochemicals Shock Cloth. When…Model: Fabreth Medical Biochemicals Shock Cloth. When attached to a medical scanner, computer, or datapad (not included), a shock cloth can prevent shock by administering medication to different parts of a patient’s body while simultaneously stabilizing his temperature. This results in a +2D bonus to any first aid or (A) medicine skill rolls made to stabilize a wounded, dying, or incapacitated character. A first aid roll is required for normal application (use medpac rules, but reduce difficulties by one level). The blanket’s medicines must be replenished after one use (normally costs about 20-40 credits). Source: Galladinium’s Fantastic Technology (page 38).
MedicalBacta Geltab50 (for pack of six)1DexterityType Medpac treatment enhancer
Model: Genetech G-5 Geltab. By applying a bacta geltab to a…Model: Genetech G-5 Geltab. By applying a bacta geltab to a wound, and making a Very Easy Dexterity roll, the user gains a +1D bonus on the following first aid roll using a medpac on the treated wound. Source: Lord of the Expanse - Sector Guide (page 45).
MedicalBacta Tank30002
MedicalBacta Tray2,2002First aidType Mobile medical stabilization unit
Model: Genetech BT-16 Bacta Tray. Activating a bacta tray…Model: Genetech BT-16 Bacta Tray. Activating a bacta tray requires an Easy first aid roll. If successful, the patient’s mortally wounded status remains unchanged until a time as the patient can undergo full bacta treatment. Source: Lord of the Expanse - Sector Guide (page 45).
MedicalBioscan13,0003, F
Computer programming/repair (set up); first aid or medicine…Computer programming/repair (set up); first aid or medicine to use
Type Bioscan sensor array and analysis unit
Model: Athakam/RMSA Bioscan Unit. Requires an Easy to…Model: Athakam/RMSA Bioscan Unit. Requires an Easy to Difficult computer programming/repair roll to set up (depending on situation). If properly set up, adds +2D to first aid, medicine or Technical. Maximum range of three meters. Source: Gundark’s Fantastic Technology (page 101), Shadows of the Empire Sourcebook (page 110).
MedicalCardio-Muscular Package800 credits per pip
Type Increases Strength attribute/skills; Cyber Points 2Type Increases Strength attribute/skills; Cyber Points 2
Model: Neuro-Saav Corporation Cardio-Muscular Package.…Model: Neuro-Saav Corporation Cardio-Muscular Package. Operation takes one week. Recipient must spend another week recovering and adjusting to new implants. Doctor must make three Difficult medicine rolls over the week of the operation for successful implantation. If any of the rolls fail whenever the character makes a Difficult or Very Difficult Strength or associated roll, the character must make a second Difficult Strength roll. If this second roll fails, the character muscles contract and the character falls prone for 2D minutes. Source: Cracken’s Rebel Field Guide (page 35).
MedicalCarsunum Black Spice1,000 per dose4, XType Physical-enhancing drug.
Model: Black Sevari Spice. Carsunum users become more…Model: Black Sevari Spice. Carsunum users become more intelligent, faster, stronger, and generally more able. Users also experience a mild euphoria and increased confidence. This benefit has a dark side: after the effect wears off, users become listless, sometimes poisoned, and occasionally overdose fatally. Carsunum increases all abilities and skills by +1D for 1D hours. At the end of the effect, the user takes 1D damage for each hour under the influence (the carsunum bonus cannot be applied). Force skills and bonuses from Force Points are decreased by -1D per dose for the appropriate period. Source: Shadows of the Empire Planets Guide (page 40), Adventure Journal 2.
MedicalContainment Booth25002, F
MedicalContainment Box5002
MedicalCustomized Medical Backpack6002First aidType Advanced medical kit
Model: Chiwab Amalgamated Pharmaceuticals Company ECM-598.…Model: Chiwab Amalgamated Pharmaceuticals Company ECM-598. Treat all components as requiring an Easy first aid roll unless otherwise noted. Each kit contains the following items: -Hand-Held Diagnostic Scanner: Easy first aid or Moderate sensors roll. Provides readout of patient’s vital signs, specifics on injury and recommended procedures. -Medicines: Anesthetics, blood pressure, respiration and pulse regulation compounds, as well as other essential medicines (for a number of common species). -Emergency Procedures Database: Easy computer programming/repair roll. Based on initial scanner findings, this emergency database provides the user with a quick reference collection of treatment procedures. -Filtration Mask: Supplies sufficient oxygen flow; may also be connected to one of several atmospheric compound bottles for non-oxygen breathers. -Heat Closure Packs: Pressurized sealant bandages with medicines which, when exposed to air, cauterize and sterilize a wound up to 10 centimeters in diameter. -Laser Scalpel: Difficult first aid roll. Precision cutting tool. -Medicine Dispenser: Moderate first aid roll. Can be loaded with a variety of medicines. -Portable Repulsor-Stretcher: Collapsible one-person operation anti-grav stretcher capable of supporting up to 150 kilograms. -Pressure Cuffs: Circular metal sleeves of varying diameter (5-30 centimeters) which inflate pressurized chambers around wound area. -Sterile Heating Cloth: Covers an area up to 1.6 meters x 0.75 meters with a sterilized, heat insulated covering. -2 Universal Plasma Fluid Sacks: Require Moderate first aid roll. Intravenous feed provides universal plasma stabilization serums. Source: Galladinium’s Fantastic Technology (pages 38-39), Rules of Engagement - The Rebel SpecForce Handbook (page 39).
MedicalCybernetic Nexus Ring5,0004, RType Cyborg power interface
Model: Menendahl Cybertronic Nexus Ring. If the user stores…Model: Menendahl Cybertronic Nexus Ring. If the user stores one hour’s worth of energy, the prosthetic in question gets a +1D Strength or Dexterity bonus for 10 minutes. No more than 15 minutes’ worth of energy (use time; 1 1/2 hour charge time) can be stored by the ring. However, if a complication is rolled while the “charged” prosthetic is in use, the cyborg suffers 4D stun damage due to excessive energy feedback. If user employs the nexus ring more than once per week, have the user make a Moderate willpower roll for each additional use. If the roll fails, the cyborg has developed a psychological need for the boosted energy - if the user doesn’t boost at least once a day, the character’s Strength is considered reduced by -1D. While boosted, however, the character uses their full Strength and gets the +1D bonus for using the ring. Source: Galladinium’s Fantastic Technology (pages 34-35).
MedicalCyborg Construct
80,000 for unit, 70,000 for surgery, 400 cheaper if without…80,000 for unit, 70,000 for surgery, 400 cheaper if without cyborg/droid interface
Type Basic cyborg construct; Cyber Points 3
Model: BioTech Borg Construct AJ^6. Increases computer…Model: BioTech Borg Construct AJ^6. Increases computer programming/repair by 2D. Increases any Knowledge or Technical skill by 1D. Construct can store up to 8D worth of additional information. Cyborg can read the data in his data banks at any time. Source: Cracken’s Rebel Field Guide (page 31).
MedicalCyduct Chemical Booster1,2503, F, R or XFirst aidType Interdermal injection system
Model: Seselin Medicinal Electronics Cyduct E-23 Booster.…Model: Seselin Medicinal Electronics Cyduct E-23 Booster. An Easy first aid roll is required for first time set up. A variety of different chemical compounds are available from physicians by prescription. The booster holds up to 10 doses. Serum Cost/Dose Duration Comments: DiMatolin 100 1 hour Negates Dexterity penalties in high gravity environments (up to 1.4 standard gravities) Elisinandrox 250 10 hours +1D+1 to Strength or stamina to resist radiation sickness Gresholl-polyforim 150 3 hours Negates Strength penalties in high-gravity environments (up to 2 standard gravities) Haladreshin 200 8 hours +1D to Perception and related skills; effective as neurological stimulant Requilisant 200 6 hours Negates Dexterity related penalties in low and zero gravity environments Source: Galladinium’s Fantastic Technology (pages 43-44).
MedicalEmotion Suppressant7503Type Emotion suppression system
Model: Consolidated Learning Systems Model ES23. Device…Model: Consolidated Learning Systems Model ES23. Device uses micro-powered cells. Each pair must be worn a minimum of 24-30 hours to allow for proper calibration to the wearer’s life function rhythms. Device adds +2D bonus to any willpower rolls to resist emotional impulses. Note that this device could conceivably be used to help resist torture (although it has no effect on resisting Force abilities). Source: Galladinium’s Fantastic Technology (pages 36-37).
MedicalEnzymer?1First Aid
Type Bio-Identification unit and counter agent producerType Bio-Identification unit and counter agent producer
Model: BioTech Mark 16 Enzymer. An enzymer is a device that…Model: BioTech Mark 16 Enzymer. An enzymer is a device that grows and identifies biological residues and produces a counter agent to known bacteria and viruses. The enzymer can only produce counter agents to diseases and certain parasites. Source: Adventure Journal 14 (page 59).
MedicalFastFlesh Medpac5002First aidType Advanced medpac
Model: VioTech FastFlash Medpac. Use the following…Model: VioTech FastFlash Medpac. Use the following difficulties for FastFlesh medpacs: Wounded 5 Incapacitated 10 Mortally Wounded 15 Can only be used once per day on a patient. Can be used in conjunction with regular medpacs. If used more than once per day, the character suffers a mortally wound in addition to the wounds he or she may already have incurred; this is usually fatal. Source: Cracken’s Rebel Field Guide (page 15), Rules of Engagement - The Rebel SpecForce Handbook (pages 39- 40).
MedicalGlitterstim Spice6,000-10,000 per dose4, XType Telepathic booster drug
Model: Kessel Glitterstim Spice. Glitterstim is sealed into…Model: Kessel Glitterstim Spice. Glitterstim is sealed into slim black cylinders. To activate the spice, one pulls back the opaque outer wrapper, exposing the inert glassy fibers of the spice to the light. As the spice reacts to the light, scintillating and glowing from within, it ripens. When the transparent fibers glow a pearlescent blue, they are ready to consume. The consumer takes the spice orally, which dissolves in his or her mouth with a crackling and faint show of tiny sparks. Characters imbibing glitterstim are considered Forcesensitive for 10 rounds. During this time, they can read the surface thoughts of a target person. This functions like the Receptive Telepathy Force power, except that the user is restricted to using his or her Perception to make the difficulty roll. Those who already have the Force power derive no benefit from using gitterstim. Source: The Jedi Academy Trilogy Sourcebook (page 86), Shadows of the Empire Planets Guide (page 40).
MedicalGrav Mill7002Type Grav treadmill incline
Model: Quarlitech Aergronics, Inc. GRGC-800. Dedicated…Model: Quarlitech Aergronics, Inc. GRGC-800. Dedicated training on the grav mill for an extended period of time (anywhere from a few days to weeks, depending upon the severity of gravity change) can help eliminate any penalties due to higher or lower gravity worlds. Source: Galladinium’s Fantastic Technology (page 31).
MedicalHi-Sense Enhanced Eyes100 credits per pipType Enhanced IR and UV eyes; Cyber Points 2
Model: Neuro-Saav Hi-Sense Enhanced Eyes. Increases…Model: Neuro-Saav Hi-Sense Enhanced Eyes. Increases recipient’s search skill. Base cost is 100 credits per pip of existing skill code, plus 200 per pip of enhancement Source: Cracken’s Rebel Field Guide (page 39).
MedicalHifold Sensory Package400 credits per pip
Type Increases Perception attribute/skills; Cyber Points 2Type Increases Perception attribute/skills; Cyber Points 2
Model: Neuro-Saav Hifold Sensory Package. Source: Cracken’s…Model: Neuro-Saav Hifold Sensory Package. Source: Cracken’s Rebel Field Guide (page 38).
MedicalHyperbaric Medical Chamber50,0003, FType Hyperbaric medical chamber
Model: Athakam/RSMA Atmosphere Replicator. The chamber’s…Model: Athakam/RSMA Atmosphere Replicator. The chamber’s atmosphere can be adjusted to allow comfortable habitation for any species or medical conditions patient may have. This negates any penalties and the need for life-support apparatus while in the chamber. Source: Shadows of the Empire Sourcebook (page 112).
MedicalMed Diagnostic Scanner751First aidType Personal medical scanner
Model: Synthetic Medtech Corporation MDS-50. An Easy first…Model: Synthetic Medtech Corporation MDS-50. An Easy first aid roll will provide basic readouts relating to the patient’s overall physical condition, Moderate first aid roll required to scan for specific ailment. Device will not make recommendations for treatments, but will identify current physical abnormalities and suggest probable causes. Difficulties should be adjusted for unusual or hard to detect conditions. Source: Galladinium’s Fantastic Technology (page 39).
MedicalMed Unit3,0002Type Portable medical unit
Model: Athakam II Med Unit. Device can diagnose and treat…Model: Athakam II Med Unit. Device can diagnose and treat common diseases and poisons, in addition to stabilizing a seriously injured patient. Has first aid 5D and medicine 1D. A medical droid may interface with the med unit, receiving a +2D bonus to first aid and +1D to medicine. Source: Galladinium’s Fantastic Technology (page 40).
MedicalMed-Aid2501First aidType Emergency medical kit
Model: Jassim Design QuickMed. Med-aids convey a +1D bonus…Model: Jassim Design QuickMed. Med-aids convey a +1D bonus to any first aid skill rolls. Each med-aid may be used only once. Source: Gundark’s Fantastic Technology (page 82), Tales of the Jedi Companion (page 123).
MedicalMedisensor5,0002First aidType Portable medical diagnostic relay
Model: BioTech RFX/K Medical Sensor Supplemet. Medisnensors…Model: BioTech RFX/K Medical Sensor Supplemet. Medisnensors are used to augment the diagnostic scanner of a medical bay. Since they can access the medical database of a standard medbay, they are basically booster relays for the existing system. (Access range from database medical computer is 2 kilometers for military issue units, 300 meters for cibilian units). Anyone using a medisensor receives a +2D bonus to first aid checks. However, a medisensor that is not patched into a medbay’s computer only delivers a +1D bonus. Source: Gundark’s Fantastic Technology (page 103), Rules of Engagement - The Rebel SpecForce Handbook (page 39), The Truce at Bakura Sourcebook (page 138).
MedicalMedkit
1,200, 2,200 (black market), 1,000 to reload medpacs1,200, 2,200 (black market), 1,000 to reload medpacs
2First aid, medicineType Enhanced first aid and care system
Model: BioTech Medkit. A medkit functions as a medpac that…Model: BioTech Medkit. A medkit functions as a medpac that can be used up to 10 times. The diagnostic instruments in the kit can also be used to diagnose diseases afflicting a patient, to assess health, and for other basic medical uses on an Easy first aid roll. The kit also allows a character with the medicine advanced skill to perform field surgery (which exhausts the kit’s medpacs) Source: Gundark’s Fantastic Technology (page 82), Pirates & Privateers (page 47).
MedicalMedpac1001First aidType Standard medpac
Heals one wound level on a successful first aid roll, being…Heals one wound level on a successful first aid roll, being expended after that. Source: Rulebook (pages 226-227), Heir to the Empire Sourcebook (page 109).
MedicalMedscanner3,0002Type Medscanner
Model: Cryoncorp Mediscan 21. The difficulty level for…Model: Cryoncorp Mediscan 21. The difficulty level for using this scanner is the same as that for using a medpac - Easy for Wounded, Moderate for Incapacitated and Difficult for Mortally Wounded characters. Successful use of a medscanner adds 1D to first aid rolls. Source: Gundark’s Fantastic Technology (pages 103-104).
MedicalMotion Interface Package400 credits per pip
Type Increases Mechanical attribute/skills; Cyber Points 2Type Increases Mechanical attribute/skills; Cyber Points 2
Model: SoroSuub Motion Interface Package. Source: Cracken’s…Model: SoroSuub Motion Interface Package. Source: Cracken’s Rebel Field Guide (page 37).
MedicalMyostim Unit30,0003Type Myostim unit
Model: Traxes BioElectronics Myostim Couch. For every 12…Model: Traxes BioElectronics Myostim Couch. For every 12 hours spent on a myostim unit the subject’s Strength is increased by +1 (maximum bonus of +1D). The bonus lasts for one week. Extended use of myostim unit might have psychologically damaging results in tense situations requiring sudden bursts of activity. After more than six months of use, characters in an extremely stressful situation may suffer a -2 penalty to Dexterity, Knowledge, Perception, and all related skills, with a mishap, the character becomes enraged and uncontrollable. Source: Gundark’s Fantastic Technology (pages 109-110), Shadows of the Empire Sourcebook (pages 112-113).
MedicalNilar Field Cauterizer200 (50 when sold to the Rebel Alliance)3First aidType Field cauterizer
Model: Nilar Med/Tech Corporation Field Cauterizer. Heals…Model: Nilar Med/Tech Corporation Field Cauterizer. Heals minor wounds, removing stun damage due to bleeding only (gamemaster’s discretion). Source: Galladinium’s Fantastic Technology (page 38).
MedicalOrfite Power Harness8003Type Strength enhancer
Model: Orfa Toolco Power Harness. Negates penalties for…Model: Orfa Toolco Power Harness. Negates penalties for Orfites (and other low gravity species) on standard gravity worlds. Source: Planets Collection (page 150).
MedicalOrfite Scent Mask200 (400 off Kidron)2Type Recreational olfactory scent mask
Model: Orfa Olfactory Corporation Scent Mask. The apparatus…Model: Orfa Olfactory Corporation Scent Mask. The apparatus consists of a breath mask connected by a tube to a small belt unit, which holds about half a liter of water. A small tablet is inserted into the unit and the belt creates a mist that travels up the tube into the breath mask. Scent tablets are five credits apiece, while intoxicant tablets are ten credits each. Source: Planets Collection (page 150).
MedicalParavacc1,0002MedicineType Parasite-repelling vaccine
Model: Uukablian MedCorp Paravacc 1.X. Use of the paravacc…Model: Uukablian MedCorp Paravacc 1.X. Use of the paravacc requires an Easy medicine roll. If successful, the vaccinated character’s Strength is treated as 1D higher for rolls to resist diseases caused by parasites for the next 20 hours. Each paravacc holds enough medicine for 10 vaccinations. Characters using the vaccine for more than three days begin to suffer from what seems like utter exhaustion, losing one pip from each attribute for each day thereafter until the paravacc’s use is ended. Each day without injection returns one pip to each attribute. Source: The DarkStryder Campaign - The Kathol Outback (page 54).
MedicalPlasma Protein Replicator5,5003First aidType Emergency blood synthesizer
Model: Hadrassi Emergency Medicals Systems Technologies…Model: Hadrassi Emergency Medicals Systems Technologies PFG-700. A Difficult first aid roll is required to properly prepare tissue and blood sample and match it up with local organic samples for synthesis. A successful operation can replicate up to 2 liters of blood substitute in one hour. Source: Galladinium’s Fantastic Technology (page 39).
MedicalPortable Survival Pod13,5003First aid; computer programming/repairType Emergency survival pod
Model: Praxen Emergency Medical Supplies, Limited PSP- 278.…Model: Praxen Emergency Medical Supplies, Limited PSP- 278. Easy computer programming/repair and Moderate first aid roll to activate for an Incapacitated or Wounded patient. Moderate computer programming/repair and Difficult first aid roll to activate for a Mortally Wounded patient. Successful activation means that the patient will remain in current physical condition (will not worsen) as long as power is supplied from a generator to the pod. Source: Galladinium’s Fantastic Technology (page 40).
MedicalReplacement Prosthetics
The following costs include the basic prosthetic and…The following costs include the basic prosthetic and operation: Hand 1,000 credits Arm 2,000 credits Leg 2,000 credits Knee 1,200 credits Eye 2,750 credits Ear 2,750 credits Heart 5,000 credits Kidney 4,500 credits Lungs 4,000 credits (unverified)
4
Type Cybernetic prosthetics; Cyber Points 1 per replacementType Cybernetic prosthetics; Cyber Points 1 per replacement
Model: BioTech Repli-Limb Prosthetic Replacements. The…Model: BioTech Repli-Limb Prosthetic Replacements. The prosthetic is almost completely lifelike - a Difficult Perception roll is needed to tell the part from an organic one. The replacement has no special abilities. Source: Cracken’s Rebel Field Guide (page 29), Heir to the Empire Sourcebook (pages 109-110), Pirates & Privateers (pages 50-51).
MedicalReplar Splint2002First aidType Field splint
Model: Xarnin Medical Technologies GRS-600. An Easy first…Model: Xarnin Medical Technologies GRS-600. An Easy first aid roll is required for normal placement. This is increased to Moderate level for multiple or compound fractures. Once activated, limited movement is possible. Source: Galladinium’s Fantastic Technology (page 40).
MedicalResponse Improvement Package700 credits per pip
Type Increases Dexterity attribute/skills; Cyber Points 2Type Increases Dexterity attribute/skills; Cyber Points 2
Model: ‘Geneering Response iMprOVEMENT Package (RiMPack).…Model: ‘Geneering Response iMprOVEMENT Package (RiMPack). To install, doctor must make three Difficult medicine rolls over the week of the operation for success. If any of the rolls fail, the character becomes highly agitated, or hyperactivates, whenever he rolls a 20 or higher with a Dexterity skill. During hyperactivation, the character is overwhelmed with sensory input for 2D minutes and is controlled by the gamemaster. The character may attack friends or foes, flee the scene or be hypnotized with fear. Source: Cracken’s Rebel Field Guide (page 36).
MedicalRyll Spice100-250 per kilogram2, R (legal on Ryloth)Type Narcotic
Model: Ryloth Spice. Ryll spice has little effect on beings…Model: Ryloth Spice. Ryll spice has little effect on beings other than euphoria and interesting, sometimes disturbing, hallucinations. However, when used in excess, it can be a dangerous and addictive drug which stimulates (and sometimes burns out) the pleasure centers of most species brains. Source: Shadows of the Empire Planets Guide (page 41).
MedicalServo Slippers2,500 per pair (foot/leg or hand/arm)3Type Repulsorlift assisted leg and arm braces
Model: Mahled Medical Services Servo Slippers. On high…Model: Mahled Medical Services Servo Slippers. On high gravity worlds, foot/leg braces alone negate Movement penalties and cut Dexterity penalties by two pips. Hand/arm braces alone cut Dexterity penalties by two pips. Both foot leg and hand/arm braces completely negate all Dexterity penalties. Source: Galladinium’s Fantastic Technology (page 45).
MedicalSignature Scent Synthesizer1,500, 150 (refills)3
Type Computerized fragrance synthesizer and replicatorType Computerized fragrance synthesizer and replicator
Model: Paradour Enterprises Signature Scent Synthesizer.…Model: Paradour Enterprises Signature Scent Synthesizer. Some fragrances may contain biological ingredients (such as pheromonal additives) that may induce an exceptionally strong effect on some beings. In game terms, “victims” of such pheromonal fragrances might suffer penalties to willpower rolls to avoid infatuation or resist the effect of command, con, persuasion and similar skills. Enterprising characters with the appropriate chemistry background may concoct all kinds of substances with a number of psychological effects. Source: Galladinium’s Fantastic Technology (page 46).
MedicalSlick1003, F, R or X
MedicalSluissi Gravitic Pressure Bandage7502First aidType Micro-gravity pressure patch
Model: Slusani Interstellar Pharmacologies SGB-543. An Easy…Model: Slusani Interstellar Pharmacologies SGB-543. An Easy first aid roll is required for proper placement and will allow Wounded patients to act as if unwounded or Incapacitated patients to act as Wounded (the injury is still there, but the patient will be able to move and so forth). It is up to the gamemaster to require players to properly roleplay the effects of this device. Source: Galladinium’s Fantastic Technology (pages 40-41).
MedicalSpray Plasto-Cast351First aidType Spray immobilizing cast
Model: SyntheCure Plasto-Cast. An Easy first aid roll is…Model: SyntheCure Plasto-Cast. An Easy first aid roll is required for proper application; each pistol has one application and cannot be refilled. Effect is to add +2 to the character’s next healing roll. Adjustments to emission tip controls width of spray. One plasto-cast contains sufficient chemical adherent to cover a surface area approximately 50 centimeters by 20 centimeters. In emergency situations, a Moderate survival roll may be substituted for the first aid roll. Source: Galladinium’s Fantastic Technology (page 41).
MedicalTrauma Kit2001, FFirst aidType Trauma medpac
Model: Imperial-issue Medical Resources Kit. Provides +1D…Model: Imperial-issue Medical Resources Kit. Provides +1D to first aid or medicine when used to treat severe physical trauma, such as burns, cuts, contusions, abrasions and other external physical injuries. Provides no bonus for other types of injury (such as internal injuries) or the treatment of toxins or poisons. Source: The DarkStryder Campaign - The Kathol Rift (page 90).
MedicalUltrasound Sight Enhancer
12,500; does not include cost of implantation surgery12,500; does not include cost of implantation surgery
4Type Ultrasonic wave motion sensory system
Model: Traxes BioElectronics Ultrawave Sight Enhancer.…Model: Traxes BioElectronics Ultrawave Sight Enhancer. Sensory motion system implant feeds input directly into the user’s brain, creating a three-dimensional, black and white, sonic graph of the user’s surrounding. An Easy sensors total is required to properly calibrate wave receptors once implantation nodes are in place. Otherwise, a Very Easy Perception roll is required periodically (varies according to species) for normal use. Normal operating range is 50 meters and function is equally good in all environmental conditions excepting those involving severe electrical disturbances. Source: Galladinium’s Fantastic Technology (page 37).
MedicalVitapill
Comms & Sensors“EAR” Eavesdropping Unit
750 (each bug), 1,000 (handset), 2,500 (microcomputer &…750 (each bug), 1,000 (handset), 2,500 (microcomputer & recording unit)
2, R
Type Eavesdropping electrobug and listening deviceType Eavesdropping electrobug and listening device
Model: EAR-1 Unit. After planting one of the…Model: EAR-1 Unit. After planting one of the thumbnail-sized bugs on a target or location, the microcomputer unit can pick up its signal within 200 meters, but only in line of sight. Using a headset, the bug acts as a microphone, collecting conversations or sounds and sending them to the microcomputer. The microcomputer records and saves information, both in audio and a hardcopy. Source: Lord of the Expanse - Sector Guide (page 46).
Comms & Sensors“Keeper” Vec-Tech Subdermal Control System5,0004, XRange 25 kilometers
Model: Vector technologies AA-2 Keeper. A beacon is…Model: Vector technologies AA-2 Keeper. A beacon is surgically implanted under the victim’s skin. It can only be removed by the being in possession of the tracker unit, who must first enter a password. Any other attempt to extract the beacon results in the release of an exotic neurotoxin that kills instantly (8D damage). The tracker can tell the range, direction, and speed of the target, up to a range of 25 kilometers. There’s no need to worry about the target after that, because if he or she moves beyond that range, the beacon releases the neurotoxin automatically. Source: Wretched Hives of Scum and Villainy (page 77).
Comms & SensorsAlliance Communications EncrypterNot for sale4CommunicationsType Communications device
Model: Alliance Communications Encoder/Decoder. The…Model: Alliance Communications Encoder/Decoder. The encrypter adds +2D to the users communications skill for encoding or decoding transmissions. Carried Code Quasar has no game effect per se; it’s more like flying an ID flag. Source: Gundark’s Fantastic Technology (page 96), Pirates & Privateers (page 47).
Comms & SensorsAnomid Vocalizer Mask1003Type Alien vocabulator
Model: Anomid Vocalizer Mask. The mask converts the subtle…Model: Anomid Vocalizer Mask. The mask converts the subtle movement of the anomid’s jaw and throat muscles into synthesized words and phrases. It’s programmed for one language only (usually Basic) but can be reprogrammed to synthesize words in a different language, with a Heroic computer programming/repair roll. A non-anomid needs a Very Difficult Dexterity roll to operate the mask correctly. Source: Ultimate Alien Anthology (page 11).
Comms & SensorsAudio Pickup450, 10 per replacement datacard2Sensors
Type Specialized audio-magnification device; Range…Type Specialized audio-magnification device; Range 50-100/250/500
Model: NeuroSaav TeleSonic Model Audio Pickup. Easy to…Model: NeuroSaav TeleSonic Model Audio Pickup. Easy to detect noise, Moderate to magnify, and Difficult to filter, plus one level of Difficulty per range band. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 41).
Comms & SensorsBiorecorder5,000, 50 (holocubes)3Type Personal recording system
Model: Ulqib MicroTronics BX-333 BioRecorder. Matrix of…Model: Ulqib MicroTronics BX-333 BioRecorder. Matrix of sensors capture the feelings and emotions of the moment by recording the user’s respiration, brain waves and bio-functions, as well as the words and holo-image. Source: Galladinium’s Fantastic Technology (page 42).
Comms & SensorsBlasTech Sniffer Weapons Detector5,6002, R (restricted to governments)Type Portable weapon detector
Model: BlasTech Sniffer Weapons Detector. Has a search of…Model: BlasTech Sniffer Weapons Detector. Has a search of 5D to detect hidden energy weapons or adds +2D to an operator’s search: weapon detector skill (the operator must have at least 1D in this specialization to qualify for the bonus). The difficulty depends on how well someone has camouflaged the weapons: simply putting it in a pack is an Easy difficulty; draining all the blaster gas, pulling out the power packs, cleaning the weapon of all residue and then disassembling it, and spreading the parts among several pieces of luggage, would be a Very Difficult difficulty. Source: Gundark’s Fantastic Technology (pages 101-102), Han Solo and the Corporate Sector Sourcebook (page 116).
Comms & SensorsCamo-Netting3,5002, RHideType Camo-netting
Model: Fabritech CN-15 Camouflage Netting. Camo-netting…Model: Fabritech CN-15 Camouflage Netting. Camo-netting adds +2D to the difficulty to detect the camouflaged object with sensor scanning equipment at ranges greater than 250 meters. Camonetting offers no bonus at a range of less than 250 meters. If more than three camo-nets are used in tandem, the sensor scanning equipment gains a +1D to detect the nets because of the interference the nets cause. Source: Gundark’s Fantastic Technology (page 106-107), Rules of Engagement - The Rebel SpecForce Handbook (page 44), Shadows of the Empire Sourcebook (pages 110-112).
Comms & SensorsChaumScanner 5 Brooch6,5403, F (standard model), 4, R (luxury version)Type Poison detector
Model: Zzip Personality Series ChaumScanner 5. The food…Model: Zzip Personality Series ChaumScanner 5. The food scanner itself has a 4D search to detect any chemical or biological toxins. If specially programmed with the owner’s unique biochemistry (allergies and the like), its skill goes to 7D. It produces a distinctive rhythmic vibration (detectable only by the wearer) when it detects a toxic substance. The wearer may make a Moderate cultures roll to seem inconspicuous when rejecting the poisoned food or drink. Source: Cracken’s Rebel Field Operatives (page 34).
Comms & SensorsComm Scanner2,5002, RSensors and communicationsType Comm detector and scanner
Model: Courier Communications Scanner. Allows user to…Model: Courier Communications Scanner. Allows user to detect and tap into com transmissions. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 42).
Comms & SensorsComset3002Communications: comsetType High-power multisignal comset
Model: BBC OmniNode Communications Set. 200-kilometer…Model: BBC OmniNode Communications Set. 200-kilometer surface range, surface-to-orbit in harsh weather. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 37).
Comms & SensorsCorSec Autoscan Weapon Detector7,2002, R (restricted to governments)Type Stationary weapons detector
Model: CorSec Autoscan Weapons Detector. Has a search of 6D…Model: CorSec Autoscan Weapons Detector. Has a search of 6D to detect hidden energy weapons. The difficulty level to detect weapons depends on how well someone has hidden the weapon using their hide skill. Source: Gundark’s Fantastic Technology (page 102).
Comms & SensorsCrab Tracer3,0003, XType Tiny self-guided tracking device
Model: Crab Tracer. Unit is programmed to sneak onto a…Model: Crab Tracer. Unit is programmed to sneak onto a target and transmit its location though HoloNet with a miniaturized hypertransceiver. Unit possesses the sneak and hide skills at 5D and are remotely controlled. They can be deactivated with a Moderate computer programming/repair roll. A crab tracer aboard a ship sends a strong enough signal to be tracked through hyperspace, and grants a +2 bonus to starship attacks made against the tracked vessel. Source: Tempest Feud (page 127).
Comms & SensorsDalabar Surveillance Detector4503SensorsType Personal surveillance detector
Model: Dalabar Micro-Electronics SDS-632. The SDS-632 scans…Model: Dalabar Micro-Electronics SDS-632. The SDS-632 scans an area with a sensors skill of 5D. For an additional 175 credits, the optional noise inhibitor (NI-632) blocks aural receptors by blanketing a 10- meter diameter area with sonic disturbances to match the frequency of the sensors detected. Source: Galladinium’s Fantastic Technology (pages 59-60).
Comms & SensorsDisruption Bubble Generator
150,000 (Bakuran black market), 2,500-5,000 (elsewhere)150,000 (Bakuran black market), 2,500-5,000 (elsewhere)
4, F, R or XType Anti-surveillance device
Model: Bakuran DB Generator. The Disruption Bubble…Model: Bakuran DB Generator. The Disruption Bubble Generator is capable of producing a small, quiet area of interference to audio sensors. This bubble is generally 2 meters in diameter and can only be penetrated by a Very Difficult sensors roll. The DB generators still in circulation are extremely old and extremely fragile. They should be treated as having 1D Strength to resist damage. If Dropped, shot or handled roughly the DB must roll to resist damage. If the DB generator fails its Strength check, it is destroyed. Source: The Truce at Bakura Sourcebook (pages 137-138), Gundark’s Fantastic Technology (pages 96-97).
Comms & SensorsDistress Beacon2002Type Portable emergency distress beacon
Model: Saladar Systems PED-21 Distress Beacon. Transmits…Model: Saladar Systems PED-21 Distress Beacon. Transmits personal transponder codes along all major subspace frequencies at a range of up to five light-years. Normal operation is automatic upon activation. A moderate communications roll is required, however, should the user attempt to calibrate the device for non-standard bandwidths, such as Imperial military, government-restricted or Alliance frequencies. Source: Galladinium’s Fantastic Technology (pages 64-65).
Comms & SensorsEnergy Scanner5,6002Type Energy scanner; Range 500/1/2 km
Model: Fabritech 9000 Energy Scanner. Capable of detecting…Model: Fabritech 9000 Energy Scanner. Capable of detecting many forms of energy emissions and provide data on type, intensity, effects, and origin. Source: Gundark’s Fantastic Technology (page 102).
Comms & SensorsExperimental Holorecording Macrobinoculars8,0002Sensors
Type Specialized image-magnification/recording device;…Type Specialized image-magnification/recording device; Range 100-250/500/1,000
Model: SpecForce Holorecording Macrobinoculars. All modes…Model: SpecForce Holorecording Macrobinoculars. All modes have an Easy sensors difficulty at short range, increasing one level per range band. Search and other Perception-based rolls may be increased when using macrobinoculars by +3D when used to find something more than 100 meters away, at the gamemaster’s discretion. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 41).
Comms & SensorsEye In The Sky8002Sensors
Type Remote monitoring device; Move 45; 130 kmhType Remote monitoring device; Move 45; 130 kmh
Model: Kystallio Detection Plus RMD-20 Eye In The Sky. An…Model: Kystallio Detection Plus RMD-20 Eye In The Sky. An Easy sensors roll required for initial activation only. Free flight operation is automatic. The device appears as a 30-centimeters diameter sphere studded with sensory apparatus and micro-repulsorlift nodes. Maximum hover height is 200 meters, maximum range is 10 kilometers, and maximum flight before cell recharge is 5 hours. Contains audio and visual sensors feeds to the user operate out to 100 meters radius. Source: Galladinium’s Fantastic Technology (page 60).
Comms & SensorsFocused Uni-Direction Sensor Dish7,800 (new), 3,600 (used)2, RSensors: uni-direction sensor dish
Type Focused uni-direction sensor dish; Crew 5, skeleton:…Type Focused uni-direction sensor dish; Crew 5, skeleton: 3/+10
Model: Melihat UniScan Sensor System. Has a maximum range…Model: Melihat UniScan Sensor System. Has a maximum range of 10 kilometers. Can only provide information on a small focused area: 100 meters wide by 100 meters long by 20 meters high, adding +2D to the user’s sensors skill to identify targets only. However, this sensor provides no bonus in rough, hilly, mountainous, cluttered urban or other terrains that targets could use obstacles to hide behind. Source: Rebel Alliance Sourcebook (page 106).
Comms & SensorsFood Analyzer
250, 50 (additional data chips), 100 (customized data chips)250, 50 (additional data chips), 100 (customized data chips)
2Type Personal food analyzer
Model: SuriTech Foodstuffs Ez1 Analyzer. A Very Easy…Model: SuriTech Foodstuffs Ez1 Analyzer. A Very Easy survival roll is required for normal operation. The user will typically purchase additional data chips (up to a maximum of 5 can be added at any time) which provide information on additional entrees. Persons suffering from reactions to specific foods or food additives may purchase customized datachips designed to examine for specific components and warn against possible allergic reactions. Source: Galladinium’s Fantastic Technology (pages 65-66).
Comms & SensorsForce DetectorNot available for sale4, XSensorsType Imperial Force detector
Model: Government Issue Force Detector Unit. Use of the…Model: Government Issue Force Detector Unit. Use of the Force detector will tell a trained operator whether a subject is Force-sensitive, and whether he or she has any Dark Side Points (but not how many). Operating a Force detector requires 5 rounds and a Difficult sensors check. Source: The Jedi Academy Sourcebook (page 140), Gundark’s Fantastic Technology (page 102), Power of the Jedi Sourcebook (page 56).
Comms & SensorsGeological Scanner4,8002Type Geoscanner; Range 500/1/2 km
Model: Fabritech 7000 Geoscanner. Can detect geological…Model: Fabritech 7000 Geoscanner. Can detect geological characteristics like precious minerals, ore deposits and underground features, as well analyzing geo-thermal, seismic, volcanic, and glacial activity. Source: Gundark’s Fantastic Technology (page 103).
Comms & SensorsGorondin Holo Chronometer
300 (standard model), 50 (chips with additional imagery),…300 (standard model), 50 (chips with additional imagery), 500+ deluxe models (depending upon features)
2Type Personal holographic chronometer
Model: Gorondin Chronometrics Time Piece Model 7643. Wearer…Model: Gorondin Chronometrics Time Piece Model 7643. Wearer can choose from over a dozen built in holographic displays to relay time, temperature, or other vital information. Deluxe models allow personalized holomessages up to 15 centimeters in height. Source: Galladinium’s Fantastic Technology (page 35).
Comms & SensorsGotal Electromagnetic Scanner2,5003SensorsType Electromagnetic radiation scanner
Model: Vreshann Electronics, Incorporated EMS Scanner. A…Model: Vreshann Electronics, Incorporated EMS Scanner. A Moderate sensors roll is required to detect electromagnetic emissions within a 100 meter radius. A Difficult sensors roll is required to detect life-forms behind walled enclosures or other blocking materials. Information readouts are limited to providing data on the number of persons present, approximate size and mass. Source: Galladinium’s Fantastic Technology (page 61).
Comms & SensorsHeadset Comlink1001CommunicationType Headset comlink
Model: Varge Copr. Hands-Free Comlink. Since the microphone…Model: Varge Copr. Hands-Free Comlink. Since the microphone transmitter is voice activated, a headset comlink left on will broadcast any sound above background level. Source: Platt’s Smugglers Guide (pages 47-48).
Comms & SensorsHeadstrap Macrobinoculars2002Sensors
Type head-mounted image-magnification sensor; Range…Type head-mounted image-magnification sensor; Range 100-250/500/1,000
Model: Ziko 1125 Heads-Up Macrobinoculars. All modes have…Model: Ziko 1125 Heads-Up Macrobinoculars. All modes have an Easy sensors difficulty at short range, increasing one level per range band. May be used to improve aiming by +2D with blaster or slugthrower weapons (at medium and long range) if the weapon is equipped with a laser-sight. Search and other Perception based rolls may be increased when using macrobinoculars by +3D when used to find something more than 100 meters away, at the gamemaster’s discretion. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 40).
Comms & SensorsHeat Pod703, FThrown weaponsType Heat generator
Model: Dalesepp Survival Apparatus HPD-100 Heat Pod. Once…Model: Dalesepp Survival Apparatus HPD-100 Heat Pod. Once employed, increases the difficulty of heat-based sensors or tracking systems by two levels (may vary depending upon type of information sought, distance from actual target and other factors). Source: Galladinium’s Fantastic Technology (page 61).
Comms & SensorsHeat Sensor TripNot available for saleX
Type Trip sensor; Range 20 meters, 45-degree arcType Trip sensor; Range 20 meters, 45-degree arc
Model: Imperial Heat Sensor Trip. Sensors can be programmed…Model: Imperial Heat Sensor Trip. Sensors can be programmed to set off alarms or notify a central computer. Character must disable heat sensor or successfully disguise his heat pattern as a proper shape and heat pattern to pass by undetected. Sensor connected to computers by 50-meter long cable, although multiple cables can be connected for greater range. Source: Cracken’s Rebel Field Guide (page 18).
Comms & SensorsHolo Communicator8002Type Holo communications display
Model: Tramora Interstellar Communications VDV-100. Special…Model: Tramora Interstellar Communications VDV-100. Special security feature allow blockage of specific holo signals or identification of an incoming signal’s source. A default built-in image processor can create a virtual image to replace the owner’s actual features. Source: Galladinium’s Fantastic Technology (page 33).
Comms & SensorsHolographic Ore Scanner5,0003Sensors: miningType Semi-portable ore scanner
Model: MicroThrust Holo Ore Scanner FR9. Using the ore…Model: MicroThrust Holo Ore Scanner FR9. Using the ore scanner requires a sensors roll. Source: Flashpoint! Brak Sector (page 25).
Comms & SensorsHolorecording Macrobinoculars2,0002*Search
Type Specialized image magnification/recording deviceType Specialized image magnification/recording device
Model: Neuro-Saav Model TT4 Holorecording Macrobinoculars.…Model: Neuro-Saav Model TT4 Holorecording Macrobinoculars. Holorecording macrobinoculars provide the normal advantages of standard image magnification devices (this specific unit gives +2D to all search or Perception rolls more than 100 meters away). In addition, the device can record up to three standard hours of visuals on a standard data card. Note: This item is not available prior to the Battle of Endor. Source: The Last Command Sourcebook (page 123), Gundark’s Fantastic Technology (page 88), The Thrawn Trilogy Sourcebook (page 189).
Comms & SensorsHover-Cam9002, FType Audio, visual and holo recording device
Model: Data-Link Industries 250 Hover-Cam. Using small…Model: Data-Link Industries 250 Hover-Cam. Using small repulsors, hover cams float about a meter above and slightly behind their user. They follow spoken directions to record information on a standard datacard. Source: Gundark’s Fantastic Technology (pages 88-89).
Comms & SensorsHusher Mike
3,000 (mike and receiver; implantation surgery is extra)3,000 (mike and receiver; implantation surgery is extra)
3Type Vocal communications implant
Model: Crozo Industrial Products At-cyb Husher Mike.…Model: Crozo Industrial Products At-cyb Husher Mike. Effective operating range is 1 kilometer. This device offers one way transmission of voice only and does not cover reception of voice or data transmissions. Source: Galladinium’s Fantastic Technology (page 61).
Comms & SensorsILF-5000 Lifeform Scanner3,5002SensorsType Lifeform scanner; Range 500/1/1,5 km
Model: Idellian Arrays ILF-5000 Lifeform Scanner. A sensors…Model: Idellian Arrays ILF-5000 Lifeform Scanner. A sensors roll is required to use the device; the difficulty depends upon the conditions as described in the sensors rules in the Star Wars Adventure Journal. In addition to providing the number of lifeforms detected, and rate and direction of movement, the unit will inform the user if the body function parameters match or are similar to any lifeforms pre-programmed into the unit’s database. The unit will inform the user of the detected target’s body temperature, mass and respiration rates. User may make an alien species or beast riding total to determine which lifeform is detected if such an attempt is reasonable in the gamemaster’s opinion. Source: Galladinium’s Fantastic Technology (page 55).
Comms & SensorsImperial XX-23 S-Thread TrackerNot available for saleXAstrogationType Hyperspace ship tracker; Range Unlimited
Model: Imperial XX-23 S-Thread Tracker. Imperials may make…Model: Imperial XX-23 S-Thread Tracker. Imperials may make on astrogation roll per hour to track ship. In hyperspace, only the general direction of the ship may be found. Once in normal space, the ship may be tracked to within one parsec. Tracker is too powerful at ultra-high frequencies to find exact location, and system in question must be searched with conventional means. Tracker is a 10 cm long tube. May be easily destroyed if found. In no way interferes with normal communications or cannot be detected by such means. Source: Cracken’s Rebel Field Guide (page 62).
Comms & SensorsImplant Communicator
12,500 (operation costs and license requirements will vary)12,500 (operation costs and license requirements will vary)
4, F, R or XType Implant personal communications unit
Model: Traxes BioElectronics Implant Communicator. Maximum…Model: Traxes BioElectronics Implant Communicator. Maximum broadcast range is 1 kilometer. Source: Galladinium’s Fantastic Technology (pages 87-88).
Comms & SensorsInfra-Goggles3002Type Infrared goggles
Model: Drolan Plasteel Infra-goggles. Reduces…Model: Drolan Plasteel Infra-goggles. Reduces darkness-related attack difficulty modifiers by 2D. However, if intense light (from a glowrod or other sudden source of illumination) is shined directly on the goggles, the wearer must immediately make a Difficult willpower roll or be blinded for 1D rounds. Source: Gundark’s Fantastic Technology (page 89), Tales of the Jedi Companion (page 122).
Comms & SensorsInstallation Sensor Array5,0002, RSensors
Type Installation-level sensor package; Crew 3Type Installation-level sensor package; Crew 3
Model: NeuroSaav 9954/I Sensor Array. Consists of a central…Model: NeuroSaav 9954/I Sensor Array. Consists of a central processing computer and over 50 sensor dishes. Includes a powerful fullspectrum transceiver (FST) capable of picking up basic information from as far away as low orbit; this range can be increased by the addition of Sensor Relay Satellites (2,000 credits each). The array also has a dedicated energy receptor (DER) for detecting energy use and fluctuation, and a hyperwave signal interceptor (HSI). A life form indicator (LFI) is available for an additional 1,000 credits. Source: Hideouts & Strongholds (page 12).
Comms & SensorsInstamist Generator15 (dispenser), 10 (mist cartridge)2Type Mist generator
Model: Agrierd Intergalactics InstaMist Generator. Can…Model: Agrierd Intergalactics InstaMist Generator. Can generate a fire extinguishing mist which turns into a smothering foam, water mist for desert conditions, or a misty fog to provide cover. Source: Galladinium’s Fantastic Technology (page 33).
Comms & SensorsJammer Pack
1,050 (basic unit), 3,400 (Imperial modified unit), 1,750…1,050 (basic unit), 3,400 (Imperial modified unit), 1,750 (jury-rigged unit)
X*CommunicationsType Communications disruption unit
Model: Modified M39 MicroThrust ComTech Eavesdrop…Model: Modified M39 MicroThrust ComTech Eavesdrop Protection Unit. To successfully activate the jammer pack requires a Moderate communications roll. If successful, it produces high-gain white noise on all communications bandwidths, preventing any comlink transmission within a 150-meter radius. A successful Difficult communications roll is necessary to tie the jammer pack into an integrated communications network (such as the comlink system in Imperial Palace on Coruscant). If completed, the jammer pack produces communications-fouling noise that is broadcast throughout the entire system, completely shutting down the network. The jammer pack can tie into an integrated network from any public access terminal, but this normally requires several additional computer programming/repair totals to successfully slice into the network’s management program routines. ** Note: This item is not available prior to the Battle of Endor.** Source: The Last Command Sourcebook (pages 121-122), Gundark’s Fantastic Technology (pages 89-90), Rules of Engagement - The Rebel SpecForce Handbook (pages 42- 43), The Thrawn Trilogy Sourcebook (page 191).
Comms & SensorsLanding BeaconNot available for sale3Type Multifrequency landing beacon
Model: Alliance Landing Beacon. Uses sensors to detect,…Model: Alliance Landing Beacon. Uses sensors to detect, Moderate if frequency and mode is known, Very Difficult otherwise. Source: Rules of Engagement - The Rebel SpecForce Handbook (pages 44-45).
Comms & SensorsLaser Detection Trip3502Computer programming/repairType Laser emplacement trip
Model: Merr-Sonn LCT Laser Trip. If tied into a computer…Model: Merr-Sonn LCT Laser Trip. If tied into a computer system, the trips detect living beings passing through its beam. Source: Shadows of the Empire Planets Guide (page 84).
Comms & SensorsLifedetec Bioscanner2,8002Type Bioscanner; Range 500/1/1.5 km
Model: Cryoncorp Lifedetec Bioscanner. The portable scanner…Model: Cryoncorp Lifedetec Bioscanner. The portable scanner detects the presence of lifeforms and pinpoints their loction. This scanner can even determine the species of a lifeform if species templates are loaded into the lifeform indicators. Source: Gundark’s Fantastic Technology (page 103).
Comms & SensorsLifeform Scanner3,5002SensorsType Lifeform scanner; Range 500/1/1.5
Model: Idellian Arrays ILF-5500. 4D alien species…Model: Idellian Arrays ILF-5500. 4D alien species programming for identification. If the species is unidentified, the user may attempt an alien species roll. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 42).
Comms & SensorsMacrobinoculars1001Sensors
Type Standard macrobinoculars; Range 100 meters to 1…Type Standard macrobinoculars; Range 100 meters to 1 kilometer
All search and Perception-oriented skills are increased by…All search and Perception-oriented skills are increased by 3D when using the macrobinocular to view areas more than 100 meters away. If attached to a blaster via specialized programming software, they provide a +3D bonus to all medium and long-range shots, provided the attacker is in a steady “sniper” position. Source: Rulebook (page 226), Heir to the Empire Sourcebook (page 109).
Comms & SensorsMeasuring Scanner1501SensorsType Handheld measuring scanner
Model: Fabritech A-11 Cargo Scanner. Using the scanner to…Model: Fabritech A-11 Cargo Scanner. Using the scanner to calculate the size of cargo and cargo bays is a Very Easy sensors task, while the difficulty for using it for other purposes depends on the size, density and speed of the object being measured, usually no more than a Moderate task. The scanner has a range of 10 meters. Source: Adventure Journal 4 (page 169).
Comms & SensorsMilitary Comlink502, RCommunications
Type Military issue comlink; Range 50 kilometersType Military issue comlink; Range 50 kilometers
Source: Rulebook (page 226), Rebel Alliance Sourcebook…Source: Rulebook (page 226), Rebel Alliance Sourcebook (pages 95-96).
Comms & SensorsMotion Sensor Array403Type personal motion detector
Model: NeuroSaav MacroMotionMonitor. Adds +1D to search…Model: NeuroSaav MacroMotionMonitor. Adds +1D to search rolls involving motion up to 50 meters away. Source: Galaxy Guide 10: Bounty Hunters (page 91), Gundark’s Fantastic Technology (page 64).
Comms & SensorsMotion Sensor Pack502SensorsType Motion detector; Range 25/50/100
Model: Zone Control Motion Security Scanner. Allows the…Model: Zone Control Motion Security Scanner. Allows the user to detect motion up to 100 meters away. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 42).
Comms & SensorsMotion Sensor Trip1002, FSensors
Type Trip sensor; Range 4 meters, 180-degree dome arcType Trip sensor; Range 4 meters, 180-degree dome arc
Model: BlasTech MoveSense 34 Motion Trip. Finding sensor…Model: BlasTech MoveSense 34 Motion Trip. Finding sensor requires Difficult security roll. Sneaking by a motion sensor trip requires a Difficult sneak roll. Alarm emits a piercing shriek when triggered by any motion above 0.2 meters-per-second. Can be remotely turned on and off with calibrated security systems. System must have transmitter within 50 meters of sensor. Unit is cubed, six centimeters to a side. Source: Cracken’s Rebel Field Guide (page 19), Rules of Engagement - The Rebel SpecForce Handbook (page 42).
Comms & SensorsMultiNode Comlink752Communications: comlinkType High-durability comlink
Model: BBC MultiNode Communications Link. 50 kilometer…Model: BBC MultiNode Communications Link. 50 kilometer surface range, surface to orbit range in clear weather. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 37).
Comms & SensorsObserver Tracking Device5002Search
Type Personal tracking device; Range 1 kilometerType Personal tracking device; Range 1 kilometer
Model: MechBlaze Tracking Corp. Observer. Tracker only…Model: MechBlaze Tracking Corp. Observer. Tracker only gives direction and range from beacon. Search is one difficulty easier when beacon is within tracker’s range. Source: Cracken’s Rebel Field Guide (page 21).
Comms & SensorsOmni-Directional Sensor Globe12,500 (new), 6,250 (used)2, RSensors: omni-directional sensor globe
Type Omni-directional sensor glove; Crew 10, skeleton: 4/+10Type Omni-directional sensor glove; Crew 10, skeleton: 4/+10
Model: Siep-Irol GlobeScan. Scans in a 20 kilometer radius…Model: Siep-Irol GlobeScan. Scans in a 20 kilometer radius in all directions (including into the atmosphere). Adds +1D to the user’s sensors skill to detect targets only. However, this sensor provides no bonus in rough, hilly, mountainous, cluttered urban or other terrains that targets could use obstacles to hide behind. Source: Rebel Alliance Sourcebook (page 106).
Comms & SensorsOmniprobe Sensor Array18,000 (new), 12,000 (used)2, RSensors: omniprobe sensor array
Type Omniprobe sensor array; Crew 5, skeleton: 2/+15Type Omniprobe sensor array; Crew 5, skeleton: 2/+15
Model: tana Ire GroundSweeper-3. Scans in a five kilometer…Model: tana Ire GroundSweeper-3. Scans in a five kilometer radius up to a maximum height of two meters. Adds +1D to the user’s sensors skill to detect targets only, and rough terrain provide no protection (as it does with other types of sensors). Source: Rebel Alliance Sourcebook (page 106).
Comms & SensorsOrbital Transmission Monitor5502CommunicationsType Subspace receiver
Model: Arantha Communications OTM-900. Instantaneous…Model: Arantha Communications OTM-900. Instantaneous reception up to a range of 15 light-years. An Easy to Very Difficult communications roll is required to find specific frequencies (difficulty varies based on organization; planetary customs may be fairly easy to find but Imperial military communications channels are carefully hidden and knowledge of their frequencies is a closely guarded secret). Decrypting scrambled codes or translating from other languages is another matter entirely. Source: Galladinium’s Fantastic Technology (page 45).
Comms & SensorsPeer Snooper Goggles3002, X in some systemsSensorsType Low-light image-magnification sensor
Model: VidGraph Peer Macrobinoculars. Add +2D to search in…Model: VidGraph Peer Macrobinoculars. Add +2D to search in low light. All modes have an Easy sensors difficulty at short range, increasing one level per range band. Search and other Perception-based rolls may be increased when using macrobinoculars by +3D when used to find something more than 50 meters away, at the gamemaster’s discretion. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 41).
Comms & SensorsPersonal Comlink251Communications
Type General issue comlink; Range 50 kilometersType General issue comlink; Range 50 kilometers
Source: Rulebook (page 226), Heir to the Empire Sourcebook…Source: Rulebook (page 226), Heir to the Empire Sourcebook (pages 105-106).
Comms & SensorsPersonal Transponder
100-500 (depending on setting design selected)100-500 (depending on setting design selected)
2Type Personal location detector
Model: zZip Product Concepts Limited Transponder Ring. A…Model: zZip Product Concepts Limited Transponder Ring. A Very Easy sensor roll is required to locate transponder signal within a 200 meters radius. Source: Galladinium’s Fantastic Technology (page 36).
Comms & SensorsPocket Scrambler8004, F or RCommunicationsType Data encryption device
Model: Verge Corp. PS-xqt9s Pocket Scrambler. An Easy…Model: Verge Corp. PS-xqt9s Pocket Scrambler. An Easy communications roll is required for normal use. Without a similar device and the appropriate code, a Very Difficult to Heroic communications roll is necessary to decrypt message. Source: Galladinium’s Fantastic Technology (page 62).
Comms & SensorsPortable Emergency Beacon1,0002Type Personal emergency beacon
Model: Chedak Emergency Pack. Burst beacon broadcasts your…Model: Chedak Emergency Pack. Burst beacon broadcasts your position on an emergency frequency, with a range of four light years. A strobe also marks your position. Also contains a detachable glow rod and a general recharge power jack. The mini generator has enough power for 250 hours, less one hour for each item it recharges. Source: Platt’s Smugglers Guide (pages 53-54).
Comms & SensorsPortable Message Transceiver4002Communications
Type Extended range message transceiver (unverified)Type Extended range message transceiver (unverified)
Model: Cirenian Communications Model SW-95. Modulated…Model: Cirenian Communications Model SW-95. Modulated broadcast relays extend broadcast and reception range to over 2,000 kilometers. Maximum range dependant on local conditions: inadequate communications outlets in outlying areas or extreme weather conditions can greatly hamper or eliminate communications capability. Source: Galladinium’s Fantastic Technology (page 67).
Comms & SensorsPressure Plate Trip3002, FSensorsType Trip sensor
Model: Zone Supplies, Ltd. Pressure Plate Trip. Source:…Model: Zone Supplies, Ltd. Pressure Plate Trip. Source: Cracken’s Rebel Field Guide (page 20), Rules of Engagement - The Rebel SpecForce Handbook (pages 42-43).
Comms & SensorsPTP Link1502
Type Point-to-point multi-channel personal communicatorType Point-to-point multi-channel personal communicator
PTP links can reach distances up to 25 kilometers. Average…PTP links can reach distances up to 25 kilometers. Average PTP links are simple communication devices, capable of audio transmissions only. More expensive models often contain encryption packages that help secure a channel that is in use. Such PTP links can cost as much as 1,000 credits, and require a Moderate communications roll to use successfully. If successful, the channel is secured and cannot be deciphered. Source: Gundark’s Fantastic Technology (page 90), Tales of the Jedi Companion (page 123).
Comms & SensorsPX-7 Heat Sensor2504SensorsType Hand-held heat sensor
Model: Chandriltech PX-7 Heat Sensor. Detects heat sources…Model: Chandriltech PX-7 Heat Sensor. Detects heat sources in a 100-meter radius. Heat intensity is indicated by brightness of image on readout screen. Source: Galladinium’s Fantastic Technology (page 32).
Comms & SensorsQwohog Vocalizer Mask1003Type Alien vocabulator
Model: Qwohog Vocalizer Mask. The mask converts sound waves…Model: Qwohog Vocalizer Mask. The mask converts sound waves and subtle movement of the wearer’s jaw into synthesized words and phrases, allowing Qwohog to converse on land. It’s programmed for one language only (usually Basic or Qwohog) but can be reprogrammed to synthesize words in a different language, with a Heroic computer programming/ repair roll. A non-Qwohog needs a Very Difficult Dexterity roll to operate the mask correctly. Source: Ultimate Alien Anthology (pages 126-127).
Comms & SensorsRecording Rod301Type Data storage device; Range 15 meters
Can store up to 100 standard hours worth of audio-visual…Can store up to 100 standard hours worth of audio-visual data. Source: Rulebook (page 227).
Comms & SensorsRepulsorfield Trip5002SensorsType Trip sensor
Model: Zone Supplies, Ltd. Repulsor Trip. Can be set to…Model: Zone Supplies, Ltd. Repulsor Trip. Can be set to trip to minimum field intensities. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 43).
Comms & SensorsRover Tracking Device1,0002Search
Type Personal tracking device; Range 3 kilometersType Personal tracking device; Range 3 kilometers
Model: Astroserver Industries Rover. Tracker tells range,…Model: Astroserver Industries Rover. Tracker tells range, direction and speed of beacon. Search is one difficulty easier when beacon is within tracker’s range. Source: Cracken’s Rebel Field Guide (page 21).
Comms & SensorsSearch-Scan 4 Security Scanner9,8002, R (restricted to governments)
Type Multi-capable security scanner; Range 3/7/25Type Multi-capable security scanner; Range 3/7/25
Model: BlasTech Search-Scan 4. This scanner adds 1D to the…Model: BlasTech Search-Scan 4. This scanner adds 1D to the sensor skill roll of its operator. It can help detect structural anomalies hiding secret compartments, and can find energy signatures showing weapons, life forms, and energy sources within a confined area, such as a docking bay, cargo hold, or compartment. Source: Gundark’s Fantastic Technology (page 104), Adventure Journal 4 (page 262).
Comms & SensorsSensor Array110,0002, RSensorsType Long range sensor array; Crew 2
Model: Fabritech LongView-382.X. The sensor array can scan…Model: Fabritech LongView-382.X. The sensor array can scan as far as 10 Space Units from the planet. Sensor operators add +1D to sensors. Source: Hideouts & Strongholds (page 95).
Comms & SensorsSensor Blind400,0004, XSensorsType Sensor blind
Model: IntelStar Tranquility System I. To use the sensor…Model: IntelStar Tranquility System I. To use the sensor blind, the operator must engage in an opposed roll with the operator of the scanning sensors. If the blind’s operator beats the opposing sensor operator by more than 5, then the scanner receives a false reading. In densely populated areas, give the blind’s operator a +1D bonus to his roll. Source: Hideouts & Strongholds (page 12).
Comms & SensorsSensor Jammer5,000 plus installation2, XSensorsType Sensor jammer
Model: IntelStar BlindSide Sensor Jammer. To use this…Model: IntelStar BlindSide Sensor Jammer. To use this device, an opposed sensor contest is rolled between the scanner and the jammer, each one using its operator’s sensors skill. If the jammer wins, the scanner still knows he’s being jammed, though he can’t locate the source. Source: Hideouts & Strongholds (page 12).
Comms & SensorsSensor No-Show
Not for sale (5,000 for similar black market units)Not for sale (5,000 for similar black market units)
4, XSneakType Passive field generators
Model: Alliance No-Show/Individual criminal manufacture.…Model: Alliance No-Show/Individual criminal manufacture. No-show protect on individual, giving them +2D to sneak when pertaining to heat- and infrared-based sensors. A standard power cell is completely drained after 15 minutes of use. Source: Galaxy Guide 11: Criminal Organizations (page 85), Rules of Engagement - The Rebel SpecForce Handbook (page 44).
Comms & SensorsSensor Pack6502, RSensorsType Portable scanning device
Model: NeuroSaav 8932/D Sensor Pack. The NeuroSaav 8932/D…Model: NeuroSaav 8932/D Sensor Pack. The NeuroSaav 8932/D is a general-purpose sensor apparatus that can detect either the presence of a life form, or the presence of a comm. signal. Characters using the unit receive a +1D bonus to sensors. The device can scan up to 300 meters away, and will give approximate bearings to the source of a comm. transmission or the location of a life form. Source: Rulebook (page 227).
Comms & SensorsSensor Pack 9320/B1,2002, RSensors
Type Portable scanning device; Range 50/150/300Type Portable scanning device; Range 50/150/300
Model: NeuroSaav 9320/B Sensor Pack. Detects life forms,…Model: NeuroSaav 9320/B Sensor Pack. Detects life forms, presence of comm signals, movement, density, mass, volume, and energy type and intensity. No sensors bonus. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 42).
Comms & SensorsSensor Scrambler1,175 (basic unit), 1,825 (jury-rigged unit)XSensorsType Sensors disruption unit
Model: Modified MicroThrust Com-Repeater. Moderate sensors…Model: Modified MicroThrust Com-Repeater. Moderate sensors roll to foul sensors within 200 meters. Sensor operators attempting to descramble the signal must make a Difficult sensors roll. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 44).
Comms & SensorsShipFinder100,000XSensorsType Subspace tracking device
Model: Drooin-Durtha Systems ShipFinder. Use of the…Model: Drooin-Durtha Systems ShipFinder. Use of the ShipFinder requires an Easy sensors roll. If successful, the character can locate the tracking device and plot a course to it from her present coordinates. Tracking device’s power cells last only eight days once activated. Source: Classic Adventures - Vol. 4 (page 59).
Comms & SensorsSilence Bubble Generator3,0002Type Anti-surveillance device
Model: Audio Performance Inc. Sheer Silence Bubble…Model: Audio Performance Inc. Sheer Silence Bubble Generator. Sensor stealth code of 4D to counter audio pickups; failure indicates the bubble itself is detected. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 44).
Comms & SensorsSmoke Generator402Type Mood effects stage smoke generator
Model: GFBS SFX Smoke Generator. Adds +2D of cover to…Model: GFBS SFX Smoke Generator. Adds +2D of cover to blaster firer’s difficulty. Adds +1D to difficulty with physical weapons (due to obscuration). Source: Rules of Engagement - The Rebel SpecForce Handbook (page 44).
Comms & SensorsSniffer1,5002Sensors
Type Chemical detection and identification deviceType Chemical detection and identification device
Model: Neuro Saav ChemDetect. Range highly variable,…Model: Neuro Saav ChemDetect. Range highly variable, depending on wind conditions, humidity and the presence of other chemicals. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 41).
Comms & SensorsSnooper Goggles3002, RSearchType Night macrobinoculars
Adds +2D to search in low light conditions; goggles without…Adds +2D to search in low light conditions; goggles without photo-reducing sensors are susceptible to sudden flashes of light (the wearer can be blinded). Source: Gundark’s Fantastic Technology (page 90), Han Solo and the Corporate Sector Sourcebook (page 121).
Comms & SensorsSoroSuub Heat Sensor Trip1002Sensors
Type Heat sensor; Range 20 meters, 45-degree arc. Has a…Type Heat sensor; Range 20 meters, 45-degree arc. Has a variable trigger mechanism; can be set to trip if it detects a heat source with a temperature ranging from three to thirty degrees standard.
Model: SoroSuub Heat Sensor. Source: Rules of Engagement -…Model: SoroSuub Heat Sensor. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 42).
Comms & SensorsSound Bubble3003Type Portable sound dampening system
Model: Paretaine Sonics SNS-600. An Easy sensor roll…Model: Paretaine Sonics SNS-600. An Easy sensor roll required for normal operation. Device can operate in two modes. In passive mode it produces a 360-degree field out to 5 meters. Sounds emitted outside this radius are “absorbed” - only sounds emitted from within the bubble are heard within the bubble. In activate mode, a 60-degree arc can be generated out to 10 meters. Within this arc, sound waves are effectively dampened, preventing any aural vibration from being sensed by live or automated detectors. Source: Galladinium’s Fantastic Technology (page 46).
Comms & SensorsSureSnoop Tracking Device3,0004Search
Type Personal tracking device; Range 5 kilometersType Personal tracking device; Range 5 kilometers
Model: Rhinsome Tracking Corp. SureSnoop. Top of line. Give…Model: Rhinsome Tracking Corp. SureSnoop. Top of line. Give exact range, direction and speed of beacon. Search is one difficulty easier when beacon is within tracker’s range. Source: Cracken’s Rebel Field Guide (page 21).
Comms & SensorsSurveillance Pod8,0002, RSensorsType Concealed surveillance pod
Model: Taptronics CovOps mark III Surveillance Unit. The…Model: Taptronics CovOps mark III Surveillance Unit. The Taptronics CovOps Mark III Surveillance unit - independently powered listening and tracking devices- add +2D to the sensors roll of the character operating it. In auto-function mode, the Mark III should be treated as if it has sensors 4D, automatically raising an alert if it detects an unauthorized motion, heat or sound source. Source: Hideouts & Strongholds (pages 52-53).
Comms & SensorsTagger2503, FType Remote surveillance tracking tool
Model: Culcanis MicroInstruments Tagger. The business end…Model: Culcanis MicroInstruments Tagger. The business end of the tagger is a small (5 mm) transponder dart. The tagger stylus has a small amount of pressurized gas to silently propel the transponder up to 5 meters. Once attached to its target, the device broadcasts an intermittent (once every 5 minutes) signal which can be picked up 1.2 kilometers away. Dart operates up to 40 standard hours. Source: Galladinium’s Fantastic Technology (page 62),.
Comms & SensorsTox Detector202Type Toxin detector
Model: SuriTech Disposable Toximeter Patch. The detectors…Model: SuriTech Disposable Toximeter Patch. The detectors are flat, one-decimeter square metallic sticker patches with a slightly raised deep-blue circle in the middle. This circle changes color to a phosphorescent orange when exposed to any harmful gases. Source: Platt’s Smugglers Guide (pages 48-49).
Comms & SensorsTrailmaster Tracking Device4002Search
Type Personal tracking device; Range 1 kilometerType Personal tracking device; Range 1 kilometer
Model: Astroserver Trailmaster. Tracker only gives…Model: Astroserver Trailmaster. Tracker only gives direction. Search is one difficulty easier when beacon is within tracker’s range. Source: Cracken’s Rebel Field Guide (page 21).
Comms & SensorsTransliterator
1,200 (includes 500 most common languages), 500 (module…1,200 (includes 500 most common languages), 500 (module with 500 additional languages)
3CommunicationsType Language interpretation unit
Model: Consolidated Learning Systems Transliterator. An…Model: Consolidated Learning Systems Transliterator. An Easy communications roll is required to properly select up to 20 different languages to be tracked. Device is effective to a range of 10 meters, but aural receptors focus on nearest sounds first. Individual displays of phrase or word translations can either remain in place until manually cleared by user or clear after a pre-set delay period of 15 seconds. This unit’s database contains 500 specific “common” languages and dialects. Source: Galladinium’s Fantastic Technology (page 47).
Comms & SensorsTreaty Recording SystemNone
Only available to Rebel Alliance diplomatic teamsOnly available to Rebel Alliance diplomatic teams
Holorecorder operation: Rebel Alliance Treaty Recording…Holorecorder operation: Rebel Alliance Treaty Recording System
Type Holorecorder
Model: Rebel Alliance Treaty Recording System. Recorder…Model: Rebel Alliance Treaty Recording System. Recorder images are processed through a special set of RTZ security filters, then recorded on a WORM chip so the data cannot be modified. The main image lens on the RecSys holorecorder has a fixed focus and only one focal length (depth of visual field, 1.1 to 3 meters), making it unusable for long-range surveillance. Source: Classic Adventures - Vol. 4 (page 5).
Comms & SensorsVehicle Comlink3001CommunicationsType Vehicle comlink; Range 200 kilometersSource: Rulebook (page 226).
Comms & SensorsVeridicator4,0004, RSensors: personal sensorsType Response analysis device
Model: Saldalith Manufacturing Veridicator 200. An Easy…Model: Saldalith Manufacturing Veridicator 200. An Easy sensors roll is required for normal use. Detection range is 5 meters within a 60 degree scanning arc. Device acts as a Perception check (4D+2) when rolled to detect possible falsehood. If target is aware of possible scans, the target can make a willpower roll to control natural biorhythms and disguise a lie. Source: Galladinium’s Fantastic Technology (page 37).
Comms & SensorsView Masker
2,500, 50 (power cells), 100 (sensor alarm module)2,500, 50 (power cells), 100 (sensor alarm module)
3, F, R or XType Portable distortion field
Model: zZip Product Concepts PSG- 8487 View Masker. With…Model: zZip Product Concepts PSG- 8487 View Masker. With voice code activation, it creates a localized visual distortion field (1 meter in diameter) which makes visual or audio scans virtually impossible. Source: Galladinium’s Fantastic Technology (page 63).
Comms & SensorsVoice Scrambler6003Type Voice scrambler
Model: Ulkop Securities SVC-700 Voice Scrambler. The voice…Model: Ulkop Securities SVC-700 Voice Scrambler. The voice scrambler distorts conversation so that more than three meters away it is impossible to determine the content of the conversation. Source: Galladinium’s Fantastic Technology (page 63).
Comms & SensorsWide-Scan Binocs1001Type Wide view binoculars
Model: Jassim Design VX3 Scanner. Wide-scan binocs provide…Model: Jassim Design VX3 Scanner. Wide-scan binocs provide a +1D bonus to search skill rolls where the target individual or area lies more than 20 meters away from viewer. Source: Gundark’s Fantastic Technology (page 90), Tales of the Jedi Companion (pages 123 124).
Comms & SensorsWrist Chronometer
50 (+10 for thermo sensor; +10 for gravity sensor; +30 for…50 (+10 for thermo sensor; +10 for gravity sensor; +30 for atmosphere sensor; +50 for comlink; + 50 for droid linkup)
1
Model: MicroThrust Clockwatcher. Source: Galladinium’s…Model: MicroThrust Clockwatcher. Source: Galladinium’s Fantastic Technology (pages 46-47).
Comms & SensorsZiko 1000 Macrobinoculars1001Sensors
Type Image-magnification sensor; Range 100-250/500/1,000Type Image-magnification sensor; Range 100-250/500/1,000
Model: Ziko 1000 Field Macrobinoculars. All modes have an…Model: Ziko 1000 Field Macrobinoculars. All modes have an Easy sensors difficulty at short range, increasing one level per range band. Search and other Perception-based rolls may be increased when using macrobinoculars by +3D when used to find something more than 100 meters away, at the gamemaster’s discretion. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 40).
ConveyancesAdhesion DiscNot for sale3
Model: Alliance Adhesion Disc. Enhances climbing by +2D.…Model: Alliance Adhesion Disc. Enhances climbing by +2D. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 36).
ConveyancesAratech R82 Jump Boots150, 25 (fuel)2
Repulsorlift operation (repulsor engine), rocket pack…Repulsorlift operation (repulsor engine), rocket pack operation (rockets)
Model: Aratech R82 Jump Boots. Source: Galladinium’s…Model: Aratech R82 Jump Boots. Source: Galladinium’s Fantastic Technology (pages 62-63), Rules of Engagement - The Rebel SpecForce Handbook (page 51).
ConveyancesClimbing Boots and Gloves802
Model: SureGrip Climbing Boot and Glove Set. Use of boots…Model: SureGrip Climbing Boot and Glove Set. Use of boots and gloves together enhances climbing by +1D. If used separately, they enhance climbing by +1. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 35).
ConveyancesClimbsuit3502
Model: Ayellixe/Krongbing Textiles Climbsuit. Adds +2D to…Model: Ayellixe/Krongbing Textiles Climbsuit. Adds +2D to climbing. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 35).
ConveyancesCloud JumperNot available for sale3, RRepulsorlift operation
The pack is not a true rocket pack in the sense that the…The pack is not a true rocket pack in the sense that the wearer can “fly”. Instead, the pack allows the wearer to make incredible leaps, over 200 meters at a time, from point to point. The pack can also be used to slow the descent of a person who is free-falling, allowing a soft landing in most cases. Source: The DarkStryder Campaign - The Kathol Outback (page 77).
ConveyancesDSP-5 Rocket Pack4002, RRocket pack operation
Model: Zandraman DSP-5 rocket pack. The DSP-5 rocket pack…Model: Zandraman DSP-5 rocket pack. The DSP-5 rocket pack can carry up to 60 kilograms and can move up to 70 meters vertically or 160 meters horizontally in a single charge. The unit has 12 charges. Source: Rulebook (page 227).
ConveyancesFibra-Rope10 per 25 meters1
Model: Standard fibra-rope. Can resist up to 750 kilograms…Model: Standard fibra-rope. Can resist up to 750 kilograms of force before breaking. Source: Gundark’s Fantastic Technology (page 76), Tales of the Jedi Companion (page 122).
ConveyancesFlotation Lifter1,0003 in coastal areas, 4 elsewhereRepulsorlift operation
Model: Haileycraft MaxMode Lifter. The lifter is an…Model: Haileycraft MaxMode Lifter. The lifter is an underwater mechanical device used by divers to lift light loads to the surface. It is not an industrial lifter and cannot lift extremely heavy loads. It can handle supply crates and three divers hanging on to straps on the sides, in addition to the “driver”. Source: Adventure Journal 1 (page 70).
ConveyancesFlutter Pack1,8004 (available only in the Yinchorr system)Flutter pack operation
Model: Yinchorri Flutter Pack. A flutter pack contains a…Model: Yinchorri Flutter Pack. A flutter pack contains a powerful engine attached to four lightweight, insectlike wings. Activating the pack causes the wings to flutter rapidly, providing lift and thrust. The wearer controls direction and speed using a small console built into a bracer or gauntlet. Flutter pack can lift 200 kilograms to an altitude of up to 1 kilometer, with a Move of 50. Operates for 1 hour before recharging (takes 8 hours). Comes with a set of goggles. Source: Ultimate Alien Anthology (page 143).
ConveyancesGrappling Gun1,0002Firearms
Model: Zone Control Grappling Gun. Moderate firearms…Model: Zone Control Grappling Gun. Moderate firearms difficulty to grapple a suitable support, Difficult to grapple a specific support. Winch can reel the user up at a rate of 20 meters per round. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 36).
ConveyancesGrav Boots550 (pair)2Powersuit operation
Model: Corgorlath Leisure Articles Master-Grav 1000. Move…Model: Corgorlath Leisure Articles Master-Grav 1000. Move is up to 20 meters per round and maximum altitude is 150 meters. The unit is relatively quiet. Various difficulty maneuvers may be attempted, using the powersuit operation skill. Source: Galladinium’s Fantastic Technology (pages 50-51).
ConveyancesGyro-Grappler151
The gyro-grappler has built-in microthrusters that activate…The gyro-grappler has built-in microthrusters that activate upon throwing, propelling the device forward in the intended direction. All climbing skill rolls have a bonus of +1D for characters employing a gyro-grappler in their ascent. Source: Gundark’s Fantastic Technology (page 81), Tales of the Jedi Companion (page 122).
ConveyancesHSS Thruster Pack6002, RRocket pack operation
Model: Greshnohr DRPV-78 Rocket Pack. Each operation burst…Model: Greshnohr DRPV-78 Rocket Pack. Each operation burst permits horizontal flight up to 500 meters and vertical lift up to 300 meters. Has fuel for 12 bursts, but the pack must cool for one round after each burst. Can carry 30 kilograms of cargo besides the operator. The repulsorlift generator allows the pack to hover and has a Move of 15 (cannot be used in conjunction with the rocket blast). The respulsor unit can operate continuously for a maximum of 10 minutes; it must coll for twice as long as it was operating. Source: Galaxy Guide 10: Bounty Hunters (pages 90-91), Gundark’s Fantastic Technology (pages 67-68).
ConveyancesHush About Jet Pack
1,800, 150 (power pack recharge), 150 (portable carrying…1,800, 150 (power pack recharge), 150 (portable carrying case) (unverified)
3, F or RJet pack operation
Model: Arakyd Aerodynes Inc. Hush-About AJP-400. The Arakyd…Model: Arakyd Aerodynes Inc. Hush-About AJP-400. The Arakyd Hush-About AJP-400 is capable of lifting up to 300 kilograms (total). It moves vertically 200 meters per charge, horizontally up to 500 meters per charge. A fully charged unit has 10 charges and can be run on continuous charge-feed. During normal operation this unit produces very little noise. Any attempt to locate a Hush-About using auditory pickups requires a successful search roll at a +10 penalty to the difficulty. Source: Rulebook (page 226), Galladinium’s Fantastic Technology (pages 11-12).
ConveyancesIyra Gravity Belt5003Repulsorlift operation
Model: Iyranis Gravitics Limited Gravity Belt. Slows…Model: Iyranis Gravitics Limited Gravity Belt. Slows free-fall velocity to a gentle landing. Source: Galladinium’s Fantastic Technology (page 44).
ConveyancesJumper Jet Pack2002, RJet pack operation
Model: Aratech Jumper Jet Pack. Fuel capacity for 8 bursts.…Model: Aratech Jumper Jet Pack. Fuel capacity for 8 bursts. Carries single passenger 100 meters horizontally or 65 meters vertically. May carry up to 100 kilograms total. Source: Galladinium’s Fantastic Technology (page 13).
ConveyancesLeaper Jet Pack3003, FJet pack operation
Model: Merr-Sonn Leaper Jet Pack. Carries single passenger…Model: Merr-Sonn Leaper Jet Pack. Carries single passenger plus 25 kilograms of cargo, 100 meters horizontally or 30 meters vertically. Fuel capacity for 10 bursts. Source: Galladinium’s Fantastic Technology (page 13).
ConveyancesLine Master TLG8002, RMissile weapons
Model: Line Master Tube-Launched Grapple (TLG). An easy…Model: Line Master Tube-Launched Grapple (TLG). An easy missile weapons roll is required to fire the grapple on target. When the handgrip is used to freeslide down the line, the motorized winch can pull a full load up the line with a move of 2. Source: Gundark’s Fantastic Technology (page 81), Operation: Elrood (pages 85-86).
ConveyancesLive Organism Comfort Conveyor
300 (25 kilogram size), 500 (60 kilogram size), 800 (100…300 (25 kilogram size), 500 (60 kilogram size), 800 (100 kilograms size)
2
Model: Kolocast Consumer Goods T-P-C4 Live Organism Comfort…Model: Kolocast Consumer Goods T-P-C4 Live Organism Comfort Conveyor. Source: Galladinium’s Fantastic Technology (page 14).
ConveyancesNJP 433 Jet Pack4002, RJet pack operation
Model: Nanogar NJP-433 Jet Pack. Capable of lifting up to…Model: Nanogar NJP-433 Jet Pack. Capable of lifting up to 250 kilograms (total). It moves vertically 50 meters per charge, horizontally up to 150 meters per charge. A fully charged unit has 5 charges. Source: Galladinium’s Fantastic Technology (page 13).
ConveyancesPower Pitons3002Dexterity
Model: MTS 56T Power Pitons. Using a set of power pitons…Model: MTS 56T Power Pitons. Using a set of power pitons (all four) adds a +2D bonus to climbing rolls with an Easy Dexterity roll. If only two pitons are used (just foot or hand pitons), the bonus is reduced to +1D. Source: Lord of the Expanse - Sector Guide (pages 47-48).
ConveyancesPRP-100 Rocket Pack3502, RRocket pack operation
Model: Presentian PRP-100. Can carry up to 65 kilograms and…Model: Presentian PRP-100. Can carry up to 65 kilograms and can move up to 75 meters vertically or 170 meters horizontally in a single charge. The unit has 8 charges. Source: Galladinium’s Fantastic Technology (page 13).
ConveyancesRepulsorlift Baggage Cart250, 50 (infrared guide stick)2
Model: Falkenharn Repulsors Mark V14 Baggage Handler. When…Model: Falkenharn Repulsors Mark V14 Baggage Handler. When fully extended and locked into place, the carrier is 1.75 meters long, 80 centimeters wide and 65 centimeters tall. Left and right sections are hinged and can be folded back for storage. Manual steering handle (removable) and lift control studs are located at each end. Three miniaturized repulsor inducers and inertia dampeners are located along bottom surface layers and covered by a protective grill. When fully charged, this carrier provides continuous lift for 100 standard hours. Flotation height distance is adjustable to 1.8 meters. An optional infrared guide stick allows for hands-off control of the carrier within an effective range of 10 meters. Source: Galladinium’s Fantastic Technology (page 64).
ConveyancesRepulsorlift Cart1002
Model: Ubrikkian Model 8 Cargo Platform. Cart is 2 meters…Model: Ubrikkian Model 8 Cargo Platform. Cart is 2 meters long and 1.5 meters wide. Raised railings at each end have clips for straps and nets to restrain cargo. Cart has fixed altitude of 0.35 meters. Source: Platt’s Smugglers Guide (pages 49-50).
ConveyancesRepulsorlift Grappling Gun1,200 (gun), 1,000 (wrist)2Firearms
Model: Zone Control Repulsor Grappling Gun. Can be operated…Model: Zone Control Repulsor Grappling Gun. Can be operated as a normal grappling gun, or operator can fire the gun normally, and then control the rate of ascent and direction of the repulsor-grappling hook via a thumb-operated joystick built into the gun. Hook’s charge will only last 30 seconds. Gun version makes 10 launchings on a standard blaster power pack, and stores 200 meters of molecularly reinforced line. Automatic winch pulls the owner at 20 meters per second and supports 200 kilograms. Wrist version makes 5 launchings on a hold-out blaster power pack, and stores 100 meters of line. Ascends at 10 meters per second and supports 150 kilograms. Source: Galladinium’s Fantastic Technology (page 55).
ConveyancesRP1 Carrier Rocket Pack4502, RRocket pack operation
Model: Fersherid RP1 Carrier. Can carry up to 65 kilograms…Model: Fersherid RP1 Carrier. Can carry up to 65 kilograms and can move up to 80 meters vertically or 180 meters horizontally in a single charge. The unit has 8 charges. Source: Galladinium’s Fantastic Technology (page 13).
ConveyancesScreamer Jumper Jet Pack250 (fuel 50)1Jet pack operation
Model: Aratech Screamer Jumper Jet Pack. Fuel capacity for…Model: Aratech Screamer Jumper Jet Pack. Fuel capacity for 10 bursts. Carries single passenger 100 meters horizontally or 70 meters vertically. Can slow descent to prevent injury form falling, requiring one burst per 200 meters fallen. After each burst the engines must be allowed to cool for one round. Requires Easy jet pack operation to use. May carry up to 75 kilograms of cargo, or another passenger, but distance traveled is halved. Source: Cracken’s Rebel Field Guide (page 43).
ConveyancesSwiftsure Jet Pack3002, RJet pack operation
Model: Moreldahl Swiftsure Jet Pack. Capable of lifting up…Model: Moreldahl Swiftsure Jet Pack. Capable of lifting up to 90 kilograms (total). It moves vertically 70 meters per charge, horizontally up to 100 meters per charge. A fully charged unit has 20 charges. Source: Galladinium’s Fantastic Technology (page 13).
ConveyancesSyntherope52
Model: SureGrip Climbing Syntherope. 20 meters. Can support…Model: SureGrip Climbing Syntherope. 20 meters. Can support 500 kilograms. Using rope adds +1D to climbing (+2D to climbing if treated with FrictionGrip). Source: Rules of Engagement - The Rebel SpecForce Handbook (page 36).
ConveyancesSyntherope Dispensor21
Supports up to 500 kilograms of weight. Source: Rulebook…Supports up to 500 kilograms of weight. Source: Rulebook (page 228).
ConveyancesTranthebar Racing Harness
12,500; the thrantebar, training fees, and registration…12,500; the thrantebar, training fees, and registration fees are separate
4, FBeast riding: tranthebar
Model: leisure mechanicals TRHA-300 Control Harness. Adds…Model: leisure mechanicals TRHA-300 Control Harness. Adds +2D to the user’s beast riding skill. The TRHA control harness is a series of external cyber-attachments that links the minds of the tranthebar mountain ripper and the rider, allowing them to share emotions and exchange thoughts. Source: Galladinium’s Fantastic Technology (pages 90-91).
ConveyancesVerti-Go Line Thrower4002Missile weapons
Model: Susuax Verti-Go Climbing System. The normal rate of…Model: Susuax Verti-Go Climbing System. The normal rate of ascent for the climbing motor is six meters per second for a normal human with gear. The secondary switch climbs at 12 meters per second but is three times as noisy (reduce Perception difficulty to spot climber by two levels). Source: Gundark’s Fantastic Technology (page 83).
ConveyancesWhisper Jet Pack4003, FJet pack operation
Model: Arakyd Aerodynes Inc. Whisper. The Arakyd Whisper is…Model: Arakyd Aerodynes Inc. Whisper. The Arakyd Whisper is capable of lifting up to 150 kilograms (total). It moves vertically 70 meters per charge, horizontally up to 100 meters per charge. A fully charged unit has 20 charges. Source: Galaxy Guide 9: Fragments from the Rim (pages 31-32), Galladinium’s Fantastic Technology (pages 11-12), Rules of Engagement - The Rebel SpecForce Handbook (page 51).
ConveyancesWhisper Jumper Jet Pack4503, FRocket pack operation
Model: Aratech Whisper Jumper. Carries single passenger 100…Model: Aratech Whisper Jumper. Carries single passenger 100 meters horizontally or 70 meters vertically per jump. Fuel capacity for 5 jumps, must cool for one round after each jump. Source: Galaxy Guide 9: Fragments from the Rim (page 9), Galladinium’s Fantastic Technology (page 13).
ConveyancesZ-6 Jet Pack3004, F or RJet pack operation
Model: Mitrinomon Z-6. Has a Move of 100 meters…Model: Mitrinomon Z-6. Has a Move of 100 meters horizontally, 70 meters vertically. Base difficulty is Easy, modified by obstacles. Has 20 charges, can expend up to two per round. May carry an extra 100 kilograms of cargo, besides the operator, but movement is halved. Source: Galladinium’s Fantastic Technology (page 13).
ConveyancesZim Systems Rocket Pack7502, 3Rocket pack operation
Model: Zim Systems ROCKET. The ROCKET can carry 80…Model: Zim Systems ROCKET. The ROCKET can carry 80 kilograms up to 40 meters vertically and 120 meters horizontally on a single charge. The pack has 10 charges. Source: Gundark’s Fantastic Technology (page 68), Tales of the Jedi Companion (page 123).
Survival & UtilityAnimal Excluder3502, F or RType Animal excluder
Model: Merr-Sonn Excluder. The excluder has three power…Model: Merr-Sonn Excluder. The excluder has three power settings - low power (2D), normal power (4D), and high power (6D). Each setting forms a protective “sphere” with a diameter of 10 meters, 20 meters and 40 meters, respectively. Every round that a creature possessing senses in the affected range attempts to approach, it must make a willpower or Strength roll (whichever is higher) against the excluder’s power setting to remain within the device’s range. Failure means the creature retreats as far as it can until it is out of range; success means it can advance but suffers -2D to all actions due to irritation and distraction. Attempting to corner a creature, however, is not a wise move, as full flight-or-fight instincts remain in affected creatures. Source: Gundark’s Fantastic Technology (page 79).
Survival & UtilityAnti-Insect Canister2753Type Inecticide
Model: Barkesh Insect Culture. A canister’s contents can…Model: Barkesh Insect Culture. A canister’s contents can coat three full sized humans or protect the atmosphere within a small ship or within several meters of a small camp. The canister is effective up to one month from purchase, when the microorganisms inside eventually die out. Source: Gundark’s Fantastic Technology (pages 79-80).
Survival & UtilityAqua Survival Shelter2,5002Type Ocean survival raft
Model: Valerenn Environmentals Flotation Shelter. Equipped…Model: Valerenn Environmentals Flotation Shelter. Equipped with a built-in homing beacon, heat vent, glow rod, six meters of syntherope, two medpacs, and a very large water tank. The generator has enough energy to last 250 hours. The supplies in the raft can support two people for two weeks. Reduce that time if more than two people are crammed inside. Source: Platt’s Smugglers Guide (page 54).
Survival & UtilityAqualish Bio-Light Panel2502Type Aqualish bio-light panel
Model: Ferisoliq Imports, Ltd. ABP-980. Emits light in an…Model: Ferisoliq Imports, Ltd. ABP-980. Emits light in an ever-changing array of fluid, picturesque patterns. Source: Galladinium’s Fantastic Technology (page 28).
Survival & UtilityB’shingh5003Alien species, tacticsType Entertainment game
Model: Dekerno Inc. B’shingh Holo Game. Intellectual…Model: Dekerno Inc. B’shingh Holo Game. Intellectual military game. Source: Gundark’s Fantastic Technology (page 85).
Survival & UtilityBith Hiding Cube3,0004Type Security container
Model: Veretrex Securities Hiding Cube SCT-1000. Cube is 75…Model: Veretrex Securities Hiding Cube SCT-1000. Cube is 75 centimeters on a side. When activated and properly hidden, a viewer must make a Moderate Perception roll to notice “something” about the wall where the cube is. External magna-locks along the container surface require a Very Difficult security total to pick. The container’s outer surface has a Strength of 4D to resist damage. Source: Galladinium’s Fantastic Technology (page 28).
Survival & UtilityBreath Mask501Type Breath mask
Model: VargeCorp Easy Breathing Breath Mask. Provides one…Model: VargeCorp Easy Breathing Breath Mask. Provides one hour of breathable air. Source: Rulebook (pages 225-226), Rules of Engagement- The Rebel SpecForce Handbook (page 32).
Survival & UtilityBreather-1 Breath Mask1502Type Portable atmosphere-filtering system
Model: Duwani Mechanical Products Breather-1. Allows…Model: Duwani Mechanical Products Breather-1. Allows characters to survive in otherwise hostile gaseous environments. Note that the breath mask does not protect against gravitational or air pressures. Source: Tales of the Jedi Companion (page 121).
Survival & UtilityBubble Cloak8002Type Emergency shelter
Model: Meredex Atmospherics EMS-90. An Easy Dexterity roll…Model: Meredex Atmospherics EMS-90. An Easy Dexterity roll is required for removal and inflation within 30 seconds. Puncture and heat resistant, opaque bubble has a Strength of 1D+2 to resist damage and atmosphere loss. Source: Galladinium’s Fantastic Technology (pages 42-43).
Survival & UtilityChidinkalu2,5003Musical instrument operation: chidinkaluType Custom-made Bith musical instrument
Model: Gonidor Supply Co. Hand-made Chidinkalu. Source:…Model: Gonidor Supply Co. Hand-made Chidinkalu. Source: Gundark’s Fantastic Technology (page 85).
Survival & UtilityChronometer with Hidden Compartment50, 65 (belt version)1Type Personal chronometer
Model: Alliwon Electronics Vennoc-x Chronometer. Hidden…Model: Alliwon Electronics Vennoc-x Chronometer. Hidden compartment can hold items smaller than four by four centimeters. Source: Galladinium’s Fantastic Technology (page 44).
Survival & UtilityCold Crate250 (50 per additional cryo canister)2Type Cold crate
Model: SoroSuub CLD- 50 Cryo-Case. The unit has enough…Model: SoroSuub CLD- 50 Cryo-Case. The unit has enough power and liquid gas to keep the crate at or below freezing for 50 standard hours. Low temperatures can be maintained indefinitely by recharging the fuel cells from a generator and replacing the cryo canister with a spare. Source: Platt’s Smugglers Guide (page 52).
Survival & UtilityCoruscant Cascader5,0004Type Electronic molecular excitation net
Model: Farbreini MicroElectronics Limited Coruscant…Model: Farbreini MicroElectronics Limited Coruscant Crusader BPEA-1A. Creates a dazzling matrix of custom-designed light shapes that highlight the wearer. Source: Galladinium’s Fantastic Technology (page 34).
Survival & UtilityCrate Tag Imprinter1,5002, FType Crate tag imprinter
Model: MerenData Cargo Label Generator 2-CLG. Source:…Model: MerenData Cargo Label Generator 2-CLG. Source: Platt’s Smugglers Guide (page 50).
Survival & UtilityCyborg/Computer Systems Data-Link
500 (includes link with one computer), 100 for each…500 (includes link with one computer), 100 for each additional computer
Type Allows long-range transfer of information between…Type Allows long-range transfer of information between computer and cyborg
Model: Crozo Industrial Products At-Computer Link. Cyborgs…Model: Crozo Industrial Products At-Computer Link. Cyborgs can make computer programming rolls or give simple commands. At-Computer Link is linked to a specific computer, but extra computers may be added. Cyborgs can only manipulate simple operations on a ship, such as things that a computer normally handles by itself. Air locks can be opened, grappling hooks deployed or released. Piloting and gunnery are far to sophisticated operations to be run through the computer system. Source: Cracken’s Rebel Field Guide (page 32).
Survival & UtilityDatapad Remote Link Unit1,000 credits2
Type Remote two-piece datapad/system interface unitType Remote two-piece datapad/system interface unit
Model: TaggeCo TC-40 Padlink. Enables any authorized user…Model: TaggeCo TC-40 Padlink. Enables any authorized user to access and work from a conveniently sized datapad, while still keeping the user hooked into the primary system. The padlink has a range of 100 meters. An Easy computer programming/ repair roll must be made to used the device in its intended fashion; a +5 modifier in addition to the assigned difficulty number is applied when characters determine their computer programming/repair roll when slicing into the target system. Installation of the comm unit onto a master terminal requires an Easy computer programming/ repair roll. Source: Adventure Journal 10 (page 142).
Survival & UtilityDeclination Mental Combat Game3,5003Type Mental holographic game
Model: Wethrenn Amusements, Unlimited Declination…Model: Wethrenn Amusements, Unlimited Declination Holographic Game. Characters may use either starfighter piloting and starship gunnery or Perception to play. Difficulties for navigating the asteroid field can range from Very Easy to Heroic (+10, +20, or more). Actual combat rolls are opposed skill rolls, with additional modifiers based on the difficulty of the terrain. Source: Galladinium’s Fantastic Technology (page 49).
Survival & UtilityDefel Heat Reducer5002Type Heat reducer/energy generator
Model: Farendress Defek Exports HR-1200. When operating in…Model: Farendress Defek Exports HR-1200. When operating in an environment with high levels of ultraviolet radiation, the exchanger can produce enough energy to power several datapads or other small appliances. Source: Galladinium’s Fantastic Technology (pages 29-30).
Survival & UtilityDehydrated Food Pack21Type Standard dehydrated food pack
Each dehydrated food pack contains enough nourishment for a…Each dehydrated food pack contains enough nourishment for a human for one meal (does not include liquids). Source: Gundark’s Fantastic Technology (pages 80-81), Tales of the Jedi Companion (page 122).
Survival & UtilityDimSim5,0004, X
Type Personal holographic projector/interference unitType Personal holographic projector/interference unit
Model: DimSim (custom designed unit). DimSim completely…Model: DimSim (custom designed unit). DimSim completely conceals the user’s features. Source: Galaxy Guide 11: Criminal Organizations (page 85), Gundark’s Fantastic Technology (page 107).
Survival & UtilityDispersal Canister4002Type Personal waste disintegration device
Model: Valkrex Machinery Dispersal Canister. Canister is a…Model: Valkrex Machinery Dispersal Canister. Canister is a round cylinder, 1 meter tall by 40 centimeters in diameter. Each canister contains 6 removable and rechargeable power packs, which are charged with the energy of disintegrated waste. Source: Galladinium’s Fantastic Technology (page 30).
Survival & UtilityDoubler Suit30,0004, X
Computer programming/repair (Difficult difficulty to…Computer programming/repair (Difficult difficulty to properly operate doubler imaging application; if the programming roll fails, the flaws will be immediately evident the first time the doubler image is used)
Type Human-sized three-dimensional imaging systemType Human-sized three-dimensional imaging system
Model: Modified Corellidyne Holographic Projector Doubler…Model: Modified Corellidyne Holographic Projector Doubler Suit. Once programmed, an Easy Mechanical roll will allow projection of lifelike image duplicating the character. The image can be projected in any direction, up to 10 meters away. The operating character should secretly inform the gamemaster of attempts to project the holo image, specifying location and distance relative to the true individual. If a successful roll is made, all others will see the apparent image of original character projected as previously indicated. Viewers must make Very Difficult Perception or search roll to discover the true nature of the image (at a range of 50 meters or more; for every 10 meters close to the target, reduce the difficulty by one level). Source: Galaxy Guide 10: Bounty Hunters (page 88), Gundark’s Fantastic Technology (page 52).
Survival & UtilityEmergency Inflation Shelter5002Survival
Type Personal environmental protection shelterType Personal environmental protection shelter
Model: Valerenn Environmentals Personal Shelter Capsule.…Model: Valerenn Environmentals Personal Shelter Capsule. Prior to activation, the PSC is a flat, 1 meter square, 25 centimeters thick cube that houses an inflatable, highly reflective fabric shelter. Filaments running throughout the fabric draw solar energy to the shelter’s batteries, allowing for up to 10 hours of continuous use. When fully inflated, the shelter expands to a diameter of 2.5 meters and oxygen recycling and heating elements are automatically activated. A zippered entranceway gives access to the interior. A Very Easy survival roll is required for activation. Source: Galladinium’s Fantastic Technology (page 65).
Survival & UtilityEmergency Life Support Module3,0002Type Emergency life support system
Model: MineSystems Emergency Life Support Unit. Unit…Model: MineSystems Emergency Life Support Unit. Unit provides enough oxygen to sustain 10 people for 30 hours (there are 10 masks). The module is a rectangular box, 2 meters by 1 meter by 1.5 meters. The unit will activate automatically if its sensors detect a dangerous drop in air quality. The module has emergency supplies, two medpacs, and an automated distress beacon. Source: Flashpoint! Brak Sector (page 25).
Survival & UtilityEnergy Capacitor1,5002SurvivalType Energy collection system
Model: Dardrennis Survival Technologies EMS-500. An Easy…Model: Dardrennis Survival Technologies EMS-500. An Easy Technical roll is required for normal operation. The difficulty level may vary depending upon the type and amount of energy flow being accessed. Energy collection rates will vary from anywhere for an hour (from large power source or generator) up to six days (such as from low power blaster power packs) for a full charge. Source: Galladinium’s Fantastic Technology (page 65).
Survival & UtilityFlesh Camouflage
11,000 (computer), 500 (per retinal contact pair;…11,000 (computer), 500 (per retinal contact pair; non-reusable), 500 (per SecCard taker), 250 (per flesh concealment kit, non-reusable)
4, XComputer programming/repairType Personal disguise device
Model: Illicit Electronics Flesh Camouflage. The operator…Model: Illicit Electronics Flesh Camouflage. The operator must make a computer programming/repair roll: Roll Result Source: Galladinium’s Fantastic Technology (pages 95-96).
Survival & UtilityFood Manager2502Culinary arts (Knowledge skill)Type Automated food preparation unit
Model: Synergentics Rapid Recipe Food Management System. A…Model: Synergentics Rapid Recipe Food Management System. A Very Easy culinary arts roll is required to locate a specific recipe from the unit’s database. A Moderate (or higher) roll is necessary to incorporate a new recipe from scratch. Just add the ingredients and the system takes care of the entire food preparation process. Source: Galladinium’s Fantastic Technology (page 30).
Survival & UtilityGlow Rod101Type Standard glow rod
Source: Rulebook (page 226), Heir to the Empire Sourcebook…Source: Rulebook (page 226), Heir to the Empire Sourcebook (page 107).
Survival & UtilityHeat Induction Staff3002SurvivalType Emergency heat generator
Model: Salasetti Survival Systems, Incorporated Heat…Model: Salasetti Survival Systems, Incorporated Heat Induction Staff. An Easy survival roll is required for normal operation. Accidental contact with the heating point results in 3D damage. Source: Galladinium’s Fantastic Technology (page 66).
Survival & UtilityHolomatic Dejarik Set1,500, 100 (additional data modules)2Scholar: dejarik (a Knowledge skill)Type Holographic dejarik system
Model: Lakan Industries DHS-2. Source: Galladinium’s…Model: Lakan Industries DHS-2. Source: Galladinium’s Fantastic Technology (page 51).
Survival & UtilityHot Box2502Type Hot box
Model: SoroSuub HT-50 Heated Crate. The power cells can…Model: SoroSuub HT-50 Heated Crate. The power cells can keep the inside hot for up to 50 hours; it’s easily recharged from a generator. Source: Platt’s Smugglers Guide (page 52).
Survival & UtilityImperial Command Combat Simulator3502Tactics
Type Computerized holographic combat simulatorType Computerized holographic combat simulator
Model: Plescinia Entertainments CS-Mark 10. In addition to…Model: Plescinia Entertainments CS-Mark 10. In addition to the 12 “stock” historical simulations built into this unit, a “scenario editor” feature allows the user to custom create additional historical or hypothetical engagements. And Easy computer programming/repair roll is required to install the system. Games scenarios require various tactics rolls (difficulty varies by scenario). Source: Galladinium’s Fantastic Technology (page 51).
Survival & UtilityKaiburr CrystalNot available for sale4Type Force Enhancing Artifact
Kaiburr crystal stores Force points, which can be used by a…Kaiburr crystal stores Force points, which can be used by a Force-user that takes possession of it. Each crystal stores five Force points, and these Force points can only be used to increase rolls made to employ Force powers. As long as the crystal is in close proximity to the Temple of Pomojema on Mimban, it regains 1 Force point every minute. If removed from Mimban, a crystal does not regain spent Force points, but can be used as a lightsaber crystal. Kaiburr crystals used in this way grant a +2 pip bonus to the lightsaber’s damage, as well as a +2 pip bonus to all lightsaber skill rolls. Source: Rebellion Era Sourcebook (page 84).
Survival & UtilityKloo Horn2,0003Musical instrument operation: Kloo HornType Custom-made Bith musical instrument
Model: Gonidor Supply Co. Hand-made Kloo Horn. Source:…Model: Gonidor Supply Co. Hand-made Kloo Horn. Source: Gundark’s Fantastic Technology (pages 85-86).
Survival & UtilityLuma Flare1002Missile weaponsType Aerial illumination system
Model: Salamini Chemical Munitions Model-3287. Maximum…Model: Salamini Chemical Munitions Model-3287. Maximum range for the luma flare is five kilometers vertical and 10 kilometers horizontal. The illumination lasts for three minutes, and an area 300 meters in diameter is affected. While not designed as a weapon, luma flares will cause 4D burn damage to anyone within 20 meters of the detonation. Anyone within 50 meters of the detonation point and who is looking directly at the detonation point must make a Difficult Perception total or be blinded for eight minutes. Source: Galaxy Guide 10: Bounty Hunters (page 91), Gundark’s Fantastic Technology (pages 81-82), Rules of Engagement - The Rebel SpecForce Handbook (page 70).
Survival & UtilityMaster Command Unit100,0004, XType master control unit
Model: Authority master Command Unit. This small flat…Model: Authority master Command Unit. This small flat instrument can be used to remotely control over a total of 25 different technological items, mastering any signal within 300 meters. Code slicer takes over any nearby machinery, allowing the user to control it. Source: Gundark’s Fantastic Technology (page 93).
Survival & UtilityMicro Fusion Reactor7501Type Medium fusion power generator
Model: Lardanis Survival Systems MFCR-200 Power Generator.…Model: Lardanis Survival Systems MFCR-200 Power Generator. Source: Galladinium’s Fantastic Technology (page 55).
Survival & UtilityOrganic Gill2003Type Synthetic organic gill
Model: Mon Calamari Organic Gill. While wearing an organic…Model: Mon Calamari Organic Gill. While wearing an organic gill, a diver may breathe in underwater environments. Source: The Jedi Academy Sourcebook (page 140), Gundark’s Fantastic Technology (page 76).
Survival & UtilityOxidizer3502Type Molecular oxygen extractor
Model: Gandorthral Atmospherics Oxidizer. Extracts…Model: Gandorthral Atmospherics Oxidizer. Extracts breathable oxygen from poisonous atmospheres; lasts 4 hours on a full power pack. Power pack recharging takes one hour. Source: Galladinium’s Fantastic Technology (page 54), Rules of Engagement - The Rebel SpecForce Handbook (page 32).
Survival & UtilityOxygen Extractor3502Type Oxygen extractor
Model: Vercanne Mineral Technologies FOE-2000. Extracts…Model: Vercanne Mineral Technologies FOE-2000. Extracts oxygen from sub-surface water deposits or water vapor trapped in rock formations. Source: Galladinium’s Fantastic Technology (page 57).
Survival & UtilityPersonal Strobe Locator1002Type Personal strobe locator
Model: Saladar Systems Solo Strobe. The comlink-sized…Model: Saladar Systems Solo Strobe. The comlink-sized strobe flashes every five seconds for up to 20 hours, and is visible for three kilometers. Source: Platt’s Smugglers Guide (page 54).
Survival & UtilityPortable Heater2Type Portable heating unit
Provides enough heat to keep a person alive within an…Provides enough heat to keep a person alive within an encosed area of a maximum of 3 cubic meters in temperatures down to -75 degrees C for several days, perhaps a week or two with careful regulation. Source: Galaxy Guide 8: Scouts (page 46).
Survival & UtilityPressure Tent100 (small), 350 (medium), 1,200 (large)3SurvivalType Survival tent
Model: TasCorp Enviro-Tent 2A (small), 9B (medium), 30C…Model: TasCorp Enviro-Tent 2A (small), 9B (medium), 30C (large). A pressure tent provides a safe habitat on the surface of Tasariq. A small pressure tent uses 2 individual oxygen tanks, a medium pressure tent uses 2 vehicle oxygen tanks, a large pressure tent uses 4 vehicle oxygen tanks. The tanks provide one week of use. A pressure tent can be set up in about an hour. A small tent holds 1-3 people, a medium tent hold 6-12 people, a large tent hold 20-40 people. Pressure tents only protect the inhabitants from weather conditions, even severe storms. It provides no protection from blaster fire, explosions, or projectile or melee weapons. Source: Adventure Journal 15 (page 190).
Survival & UtilityRadiation Deflection Badge3002Type Industrial radiation deflector
Model: Reflkind Industrials Radiation Screener. Power cell…Model: Reflkind Industrials Radiation Screener. Power cell must be replaced after 50 hours of use, regardless of actual radiation levels (cells cost 10 credits). Adds +2D to survival rolls made due to radiation exposure. Badge changes color if its radiation deflection levels are exceeded. Use the same effects as water contamination (pages 20-21) to determine the severity of radiation contamination. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 33).
Survival & UtilityRadiation Deflection Pin250-5002
Type Personal ornamentation energy deflectors (various…Type Personal ornamentation energy deflectors (various styles)
Model: Raflkind Industrial Radiation Screener. Miniature…Model: Raflkind Industrial Radiation Screener. Miniature power cell must be replaced after 50 hours of continuous use. This item adds +1D to any survival rolls concerning low-level radiation. Bonus does not apply to high-energy radiation situations, but warning alarm will sound if radiation levels exceed specified amounts. Source: Galladinium’s Fantastic Technology (page 36).
Survival & UtilityRation Concentrates51Type Compact field meal
Model: Adventure Hiker & Hunter Ration Pack. Source: Rules…Model: Adventure Hiker & Hunter Ration Pack. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 32).
Survival & UtilityRefresher Booth2,5002Type Personal hygienic refreshment system
Model: zZip Products Concepts Ltd. Refresher Booth. Fully…Model: zZip Products Concepts Ltd. Refresher Booth. Fully automated and self-contained ultrasonic shower system. Source: Galladinium’s Fantastic Technology (page 30).
Survival & UtilityRemote Text Data Scanner7502CommunicationsType Remote text data scanner
Model: Willienk Data Systems RTDS-1000. A Very Easy…Model: Willienk Data Systems RTDS-1000. A Very Easy communications roll is required to properly scan hard copy datasheets; an Easy communications roll is required to transmit data. S o u r c e : Galladinium’s Fantastic Technology (page 45)
Survival & UtilityRepulsor Lounge Floater3502Type Repulsor lounge floater
Model: Gafladen Lounger 432GLM. Features adjustable…Model: Gafladen Lounger 432GLM. Features adjustable repulsor field from one to 30 centimeters and micro-inducers for a relaxing massage. Source: Galladinium’s Fantastic Technology (page 31).
Survival & UtilityScout’s Survival Pack900-2,0002Type Custom survival pack
While each pack varies, they often consist of a backpack…While each pack varies, they often consist of a backpack rig packed with any of the following items- breath mask, comlink, datapad, fusion grapple, glowrod, hold-out blaster (3D), macrobinoculars, medpac, personal moisture vaporator, rations, recording rod, survival shelter, syntherope, thermal flare. The pack may also contain other items added by individual scouts customizing their kits. Source: Gundark’s Fantastic Technology (pages 82-83).
Survival & UtilityShelter1202
Type Single-person di-chrome multi-environment shelter;…Type Single-person di-chrome multi-environment shelter; Crew 1
Model: Adventure Hiker & Hunter DuraShelter. Adds +2D to…Model: Adventure Hiker & Hunter DuraShelter. Adds +2D to hide attempts once activated. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 39).
Survival & UtilitySith Concentration TalismanNot available for sale4Control, sense or alterType Sith talisman
Force-user must touch the talisman throughout the Force…Force-user must touch the talisman throughout the Force power’s initiation. It grants a 1D, 2D, or 3D bonus to any one Force skill. Affected skill may be changed between uses of Force powers, but not during the initiation of one power that requires more than one Force skill. The amount of bonus is dependent on the particular talisman; weaker ones are more common, while the more powerful ones are extremely rare. Source: Tales of the Jedi Companion (page 80).
Survival & UtilitySith Ensnarement TalismanNot available for sale4Control, sense or alterType Sith talisman
Force-user must touch the talisman throughout the Force…Force-user must touch the talisman throughout the Force power’s initiation. It grants a 1D, 2D, or 3D bonus to any one Force skill. Affected skill may be changed between uses of Force powers, but not during the initiation of one power that requires more than one Force skill. The amount of bonus is dependent on the particular talisman; weaker ones are more common, while the more powerful ones are extremely rare. Each time a light sider uses the device he must make a willpower or control roll against an ever-increasing difficulty. The first use requires a Very Easy roll, the second an Easy roll, the third a Moderate roll, and so forth. Failing the roll means that the user automatically turns to the dark side. Source: Tales of the Jedi Companion (page 81).
Survival & UtilitySith Force Mask TalismanNot available for sale4Type Sith talisman
Force-wielding characters using the sense skill to detect…Force-wielding characters using the sense skill to detect disturbances in the Force cannot perceive any Force use by the holder of a Force mask. Source: Tales of the Jedi Companion (page 81).
Survival & UtilitySith Healing TalismanNot available for sale4Control, sense or alterType Sith talisman
A Force-user may heal one being by one wound level for each…A Force-user may heal one being by one wound level for each die of Force skill (control, sense or alter) he wishes to give up for the following ten hours. Source: Tales of the Jedi Companion (page 81).
Survival & UtilitySith Shield TalismanNot available for sale4Type Sith talisman
The shield talisman confers a bonus of up to 3D (there are…The shield talisman confers a bonus of up to 3D (there are 1D, 2D, and 3D versions of the device) against energy and Force attacks directed at the wielder. The number of absorbed dice directly correlates to the rarity of the item. Source: Tales of the Jedi Companion (pages 81-82).
Survival & UtilitySith Translation TalismanNot available for sale4Type Sith talisman
This talisman allows the wielder to read the Sith’s ancient…This talisman allows the wielder to read the Sith’s ancient language as if it were his own native tongue. Source: Tales of the Jedi Companion (page 82).
Survival & UtilitySleight Box750-2,0003, XType Sleight box
Model: Ecls Industries R-Roll Crate. These cargo containers…Model: Ecls Industries R-Roll Crate. These cargo containers have a low-powered repulsorlift coil matrix and power supply cleverly concealed in the bottom casing. A small compensator c-board helps the repulsorfield neutralize the weight of anything inside, making the box feel like it’s empty. Scans detect a sleight box’s energy source on a Difficult sensor roll; increase the difficulty one level if the container is stowed near another power source. Source: Platt’s Smugglers Guide (pages 52-53).
Survival & UtilitySpacer’s Chest200 credits1Type Spacer’s chest
Model: SoroSuub Wanderer Space Chest. A rectangular, 1…Model: SoroSuub Wanderer Space Chest. A rectangular, 1 meter long chest, with handles on each face. It can be locked with an electronic combo-lock (Moderate to pick), sealed against vacuum, and is quite durable: 6D Strength. Source: Platt’s Smugglers Guide (page 46), Gundark’s Fantastic Technology (pages 76-77), Pirates & Privateers (pages 47-48).
Survival & UtilitySpheroids Globe5002Type Holographic spheroids simulator
Model: Sarno Technologies Home Spheroids Simulator.…Model: Sarno Technologies Home Spheroids Simulator. Different game maneuvers are accomplished with various thrown weapons totals. The gamemaster may set target difficulties or have opponents make opposed rolls to see who wins a given contest. Source: Galladinium’s Fantastic Technology (pages 48-49).
Survival & UtilitySun Room22,5003Type Artificial environment booth
Model: zZip Product Concepts Limited, Deluxe Sun Room. Unit…Model: zZip Product Concepts Limited, Deluxe Sun Room. Unit is 20 square meters and 3 meters tall. Simulates natural lighting, temperature and radiation conditions on any number of worlds. Source: Galladinium’s Fantastic Technology (page 32).
Survival & UtilitySurvival Pack7502Type Standard survival knapsack
Model: Chedak Survival Kit. Contains two week’s rations,…Model: Chedak Survival Kit. Contains two week’s rations, three medpacs, a glow rod, two thermal flares, a single-person di-chrome shelter, a breath mask, six meters of syntherope, a knife, and a portable fusion power generator. Special missions-issue packs may include vibropick, fusion cutter, pocket computer, recording rod, portable field scanner, macrobinoculars, standard explosive charge, exposure suit, portable moisture vaporator. Source: Platt’s Smugglers Guide (page 54), Rebel Alliance Sourcebook (page 96), Rules of Engagement - The Rebel SpecForce Handbook (pages 38-39).
Survival & UtilitySynoptic Teacher10,500, 200-1,000 (information modules)3Type Subconscious teaching system
Model: Consolidated Learning Systems Synoptic Teacher. A…Model: Consolidated Learning Systems Synoptic Teacher. A variety of pre-designed information learning modules are available on a wide variety of subjects (gamemaster should determine availability). Transference procedure takes between 15-30 minutes. Depending on the level of module content, its degree of technical or cultural sophistication, the user must make an Easy-Very Difficult Perception roll to effectively absorb the material. A successful roll means the user gains +1D-3D in that given skill or skill specialization if the character’s skill level is below 5D (including attribute). The gamemaster is free to adjust costs, difficulties, skill bonus and maximum limits to any degree desired. The user may gain a benefit from a data module only once. The synoptic teacher is a favorite subconscious “brainwashing” tool of Imperial Intelligence and other organizations which may wish to plant posthypnotic suggestions in the minds of operatives without their knowledge or consent. Source: Galladinium’s Fantastic Technology (page 47).
Survival & UtilitySynth-Harmonica5002Musical instrument operation: synth-harmonicaType Musical instrument
Model: Mikar Music Ampified Synth-Harmonica. Source:…Model: Mikar Music Ampified Synth-Harmonica. Source: Gundark’s Fantastic Technology (page 86).
Survival & UtilityTasari Breath Mask40 credits3Type Breath mask
Model: Bavar Breathing Systems Portable Environmental…Model: Bavar Breathing Systems Portable Environmental Support Unit. Tasari breath masks cover the face and nose of humanoid beings. Oxygen is supplied through a hose, from a detachable tan. See the “Oxygen Tanks” entry for additional information. Source: Adventure Journal 15 (page 187).
Survival & UtilityTasari Oxygen Tank10 credits (personal) or 55 credits (vehicle)3
Type Element of portable life support units, available in…Type Element of portable life support units, available in personal and vehicle models
Model: Tasari Elder Council Oxygen Tank. Allows work of…Model: Tasari Elder Council Oxygen Tank. Allows work of about one standard hour before it must be refilled. Refilling generally costs about 1 credit for personal models and 5 credits for vehicle models. Tasari oxygen tanks have armor values of 1D (personal model) and 3D (vehicle model). Should a personal tank be punctured, the carrier is subjected to 2D damage from the explosion and shrapnel generated by the sudden release of compressed gases. When the vehicle tanks are punctured, all beings within 2 meters suffer 2D damage. Source: Adventure Journal 15 (page 189).
Survival & UtilityThe CodexType DarkStryder artifact
The Codex is a small metallic pyramid that provides +2D to…The Codex is a small metallic pyramid that provides +2D to all Force skills that the user possesses. In addition, the Codes allows a Force-sensitive to automatically locate “galactic” scale disturbances in the Force (i.e. the destruction of a planet or other such cataclysm). Characters who attempt to use the device more than three round a day are subject to some penalties: any Dark Side points the character receives while using the Codex are doubled, and other Force-sensitives can locate the device fairly easily, often over distances of more than 100 light years. The Codex has a body strength of 1D to resist damage. If the device is roughly handled or otherwise damaged, it will break and cannot be repaired. Source: The DarkStryder Campaign - The Kathol Rift (page 62).
Survival & UtilityThermal Credit Belt1002Type Money belt
Model: Novaplex Security Belt. If worn with a blast vest or…Model: Novaplex Security Belt. If worn with a blast vest or other torso armor, the user suffers -2 to Dexterity and related skill rolls. Source: Platt’s Smugglers Guide (page 48).
Survival & UtilityThinHut1Type Insulation tent
Model: Karflo Corporation ThinHut. Provides up to 30 hours…Model: Karflo Corporation ThinHut. Provides up to 30 hours of limited protection against chemical exposure in most known atmosphere types. Small, 3 cubic meter shelter against cold and atmosphere. Can be folded into a packet no larger than a datapad, and considerably lighter. Source: Galaxy Guide 8: Scouts (page 46).
Survival & UtilityUniversal Computer Interface2,500, 100 (annual software upgrades)1Computer programming/repairType Computer access translator
Model: MerenData Universal Computer Interface. A computer…Model: MerenData Universal Computer Interface. A computer programming/ repair roll is required for successful operation (difficulty varies based on how much the unknown computer system varies from standardized systems). A successful roll allows the user to add a +1D bonus to any subsequent computer programming/repair rolls using this system. This device will not override security programming in place nor will it permit otherwise unauthorized access to host systems. This unit does, however, provide for easy data transference between what might otherwise be incompatible system architectures. Source: Galladinium’s Fantastic Technology (page 32).
Survival & UtilityUniversal Power Adapter1002Type Universal power adapter
Model: Udrane Galactic Electronics Universal Power Adapter.…Model: Udrane Galactic Electronics Universal Power Adapter. The term “universal” is not 100 percent correct: the user is required to make a Very Easy Technical roll to make the proper adjustments for the adapter. Source: Galladinium’s Fantastic Technology (page 33).
Survival & UtilityVoid StoneNot available for sale4Type Force-dampening artifact
All Force-users within 100 meters of the Void Stone suffer…All Force-users within 100 meters of the Void Stone suffer a -2D penalty to all Force skills. In addition, the use of Force points within the area of the Void Stone is reduced by half (ie, instead of doubling all dice pools, a Force point used near the Void Stone only grants a bonus of x1.5). Source: Rebellion Era Sourcebook (page 85).
Survival & UtilityWater Purifier1001SurvivalType Water purification system
Model: Pretormin Environmental WPR-60. A Very Easy survival…Model: Pretormin Environmental WPR-60. A Very Easy survival roll is required for normal use. The amount of time required to properly filtrate water samples is dependant on local sources. Average filtration time is 5 minutes. The unit will notify the user when cleansing process is completed. Source: Galladinium’s Fantastic Technology (page 67).
Survival & UtilityWater Purifying Canteen1001Type Water purifier
Model: SurvivalGear Water JugFilter. The water-purifying…Model: SurvivalGear Water JugFilter. The water-purifying canteen can remove contamination from tainted water. It takes two minutes to purify lightly contaminated water, four minutes to purify moderately contaminated water, eight minutes to purify highly contaminated water, and 1D hours to purify toxic water. (See pages 20-21 for more information on water contamination). Source: Rules of Engagement - The Rebel SpecForce Handbook (page 32).
Tech & SecurityAccuTronics Encryption Package5002Computer programming/repairType Datafile encryption device
Model: AccuTronics Encryption Package 1a.44.87. Any…Model: AccuTronics Encryption Package 1a.44.87. Any datafile encrypted with the AccuTronics package gains a +5 modifier to its difficulty number to be found, and requires a Moderate computer programming/ repair roll to crack the encrypt code if the password is known. Source: Gundark’s Fantastic Technology (page 96).
Tech & SecurityAnalysis Encoding ComputerNot for sale2, R (restricted to Imperial use)Computer programming/repairType Analysis encoding computer
Model: Analysis/Encoding Docu-Server. A Moderate computer…Model: Analysis/Encoding Docu-Server. A Moderate computer programming/repair roll enables a character to connect the a/e unit to another system. Once connected, a Moderate computer programming/repair roll activates the unit. Reduce the difficulty level of encryption on Imperial scandocs or files that have been transferred to the system with the A/E unit by one level (from Difficult to Moderate, etc.) Source: Adventure Journal 10 (page 138).
Tech & SecurityAstrogation Buffer1,3002, FComputer programming/repairType Nav data backup system
Model: Cybot Galactica “Lifeline” Astrogation Buffer. An…Model: Cybot Galactica “Lifeline” Astrogation Buffer. An astrogation buffer can store one set of nav coordinates indefinitely; note that any attempts to load more than one set of coordinates into the buffer will fail, the newest data overwriting the older information. A scomp-link (and a Moderate computer programming/repair roll) allows this data to be downloaded into a nav computer, after which the information is deleted. Source: Cynabar’s Fantastic Technology: Droids (page 33).
Tech & SecurityAstromech Voice Box250Type Astromech verbal attachment
Model: Industrial Automaton R-Series Voice Box Adaptor.…Model: Industrial Automaton R-Series Voice Box Adaptor. Allows and R-series droid to speak a specific language (language programs run from 25 to 100 credits), with adjustable pitch, intonation and accent. Installation requires a Moderate droid repair rolls and takes 15 minutes. Removal requires an Easy droid repair roll and 15 minutes; failure causes 3D stun damage to the droid and randomly eliminates one skill. Source: Galladinium’s Fantastic Technology (page 27).
Tech & SecurityAutomap2,0002Computer programming/repairType Global positioning system
Model: SoroSuub “Tracker” GPS Module. It is virtually…Model: SoroSuub “Tracker” GPS Module. It is virtually impossible for a character using an Automap to get lost. As long as the device is linked to an orbiting source of data (such as a ship’s sensors or weather satellite) the device relays accurate data regarding the user’s location, local weather conditions, other moving objections and navigational hazards. The link requires a Moderate computer programming/repair roll once per hour to maintain. Failure indicates that the link has been terminated and the device will extrapolate the character’s position with marginal accuracy. (Unlinked automaps produce faulty position data on anything less than a Difficult computer programming/repair roll.) Source: Gundark’s Fantastic Technology (page 80).
Tech & SecurityBinder Cuffs501Type Personal restraint device
Model: Loris Merr-Sonn Binder Cuffs. Binder cuffs have a…Model: Loris Merr-Sonn Binder Cuffs. Binder cuffs have a Strength of 5D to hold individuals.
Tech & SecurityBio-Cocoon2,0003Type Biological containment system
Model: Dendratis Biological Exports, Incorporated…Model: Dendratis Biological Exports, Incorporated Bio-Cocoon. Upon activation, the intended victim must make a Moderate brawling parry roll to avoid entrapment (for victims up to 150 kilograms; victims from 151-300 kilograms need only make an Easy roll, while 301-450 kilograms targets require a Very Easy roll; this unit has no effect on targets over 450 kilograms). Failure results in an immediate -1D to Dexterity and 1D stun damage. Increase the brawling parry difficulty to escape by one level each additional round and increase the Dexterity penalty by -1D and increase the stun damage by +1D. The target is fully cocooned when the Dexterity penalty matches or exceeds the character’s Dexterity or the stun damage is sufficient to knock out the character. Source: Galladinium’s Fantastic Technology (page 53).
Tech & SecurityBiodegradable Binders752, RType Temporary binders
Model: TaggeCo. Biodegradable Binders. Once applied, a…Model: TaggeCo. Biodegradable Binders. Once applied, a character must make an opposed Strength roll to break free (the binders have a Strength of 6D). Once activated, the binders deteriorate in 36 hours. An application of a special harmless molecular solvent will degrade the binders sooner if necessary. Source: Gundark’s Fantastic Technology (page 70), Han Solo and the Corporate Sector Sourcebook (page 117).
Tech & SecurityBith Computer Retinal Lock1,2003Computer programming/repairType Computer security system
Model: Veredictas CompuTechnology Bith Computer Retinal…Model: Veredictas CompuTechnology Bith Computer Retinal Lock. An Easy computer programming/repair roll is required for installation. Once in place, only retinal falsification system will allow unauthorized users to access secured files. Source: Galladinium’s Fantastic Technology (page 59).
Tech & SecurityBith Vehicle Voice Lock6503StreetwiseType vehicle theft deterrent
Model: Casilis Electronics Defenses BiVVoL RVR-325. An Easy…Model: Casilis Electronics Defenses BiVVoL RVR-325. An Easy communications total is required to properly encode the BiVVoL or change an established pattern. Normal activation by the owner with voice command code is automatic within a 10-meter range (if the owner is willing). The owner can alter the command sequence’s tone to fail an activation if under duress. A failed attempt to circumvent a BiVVoL means that the vehicle’s power system is disabled until the secondary system establishes identity. Attempting to “forge” a voice replication requires a voice replication unit with sound adjustment functions, at least three hours of work creating the forgery, and a Moderate communications roll and a Moderate forgery roll. Source: Galladinium’s Fantastic Technology (pages 12-13).
Tech & SecurityCargo Netting100 per 10 by 10 meter section2Type Cargo webbing
Model: SoroSuub 1010 Cargo Restraint. Cargo netting straps…Model: SoroSuub 1010 Cargo Restraint. Cargo netting straps have 3D Strength for purposes of resisting damage. Source: Platt’s Smugglers Guide (page 53).
Tech & SecurityCargo Winch
400 (for basic unit), 800 (for heavy lifting winch)400 (for basic unit), 800 (for heavy lifting winch)
2LiftingType Small cargo-lifting device
Model: Utilitech AR5G Cargo Winch. A cargo winch typically…Model: Utilitech AR5G Cargo Winch. A cargo winch typically comes equipped with 50 meters of durasteel cable, and is capable of supporting 80 kilograms (though the droid must anchor itself; factors such as unstable or uneven ground can increase the lifting difficulty by one level). A heavy cargo winch is also available; it performs much like a standard winch but gives the droid +1D to lifting attempts. Source: Cynabar’s Fantastic Technology (pages 33-34).
Tech & SecurityCFC-100 Corporate Watcher
12,500, 10,000 credits annual service fee for weekly data…12,500, 10,000 credits annual service fee for weekly data upgrades
2BusinessType Corporate watcher computer
Model: CoreDataFiles CFC-100. Requires no specialized…Model: CoreDataFiles CFC-100. Requires no specialized computer skills to install. However, an Easy business roll is required to retrieve information dealing with a given company’s recent operations. Moderate or higher skill totals are required when attempting to model hypothetical “what-if” scenarios and analysis of long-term trends. Source: Galladinium’s Fantastic Technology (pages 28-29).
Tech & SecurityCircular Saw
500 (for external model), 1,200 (for retractable internal…500 (for external model), 1,200 (for retractable internal model; droid must be a minimum of 0.3 meters long/tall)
2
Any appropriate repair skill; use melee combat: circular…Any appropriate repair skill; use melee combat: circular saw in combat
Type Circular saw
Model: Industrial Automaton Type 10 Cutting Saw. The type…Model: Industrial Automaton Type 10 Cutting Saw. The type 10 cutting saw does 4D damage and has a range of 0.3 meters. It can be used in combat, though the device’s limited range and damage make it an impractical weapon at best. Source: Cynabar’s Fantastic Technology (page 34).
Tech & SecurityCL-3 Droid Command Link850Type Remote droid command link
Model: AccuTronics CL-3 Droid Command Link. Unit contains…Model: AccuTronics CL-3 Droid Command Link. Unit contains all the features of a comlink and allows user to command a droid equipped with a response rig from a range of up to one kilometer. Installation requires a Moderate droid repair roll, and Easy droid programming roll and two hours of work. Unit displays audio/video feed from linked droid’s sensors, and allows switching of supported visual ranges (infrared, ultraviolet, etc). Another control allows droid’s communications to be displayed as text. Source: Galladinium’s Fantastic Technology (pages 26-27).
Tech & SecurityCode Cylinder5002Computer programming/repairType Compact encoded security device
Model: Standard Code Cylinder. A code cylinder accesses…Model: Standard Code Cylinder. A code cylinder accesses computer data via a droid’s comp link or provides entry into restricted facilities. Each cylinder features the user’s personal security clearance data and access codes encrypted within them. Code cylinders can be programmed at properly equipped computers by making a Moderate computer programming/repair roll. Without such systems the difficulty is Very Difficult.
Tech & SecurityCode Slicer2,0003SecurityType Security code breaker
Model: Duwani Mechanical Products UniSlice. Provides +1D…Model: Duwani Mechanical Products UniSlice. Provides +1D security bonus in attempts to bypass or break through security measures. Source: Gundark’s Fantastic Technology (page 96), Tales of the Jedi Companion (page 122).
Tech & SecurityComputer Spikes
X Name Power Cost Piercer II 2D 3,000 Credits Intruder 3D…X Name Power Cost Piercer II 2D 3,000 Credits Intruder 3D 4,500 Credits Piercer IV 4D 6,000 Credits Spear V 5D 7,500 Credits Lancer 6D 9,000 Credits Impalement Forward 7D 10,500 Credits Riddle Eight 8D 12,000 Credits Honey Comb IX 9D 13,500 Credits Tunneler 10D 15,000 Credits (unverified)
Computer programming/repairType Computer spikes
Model: MicroThrust Computer Spikes. Character must make an…Model: MicroThrust Computer Spikes. Character must make an Easy computer programming/repair roll to prepare the spike. If roll succeeds, the program can be slotted into the computer system to be raided. If the roll fails, the spike is ruined. The player then rolls the spike’s die code against the difficulty number of the information. Use the computer programming/ repair guidelines on page 63 of the Rulebook to determine the difficulty. A spike can only be used once. Source: Cracken’s Rebel Field Guide (page 8).
Tech & SecurityConsole Dead Lock
1,000 (electronic combination), 1,500 (key card)1,000 (electronic combination), 1,500 (key card)
2Type Console power lock
Model: Arakyd PowerLock 2500. Cuts the energy feed to your…Model: Arakyd PowerLock 2500. Cuts the energy feed to your control boards. Installing the lock yourself requires a Very Difficult security roll. Failure damages some of the cockpit, instrumentation and controls. Bypassing the lock requires a Very Difficult security roll. Source: Platt’s Smugglers Guide (page 56).
Tech & SecurityConsole Lock Panel300 (electronic combination), 500 (key card)2Type Control lock panel
Model: Varge Corp. CS20 Board Plate. Installing the panel…Model: Varge Corp. CS20 Board Plate. Installing the panel assembly yourself requires a Difficult security roll. Failure means the lock sometimes sticks, and sometimes doesn’t engage all the way. Bypassing the lock requires a Moderate security roll. To engage or remove the panel takes six rounds. Source: Platt’s Smugglers Guide (page 56).
Tech & SecurityCorrosion Preventative75 per liter2
Model: ColuChem Anti-Corr 113. Anti-Corr 113 stains…Model: ColuChem Anti-Corr 113. Anti-Corr 113 stains everything it comes into contact with a pasty blue residue. Only expensive chemical solvents can remove the stains, sometimes causing physical damage to the treated item if composed of softer materials. Source: Adventure Journal 9 (page 142).
Tech & SecurityCrate Hooks50 per pair1Lifting or melee combatType Crate hooks
Model: Vlanth Cargo Grippers. Although crate hooks make…Model: Vlanth Cargo Grippers. Although crate hooks make good melee weapons, they’re too small and awkward to be used to parry attacks. Source: Platt’s Smugglers Guide (page 49).
Tech & SecurityCredit Chip Bio-Encoder2,5003, R or XType Biological encoder
Model: MerenData Credit Chip Bio-Encoder. An Easy first aid…Model: MerenData Credit Chip Bio-Encoder. An Easy first aid roll is required to properly encode a genetic sample from the owner. Attempts to access chip by unauthorized agents result in 4D stun damage. Source: Galladinium’s Fantastic Technology (page 43).
Tech & SecurityCyborg Knowledge CartridgesR
Cartridges are available only for knowledge and technical…Cartridges are available only for knowledge and technical skills. Knowledge Skills Basic 3D skill 250 credits Expert 5D skill 750 credits Master 6D skill 1,000 credits Technical Skills Basic 3D skill 500 credits Expert 5D skill 1,500 credits Master 6D skill 2,000 credits (unverified)
Type Knowledge cartridges
Model: Perzome SoftWEAR Cyborg Knowledge Cartridges. Cyborg…Model: Perzome SoftWEAR Cyborg Knowledge Cartridges. Cyborg construct can hold a maximum of 6D worth of skills. Cartridges replace user’s skill. Source: Cracken’s Rebel Field Guide (page 34).
Tech & SecurityCyborg/Droid Interface
Normally included with cyborg construct, 600 if installed…Normally included with cyborg construct, 600 if installed separately
Type Cyborg/droid interface
Model: Neuro-Saav Cyborg/Droid Interface. Cyborg/Droid…Model: Neuro-Saav Cyborg/Droid Interface. Cyborg/Droid interface makes all droid programming rolls one difficulty level easier. Use the computer programming difficulties listed on page 63 of the Rulebook if the cyborg is trying to learn something the droid does not want to share, although the difficulty is one level easier. Interface is standard on most cyborg implants. Source: Cracken’s Rebel Field Guide (page 33).
Tech & SecurityData Bio-Encryptor25,0003, RComputer programming/repairType Data transfer system
Model: Servenidain Securities, Limited Data Bio-Encoder. An…Model: Servenidain Securities, Limited Data Bio-Encoder. An Easy computer programming/repair roll is required to successfully download and encrypt the desired information or to safely upload data upon arrival at one’s destination. Ingested data capsule’s time-release coating can be set for anywhere from 20 to 200 hours later. Detection of ingested data capsule requires a Heroic sensors roll. Source: Galladinium’s Fantastic Technology (page 60).
Tech & SecurityDatapad25-1001Computer programming/repairType Portable computer workstation
Model: Standard Datapad. Source: Rulebook (page 226),…Model: Standard Datapad. Source: Rulebook (page 226), Gundark’s Fantastic Technology (pages 92-93), Heir to the Empire Sourcebook (pages 106-107).
Tech & SecurityDCD-4800 Cryptographer Coder1,2003Computer programming/repairType Computer data encryptor
Model: Ealewon Electronics DCD- 4800 Cryptographic Coder.…Model: Ealewon Electronics DCD- 4800 Cryptographic Coder. Requires and Easy computer programming/repair roll to secure selected data files with selected option(s) in place. Attempts to access encrypted files require a Difficult computer programming/repair roll if the user doesn’t have the appropriate authorization. Source: Galladinium’s Fantastic Technology (page 29).
Tech & SecurityDirectional Transponder1,0002Sensors: directional transponderType Orientation console; Crew 1
Model: Graph 18 Surface Locator. Successful use adds +2D to…Model: Graph 18 Surface Locator. Successful use adds +2D to search: tracking attempts to navigate unfamiliar terrain. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 38).
Tech & SecurityDodonna’s Battle Analysis ComputerNot available for saleUniqueTactics: fleets, tactics: starfightersType Battle analysis computer
Model: Custom Battle Analysis Computer. In addition to…Model: Custom Battle Analysis Computer. In addition to displaying course, distance, shield strength, firepower, damage, speed and condition of vessel for all combatants, the BAC has tactics: fleets 5D and tactics: starfighters 5D. A battlefield commander may defer to the machine’s recommendations (use the BAC’s skill for tactics rolls), or the BAC may assist the commander (use the rules for “Combined Actions” from the Rulebook). Source: The Truce at Bakura Sourcebook (pages 136-137).
Tech & SecurityDroid Caller100-500 credits1Droid programming
A caller is a compact, short-range signaling device that…A caller is a compact, short-range signaling device that broadcasts directly into a droid’s motivational processor (via a restraining bolt). Simple callers can only broadcast simple commands (such as ordering a droid to activate or deactivate). Moresophisticated callers can transmit commands of greater complexity (issuing orders that a droid must obey). The average range of a caller is 20 meters. Source: Cynabar’s Fantastic Technology: Droids (page 40).
Tech & SecurityDroid Customization Kit
400 (additional costs for specific attachments may also be…400 (additional costs for specific attachments may also be incurred)
Droid programming, droid repairType Droid modification tool kit
Model: Ulqib MacroTronics Droid Customization Kit. Most…Model: Ulqib MacroTronics Droid Customization Kit. Most hardware additions also require successful installation of corresponding software programming to properly interface new equipment. Additional tools (e.g. electric arc welder) and other droid parts may be required for certain alterations. The gamemaster must determine specific difficulty levels and time taken. Source: Galladinium’s Fantastic Technology (pages 25-26).
Tech & SecurityDuros Bio-Computer35,0004Computer programming/repairType Biological personal computer
Model: MerenData Duros Bio-Comp 1000. Offers a…Model: MerenData Duros Bio-Comp 1000. Offers a maintenance-free performance standard with virtual independence from any external power source. Source: Galladinium’s Fantastic Technology (page 87).
Tech & SecurityElectronic Combination Hatch Lock7502, FType Combination hatch seal
Model: Varge Corp. Cipher Security Seal. Installing this…Model: Varge Corp. Cipher Security Seal. Installing this lock yourself requires a Difficult security roll. Failure means the lock sometimes sticks, and sometimes doesn’t engage all the way. Bypassing this lock requires a Difficult security roll. Source: Platt’s Smugglers Guide (pages 55-56).
Tech & SecurityElectronic Identification Display4502, possibly FSecurity
Type Electronic identification/credential displayType Electronic identification/credential display
Model: MerenData IPI-1000. An Easy security roll is…Model: MerenData IPI-1000. An Easy security roll is required to properly scan document images. Holographically scans any document up to 30 centimeters long by 30 centimeters wide. Data storage is coded under one of 10 different security levels, personally coded. Stores up to 12 documents. Only certified officials may perform document scans. Source: Galladinium’s Fantastic Technology (page 44).
Tech & SecurityElectronic Lock Breaker
25,000 (basic unit), 1,000 (per security system profile…25,000 (basic unit), 1,000 (per security system profile software package)
X*Security, computer programming/repairType Security tampering unit
Model: Outlaw Tech Lock Breaker. The Lock Breaker requires…Model: Outlaw Tech Lock Breaker. The Lock Breaker requires a Moderate security roll to activate and a Difficult computer programming/repair roll to successfully determine gene code sequences in advanced computer locks. Specific system profiles must be programmed before use, but pre programmed system profiles (which are quicker to enter and generally more effective than “homemade” profiles) can be installed with a Moderate computer programming/repair roll. Note: This item is not available prior to the Battle of Endor. Source: The Last Command Sourcebook (pages 122-123), Gundark’s Fantastic Technology (pages 97-98), The Thrawn Trilogy Sourcebook (pages 188-189).
Tech & SecurityFine Work Grasper Arm350 credits2LiftingType Droid appendage
Model: Varies widely. Fine work grasper arms are…Model: Varies widely. Fine work grasper arms are retractable, folding into a small compartment in the droid’s chassis. The arm extends up to 0.5 meters and has servo-boosted mechanisms in the joints and “fingers” (which allow the droid to type or manipulate small objects). There are a number of types available, some tipped with claws or pincers, others with three- or five-fingered “hands.” Source: Cynabar’s Fantastic Technology (page 34).
Tech & SecurityFingerprint Masque15,000 (black market)4, XComputer programming/repair (to use)Type Fingerprint pattern alteration kit
Model: Individual criminal manufacture. The flip-top…Model: Individual criminal manufacture. The flip-top surface contains a liquid crystal display used to confirm commands and the display of desired patterns. The bottom half of the device’s “pad” contains a small input panel and a “sensor pad” where the digit is placed while the new pattern is being formed. Source: Galaxy Guide 11: Criminal Organizations (page 84), Gundark’s Fantastic Technology (page 108).
Tech & SecurityForce Cage7,0003Security (to assemble)Type Humanoid portable containment system
Model: Damorind Securities Model S-3. An Easy security roll…Model: Damorind Securities Model S-3. An Easy security roll is necessary to properly assemble the device; if not assembled properly, the shock system does not work. The shock system may be set for variable damage (1D-7D, stun or normal damage). Anyone confined within the cage must make an opposed roll against the cage’s Strength of 7D to break out. Source: Galaxy Guide 10: Bounty Hunters (page 89), Gundark’s Fantastic Technology (page 70).
Tech & SecurityFusion Cutter751Various repair skillsType Fusion cutter
Model: Borallis Metalworkings & Materials PCW-876.…Model: Borallis Metalworkings & Materials PCW-876. Difficulty level when using this device is dependent on the project involved. Accidental exposure to beam causes 3D-6D damage. Bonuses for using a hydrospanner for repair work may range from +1 to +1D as decided by the gamemaster. Source: Galladinium’s Fantastic Technology (page 55), Pirates & Privateers (page 48), Platt’s Smugglers Guide (page 58).
Tech & SecurityGalactic Currency Converter300, 50 (additional sector modules)2BusinessType Currency converter
Model: Bank of the Core GCC-1000. Base unit handles data…Model: Bank of the Core GCC-1000. Base unit handles data for all major Core, Inner Rim and Colonies sectors. Additional program modules for additional sectors also available. An Easy business roll is required for normal operation. Source: Galladinium’s Fantastic Technology (page 66).
Tech & SecurityGear Bag501Type Gear bag
Model: SoroSuub Pak-It Gear Bag. Source: Platt’s Smugglers…Model: SoroSuub Pak-It Gear Bag. Source: Platt’s Smugglers Guide (page 46).
Tech & SecurityHeavy Fusion Cutter1501Assorted Technical skillsType heavy fusion cutter
Model: Borallis Metalworking & Materials PCW-880. This unit…Model: Borallis Metalworking & Materials PCW-880. This unit is 1.2 meters long and uses a rechargeable power pack. Source: Gundark’s Fantastic Technology (page 98).
Tech & SecurityHeavy Grasper Arm550 credits2LiftingType Droid appendage
Model: Varies widely. Heavy grasper arms are retractable,…Model: Varies widely. Heavy grasper arms are retractable, folding into a small compartment in the droid’s chassis. The arm extends up to 0.5 meters and has servo-boosted mechanisms in the joints and “fingers” (which allow the droid to type or manipulate small objects and add +2D to lifting attempts). There are a number of types available, some tipped with claws or pincers, others with three- or five-fingered “hands.” Source: Cynabar’s Fantastic Technology (page 34).
Tech & SecurityHolocam2,500 (basic unit)2SensorsType Droid recording device
Model: Neuro-Saav TL3 Holo-Imaging Package. The TL3 holocam…Model: Neuro-Saav TL3 Holo-Imaging Package. The TL3 holocam is designed specifically for droids; it is a small processing device that can be tied into the droid’s existing optical modules, allowing a complete first person view from the droid’s perspective (up to 20 meters, limited by droid’s line-of-sight). Images can be downloaded to datacards, dataplaques or holoprojectors, allowing playback and storage of the recording. The basic TL3 ties into the droid’s existing optics, though only humanrange recordings are possible. For an additional 200 credits per upgrade, the TL3 can be adapted to record with the following improvements: macrobinocular hookup (improves range of recording to 100 meters), all-environment (360 degree recording, in a 10-meter radius; playback appears as if the viewer is “with” the droid and can look in any direction to see what else is nearby), thermal, motion sensor, and UV hookup (records in “night-vision” mode with thermal/UV hookups; focuses on moving objects with motion sensor option). Source: Cynabar’s Fantastic Technology (pages 34/36).
Tech & SecurityHoloprojector300-8,000 credits2Computer programming/repairType Holoprojector
Model: SoroSuub G-series Holoprojection Unit. Basic…Model: SoroSuub G-series Holoprojection Unit. Basic holoprojectors-like those that are standard equipment on most R-series astromechs-can project a prerecorded hologram up to 1.5 meters away, with an image size ranging from 0.5 to 10 meters. Source: Cynabar’s Fantastic Technology (page 36).
Tech & SecurityHydrospanner501Type Hydrospanner
Model: Corellian Engineering V-07 Hydrospanner. Bonuses for…Model: Corellian Engineering V-07 Hydrospanner. Bonuses for using a hydrospanner for repair work may range from +1 to +1D as decided by the gamemaster. Source: Platt’s Smugglers Guide (page 57).
Tech & SecurityImperial Customs HolosealNot available for sale2, RType Customs holoseal
Model: MerenData Imperial Holoseal. Successfully removing…Model: MerenData Imperial Holoseal. Successfully removing an Imperial Holoseal is a Very Difficult security task. Other seals used by sector and system customs authorities can be removed with Moderate to Difficult security roll. Source: Platt’s Smugglers Guide (page 51).
Tech & SecurityIntellex IV Internal Computer800 credits2Type Astromech droid internal computer
Model: Industrial Automation Intellex IV internal computer.…Model: Industrial Automation Intellex IV internal computer. In addition to the ability to scan technical files to pinpoint problems, the Intellex IV also supports sophisticated analysis programs, such as the lifeform identification subroutines (LFIs) and many low level scanner tasks. As the Intellex IV’s primary function is to scan technical files and find data patterns, it is very useful to characters who have improved Technical skills and a need to retrieve restricted files and information. A character can use an independent Intellex IV unit as a tool when trying to enter restricted systems or files: computer programming/repair difficulty numbers should be determined by the gamemaster. If the Intellex IV is part of a non-cooperative astromech droid, a Moderate droid repair roll must be made to remove the unit without damage. This procedure usually takes about half an hour to complete. Allied astromech droids, however, are often willing toe execute such operations upon their owner’s request. If attempting to do this with an Intellex V or VI, raise each difficulty one level. Source: Adventure Journal 10 (page 141).
Tech & SecurityInternal Automap4,000 credits2Computer programming/repairType Global positioning system
Model: SoroSuub “AutoTracker” Droid GPS Module. It is…Model: SoroSuub “AutoTracker” Droid GPS Module. It is virtually impossible for a character using an Automap to get lost. As long as the device is linked to an orbiting source of data (such as a ship’s sensors or a weather satellite) the device relays accurate data regarding the user’s location, local weather conditions, other moving objects and navigational hazards. The link requires a Moderate computer programming/repair roll once per hour to maintain. The droid using the automap link can automatically display this information on a datapad (with a scomp-link) or project it on any on-board imaging systems it possesses. Source: Cynabar’s Fantastic Technology (page 36).
Tech & SecurityInternal Comlink1002CommunicationsType Basic droid internal comlink
Model: Fabritech “VoxLink” Internal Comlink. The VoxLink…Model: Fabritech “VoxLink” Internal Comlink. The VoxLink has a broadcast and reception range of 50 kilometers in clear weather. It can monitor up to 10 frequencies simultaneously. Source: Cynabar’s Fantastic Technology (page 36).
Tech & SecurityJedi HolocronNot available for sale4Type Jedi holocron
Using the information provided by a Jedi holocron will…Using the information provided by a Jedi holocron will grant a +2 pip bonus to repair and scholar skill rolls that have to do with Jedi-oriented equipment (lightsabers, jedi armor, vehicles, starships, etc.). If a character attempts to convince a “gatekeeper” (ie, the Jedi Master whose personality is imprinted into the holocron) to reveal information, he must roll a Very Difficult scholar: Jedi lore skill check. The character receives a +1 pip bonus for every Force point he has, and a -1 pip penalty for every Dark Side point he has. The gatekeeper is nothing more than a construct, and cannot be manipulated by the Force. Source: Power of the Jedi Sourcebook (pages 62-63).
Tech & SecurityKey Card Ship’s Lock1,0002, FType Code key lock
Model: Aratech Cardset System. Installing this lock…Model: Aratech Cardset System. Installing this lock yourself requires a Difficult security roll. Failure means the lock sometimes sticks, and sometimes doesn’t engage all the way. Most key card locks come with two imprinted cards. Bypassing this lock requires a Very Difficult security roll. Source: Platt’s Smugglers Guide (pages 55-56).
Tech & SecurityLaser Welder501Type Laser welder
Model: Borallis Metalworking & Materials LSW-983 Laser…Model: Borallis Metalworking & Materials LSW-983 Laser Welder. Allows for welds from 0.2-20 centimeters in diameter. Bonuses for using a laser welder for repair work may range from +1 to +1D as decided by the gamemaster. Source: Galladinium’s Fantastic Technology (page 54), Platt’s Smugglers Guide (page 58).
Tech & SecurityLine Caster2, F
Blaster: line caster (or Dexterity) Cost: 1,100 creditsBlaster: line caster (or Dexterity) Cost: 1,100 credits
Type Cable delivery system
Model: Jabriel VCA Droid Line Caster. The line caster can…Model: Jabriel VCA Droid Line Caster. The line caster can fire a grappling hook and cable up to 50 meters (1-10/20/50) though some type of targeting SkillWare is needed to use the device effectively. Source: Cynabar’s Fantastic Technology (page 36).
Tech & SecurityLoader’s Gloves100 per pair1Lifting or melee combatType Reinforced leader’s gloves
Model: Vlanth LG70 Loader’s Gloves. Gloves take five…Model: Vlanth LG70 Loader’s Gloves. Gloves take five minutes to put on or take off, and you need a second non-gloved person to help you into the second glove. It’s impossible to wield a blaster or perform any fine manipulation while wearing the protection gloves. Source: Platt’s Smugglers Guide (page 49).
Tech & SecurityLock Breaking Kit
8,000 (if purchased through legitimate agent), 16,000+…8,000 (if purchased through legitimate agent), 16,000+ (black market price)
4, R or XSecurity: lockpickingType Security code de-scrambler
Model: Individual manufacture; many types. Adds +2D to a…Model: Individual manufacture; many types. Adds +2D to a user’s security skill when attempting to open an electronically sealed entryway. Source: Pirates & Privateers (page 49), Rules of Engagement- The Rebel SpecForce Handbook (page 45).
Tech & SecurityMagna Lock1502SecurityType Surface locking mechanism
Model: Locris Syndicates MLC-50. A Very Easy security roll…Model: Locris Syndicates MLC-50. A Very Easy security roll is required to activate the unit in place. The device adds +2D to an object’s Strength to resist damage. Source: Galladinium’s Fantastic Technology (page 31).
Tech & SecurityMagnacuffs752, FType Personal restraint device
Model: Loris Syndicated Securities MCI-100. Magnacuffs have…Model: Loris Syndicated Securities MCI-100. Magnacuffs have a Strength of 6D+2 to hold individuals. Source: Galaxy Guide 10: Bounty Hunters (page 89), Gundark’s Fantastic Technology (pages 70-71).
Tech & SecurityMagnaharness2002, FType personal full-sized restraint device
Model: Loris Syndicated Securities MCI-200. Magnaharness…Model: Loris Syndicated Securities MCI-200. Magnaharness have a Strength of 8D to hold individuals. Source: Galaxy Guide 10: Bounty Hunters (pages 89-90), Gundark’s Fantastic Technology (page 71).
Tech & SecurityMan Trap8,0003, FType Localized gravity enhancer
Model: Ubrikkian R-TechApp Man Trap. The person setting the…Model: Ubrikkian R-TechApp Man Trap. The person setting the man trap should make a hide roll to see how well the device is hidden; any potential target making a successful Perception roll will notice the trap. Anyone caught by the trap must make an opposed Strength roll - the man trap’s gravity setting is variable, simulated by allowing the hunter to choose a Strength anywhere between 5D and 15D. Source: Galaxy Guide 10: Bounty Hunters (page 90), Gundark’s Fantastic Technology (page 71).
Tech & SecurityMarker Placard102Type Starship signage
Model: SoroSuub Marker Signs. Source: Platt’s Smugglers…Model: SoroSuub Marker Signs. Source: Platt’s Smugglers Guide (page 48).
Tech & SecurityMaster Coder Chip
1,000 - 340,000 (dependent upon quality and utility)1,000 - 340,000 (dependent upon quality and utility)
4, XSecurityType Illegal security override
A properly coded master coder chip gives the user a +1 to…A properly coded master coder chip gives the user a +1 to +4D bonus to security rolls involving electronic systems (electronic code locks, palm print scanners and retinal scanners, for example; the bonus modifier depends upon the sophistication of the computer system) but failure on a security roll (or a “1” on the Wild Die roll) means that the illegal master coder has been detected by the security system, sounding an alarm. Source: Gundark’s Fantastic Technology (pages 98-99), The Truce at Bakura Sourcebook (pages 138-139).
Tech & SecurityMem-Stik502Computer programming/repairType Memory stick
Model: Hi-Baka 2000 Mem-Stik. Each mem-stik contains 1D of…Model: Hi-Baka 2000 Mem-Stik. Each mem-stik contains 1D of data. The information can be broken down and reassembled into a larger file later on. Source: Cracken’s Rebel Field Guide (page 11).
Tech & SecurityMicroThrust Portable Computer
To calculate the price of a portable add the cost of the…To calculate the price of a portable add the cost of the power to the cost of the memory.
FComputer programming/repairType Portable computer
Model: MicroThrust Portable Computer. Source: Cracken’s…Model: MicroThrust Portable Computer. Source: Cracken’s Rebel Field Guide (page 10).
Tech & SecurityMk-11 Droid Diagnostic200Droid programming, droid repairType Droid diagnostic
Model: Interstellar Droid Monitoring, Inc. Mk-11 Droid…Model: Interstellar Droid Monitoring, Inc. Mk-11 Droid Diagnostic. Very Easy droid programming roll required for standard systems check and readout (takes 30 minutes). Diagnostic assisted repair procedures normally require an Easy droid repair roll and the diagnostic’s expertise adds +1D to the skill roll. This bonus is for maintenance only and does not apply to major repairs or modifications. Source: Galladinium’s Fantastic Technology (page 26).
Tech & SecurityModified Tranlang III Module1,500 credits (market version)
2 (market version), modified Alliance Intel version is…2 (market version), modified Alliance Intel version is strictly illegal
Type Modified droid and systems organic and electronic…Type Modified droid and systems organic and electronic translation module
Model: TranLang III communication module (modified). The…Model: TranLang III communication module (modified). The modified unit uses pre-specified keywords in a specific language understood by the receiving agent (usually organic), so that any translator droid or opposed agent monitoring communications takes the exchange as simple conversation. The modification of a standard unit to the specifications above requires a Difficult droid programming roll, followed by a Moderate droid repair roll to install the unit without damaging the droid. Planting the droid in the desired locale afterwards is another matter. Source: Adventure Journal 10 (page 139).
Tech & SecurityMon Calamari Aquatic Computer8,0004Computer programming/repairType Aquatic computer
Model: Kee-Piru environment ACCA-1dx000. Internal battery…Model: Kee-Piru environment ACCA-1dx000. Internal battery cell allows for continued use out of water up to 10 standard hours. As an advanced portable computer with powerful artificial intelligence modules, this computer adds +1D to the user’s computer programming/repair rolls. Source: Galladinium’s Fantastic Technology (page 88).
Tech & SecurityMonofilament Screen Guards450 (1 pair 80 centimeter long strips)4, F, R or XType Anti-intrusion device
Model: Novaplex Monofilament Screen Guards. An intruder…Model: Novaplex Monofilament Screen Guards. An intruder must make a Very Difficult search roll to detect strips in place. Contact with the strips causes 6D damage (if the subject is moving rapidly when contact is made, increase the damage to 9D) Source: Galladinium’s Fantastic Technology (pages 31-32).
Tech & SecurityNavigation/Direction Finder8502SurvivalType Satellite navigation/direction finder
Model: Celextrian SNDF-12. An Easy survival roll is…Model: Celextrian SNDF-12. An Easy survival roll is necessary for normal operation. In lieu of standard orbital satellite relay networks, coordinated broadcast signals may be received from local broadcast networks by adjusting reception band width (a Moderate survival roll). Source: Galladinium’s Fantastic Technology (page 67).
Tech & SecurityNeural Control Collar
600 (one collar and basic control computer), 300 (collar…600 (one collar and basic control computer), 300 (collar only), 1,000 (control computer for use with multiple collars)
2, R or XType Animal control device
Model: Cybersoft Corp. neural Control Collar. Causes 7D…Model: Cybersoft Corp. neural Control Collar. Causes 7D stun damage, but instead of falling unconscious, the animal is subjugated by the control computer, capable of giving simple instructions. A central computer can control up to 50 collars with a range of 5 kilometers. A collar that is moved out of range of its control unit will automatically make its wearer return to the control unit and inflict 6D damage. Source: Galladinium’s Fantastic Technology (page 58).
Tech & SecurityPermit Datapad1502, FType Permit datapad
Model: BoSS Documentation Datapad. Altering data using the…Model: BoSS Documentation Datapad. Altering data using the “read only” port as a “write only” port requires a Heroic forgery roll. Those using a custom-made input plug need to make a Difficult roll, but the forger must first purchase or make his own plug. Cracking the datapad to change documentation requires a Very Difficult forgery roll. Don’t forget o factor in modifiers based on the forgery skill description on page 56 of the Rulebook. Failure at most of these rolls often lowers the forgery’s quality. Rolling a 1 on the wild die means the forger has accidentally fried the circuitry and destroyed the datapad. Source: Platt’s Smugglers Guide (pages 46-47).
Tech & SecurityPersonal Combat Threat Analyzer4,5004Type Combat scanning device
Model: Golan Personal Combat Threat Analyzer. This device…Model: Golan Personal Combat Threat Analyzer. This device provides a +1D bonus to tactics or search rolls pertaining to a specific combat situation. The gamemaster can use this device to give characters hints about a given combat situation without having to divulge all the facts pertaining to the situation: the results are given as a percentage probability of a certain attack’s type, origin and predicted future action. Source: Galladinium’s Fantastic Technology (pages 88-89).
Tech & SecurityPlasma Punch5,0002, XType Variable setting cutter
Model: Drever Corporation’s Phoenix Plasma Punch. The…Model: Drever Corporation’s Phoenix Plasma Punch. The Plasma Punch can be set to cut a circle from 3 centimeters to 3 meters in diameter. Given time, the Punch is able to cut through any material on the market, including quadranium and magnetically sealed hatches. It is very power consumptive, however; the unit can only be activated twice, for up to ten minutes each, before its batteries are drained. Recharges take 6 hours. The tool has a very limited range, 0-2 meters, and is impractical as a ship-to-ship weapon. Source: Pirates & Privateers (page 48).
Tech & SecurityPocket Secretary1501Type Audio activated datapad
Model: MicroData Pocket Secretary. Consists of a…Model: MicroData Pocket Secretary. Consists of a comlink-sized audio receptor device and an audio encoding datapad. Unit is activated with a predetermined codephrase, and proceeds to translate the spoken information into computer data. Source: Galladinium’s Fantastic Technology (page 29).
Tech & SecurityPortable Plasma Cutter150 (gas canister: 20)1Type Typical plasma cutter
It takes one round per 1D of body strength to cut a…It takes one round per 1D of body strength to cut a two-meter-by-one-meter hole. (For example: a blast door with 6D body strength would take six rounds.) When used as a weapon, the plasma cutter causes 7D physical damage; a Moderate melee combat roll is needed to hit. The blast goggles or blast visor must be used with the cutter; anyone within two meters without proper eye protection must make a Moderate Perception roll to look away or be blinded for three minutes. (If someone is blinded, an attacker gets +10 to hit in combat.) Source: Gundark’s Fantastic Technology (page 99), Operation: Elrood (pages 86-87).
Tech & SecurityPower Prybar301Type Power prybar
Model: SoroSuub Prybar 2800. When used to pry things up,…Model: SoroSuub Prybar 2800. When used to pry things up, open or apart, this tool adds +1D to +3D to the users Strength. Source: Platt’s Smugglers Guide (page 57).
Tech & SecurityPower Scanner1501Type Power scanner
Model: Varge Corp. Energy Tester. Bonuses for using a power…Model: Varge Corp. Energy Tester. Bonuses for using a power scanner for repair work may range from +1 to +1D as decided by the gamemaster. Source: Platt’s Smugglers Guide (pages 57-58).
Tech & SecurityRemote Control Hatch Lock1,2502, FType Remote control seal
Model: Varge Corp. Ranged Lock. Installing this lock…Model: Varge Corp. Ranged Lock. Installing this lock yourself requires a Very Difficult security roll. Failure means the lock sometimes sticks, and sometimes doesn’t engage all the way. The remote control unit has a range of 30 meters. Bypassing this lock requires a Very Difficult security roll. Source: Platt’s Smugglers Guide (pages 55-56).
Tech & SecurityRestraining Bolt50 credits1Droid repair
A droid fitted with a restraining bolt must obey commands…A droid fitted with a restraining bolt must obey commands sent by a “Caller.” The droid cannot resist the effects of the restraining bolt. Source: Cynabar’s Fantastic Technology: Droids (page 40).
Tech & SecurityRestraining Bolt & Owner751Type Droid restraining bolt
Retraining bolts have a die code of 3D. Whenever the Droid…Retraining bolts have a die code of 3D. Whenever the Droid is commanded to do something, roll 3D against the Droid’s Perception. If the bolt rolls higher, the droid obeys the bolt. If the Droid rolls higher, the Droid can ignore the retraining bolt. “Halt” lasts 10 seconds. “Return” compels the Droid to return. “Orders” gives pleasure to the Droid so that it will obey its master. If the roll is successful, the Droid will obey the owner regardless of the length of time involved. Source: Cracken’s Rebel Field Guide (page 16).
Tech & SecurityRestraint Capsule10,7003, FSecurityType Shipboard containment system
Model: Damorind Securities RPC-12. The shock system may be…Model: Damorind Securities RPC-12. The shock system may be set for variable damage (1D-7D, stun or normal damage). Anyone confined within the cage must make an opposed roll against the cage’s Strength of 7D to break out. Source: Galaxy Guide 10: Bounty Hunters (page 90), Gundark’s Fantastic Technology (pages 71-72).
Tech & SecurityRetinal Disguiser25,000 (black market)4, XMedicineType Retinal pattern falsification device
Model: Individual criminal manufacture. Normal operation…Model: Individual criminal manufacture. Normal operation requires an Easy medicine total. In the event that a pre-existing pattern has been loaded into the device (rather than storing a live subject scan), the gamemaster must determine the relative accuracy of the pattern. This may require the user to make a higher difficulty roll. Users deemed to be sufficiently proficient may attempt to manufacture their own retinal patterns “from scratch”. Such attempts will always result, however, in much higher medicine difficulties. Source: Galaxy Guide 11: Criminal Organizations (pages 84-85), Gundark’s Fantastic Technology (page 110).
Tech & SecurityScomp Spiker20 (in spare parts)XType Outlaw tech computer spiker
Model: Custom made. Source: Adventure Journal 13 (page 158).Model: Custom made. Source: Adventure Journal 13 (page 158).
Tech & SecurityScomp-Link8002Computer programming/repairType Computer interface
Model: Cybot Galactica Nexus Scomp-link. The scomp-link…Model: Cybot Galactica Nexus Scomp-link. The scomp-link allows information transfer from a droid to virtually any type of data-storage device (such as a computer, dataplaque or datapad). In addition, the scomplink allows a droid to search computer networks for information (adding +1 D to computer programming/ repair rolls). Source: Cynabar’s Fantastic Technology: Droids (page 37).
Tech & SecuritySensor-Shielded Storage Compartment
500 credits (external compartment), 8,000 (internal…500 credits (external compartment), 8,000 (internal compartment)
3, XType Sensor-shielded storage compartment
Model: Illegally-modified Utilitech Droid Storage Module.…Model: Illegally-modified Utilitech Droid Storage Module. Utilitech storage compartments can hold small amounts of “cargo.” External “storage packs” are generally magnetically sealed to a droid, and require a Difficult droid repair roll to remove. These packs are small (20 centimeters long, 10 centimeters, 8 centimeters deep) and can hold objects (such as a comlink, small blaster, datapad or medpac) that an owner may wish to retrieve later. External compartments are immediately visible but sensor-absorbent material makes it virtually impossible to detect what is inside (requires a Very Difficult sensors roll). Internal compartments can be detected with a Very Difficult search or Perception roll (or a Difficult sensors roll). Most droids of moderate size (1 meter or taller can be equipped with a maximum of two compartments). Source: Cynabar’s Fantastic Technology: Droids (page 37).
Tech & SecurityServodriver501Type Servodriver
Model: Corellian Engineering SD-47. Bonuses for using a…Model: Corellian Engineering SD-47. Bonuses for using a servodriver for repair work may range from +1 to +1D as decided by the gamemaster. Source: Platt’s Smugglers Guide (page 57).
Tech & SecurityShipjacking Kit
8,000 (licensed collection agency), 16,000+ (black market)8,000 (licensed collection agency), 16,000+ (black market)
4, F or XSecurityType Ship security code scrambler
Model: Individual manufacture. Adds +3D to user’s security…Model: Individual manufacture. Adds +3D to user’s security roll to break through a ship’s security code system. Source: Galaxy Guide 11: Criminal Organizations (pages 85-86), Gundark’s Fantastic Technology (page 99), Han Solo and the Corporate Sector Sourcebook (page 121).
Tech & SecuritySith HolocronNot available for sale4, XType Sith holocron
These devices act as interactive stores of information,…These devices act as interactive stores of information, most often used to retain the secrets of Force powers for future generations. The creator of the Holocron essentially transfers a portion of his personality into the object, and this sentient presence is then referred to as the gatekeeper of that Holcoron. Using special organic crystalline components, the device can reproduce light and sound wave information. Each Holocron focus on different aspects of Sith lore and powers. Source: Tales of the Jedi Companion (pages 79-80).
Tech & SecuritySlave Collar (and Director Unit)
10,000 (for one director unit and 10 slave collars)10,000 (for one director unit and 10 slave collars)
3, R or XType Slave collars
Model: Custom-made Slave Collars with Director Unit. 2D-5D…Model: Custom-made Slave Collars with Director Unit. 2D-5D physical damage depending on setting, “kill” setting: 8D damage. Source: Gundark’s Fantastic Technology (page 72), Han Solo and the Corporate Sector Sourcebook (page 121).
Tech & SecuritySquib Battering Ram3,5003DemolitionsType Structural weakener
Model: Fegegrish Heavy Industrial Battering Ram. Device…Model: Fegegrish Heavy Industrial Battering Ram. Device batters through solid obstacles, effectively doing 6D damage against the body of a wall or door. Source: Galladinium’s Fantastic Technology (page 57), Pirates & Privateers (page 48).
Tech & SecurityStarship Tool Kit2001Type Starship tool kit
Model: SoroSuub Journeyman Tool Box. This toolkit adds +1D…Model: SoroSuub Journeyman Tool Box. This toolkit adds +1D to any starship-related repair rolls. Source: Platt’s Smugglers Guide (page 57).
Tech & SecurityStorage Compartment
200 credits (external compartment), 4,000 (internal…200 credits (external compartment), 4,000 (internal compartment)
2Type Storage compartment
Model: Utilitech Droid Storage Module. Utilitech storage…Model: Utilitech Droid Storage Module. Utilitech storage compartments can hold small amounts of “cargo.” External “storage packs” are generally magnetically sealed to a droid, and require a Difficult droid repair roll to remove. These packs are small (20 centimeters long, 10 centimeters, 8 centimeters deep) and can hold objects (such as a comlink, small blaster, datapad or medpac) that an owner may wish to retrieve later. External compartments are immediately visible; internal compartments can be detected with a Moderate search or Perception roll (or an Easy sensors roll). Most droids of moderate size (1 meter or taller) can be equipped with a maximum of two compartments); smaller droids can be equipped with a single compartment (Utilitech custom manufactures smaller compartments for the price of an internal compartment). Source: Cynabar’s Fantastic Technology: Droids (page 38).
Tech & SecurityStun Cuffs1002, FType Stun binders
Model: BlasTech AR-101 Stun Cuffs. The stun cuffs are…Model: BlasTech AR-101 Stun Cuffs. The stun cuffs are passive if the cuffed character does not struggle. If the character does struggle, the cuffs do stun damage equal to the character’s Strength. Source: The Jedi Academy Sourcebook (pages 140-141), Gundark’s Fantastic Technology (page 73).
Tech & SecurityStun Steps
1,500, 500 for each additional die of stun damage past 3D…1,500, 500 for each additional die of stun damage past 3D up to 5D
2, FType Anti-boarding security device
Model: Telex-Delcor Ramp Entry Security System. Source:…Model: Telex-Delcor Ramp Entry Security System. Source: Adventure Journal 13 (page 158).
Tech & SecuritySubspace Tight-Beam Transmission Core900 credits2, RType Subspace tight-beam transmission core
Model: MerenData 45-T InfoCore. The subspace transmission…Model: MerenData 45-T InfoCore. The subspace transmission core is one of the integral portions of an espionage unit’s secondary programming, for it relays the information to its planter. Upon receipt of a prearranged high-frequency signal, the droid downloads the information via the tight beam to the signal’s source. It takes a Very Difficult droid programming roll to detect an espionage droid, and the programmer must specifically state that he or she is searching for the secondary programming. Once the secondary programming is detected, it requires a Moderate droid programming roll to remove the chips without damaging the droid. The chips must be physically removed, as the espionage programming will withstand a normal memory wipe. Source: Adventure Journal 10 (page 140).
Tech & SecurityTag Scanner Datapad1502Type Tag scanner and datapad
Model: MerenData Data Scanner. The datapad can be modified…Model: MerenData Data Scanner. The datapad can be modified to interpret other scan coding. This requires access to the coding cipher program, a Very Difficult computer programming/repair roll, and a Moderate sensors roll. Source: Platt’s Smugglers Guide (pages 50-51).
Tech & SecurityTasari Mining Kit2003Type Utility kit for miners
Model: TasCorp Essential Miner’s Gear. A mining kit…Model: TasCorp Essential Miner’s Gear. A mining kit provides characters excavating tasar crystals with a +1D to their search or mining skill rolls Source: Adventure Journal 15 (page 189).
Tech & SecurityTech Scanner2,6002Type Tech scanner
Model: Drever Corporation’s Techaide. The difficulty level…Model: Drever Corporation’s Techaide. The difficulty level for using this scanner corresponds to the difficulty needed to repair damaged equipment. A character successfully using a tech scanner gains +1D on repair rolls. Source: Gundark’s Fantastic Technology (page 104).
Tech & SecurityTerexComm DataSearch 12C-A8502Computer programming/repairType Administrative datasearch device
Model: terexComm Executive (DataSearch Engine 12C-A). Using…Model: terexComm Executive (DataSearch Engine 12C-A). Using the 12C-A requires an Easy computer programming/repair roll. The 12C-A adds 2D to the character’s computer programming/repair skill when searching for information. Source: Gundark’s Fantastic Technology (page 93).
Tech & SecurityTerexComm DataSearch 9C6002Computer programming/repairType Administrative datasearch device
Model: TerexComm-Deluxe (DataSearch Engine 9C). An Easy…Model: TerexComm-Deluxe (DataSearch Engine 9C). An Easy computer programming/repair roll is required to connect the unit. When connected, it adds 1D+2 to the character’s computer programming/repair skill and 2D to the character’s security skill when used to search for information. A Moderate computer programming/repair roll is needed to modify the 9C with the power condenser. Source: Gundark’s Fantastic Technology (page 93).
Tech & SecurityTri-laser Engraver4,000; 8,000+ on the black market3, F or RForgeryType Tri-laser engraver
Model: Opirus Personal Lasers, Model KL-543. Long-term…Model: Opirus Personal Lasers, Model KL-543. Long-term close-up use of this device without proper protective eyewear can lead to temporary visual distress and permanent injury. Source: Galaxy Guide 11: Criminal Organizations (page 86), Gundark’s Fantastic Technology (page 110).
Tech & SecurityUnitech “Patch”5,2002, R (restricted to governments)Computer programming/repairType Interfacing system bridge
Model: UniTech Diagnostic Systems Diverter. The patch…Model: UniTech Diagnostic Systems Diverter. The patch requires a Moderate computer programming/repair roll to apply, and adds 1D+2 to the character’s security or relevant skill. Source: Gundark’s Fantastic Technology (page 94).
Tech & SecurityUniversal Energy Cage100,000X (restricted to legal governments)
Type Enclosed prisoner transfer system; Move 15; 45 kmhType Enclosed prisoner transfer system; Move 15; 45 kmh
Model: Imperial Universal Energy Cage. Energy cage encloses…Model: Imperial Universal Energy Cage. Energy cage encloses prisoner In a force field with a Strength of up to 15D (unit only applies as much energy as necessary to restrain prisoner, so the energy level is often much tower when not being resisted). Somehow, the cage emanates a special type of energy that blocks Force energies and similar mental energies with an effectiveness of up to 15D. The unit has a special repulsor unit keeping the prisoner suspended in the center of the cage. This bottom mounted unit also supplies oxygen to the prisoner (there are no provisions for food and water; it is presumed that a Jedi will go into hibernation if he or she spends a long time in the cage). Source: Dark Empire Sourcebook (page 129), Gundark’s Fantastic Technology (page 74).
Tech & SecurityVessel Courier System5,000 for systems, 20,000 for operationType Vessel Data Courier System
Model: Swift 78B Vessel Courier System. Vessel system can…Model: Swift 78B Vessel Courier System. Vessel system can carry 8D of information. Vessel courier may not read the data or interact with it in any way. Virus protection package can be uploaded for 50 credits. After beating computer programming difficulty, takes one minute per die of information to upload. 8D may be downloaded in one minute. Source: Cracken’s Rebel Field Guide (page 30).
Tech & SecurityVoiceBox5,000XSecurityType Voice lock buster
Model: BothiCorp VoiceBox Speech Patter Duplicator. A…Model: BothiCorp VoiceBox Speech Patter Duplicator. A successful security roll against the lock’s difficulty rating is required for success. Source: Gundark’s Fantastic Technology (page 99).
Tech & SecurityWelding Laser1,200 credits2
Any appropriate repair skill; use blaster: welding laser in…Any appropriate repair skill; use blaster: welding laser in combat
Type Welding tool
Model: Drever Corporation HLAutomata-Assisted Welding…Model: Drever Corporation HLAutomata-Assisted Welding Laser. The HL welding laser is a small, versatile tool designed for ship-based repair efforts. The laser is small (5 cm long), attached to an external blaster power cell that can be strapped to a droid. The laser has a short range (3 centimeters) but is extremely powerful (5D+2 damage); the welding beam lasts for 10 rounds. If there is no power cell available, the laser can be powered for short periods of time by the droid’s own energy source; such a hook-up requires 1D rounds and a Moderate droid repair roll. The beam will last for 5 rounds if powered by the droid. If the droid attempts to run the beam for longer periods of time, it must make a Moderate stamina or Strength roll (whichever is higher); if the droid fails the roll, it takes 2D damage each round until the beam is deactivated. (Regardless, the beam will only last for a maximum of 10 rounds.) Source: Cynabar’s Fantastic Technology: Droids (page 38).
GrenadesDetonite500 per cube2, RDemolitions
Damage 1D (modified by Demo roll and combined chart for…Damage 1D (modified by Demo roll and combined chart for when using more than one cube)
Source: Rules of Engagement - The Rebel SpecForce Handbook…Source: Rules of Engagement - The Rebel SpecForce Handbook (page 68).
GrenadesDetonite tapeDemolitions
Damage 3d* (modified by how much and by how well the demo…Damage 3d* (modified by how much and by how well the demo roll is.; Blast Radius 0 to 0.5 meters. The above is for a typical 5 meter roll and can be rolled up when not used. (unverified)
GrenadesGloop Grenades275 credits each2R or XDamage 0-1/6d, 3/5d, 5/4d; Range 3-7/3/60
These strange grenades do no damage (though they can rip…These strange grenades do no damage (though they can rip off skin from thos trying to get out), and were developed by the Corporate sector for use as mass area denial/supression devices. When 'detonated' they send out an airosol like gunk which when contacts air, starts to harden into a tough glue. Anything caught in the blast radius must make a strength check to break free.
Grenades
Greff-Timms Industrial Nitrocellulose Incendiary Device…Greff-Timms Industrial Nitrocellulose Incendiary Device 0033X
3001, RGrenade
Damage 4D/3D/2D/1D; Range 3-7/20/40; Blast Radius 0-2/4/6/10Damage 4D/3D/2D/1D; Range 3-7/20/40; Blast Radius 0-2/4/6/10
Model: Greff-Timms Industrial Nitrocellulose Incendiary…Model: Greff-Timms Industrial Nitrocellulose Incendiary Device 0033X. Source: Gundark’s Fantastic Technology (page 42), Tales of the Jedi Companion (page 127), Arms and Equipment Guide (page 33).
GrenadesImpact Grenade150 (for box of three)2Grenade: impact grenade
Damage 5D/4D/3D/2D; Range 3-7/20/40; Blast Radius 0-2/4/6/10Damage 5D/4D/3D/2D; Range 3-7/20/40; Blast Radius 0-2/4/6/10
Model: BNO Impact Grenade. Grenade explodes only on impact.…Model: BNO Impact Grenade. Grenade explodes only on impact. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 69).
GrenadesMerr-Sonn Stun grenade450 credits2, R or X
Damage 6D/5D/3D/2D (stun); Range 0-8/16/25; Blast Radius…Damage 6D/5D/3D/2D (stun); Range 0-8/16/25; Blast Radius 0-2/4/6/8
Most standard stun grenades are used as ways to supress…Most standard stun grenades are used as ways to supress riots or take out targets without causing damage. But they are one shot items. Merr-Sonn developed these as a way to over come that, as they can be recharged. Game stats Source: Stats Approved in Judges Handbook FAQ #45 for Merr-Sonn.
GrenadesPlasticine Thermite Gel1,000 per kilogram2, XDemolitions
Damage 20D for a full kilogram per round, 2D per hundred…Damage 20D for a full kilogram per round, 2D per hundred grams per round; three rounds burning time for 0.50 kilograms application. (unverified)
Model: Gatrellis Plasticine Thermite Gel. Ignition by…Model: Gatrellis Plasticine Thermite Gel. Ignition by detonator can be achieved by remote relay. Thermite gel can be shaped, molded, or stretched, and a full kilo can cover up to 20 square meters. A character must make a demolitions skill roll to correctly set the gel; the difficulty is based on how reinforced the target is (light doors require only a Very Easy total; reinforced bulkheads could require a Very Difficult total). Source: Galaxy Guide 11: Criminal Organizations (page 84), Gundark’s Fantastic Technology (page 46), Pirates & Privateers (page 45), Rules of Engagement - The Rebel SpecForce Handbook (page 69).
GrenadesThermal Detonator2,0002, XDemolitions or Grenade
Damage 10D/8D/5D/2D; Range 3-4/7/12; Blast Radius…Damage 10D/8D/5D/2D; Range 3-4/7/12; Blast Radius 0-2/8/12/20
Model: Tarascil Explosives Thermal Detonator. Mishaps -…Model: Tarascil Explosives Thermal Detonator. Mishaps - such as rolling a “1” on the Wild Die - indicate premature explosion. Source: Rulebook (pages 233-234),.
GrenadesThermal WellNot for sale4DemolitionsDamage 10D; Blast Radius 0-1
Model: Alliance-manufactured Thermal Well. Mishaps - such…Model: Alliance-manufactured Thermal Well. Mishaps - such as rolling a “1” on the Wild Die - indicate premature explosion. Source: Rules of Engagement - The Rebel SpecForce Handbook (page 70).

If a thing is not on this list, it is not that it does not exist. It is that nobody has priced it yet. Ask the game master.

Ship Upgrades

Availability

Every upgrade below carries an availability code, the same code the Gear chapter uses. The number says how hard the part is to find; the letters say who is permitted to sell it to you.

How hard it is to find:

  • 1. Readily available throughout the known galaxy. Any yard that turns a wrench has one on the shelf.
  • 2. Normally available only in large cities and space ports, or on the item's planet of origin.
  • 3. Specialized item, normally only available on item's planet of origin. Somebody is making the trip, and it is going on your bill.
  • 4. Rare item, difficult to obtain anywhere. Finding one is the adventure.

Who may sell it to you:

  • F. Fee or permit often required for purchase. The yard files the paperwork and adds it to the invoice.
  • R. Restricted item on most planets and normally may not be sold without a license. A licensed yard will fit it and log it, which means there is a record of your ship carrying it.
  • X. Illegal on most planets. Possession and use generally violates Imperial or local law, and penalties are often severe. No licensed yard will touch it, so it goes on somewhere that keeps no log, and it is the first thing an inspection looks for.

Several entries carry more than one letter, because the answer changes with the world you are standing on.

Prices below buy the part. Fitting it is extra: a yard charges between 20 and 50 percent of the part's cost to install it. An independent tech will haggle. A corporate one will not, and if you will not pay his price he walks, because there is always another captain who will.

Sublight drives

The hull ships with Space 4. A new drive replaces it.

UpgradeCostMassWhat it doesAvailability
SoroSuub Boav Ion Drive10,000 plus installation costs10 metric tons
Space 4. Technicians installing a Boav face an increase of…Space 4. Technicians installing a Boav face an increase of one difficulty level on their space transports repair roll.
2
Incom Starslinger Ion Drive20,000 plus installation costs12 metric tons
Space 6. Requires a 500 credits Imperial permit. Double all…Space 6. Requires a 500 credits Imperial permit. Double all difficulties for modifying this drive and double all modifiers when rolling for mishaps beyond a +1 modification.
F
Corellian Evader-GT Ion Drive50,000 plus installation costs16 metric tons
Space 8. Requires a 5,000 credits Imperial permit to…Space 8. Requires a 5,000 credits Imperial permit to legally possess. Double all difficulties for modifying this drive and double all modifiers when rolling for mishaps beyond a +1 modification.
F
Kuat Drive Yards’ Boshaa-C’hi Ion Drive100,000 plus installation costs18 metric tonsSpace 10. Military ion engine.X
Sienar Fleet Systems’ Starscream-9 Ion Drive500,000 plus installation costs24 metric tons
Space 12, atmosphere 450; 1,300 kmh. Military ion engine.Space 12, atmosphere 450; 1,300 kmh. Military ion engine.
X
Rendili StarDrive WhisperThrust
100,000 minimum on the black market; extra or replacement…100,000 minimum on the black market; extra or replacement tank 7,000
20 metric tons; extra tank 2 metric tons
Moves the ship in space while running silent at a base…Moves the ship in space while running silent at a base speed of 2. Cautious movement is no more detectable than drifting; Cruise adds +5 to the sensor operator's roll, High Speed +10, All-Out +15. One tank holds enough gas to move 100 spacial units. Synthesising fuel needs 120 litres of spin-sealed tibanna gas, 2 kilos of high-grade hyperbarides and a standard power generator, and takes roughly three standard days.
4, X

Hyperdrives

The hull ships with an x2 hyperdrive and an x12 backup.

UpgradeCostMassWhat it doesAvailability
Sienar Fleet Systems Lifesaver 1000 Reserve HyperdriveSienar Fleet Systems Lifesaver 1000 Reserve Hyperdrive
2,500 plus installation costs8 metric tons
x5. Recommended as a backup hyperdrive only, and must be…x5. Recommended as a backup hyperdrive only, and must be overhauled after each use.
1
Rendili StarDrive’s ATX-54,000 plus installation costs10 metric tonsx4.1
Incom Horizon-Hopper Light Stardrive7,000 plus installation costs12 metric tonsx3.2
Corellian Avatar-1010,000 plus installation costs15 metric tons
x2. space transports repair rolls to install an Avatar-10…x2. space transports repair rolls to install an Avatar-10 receive a +1D bonus.
2
SoroSuub Griffyn-XTG Lightspeed Unit15,000 plus installation costs18 metric tons
x1. Any non-SoroSuub vessel attempting to install this…x1. Any non-SoroSuub vessel attempting to install this drive suffers an increase of one difficulty level during the attempt.
F
x 1/2 HyperdrivesExpensive20 metric tons
x1/2, and the fastest thing current technology can build.…x1/2, and the fastest thing current technology can build. The source gives no figure, because nothing with one of these fitted was sold over a counter.
X
HD 4-D Booster16,500+
Installed with space transports repair. Reduces the…Installed with space transports repair. Reduces the existing drive: x10 or worse becomes x4, x9 to x6 becomes x3, x5 to x3 becomes x2, x2 becomes x1, x1 becomes x1/2. Risks a severe system failure: roll for a hyperdrive mishap with a +2 mishap modifier. Works only on freighters with a 100 metric ton cargo capacity or less.
4, X

Shields

The ship's stat block in Your Ship carries no shield line, because the yard sold this hull without any. You might want to remedy that.

Buy the rating you want, because you will not be improving it later. Shields are the one system the yards cannot tune upward once fitted.

UpgradeCostMassWhat it doesAvailability
Deflector Shields 1D4,0006 metric tons
Shield code 1D. Particle and ray/energy shielding combined,…Shield code 1D. Particle and ray/energy shielding combined, so it works as well against a missile as against a laser.
Deflector Shields 2D10,0008 metric tonsShield code 2D.
Deflector Shields 3D20,00010 metric tonsShield code 3D.

Sensors and countermeasures

UpgradeCostMassWhat it doesAvailability
Fabritech NightBlind 4724,000 plus installation costs1 metric ton+1D to identify, but -2D to detect.X
IntelStar BlindSide Sensor Jammer5,000 plus installation costs
Uses the ship's transmitters to flood sensor frequencies…Uses the ship's transmitters to flood sensor frequencies with static. A ship being jammed must make an opposed sensors roll against the jamming ship's sensor operator; the jamming ship adds its sensor dice to the jamming roll, using the standard sensor arcs, in active modes only.
2, X
IntelStar Silencer Comm Jammer5,000 plus installation costs
Uses communications. Floods communications frequencies with…Uses communications. Floods communications frequencies with static; a jammed ship makes an opposed communications roll against the jamming operator. Bonus by arcs jammed: all arcs no bonus, three arcs +1D, two arcs +2D, one arc +3D, focused jamming +4D. Operates for 10 combat rounds before requiring 10 rounds of recharging; subtract one round of operating time for each fire arc jammed, or five rounds for focused jamming.
2, R
“Trickster” Sensor Decoys
7,500 for launch tube and five drones; 500 per additional…7,500 for launch tube and five drones; 500 per additional drone
2 metric tons
+2D to the difficulty of determining which sensor reading…+2D to the difficulty of determining which sensor reading is the ship and which is the decoy. Drones move in a preprogrammed pattern up to speed 5. Possession requires Imperial certification.
2, F
Corellian Engineering Corporation Copycat Pod10,000 plus permit fees
Uses sensors. Mimics the parent vessel aboard a starfighter…Uses sensors. Mimics the parent vessel aboard a starfighter or a small transport with a hold of 100 metric tons or less; maximum Space speed 6. Telling pod from ship is a Difficult sensor roll on passive or scan mode, Moderate on search, Easy on focus; on a failure the operator reads both ships as real.
3, F or R
MerenData Mimic Sensor Decoy
13,000 for two launch tubes and three decoys; 1,000 per…13,000 for two launch tubes and three decoys; 1,000 per decoy
+2D to a sensor operator's difficulty to discriminate…+2D to a sensor operator's difficulty to discriminate between the decoy and the real ship. Decoys move up to speed 10, carry simple droid brains, and can be re-tasked by comlink or preprogrammed with patterns. A false-image option impersonates any of five preloaded profiles: the ship of origin, a TIE/ln, a YT-1300 freighter, a Lambda-class shuttle or a Corellian corvette. New profiles need a Moderate droid programming roll and the matching signal profile.
2, X
Arakyd Nightshadow anti-sensor treatment
20,000 per starfighter-scale Hull die, ignoring pips20,000 per starfighter-scale Hull die, ignoring pips
A light treatment adds 1D to a sensor operator's difficulty…A light treatment adds 1D to a sensor operator's difficulty to detect the ship; a heavy treatment, meaning a second coat, adds 2D. Further treatments are futile, since the coating does nothing to prevent detection of engine exhaust. Blunt, angular ships 500 meters or longer, or carrying more than 5D Hull, can be baffled only up to 1D.
4, X
Fabritech Vanish 2 Military Sensor Masking SystemFabritech Vanish 2 Military Sensor Masking System
150,000 per Hull die
When activated, adds 2D to an enemy sensor operator's…When activated, adds 2D to an enemy sensor operator's difficulty to detect and to identify. Current masking technology offers a maximum of 3D of sensor protection.
4, X
Electro-Photo Receptors300negligible
The basic passive package. Reads visible light and…The basic passive package. Reads visible light and electromagnetic radiation.
Full Spectrum Transceivers500negligible
Broad-band receiver, the workhorse of a scan sweep.Broad-band receiver, the workhorse of a scan sweep.
Dedicated Energy Receptors600negligible
Picks up energy emissions, which is how you find a ship…Picks up energy emissions, which is how you find a ship running dark but not cold.
Life-Form Indicators800negligible
Reads life signs rather than metal. Worth having when the…Reads life signs rather than metal. Worth having when the question is how many people are aboard, not how big she is.

Computers, autopilots and astrogation

UpgradeCostMassWhat it doesAvailability
Bespin Motors Remote DVI Activator
2,500 for starfighter-scale starships; 500 for speeders2,500 for starfighter-scale starships; 500 for speeders
Range 2 kilometers. Pre-flight checks take from 20 seconds…Range 2 kilometers. Pre-flight checks take from 20 seconds to well over five minutes. The user must still pilot the vehicle manually.
2
GST System Diagnostic Filter3,500
+1D+1 to computer programming/repair for shipboard computer…+1D+1 to computer programming/repair for shipboard computer systems and +2 to space transports repair.
2
Republic Sienar Systems A-121 Plotter1,000 to 7,500
With all the necessary astrographic information for origin…With all the necessary astrographic information for origin and destination, plotting coordinates takes five times as long as a nav computer would and raises the astrogation difficulty by two levels. Loading the result into the hyperdrive motivators needs a jury-rigged interface with a personal computer or sophisticated datapad, a Very Difficult computer programming/repair roll.
4
Imperial Neural Interface Device9,000
Wired into the ship's control systems; four wires ending in…Wired into the ship's control systems; four wires ending in gelatinous diodes sit on the pilot's temples and just below the ears, and after initialisation the user commands the ship by thought. Each round the user makes a Perception roll against a difficulty set by ship type; a small freighter is Difficult. On a success, every roll made for the ship that round is at +2D. It does not count as a second action.
X
Go Corp CD-12a Autopilot Droid Brain
10,000 for starfighter-scale vehicles; 5,000 for…10,000 for starfighter-scale vehicles; 5,000 for repulsorlift
A droid brain that flies the ship. Dexterity 0D, Knowledge…A droid brain that flies the ship. Dexterity 0D, Knowledge 1D, Mechanical 1D with one of repulsorlift operation 4D, space transports 4D or starfighter piloting 4D; Perception 1D, Strength 0D, Technical 1D with repulsorlift repair 2D. The wrist activator has a range of up to 5 kilometers.
4, R
Alliance MasterNav Software Module GammaNot available for sale
Patched into a ship's navigation system with an Easy…Patched into a ship's navigation system with an Easy astrogation roll, giving +1D to astrogation for one month, assuming the data is accurate. Software older than one standard month gives -1D instead. A 1 on the Wild Die means a catastrophic navigational error. Roll on the Astrogation Mishap Table.
4, X
Kuat Drive Yards Computer Route Astrogation BypassKuat Drive Yards Computer Route Astrogation Bypass
Not available for sale
Three astrogation rolls: program a duplicate of the…Three astrogation rolls: program a duplicate of the original course, one difficulty level below the original; chart a course from an upcoming point to the new destination, anywhere from Very Easy to Heroic; then feed it through into the nav computer, one level below the second roll. Missing the first or second means it will not function; failing the third by any amount causes a mishap. Programming takes one tenth the travel time of the new route. It interferes with the nav computer, which must be cleaned with a Moderate astrogation or computer programming/repair roll; a second uncleaned use puts all astrogation difficulties one level higher, a third two levels, and further uses higher still.
4, X
Replacement Navigation Computer2,000
A new nav computer, fitted. Cheap next to everything else…A new nav computer, fitted. Cheap next to everything else on this page, and the difference between plotting your own jump and paying somebody at a starport to plot it for you.
Vewas Data Controllers PVC-8001,200
Limited to vehicles under 10 meters long and under 10…Limited to vehicles under 10 meters long and under 10 metric tons. Under normal use, adds +1D to the appropriate vehicle operation skill. If the owner has programmed it for emergencies, it automatically makes evasive maneuvers to avoid a crash, giving the pilot +2D to the operation roll to avoid collision, though it still will not permit unsafe maneuvers.

Boarding, airlocks and life support

UpgradeCostMassWhat it doesAvailability
Givin Emergency Vacuum Seal
750 up to 50 centimeters in diameter; 1,000 for 51-100…750 up to 50 centimeters in diameter; 1,000 for 51-100 centimeters
Normal application takes a Moderate Strength total, to…Normal application takes a Moderate Strength total, to fight the pull of the atmosphere rushing out into space, and a Moderate Dexterity total, to reach and hit the controls while being pulled towards the hole. Seals run from 10 centimeters to 1 meter across.
3
SoroSuub Corp. Universal Airlock3,000
Space-to-ship portable airlock. Durable synthetic fabric…Space-to-ship portable airlock. Durable synthetic fabric over a geometrically collapsible frame; no more than half a meter across collapsed, expanding to a 5 meter capsule with a hatch and a bag-lock. The pressurised interior is vulnerable to punctures, though the frame resists instant depressurisation with 3D Strength.
2
TaggCo. Cotterdam Universal Airlock3,500
Ship-to-ship airlock: a flexible tube with an interior…Ship-to-ship airlock: a flexible tube with an interior ladder and walkway, and a multi-lock ring at the extended end housing three sets of pressure, chemical, magnetic and mechanical sealing methods.
2
BlasTech Plasma Cut Boarding Device4,750
Mounted on the airlock system with the controls just inside…Mounted on the airlock system with the controls just inside the main airlock; crew 2, starship gunnery. The extendable plasma torch has fire control 0D, a range of 4 meters and 8D damage; roll the target ship's Hull at -2D, and a "lightly damaged" result breaches it. Cutting a hole one meter wide by two meters high then takes a full minute, and the boarding tube seals airtight in 30 seconds.
X
Escape Pod1,2005 metric tons
Seats eight, with food and air for two weeks. Imperial law…Seats eight, with food and air for two weeks. Imperial law requires enough pods for everyone aboard, crew and passengers both, which is a rule you will notice the first time an inspector counts berths and then counts pods.
Environmental Converters4,0004 metric tons
Holds a cabin, the hold, or the whole ship at conditions a…Holds a cabin, the hold, or the whole ship at conditions a different species can live in. Worth having before you agree to carry one.
Solid Fuel Converter8,0005 metric tons
Turns almost any matter into power: water, plastics, wood,…Turns almost any matter into power: water, plastics, wood, waste, scrap metal. Halves your restocking fee at a starport, and away from one it means you can refuel anywhere you can find rubbish.
Scoops15,00015 metric tons
Dip into an atmosphere or an ocean and take on raw material…Dip into an atmosphere or an ocean and take on raw material to recharge the cells. Scout ships carry them. So do people who would rather not be logged buying fuel.
Solar Converters12,00010 metric tons
Molecule-thick absorbent sails. About 15 days to recharge…Molecule-thick absorbent sails. About 15 days to recharge in-system, about 60 out. Slow, silent, and it leaves no purchase record at all.
Corellian Engineering Corp. Lifesaver Emergency BatteryCorellian Engineering Corp. Lifesaver Emergency Battery
10,0001 metric ton
Marketed as a life-support fail-safe, allowing up to an…Marketed as a life-support fail-safe, allowing up to an hour's extra survival after a catastrophic power failure. Life support ordinarily fails within a few minutes while running silent; the battery lets the ship lurk in space for an extended period.
2

Tractor beams and guns

UpgradeCostMassWhat it doesAvailability
Bonadon Cargo-Mover Tractor Beam8,00015 metric tons
Light ship-to-ship tractor beam, starfighter scale,…Light ship-to-ship tractor beam, starfighter scale, starship gunnery. Fire control 2D, damage 2D. Space range 1-3/7/15, atmosphere range 100-300/700/1.5 km.
2
Arakyd Flight Bay Tractor Beam12,000
Medium tractor beam, starfighter scale, crew 1, starship…Medium tractor beam, starfighter scale, crew 1, starship gunnery. Fire control 2D, damage 3D.
2
Kd-3 Light Blaster Cannon1,0001 metric ton
Fire control 1D, damage 1D. The cheapest thing that shoots.Fire control 1D, damage 1D. The cheapest thing that shoots.
Light Laser Cannon1,5002 metric tonsFire control 2D, damage 2D.
Heavy Laser Cannon3,0004 metric tonsFire control 2D, damage 5D.
W-34t Turbolaser9,0005 metric tons
Fire control 3D, damage 7D. Meant for a warship and…Fire control 3D, damage 7D. Meant for a warship and jury-rigged onto a freighter, so it fires only every other round. Illegal on a private hull, and not quietly so.
X
F-2 Light Ion Cannon1,0000.5 metric tons
Fire control 1D, damage 2D. Disables an enemy ship's…Fire control 1D, damage 2D. Disables an enemy ship's electronics rather than destroying the ship, which matters when you want the cargo intact.
F-4 Medium Ion Cannon1,5001 metric ton
Fire control 2D, damage 3D. Disables rather than destroys.Fire control 2D, damage 3D. Disables rather than destroys.
F-9 Heavy Ion Cannon3,0002 metric tons
Fire control 4D, damage 4D. Disables rather than destroys.Fire control 4D, damage 4D. Disables rather than destroys.
Proton Torpedo Launcher2,5002 metric tons
Fire control 2D, damage 9D. Includes a 12-torpedo rack.Fire control 2D, damage 9D. Includes a 12-torpedo rack.
Replacement Torpedoes800One torpedo.
Concussion Missile Launcher3,5003 metric tons
Fire control 1D, damage 8D. Includes a 10-missile rack.Fire control 1D, damage 8D. Includes a 10-missile rack.
Replacement Missiles500One missile.

Two things about guns that are not in the table.

Every one of them needs a permit, applied for separately, one gun at a time. You roll con or bureaucracy against the weapon's own damage code, so the bigger the gun the harder the paperwork, and a clean record helps as much as a bribe does. Nobody is issuing a permit for that turbolaser.

Up to three identical guns can be linked to fire on one target together. Identical means identical: same weapon, same damage code, or the link does nothing. Two linked adds +1D to damage, three adds +2D, and the computer linkage runs about 100 credits a gun. It is the cheapest damage on this page, if you can afford the guns to link.

Cargo, concealment and medicine

UpgradeCostMassWhat it doesAvailability
Secret Cargo Compartment (Concealed)200 per ton hidden5 tons of capacity per ton hidden
A Difficult Perception roll finds it by eye. A scanner…A Difficult Perception roll finds it by eye. A scanner finds it instantly.
Secret Cargo Compartment (Hidden)400 per ton hidden5 tons of capacity per ton hidden
A Very Difficult Perception roll by eye; a scanner finds it…A Very Difficult Perception roll by eye; a scanner finds it on a Moderate roll.
Secret Cargo Compartment (Scanner Resistant)1,000 per ton hidden5 tons of capacity per ton hidden
A Very Difficult Perception roll by eye, and it does not…A Very Difficult Perception roll by eye, and it does not show on a scanner at all.
Automatic Cargo Jettisoning1,0001 metric ton
Dumps whatever part of the cargo you choose, from the hold…Dumps whatever part of the cargo you choose, from the hold or from a compartment, on a dead-man switch or on command from the ship's computer. A fine avoided and a creditor to explain it to.
Passenger Conversion400 per passenger10 metric tons per person
Turns hold space into somewhere a person can sit for a week…Turns hold space into somewhere a person can sit for a week without dying.
Passenger Conversion (Primitive)30 per person1 metric ton per person
A life support box and a floor to sleep on. A tenth the…A life support box and a floor to sleep on. A tenth the price, a tenth the space, and quite illegal.
X
Refrigeration Equipment100 per ton converted1 ton per 20 tons converted
Temperature control for cargo that needs it. Some of it is…Temperature control for cargo that needs it. Some of it is food.
Bacta tank3,000
Turns a corner of the hold into somewhere a wounded crew…Turns a corner of the hold into somewhere a wounded crew member gets treated.
2

Three things about compartments, before you carve up the hold.

The money buys secrecy, not space. Every grade costs the same five tons of cargo capacity for each ton you hide, so the only thing the price changes is how hard it is to find. Note also that the middle grade and the top one are identical to the naked eye. That extra 600 credits buys you nothing at all against a walkthrough and everything against a scan.

Three people fit in a ton of compartment, which is worth knowing whether you are moving people or hunting for them.

And there is a limit that has nothing to do with the search roll. Give over more than a fifth of your hold to compartments and a customs officer does not need to find anything. He does the arithmetic. A hull this size that declares sixty tons of capacity is a hull that has already told him what it is.

Tuning what you already have

Everything above replaces a system. This is the other half: paying a yard to push what you already have past what its builders intended.

The difference that matters is space. A replacement system weighs something and that weight comes off your cargo capacity. A modification takes no space at all. It is the same drive, tuned; there is nothing new to find room for.

What it costs is a percentage of what the hull sold for new, not of what you paid for it. And every modification is a repair roll, so the yard's skill is the thing you are really buying.

ImprovementDifficultyCostMishap modifier
Space +1Moderate+10%+1
Space +2Difficult+15%+1
Space +3Very Difficult+25%+2
Space +4Heroic+35%+3

Space +4 is the ceiling. Current technology cannot do better, whatever the yard tells you.

ImprovementDifficultyCostMishap modifier
+1Easy+5%+1
+2Moderate+10%+1
+1DDifficult+15%+1
+1D+1Very Difficult+20%+2
+1D+2Heroic+25%+3

+1D+2 is the ceiling.

ImprovementDifficultyCostMishap modifier
+1Moderate+10%+1
+2Difficult+15%+1
+1DVery Difficult+20%+2
+1D+1Heroic+25%+3

+1D+1 is the ceiling. This is armour, and it is expensive for what it does.

ImprovementDifficultyCostMishap modifier
x4 to x3 or betterEasy+10%+1
x3 to x2Moderate+15%+1
x2 to x1Very Difficult+25%+2
x1 to x1/2Heroic+35%+3

x1/2 is the ceiling, and this ladder is stated as a from and a to rather than a step, because you are replacing the motivator each time.

ImprovementDifficultyCostMishap modifier
+1Moderate+10%+1
+2Difficult+15%+1
+1DVery Difficult+20%+2
+1D+1Heroic+25%+3

Shields are your GM's rule, not the book's. The rulebook does not let you tune shields at all: you buy the rating you want and that is what you have, forever. He has added a shield track anyway, on the same ladder as hull, because a ship whose shields alone can never be improved is the odd one out on its own sheet. Treat it as his, and expect him to be able to change it.

When it goes wrong

A tuned system is a system running past its design. It does not fail on a bad roll; it fails on a complication, which is when you roll a 1 on the Wild Die and your GM decides to make something of it rather than just subtracting your highest die.

Then he rolls one die and adds every mishap modifier stacked on that system.

Roll What happens
1 to 2 Minor
3 to 5 Moderate
6 or more Catastrophic

A natural 1 is always minor, however much you have piled onto the drive.

Which is the trade. A stock hull is slow and it never surprises you. Every point of Space you buy is another point of mishap modifier riding on the same engine, waiting for a Wild Die at the worst possible moment. The Millennium Falcon is fast. It is also temperamental, and those are the same fact.

How long it takes

Difficulty Time
Very Easy 1 hour
Easy 6 hours
Moderate 1 day
Difficult 2 days
Very Difficult 1 week
Heroic 1 month

Double the money and the yard halves the time. Ruinous, and sometimes the only option.