Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]

Sezarious

Explorer
I understand. I'm not in that situation atm, but I've been there. I just need some stable work to keep me out of trouble. :).


Sent from my iPhone using Tapatalk
 

log in or register to remove this ad

Sezarious

Explorer
So, the vid is done. It's a little bit cheesy.... And there are many imperfections, but it's done. I may work on it in future, but IDK.

[video=youtube_share;9Yu7VzRUtMo]https://youtu.be/9Yu7VzRUtMo[/video]
 

Binder Fred

3 rings to bind them all!
Niice! (Finally got enough free time to look at this thing).

Do the Japanese characters fit with the names?

I think the early shots need some more dynamic camera work (a 'Lightspeed' zoom just as were getting to the title maybe, zooming in or out as it slowly pans for Jihanna and the gand? (I think I would've had him/her squatting contemptatively)) and *maybe* some stock backgrounds (speed lines or stars or jungle or whatnot)?
 

Sezarious

Explorer
Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]

Haha. Life gets in the way, no problem.

Look, with regards to those Japanese characters, i suppose I've taken a bit of a risk by using google translate, but they do translate back without issue... So, hopefully none of our Characters names translate into anything embarrassing, I just went with it...

I'm hoping to take this further eventually, because the 3D assets are created now, but a couple of necessary projects have cropped up between now and then. Namely, getting my portfolio up and running online.

I know what you're saying about the camera angles. *'sigh'. Once I started working with the footage in After effects, I started seeing more and more flaws. I'd redo stuff a few times, but the deadline came up and that was it.

Also, I would have liked to have done more in the way of stylised close-ups etc.

I think I was maybe being too cautious with trying to stick to the rhythm of the music.

As for the Gand sitting. True, that would have suited him/her better.

And with regards to backgrounds... That was a tricky one that I ran out of time with unfortunately.

Particularly in the running scene, I wanted to try to get the camera data from Poser into after effects. If I could have, I would have been able to animate a moving background effect that would have flown past each character. Parented to the camera data, it would have integrated perfectly, for the shot I was hoping to sort of mimic, but unfortunately I ran out of time for now...

I pretty much want to redo just about everything anyway... The animation itself is stiff and clunky...

But I think a redo will involve going back to storyboarding first. Back to formula!

You sound like you know your film stuff BinderFred... :)

Sent from my iPhone using Tapatalk
 
Last edited:

Binder Fred

3 rings to bind them all!
I try. :)

I played around a bit with 3DS Max back in my college years (and read about all the cool things you could do with Maya :)). Plus I've got a buddy who'se a bit of a film buff (the kind of guy you can't watch a movie with because he actually *sees* the cameramen, and sound-men and gear needed to film that scene you're watching... And he'll *tell* you about it! :D)
 

GreenKarl

First Post
Very VERY sorry about my disappearing act last year. I was dealing with a lot of crap, depression, bla, bla, bla but I really should have said something :(
Anyway I still lurk here (not ready to come back yet) but we had a face-to-face with my latest and greatest version of the system. A couple of players in our Savage Worlds Rifts game could not make it for a month so I ran a short adventure for 10th level characters using this updated stuff. It was fun and everyone wants to continue when we wrap up the Savage Rifts game in a couple of months. Anyway here are my updated notes for comment, criticism and suggestions...

STAR WARS SAGA/5th Edition Conversion
[sblock=BASIC HOUSERULES]
Character Levels, Heroic Levels and Class Levels: all characters (not just Heroic characters) gain the following – base Proficiency Bonus, Bonus Feat at 1st level, then another bonus Feat every 2 levels after that (3rd, 5th, 7th, 9th, etc.), and Attribute Bonus +1 to two different Attributes or +2 to one, every 4 levels, starting at 4th (4th, 8th 12th, etc.). The five base Heroic Classes (Jedi, Noble, Scoundrel, Scout, and Soldier) each gain the following – a Talent every odd level (1st, 3rd, 5th, etc.) and a Bonus Feat every even level (2nd, 4th, 6th, etc.).

Attribute Points: 27 build points or can take the standard array – 15, 14, 13, 12, 10, and 8.

Defense Scores: instead of Saves, using the Defensive Scores, and they are determined as follows: 10+ Heroic Proficiency Bonus + Class Bonus (use the best bonus if Multi-classing) + Attribute Modifier. Note that for Reflex Defense bonus, if you are wearing Armor you use the Armor Reflex Score, not your Proficiency or Class Bonus (only ARS + Ability bonus). Defense score attribute bonus – Fortitude Defense best of Strength or Constitution modifier, Reflex Defense best of Dexterity or Intelligence modifier, and Will Defense best of Wisdom or Charisma modifier. All Class Bonuses to defense increase by +1 at the Heroic Class level 6, and another +1 more at level 11. These bonus stack with each other (i.e. a 6th level Soldier gains +3 Fort, +2 Reflex and +1 Will, etc.)

Proficiency Bonuses, Trained Skills and Base Attack Bonus: Characters gain a Proficiency based on their class for all Armor, Tools Skills and Weapons proficiencies. Unless specified elsewhere, the DC in that I am using are from 5th ed. Player’s Handbook pg. 174.
Weapon and Armor Proficiency: Simple Weapons, Martial Weapons, Pistols, Rifles, Heavy Weapons, Advanced Melee Weapons. Light, Medium and Heavy armor. Basic equipment from 5th (GP = credits at 1:1. Divide the weights by 2/kg and range by 3/meters. Primitive armor provides no ARS vs. any weapon listed here. All other properties as listed there).
Talents, Feats and Skills: Skills are somewhat reworked for Star Wars, Talents and Feats are mix the Saga ones along with 5th ed. Class Abilities and Feats (somewhat rebalanced).

Bonuses and Advantages/Disadvantages: Along with 5th ed. Advantages and Disadvantages, using many of the Saga bonuses (just not as often or as many). Bonuses of the same type cannot stack but different types can. Basic types are – Class, Equipment, Force, Insight, Moral and Rage.
Granting Advantage: in order to grant action for a non-attack skill, tool or vehicle ability check, the individual wishing to ‘aid another’ must also be proficient with the skill, tool or vehicle.

Force Points: 5 + ½ your Heroic Level (round down); bonus, now the base adds 1d4+1 to a single Attack, Skill or Ability roll. With the Strong in the Force Feat, the roll adds 1d8+1.

Force Powers and Talents: all powers use your Charisma (Use the Force) skill roll verse one of the target’s Defensive score while also trying to matching or exceeding a base DC.

Wound Conditional Track and Damage Threshold: instead when damage exceeds your Damage Threshold you suffer the Reeling Condition (see below). Your Damage Threshold score equals your Fortitude Defense plus Feats, etc. plus Size – Small +2, Medium +4, Large size +8, Huge +15, Gargantuan +25, Colossal +40. Vehicles use a different bonus track (see Vehicles & Starships)

Additional Conditions – Reeling: you suffered a wound that has caused a great deal of pain and now is effecting your ability to react.

  • You suffer Disadvantage to all Attacks, Skills and Ability checks.
  • If you suffer from a second Reeling affect (i.e. you are reeling and again take damage that exceeds your Wound Damage Threshold), you are Stunned for one round. Afterward this round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.
  • In order to recover from Reeling, at the end of your round (after you have taken all your actions) attempt a Constitution or Wisdom (whichever is better; Droid’s use Strength or Wisdom) ability check + your class bonus to Fortitude saves vs. a DC 10 or ½ the Damage you suffered (round down, whichever is greater, but maximum DC 20). If you succeed with your roll, you are no longer suffering the Reeling condition. If you fail, you still are suffering from the Condition.
  • You can instead spend an Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed without advantage.

Slow Natural Healing: option found in DMG 5th ed. pg. 267. After a Long Rest you only recover ½ your Hit Dice, round down (instead of round up; but still minimum 1 per Long Rest) and no HP.
NOTE that, once per day, you also recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).

Second Wind: when a character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to try and recover some. On your turn, you can use a Bonus Action and regain hit points equal to your highest Hit Die (if multi-classed) +/- Constitution modifier + you Heroic Character level. This does not count as spending a Hit Die to recover (as after a Short or Long Rest). Once you have used this ability, you must finish a long rest before you can use it again.

Passive Perception: per D&D 5th ed. see Hiding pg. 177; advantage with Perception adds +5 to Passive Perception. Also Passive Insight and Investigation for causal.

Cover: as 5th ed. pg. 196, but instead of giving bonus to Dexterity saves increase the target’s Reflex Defense vs. Area of Effect attacks.

Firing into Melee Combat: Attacker into melee with an ally and enemies are at a Disadvantage.

Dark Side Score and Falling to the Dark Side: sticking with Saga’s rules on score and results; plus Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC Heroic characters do not use these rules.
Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force. There are three basic conditions or levels of corruption for these individuals.
Dark Side Score and Falling to the Dark Side: sticking with Saga’s rules on score and results; plus Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC Heroic characters do not use these rules.
Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force. There are three basic conditions or levels of corruption for these individuals.

  • Tempted by Darkness: A character with 1 Dark Side point but less than ½ (round down) her Wisdom score is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way…(a) Whenever a character invokes Dark Fortune (see below), they gain a +2 bonus to the end result; or (b) A character can spend a Force Point and activate any non-Light side Force Power as a Bonus Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke this.

  • Tainted by Darkness: A character with a Dark Side Score greater than ½ (round down) her Wisdom score but less than their Wisdom score has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve his problems. This character suffers the additional temptations listed above and also they gain a +2 to their Charisma (Use the Force) skill rolls with any Force Power with the [dark side] descriptor. They suffer a -4 to their Charisma (Use the Force) skill rolls with any Force Power with the [light side] descriptor.
    Also now that a character has been tainted, his connections to others are restricted or hampered by his anger and fear. He suffers a Disadvantage with Wisdom (Insight) and Charisma (Persuasion) checks but an Advantage with Charisma (Deception) and (Intimidate) checks.
  • Consumed by Darkness: A character with a Dark Side Score equal to his Wisdom Score has been consumed by Dark Side of the Force. This character should be considered an NPC and can no longer call on the Dark Side of the Force (see below). Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) or due they gain the bonus to Charisma (Use the Force) checks with powers with the [dark side] descriptor and can no longer use any Force Power with the [light side] descriptor (if they have any such powers they are lost until the characters Dark Side Score drops below their Wisdom score).

Call on the Dark Side: The Dark Side of the Force is every tempting to all creatures of the Universe, not just for the Jedi or the Sith. All Heroic characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were.

  • Dark Fortune: When a heroic character spends a Force Point to increase a roll, he now has Advantage on this roll, taking the better of the two results. This increase the characters Dark Side Score by 1. Characters that have the Force Boon or Strong in the Force feats can instead have advantage on both Force Point rolls if they choice to spend two Force Points, but they also increase their Dark Side Score by 2 points.
  • Dark Luck: As a Reaction, a heroic character can gain back one spent Force Point but in doing so the characters Dark Side Score is increased by 1.
  • Dark Reserves: A heroic character could spend a Force Point and regain the use of her Second Wind ability, even if she has not completed a long rest. This increase the characters Dark Side Score by 1.
  • Flight or Fight: A heroic character can spend a Force Point and gain one additional non-Attack action at any time. For example a soldier facing off against a charging hoard of Tusker raiders could spend a Force Point and take the Dash action before the Tuskers to get to him, thus moving out of their range. This increase the characters Dark Side Score by 1.

Measurements and Weights: use Saga as a basics, so meters and kilograms, etc. On the combat/map a square is 2x2 meters. All notes in the below rules are listed in meters and kg. [/sblock]

[sblock=SPECIES NOTES]
NOTE new Senses, in addition to those found on 5th ed. pg. 183.
Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision can ignore Dim Light obscured.
Scent: some species have extremely refined sense of smell. Within a specified range (generally 20 meters), a creature with scent has the equivalent of Blindsight within their range (pg. 183). But note that the species must be able to use its sense of smell (so if they are wearing a filter mask or in a vacc suit, etc. they cannot benefit from scent). Also strong winds or overpowering smells can also lower or eliminate this ability.

HUMAN SPECIES TRAITS
Ability Score Modifier
: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 12 meters
Bonus Proficient Skill: You gain proficiency in one skill of your choice.
Bonus Feat: You gain one feat of your choice. You must meet all the prerequisites.
Outgoing: You gain +1 Force point over the standard Force Points each level.
Languages: you can speak, read and write in Basic plus one additional language of choice.

BOTHAN SPECIES TRAITS
Ability Score Modifier
: +2 to Dexterity, +1 to Intelligence or Charisma (player’s choice)
Medium Sized and Speed: base 12 meters
Iron Will: Bothans gain a +2 species bonus to their Will Defense.
Conditional Expertise: Bothans who are proficient with Charisma (Gather Information) gain Skill Expertise (Gather Information) as a bonus feat.
Languages: you can speak, read and write in Basic and Bothese.

CATHAR SPECIES TRAITS (from KTORCG)
Ability Score Modifier: +2 to Strength (male cathars), or +2 to Dexterity (female cathars).
Medium Sized and Speed: base 12 meters.
Natural Weapons: a Cathar has natural weapons sharp claws that does 1d4 + Strength or Dexterity (player’s choice) damage. Cathar are always proficient with these weapons and they are considered to have the Finesse and Light weapon properties (the Cathar can use the Two Weapon fighting rules 5th ed. pg. 195). Any feat or talent that increases a Cathar’s unarmed damage increases the damage by one additional step.
Cathar Instincts: a Cathar starts with proficiency in Strength (Athletics) for free.
Automatic Languages: you can speak, read and write Basic and Catharese.

CEREAN SPECIES TRAITS
Ability Modifiers
: +2 to Intelligence, +2 to Wisdom, -1 to Dexterity
Medium Sized and Speed: base 12 meters
Intuitive Initiative: Cereans have Advantage with Dexterity (Initiative) skill checks.
Conditional Expertise: a Cerean who is proficient with Dexterity (Initiative) gains the Skill Expertise (Initiative) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Cerean.

DEVARONIAN (from SWS Errata)
Ability Score Bonus: males +2 Dexterity, females +2 Intelligence or Wisdom (player’s choice)
Medium Sized and Speed: base 12 meters.
Conditional Expertise: Devaronians are master manipulators. A Devaronian proficient with Charisma (Deception) gains Skill Expertise (Deception) as a bonus feat.
Naturally Curiosity: Because of their natural curiosity, Devaronians are very attentive to small details that can reveal weakness. As an Action, make a Wisdom (Perception) check vs. a single targets Will Defense. If they succeed with this check they gain a +1 insight bonus on all attack rolls against this target. This lasts until the Devaronian’s next short or long rest. They can use this ability again after a short or long rest.
Automatic Languages: you can speak, read and write in Basic and Devaronese.

DUG SPECIES TRAITS (from the CWCG)
Ability Score Modifier: +2 to Dexterity
Small Sized: as a small sized creature, Dug gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x3kg for basic encumbrance.
Speed: base speed of 12 meters
Arboreal: Evolving in the great trees of Malastare, the Dug have advantage on Strength (Athletic) checks when climbing or jumping. Furthermore, if any of these skill checks is a 9 or less, the Dug treats these rolls at if they rolled a 10.
Automatic Languages: speak, read & write Dug.

DUROS SPECIES TRAITS
Ability Modifiers
: +2 to Dexterity, +2 to Intelligence, -1 to Constitution
Medium Sized and Speed: base 12 meters
Spacers: as natural spacers, Duros start with proficiency in Tools (Mechanic) and Vehicles (Spacecraft) for free.
Automatic Languages: you can speak, read and write in Basic and Durese.

EWOK SPECIES TRAITS
Ability Modifiers
: +2 Dexterity, +2 Wisdom, -1 to Strength
Small Size: as a Small sized creatures, Ewoks gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x3kg for basic encumbrance.
Speed: base speed of 8 meters
Primitive: Ewoks do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them.
Scent: at close range (within 20 meters).
Sneaky: Ewoks have Advantage on Dexterity (Stealth) checks.
Conditional Expertise: Ewoks with proficiency in Wisdom (Survival) gain Skill Expertise (Survival) as a bonus feat.
Automatic Languages: you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.

GAMORREANS SPECIES TRAITS
Ability Modifiers
: +2 Strength, +2 Constitution, -1 Dexterity
Medium Sized and Speed: base 12 meters
Primitive: Gamorreans do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them. However, due to their culture, all Gamorrean gains Proficiency (Martial Weapons) with martial melee weapons only (i.e. longsword not longbows)
Great Fortitude: gain a +2 species bonus to their Fortitude Defense.
Bonus Feat: Gamorreans gain the Improved Damage Threshold as a bonus feat at 1st level.
Automatic Languages: You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.

GRAN SPECIES TRAITS (from The FUCG)
Ability Score Modifier: +2 to Charisma
Medium Sized and Speed: base 12 meters.
Darkvision: Grans have darkvision out to 20 meters.
Target Awareness: Gran adds +50% distance to all ranged weapons (i.e. a Blaster Pistol used by a Gran has a base weapon range of 60/300).
Triple Vision: a Gran can move up to ½ their speed and still benefit from “Aiming” (see New Situation/Combat rules).
Conditional Bonus Feat: Gran with the Point Blank Shot feat gain the Precise Shot as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Gran.

GUNGANS SPECIES TRAITS
Ability Modifiers
: +2 to Dexterity, +2 to Constitution, -1 to Intelligence
Medium Sized and Speed: base 12 meters. They also have a Swim speed of 8 meters.
Expert Swimmers: Gungans always have Advantage when making Strength (Athletics) checks when swimming. In addition, if the gungan rolls a 9 or less on this check, it is assumed to have rolled at least a 10.
Hold Breath: a Gungan can hold his breather for a number of rounds equal to 25 times his Constitution score before suffering from any suffocation (5th ed. pg. 183).
Lightning Reflexes: Gungans gain +2 species bonus to their Reflex Defense.
Low-Light Vision: Gungans can see perfectly fine in dim light conditions.
Weapon Familiarity: Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.
Automatic Languages: you can speak, read and write in Basic and Gunganese.

ITHORIAN SPECIES TRAITS
Ability Modifiers
: +2 Wisdom, +2 to Charisma, -1 Dexterity
Medium Sized and Speed: base 12 meters.
Iron Will: Ithorians gain a +2 species bonus to their Will Defense.
Bellow: as an Action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian makes an Attack roll with proficiency but with his Constitution modifiers to hit everyone in a 12-meter cone. Compare the results to all target’s Fortitude Defense in the cone. A successful hit deals 3d6 sonic damage, if the attack misses the target suffers ½ damage. Each use of this ability results in the Ithorian suffering from one level of Exhaustion (they recover as normal).
Survival Instinct: Ithorians have Advantage on Wisdom (Survival) skill rolls.
Conditional Expertise: Ithorians with proficiency in Intelligence (Nature) gain the Skill Expertise (Nature) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Ithorese.

KEL DOR SPECIES TRAITS
Ability Modifiers
: +2 to Dexterity, +2 to Wisdom, but -1 to Constitution
Medium Sized and Speed: base 12 meters.
Keen Force Sense: Kel Dor have advantage on Charisma (Use the Force) skill checks made when using Force Trace, Search Your Feelings, Sense Force and Telepathy abilities (see new Skills).
Low-Light Vision: Kel Dor can see perfectly fine in dim light conditions.
Special Equipment: Kel Dor suffer limitations outside their native atmosphere. Without their protective goggles a Kel Dor is considered Blind (Condition pg. 290). Without an antitoxin breathing mask, a Kel Dor begins suffocating (pg. 183). The breather mask also imposes disadvantage on any inhaled toxin attacks against them. A replacement mask costs 2,000 credits (500cr on Dorin) and a year’s supply of filters costs 200 credits (50cr on Dorin). Kel Dor character begin play with these items at no cost.
Automatic Languages: you can speak, read and write in Basic and Kel Dor.

MON CALAMARI SPECIES TRAITS
Ability Modifiers
: +2 to Intelligence, +2 to Wisdom, -1 Constitution
Medium Sized and Speed: base 12 meters and have a Swim speed of 8 meters.
Breathe Underwater: as amphibious creatures, Mon Calamari cannot drown in water.
Expert Swimmers: a Mon Calamari has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the Mon Calamari treats these rolls at if they rolled a 10.
Low-Light Vision: Mon Calamari can see perfectly fine in dim light conditions
Conditional Expertise: Mon Calamari that are proficiency in Wisdom (Perception) gain Skill Expertise (Perception) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Mon Calamarian.

MIRALUKA SPECIES TRAITS (from KTORCG)
Ability Score Modifier: +2 to Intelligence
Medium Sized and Speed: base 12 meters.
Force Sight: although blind, Miraluka can “see” through the Force. They act normally without taking on any of the Blinded conditions. They ignore all light and heavy obscured as if they had darkvision and they ignore ½ cover and treat ¾ cover as ½. Miraluka can read and write as normal but they do not “see” in color although their Force sight does see subtle changes in how things “look”. Miraluka do not increase the DC of Charisma (Use the Force) checks made to Sense Surroundings against targets with dense foliage and it is a free action for them. The Miraluka gains the Blinded condition if the Force is suppressed somehow and against creatures that are “invisible” to the Force also has the Invisible condition against the Miraluka. Miraluka can use the better of their Charisma (Use the Force) instead of Wisdom (Perception) when making perception checks and for passive perception.
Minor Force Sensitive: even without the Force Sensitive Feat, a Miraluka can make skill checks with Charisma (Use the Force) and can take proficiency with this skill if they wish.
Conditional Bonus Feat: Miraluka who are proficient with Charisma (Use the Force) gain the Skill Expertise (Use the Force) as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Miralukese.

MIRIALIN SPECIES TRAITS (new)
Ability Modifiers: +1 to Dexterity, +2 to Wisdom
Medium Sized and Speed: base 12 meters.
Conditional Bonus Feat: Mirialans who are trained in the Dexterity (Acrobatics) skill gain Skill Expertise (Acrobatics) as a bonus feat.
Superior Defenses: Mirialans are highly adaptive and gain a +1 bonus to all their Defenses scores.
Automatic Languages: Basic and Mirialan

NAUTOLAN SPECIES TRAITS (from the CWCG)
Ability Score Modifier: +2 to Constitution, -1 to Intelligence.
Medium Sized and Speed: base 12 meters and swim 8 meters.
Breath Underwater as amphibious creatures, Nautolans cannot drown in water.
Expert Swimmers: Nautolan has Advantage on Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Nautolan treats these rolls at if they rolled a 10.
Low-Light Vision: Nautolan can see perfectly fine in dim light conditions.
Natural Resistance: The rubbery hide of a Nautolan means that they have Resistance (5th ed. pg. 194) to bludgeoning and Stun types of damage.
Pheromone Sensor: Nautolan have Advantage on any Wisdom (Insight) checks.
Automatic Languages: you can speak, read and write Basic and Nautila.

QUARREN SPECIES TRAITS
Ability Modifiers
: +2 to Constitution
Medium Sized and Speed: base 12 meters and have a Swim speed of 8 meters.
Breathe Underwater: as amphibious creatures, Quarrens cannot drown in water.
Expert Swimmers: a Quarren has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the Quarren treats these rolls at if they rolled a 10.
Low-Light Vision: Quarren can see perfectly fine in dim light conditions.
Conditional Expertise: adept traders, Quarren proficient in Charisma (Persuasion) gain Skill Expert (Persuasion) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Quarrenese.

RODIAN SPECIES TRAITS
Ability Modifiers
: +2 to Dexterity
Medium Sized and Speed: base 12 meters.
Heightened Awareness: Rodian have advantage with Wisdom (Perception) skill rolls.
Low-Light Vision: Rodian can see perfectly fine in dime light conditions.
Conditional Expertise: Rodians proficient in Wisdom (Survival) gain Skill Expert (Survival) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Rodese.

SNIVVIAN SPECIES TRAITS (from the KTORCG)
Ability Score Modifier: +2 to Wisdom
Small Sized: as a small sized creature, Snivvian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x3kg for basic encumbrance.
Speed: base 8 meters
Observant: Snivvians are highly aware of their surroundings, giving them an advantage when dealing with others. Snivvians can use his Wisdom (Perception) check in place of a Charisma (Deception) or Charisma (Persuasion) check (player’s choice, then always applies to this skill).
Cold Resistance: the Snivvians’ thick skin provides protection from extreme colds. They have Resistance (5th ed. pg. 194) verses any cold damage and attack rolls with the cold descriptor have disadvantage on the attacks rolls vs. them.
Automatic Languages: you can speak, read and write Snivvian.

SULLUSTAN SPECIES TRAITS
Ability Modifiers
: +2 to Dexterity
Small Sized: as a small sized creature, Sullustan gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x3kg for basic encumbrance.
Speed: base 8 meters
Darkvision: Sullustan have darkvision out to 20 meters.
Expert Climbs: Sullustan have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, the Sullustan treats the roll as a 10.
Heightened Awareness: Sullustan have advantage with Wisdom (Perception) skill rolls.
Automatic Languages: you can speak, read and write in Basic and Sullustese.

TRANSDOSHANS SPECIES TRAITS
Ability Modifiers
: +2 to Strength, +1 to Constitution
Medium Sized and Speed: base 12 meters
Darkvision: Transdoshans have darkvision out to 20 meters.
Limb Regeneration: A Transdoshan regrows a lost limb in 1d10 days, at the end of that time, all persistent penalties associated with the loss of a limb are removed.
Natural Armor and Claws: Transdoshans thick scaly skin provides a +1 natural bonus to their Reflex Defense. This bonus stakes with any other bonus to Reflex Defense (armor, class, etc.). Also Transdoshans have naturally sharp claws that do 1d4 + Strength damage (Transdoshans are always proficient with unarmed attacks. Note that any Talent or Feat that raises a Transdoshans unarmed damage to a d4 or higher, increase the damage by an additional die step).
Stout: rugged and resilient, Transdoshans add +1 to their Hit Point total each level.
Automatic Languages: you can speak, read and write in Basic and Dosh.

TOGRUTA SPECIES TRAITS (from The FUCG)
Ability Score Modifier: +2 to Dexterity, -1 to Constitution
Medium Sized and Speed: base 12 meters.
Sneaky: Togruta have Advantage with Dexterity (Stealth) checks.
Spatial Awareness: Togruta can sense their surroundings using passive echolocation. Togruta has Blindsight out to 10 meters so long as they are not wearing a helmet or vacuum suit, etc. Something that could cover or block their horns.
Bonus Feat: evolving from pack hunters, Togruta gain the Pack Tactics feat as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Togruti.

TWI’LEKS SPECIES TRAITS
Ability Modifiers
: +1 to Dexterity, +2 to Charisma
Medium Sized and Speed: base 12 meters.
Deceptive: Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill.
Great Fortitude: Twi’leks gain a +2 species bonus to their Fortitude defense.
Low-Light Vision: Twi’leks can see perfectly fine in dim light conditions.
Automatic Languages: you can speak, read and write in Basic and Ryl.

WOOKIE SPECIES TRAITS
Ability Modifiers
: +4 to Strength, -1 to Dexterity, -1 to Wisdom, -1 to Charisma
Medium Sized and Speed: base 12 meters.
Expert Climbers: Wookies are great climbs and have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, the Wookie treats the roll as a 10.
Extraordinary Recuperation: Wookies add their Strength bonus to Hit Dice rolls to recover hit points (in addition to their Constitution modifier; from both a short or long rest). Wookies recover one additional Hit Dice back after a long rest (up to the max number they can have). Finally, each day, a Wookie can recover from up to two levels of Exhaustion with two Short rests.
Rage: a Wookie can fly into a rage as a Bonus Action. While raging, the Wookie gains Advantage on Strength ability and skill check and gain a rage bonus on melee damage rolls equal to their proficiency bonus, but cannot use skills that require patience and concentration (most Dexterity, Intelligence, Wisdom and Charisma skills except Perception and Intimidate). This rage last a number of rounds equal to 5 + the Wookie’s Constitution modifier. At the end of the rage, the Wookie gains one level Exhaustion. A Wookie must complete a long rest before he can use this trait again (but see feats).
Short Tempered: Wookies are well known for their short-tempers and have advantage on Charisma (Intimidate) skill.
Weapon Familiarity: Wookies with Weapons Proficiency (Rifle) are proficient with Exocite Weapon Proficiency (Bowcaster) for free.
Automatic Languages: you can understand, read and write in Basic (cannot speak it) and Shuriiwook. Wookies cannot speak other languages, but they can learn to understand them.

ZABRAK SPECIES TRAITS
Ability Modifiers
: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 12 meters.
Heightened Awareness: Zabrak have advantage with Wisdom (Perception) skill rolls.
Superior Defenses: Zabrak are highly adaptive and gain a +1 species bonus to all their Defenses scores.
Automatic Languages: you can speak, read and write in Basic and Zabrak.

NOTE that any Species ability that duplicates a feat or talent, counts for any Prerequisites for class talents or feats. For example, Zabraks’ Heightened Awareness has the same effect as a Scouts’ Acute Senses, so it would count as any prerequisite for other Scout talents if you want.[/sblock]

[sblock=DROID CHARACTERS]
As player character droids are NOT stock models and as such are created using the following rules.

ALL DROID TRAITS
Note that droids do not start with a background, so their Degree provides their extra Skills, tools and languages. Personality features are fairly limited for new or newly memory wiped models, but player Droids can chose or ‘develop’ them as they adventure (all droids tend to develop strange personality quirks the longer they are in service without a memory wipe).

Ability Score Increase: none
Age: Droids do not age nor are they born. Most newly created character droids will be fairly recently off the factory models. Droid parts can and due suffer from wear and tear but with proper maintenance can last a really long time
Size: Depends on basic Model. Different sizes also have the following modifiers for droids – Small size: +3 Stealth, -3 Intimidate (if it can use them), Base Unarmed Damage 1d3. Medium size: no modifiers, Base Unarmed Damage 1d4. Large size: -3 to Stealth, +3 to Intimidate (if it can use them), Base Unarmed Damage 1d6. Huge size: -5 to Stealth, +5 to Intimidate (if it can use them), Base Unarmed Damage 1d8. Gargantuan size: -10 to Stealth, +10 to Intimidate (if it can use them), Base Unarmed Damage 1d10. Colossal size: -20 to Stealth, +20 to Intimidate (if it can use them), Base Unarmed Damage 1d12.
Speed: Again depends on size and model.
Behavioral Inhibitors: Droids cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed or through inaction allow a sentient living being to be harmed. Furthermore, all droids must willing follow orders giving to them by their rightful owners, as long as those orders don’t require the droid to harm a sentient living being. Droids with the Heuristic processors mod, can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions. 4th Degree droids are free of these limitation but are also highly restricted in their movements and where the law allows them to go. Droid’s can also be fitted with a Restraining Bolt, that they cannot willing remove. With a bolt in place, a user with a hand held controller unit can automatically impose the Paralyzed condition onto a droid with an Action (see other Equipment). Even without a restraining bolt or periodic memory wipes, most droids operate according to a rigid set of guidelines. A droid’s core programming – the part of its memory that can’t be wipes – provides it with a strict instructions on how to react to common circumstances, most of which resolve around obedience, safety, ethics and morality.
Constructs: Droids are machines and as such do not have a Constitution score (and don’t get bonus Hit Points). This means that characters built they do not need to use any for their Con score, so with the array now only has 5 stats to assign from – 15, 14, 12, 11, and 10 or only have 24 points for their attributes if you use the point by. They do not have a Fortitude Defense score but they do have a Damage Threshold that uses their Strength modifier. They are immune to disease and toxin poisons (both inhaled and injected), harmful atmosphere hazards (except corrosive ones) and do not need to breath, eat or drink water. They internal systems are not normally vacuumed sealed unless they take that mod. Droids are Resistance (5th ed. pg. 194) to Stun weapon damage. However, droids take full damage from Ion weapon damage and treat the amount as doubled vs. their Damage Threshold to impose the Reeling condition.
Nonliving: In addition to being immune to environmental situations listed above they are also immune to mind-affecting effects (beneficial or penalizing) and fear affects. They have no connection to the Force and can take no Force talents, feats or skills (except Force Points).
Maintenance: Droids run off power instead of food and drink. Standard model droids are required to spend at least 4 continuous hours recharging after every 72 hours of continuous use (they can power down to save energy if no recharging is available). Otherwise they suffer the same effects as being Exhausted (5th ed., pg. 291), gaining one level for every 6 hours past the basic 72 hours of use. However they don’t die after acquiring six levels, they simply shut down and can suffer permanent damage to various systems. Every 4 hours of continuous recharging removes one level of this fatigue and a droid can spend as much time as it wishes to regain them all in one sitting (unlike meat-beings that only recover a few a day).
Repair: Droids cannot heal hit points naturally (although hero droids can take Second Wind), nor can they gain temporary hit points from any talent or feat or ability. Droids must be repaired with a Tools (Mechanic) skill check, after one hour of work they have 1d4+ their heroic level + ½ the repairer’s level back in hit points. Workers can continue to making repairs on a droid as often as they wish to restore a droid back to full hit points. A droid can attempt to repair itself but its Tools (Mechanic) skill check is at a Disadvantage.
Memory: A droid’s proficiencies, feats and talents can be ‘reassigned’ with an Intelligence (Computer Use) skill check, allowing them to be reprogramed with different “Skill Sets” i.e. a Droid with Pistol weapon proficiency could be reprogramed, dropping this weapon proficiency and instead gain the Rifle proficiency or Skill Expertise in Dexterity (Initiative). The programmer must have access to a computer system with this new proficiency available or they can be purchased on the open market. Generally 500 credits for a basic knowledge, non-combat skill or tool proficiency and at least 1,000 credits for a weapon or armor proficiency or skills like Initiative, or Deception. A droid hero could use its own Intelligence (Computer Use) skill to try and reprogram itself but it is at a Disadvantage to do so. Droid’s subject to a complete memory wipe revert back to basic model and lose all levels and abilities gained (becoming a 1st level character again).
Shutdown: A droid that is shutdown is considered to be Unconscious, and can take no action. Shutting down a willing droid is an Action. Shutting down an unwilling droid is more difficult, requiring that it be at least Grappled, and requiring a Tools (Mechanic) check vs. the droid’s Will Defense as an Action. If the droid is Paralyzed (as one under a restraining bolt) or in other similar situations, this check is at an Advantage against them. Droids can shut themselves down and ‘reactive’ at a pre-determined time if they want, so long as someone else does not come along and impose additional conditions. When shut down a droid does not drain power and can extend the duration before it requires recharging. This takes a full round to reactive, where the droid can take no actions (including bonus and reactions) and its Move is 0 for that first round.
Skills: Droids normally cannot use any skill without being first being proficient in it except for Dexterity (Acrobatics), Strength (Athletics), and Wisdom (Perception). Droids with a Heuristic processor ignores these limitations.

Building a Droid Character: The follow system is for creating Heroic character droids, not stock droids. As with other character types, droids have points to assign to their stats. As the droid only have 5 stats to worry about; for the array assign from – 15, 14, 12, 11, and 10; or only have 24 points for their attributes if you use the point by. Then they choice their Degree level (see below). This grants them their basic ability modifiers, basic systems and proficiencies. They also have ‘additional mods’ that at character creation they can use to purchases upgrades and additional systems into their droid body for ‘free’. After character creation it costs money and time for the droid to upgrade their systems.

DROID DEGREES
1st Degree: Medical and Scientific Droids: These types of droids must exercise a great deal of independent thought and initiative and as such are built with a Heuristic Processor automatically.
Ability Score Modifiers: +2 to Intelligence, +2 to Wisdom, -2 to Strength
Basic Systems: Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Tools: Electronics set or Surgical set
Languages: Binary, Basic
Skills: Computer Use, plus one of – Galactic Lore, Investigation, Medicine, Nature or Religion.

2nd Degree: Astromech and Technical Droids
Ability Score Modifiers: +2 to Intelligence
Small Size: gain +3 size bonus to Stealth but -3 to Intimidate skill. Carrying capacity is Strength x3kg.
Basic Systems: Basic Processor (0), Basic Probe Appendages (0), Wheeled Locomotion (0), one set of built in Tools set of choice (Electrical or Mechanical) (1), plus either another Tool set, a Astromech Navcomputer (1) or the Tech Specialist feat (1)
Additional Mods: Four additional mods
PROFICIENCIES
Tools: Mechanic plus one additional one tool, game set or vehicle type of choice.
Languages: Binary, Basic plus one other (understand only, without a Vocabulatior, these droids cannot speak any other language, only Binary, although they can learn to understand them)
Skills: Computer Use, Investigation

3rd Degree: Protocol and Service Droids
Ability Score Modifiers: +2 Wisdom, +2 Charisma, -2 Dexterity
Basic Systems: Basic Processor (0), Basic Translator (1) Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Tools: one of either Cooking set or one type of Gaming Set or Musical Instrument
Languages: Binary, Basic, plus translator unit modifiers.
Skills: Computer Use, Persuasion

4th Degree: Combat and Security Droids
Ability Score Modifiers: +2 to Strength or to Dexterity (player’s choice)
Basic Systems: Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1)
Additional Mods: Two additional mod
PROFICIENCIES
Tools: one Vehicle of choice or Tool (Electronic) or Tools (Mechanical)
Languages: Binary, Basic (understand only, without a Vocabulatior, these droids cannot speak any other language, only Binary, although they can learn to understand them)
Skills: Initiative, Perception

5th Degree: Labor and Utility Droids
Ability Score Modifiers: +4 Strength, -2 to Intelligence, -1 to Charisma
Large Size: 5th degree droids are almost always at least large size (some are bigger). As such suffer a -3 size penalty to their Stealth skill, but their base encumbrance is Strength x10kg. They also gain a +5 size bonus to their Damage Threshold score.
Basic Systems: Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforced Structure (1)
Additional Mods: Four additional mods (one size)
PROFICIENCIES
Tools: One of either Tool (Electronic) or Tools (Mechanical)
Languages: Binary, Basic (understand only, without a Vocabulatior, these droids cannot speak any other language, only Binary, although they can learn to understand them)
Skills: Athletics, Computer Use

BASIC MODS/SYSTEMS
Appendage
Basic Probe: Mod: 0. Few droids have no actual manipulators. The bare minimum is a probe that can push or pull objects. Probes suffer a -1 to unarmed damage based on the droids size.
Instrument: Mod: 0, Cost 200cr. Instruments are a step up from a simple probe. They might be designed to accomplish a specific task. Examples might be hypodermic syringes, etc. A few instruments are actually designed to clamp and thus hold objects, but are not fine manipulators.
Tool: Mod: 1, Cost 200cr + cost of basic tool set or weapon cost. Tool appendages are somewhat sturdier then instruments but generally cannot be use to pick up items. Weapon mounts are also considered tool appendages. Most hand held tool sets and weapons can be added. To make it ‘hidden’ double the cost of the tool or weapon.
Grabbing Claw: Mod: 1, Cost 250cr. Claws are simple grabbing appendages allowing the droid to grab and pick up most items, but they are not use for fine instrument use like picking a lock or something similar. When attempting to grapple (if the droid is allowed to try), it has advantage on its Strength roll to grab ahold or maintain one.
Two Arms/Hands: Mod: 1, Cost 1,000cr. A droid is considered to have true hands if its gripping appendage includes at least three digits, one of which is opposable.

Communications: All droids are capable of emitting the sounds necessary to speak Binary, a language used by droids and computers to quickly transmit large amounts of information.
Vocabulatior: Mod: 1, Cost +500cr. The droid equipped with a speaker that enables it to emulate speech, rather than simply spouting machine code.

Locomotion
Stationary: Mod: +1 additional mod. No movement is allowed by this droid. Depending on circumstance, maybe be pushed or pulled by others. Cannot use Strength (Athletics) at all.
Wheeled: Mod: 0. Base Speed 8 meters and difficult terrain uses 3 meters of move per square (instead of 2). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. Also if the droid with wheels acquires any ability that allows them to ignore difficult terrain, then instead they now only suffer the basic penalties from difficult terrain.
Tracked: Mod: 0, Cost +1,000cr. Base Speed 8 and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage.
Two Legs: Mod: 1, Cost +1,000cr. Base Speed 8 meters.
Four Legs: Mod: 2, Cost +2,000cr. Base Speed 12 meters and ignores the penalty for moving through difficult terrain on the ground,
Wall-Walker: requires 4-Leg locomotion. Mods: 1, Cost +2,000cr. This droid acquires a Climb Speed of 6 meters and no longer is required to make Climb checks.
Hove/Replsuer Propulsion: Mod: 2, Cost +2,500cr. Base Speed 8 meters and ignores the penalty for moving through difficult terrain on the ground (but not water). Hovering droids use repluserlift technology to float slowly above the ground (within 3 meters). They can use their lifts to operate in water, but then normal difficulty terrain penalties apply. If they have claw or arm appendages, they can use Strength (Athletics) to make climb checks and they have advantage on these checks. Droids with this form of propulsion do not have any other form of locomotion.
Flying/Repluser Propulsion: Mods 3, Cost +10,000cr. Base Speed 24 meters and can reach low-orbit with flight systems. Droids with this form of propulsion do not have any other form of locomotion (unless they spend extra mods from the list above and all forms cost at least 1 mod).

Additional Add-ons for Locomotion
Climbing Claws: Mod: 1, Cost +500cr. Claws designed to grip a surface can be added to a droid with Leg Walking locomotion system. They grant the droid advantage on Strength (Athletics) checks when climbing.
Increase Locomotion Speed: Mod: 1, Cost +500cr. Increases any one speed type (Ground, Fly, Swim, etc.) by +4 meters. Can be taken more than once, but for legged locomotion systems, you can only take this a maximum of 2 times.
Jet boost: Mod: 1, Cost +500cr. Similar to Jetpack. As a bonus action to Active, grants a Flying Speed of 16 meters until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 200kg of weight (replacement fuel cell 100cr, 10kg) Medium or smaller only.
Magnetic Feet: Mod: 1, Cost +750cr. Electromagnetic grippers enable a droid to cling to a ship’s hull, even when the ship is moving at high speed. Only droids with walking, wheeled or tracked locomotion can have this mod.

Processor
Basic Processor: Mod: 0. Basic processors are not designed for creative thought or problem solving, and as such most droids interpret instructions and behavioral inhibitors very literally. Furthermore, basic processors are very limited in that the droid cannot perform most tasks that is was not programed for (i.e. see Skill checks above). Similarly, a basic processor does not allow a droid to wield or use any weapon, use any tool or drive any vehicles that it is not proficient with. And the droids behavioral inhibitors prevent it from harming sentient living beings altogether.
Combat Processor: Mod: 1, Cost +1,000cr. This basic processor has had its behavioral inhibitors removed. This allows the droid to try and cause harm to sentient living beings, and the droid is allow to use weapons that it’s not proficient with. It also can the following skills without requiring it to be proficient with them – Dexterity (Initiative) and (Stealth), and Charisma (Intimidate).
Heuristic Processor: Mods: 1, Cost +4,000cr. This type of processor allows the droid to learn by doing, usually without instructions. The droid is able to reason through several optional situations and tasks and formulate the best approach. Because of this a droid with a heuristic processor may use skills untrained, just as any other character and can use weapons, tools and vehicles that it is not proficient with. In addition, a droid with heuristic processor can creatively interpret its instructions, allowing it to complete tasks in manner that it deems appropriate. In some situations (GM’s call) a heuristic processor will also allow a droid to work around its behavioral inhibitor as long as it can justify the action. For example such a droid might justify harming another sentient if it would save additional life, etc. Over time a droid with a heuristic processor develops a unique personality based on experience. Because of this, memory wipes and restraining bolts are commonly used to ensure that a heuristic processor doesn’t allow the droid to stray too far from its intended purpose.

A droid can have both the Heuristic and Combat Processor (uses 2 mods and costs 5,000cr.).

OTHER SYSTEMS
Armor Plating: Droids cannot wear normal armor. Light Armor – Mod: 1, Cost +2,000cr [Armor Reflex Score 13 + Dex or Int modifier, +2 to Damage Threshold, Wt. 5kg]. Medium Armor – Mod: 2, Cost +5,000cr [Armor Reflex Score 15 + Dex or Int modifier (max 2), Disadvantage to Stealth, +4 to Damage Threshold, Wt. 10kg]. Heavy Armor – Mod: 3, Cost +10,000cr [Armor Reflex Score 19, Disadvantage to Stealth, +6 to Damage Threshold, Wt. 20kg]. Droids can be equipment with built in armor that provides an armor bonus to Reflex defense just as normal armor does for a wearer. These armor require the droid to be proficient with its type to gain the full benefits as with normal armor. In all other regard tread droid armor and normal armor (see Defenses)
Built In Communicator: Mod: 0, Cost +100cr. (Short-range Comlink). Mod: 1, Cost: +250cr. (Long-range Comlink). These comlinks provide a droid with hands-free basic communications. They can include normal Comlink features at the base cost (see Equipment).
Back-up Battery: Mod: 1, Cost +500cr. A droid with a backup battery can operate twice as long as normal before requiring recharging (144 hours instead of 72). It still only requires 4 hours or continuous recharging to get back to full power (see Maintenance above)
Diagnostic Package: Mod: 1, Cost +500cr. Some droids are equipped to perform diagnostics, either as an aid to a technician or a general safety feature. The diagnostic package grants the droid advantage on Tools (Electronics) or (Mechanic) checks (pick one, or the droid can take this package twice to affect both skill checks).
Hidden Restrictor: Mod: 1, Cost +1,000cr (illegal in most systems). With a hidden restrictor modifier a droid is considered immunity to the effects of a Restraining Bolt. A droid that use Deception and attempt to pretend it still suffers from this affects.
Locked Access: Mod: 1, Cost +500cr. A droid with the locked access modifier is immunity to normal shutdown by others (if it can resist, you cannot shut down an unwilling droid with this modifier). If it is Paralyzed, one can attempt to shut the droid down but they are at a disadvantage to this roll (see Shutdown above)
Memory Backup: Mod: 1, Cost +500cr. This allows a droid to back up its personality and abilities offline somewhere. If ever subject to a memory wipe, this allows it to restore its previous levels and abilities, if it regains access to this memory.
Memory Storage: Mod: 1, Cost +500cr. This enhancer allows a navcomputer enhanced droid to store an additional +5 hyperspace routes in its internal memory. It can be purchased additional time at the same benefit, Mod and Cost.
Navcomputer: Mod: 1, Cost +2,500cr. This system allows the droid to act as a starship navcomputer and program jumps to hyperspace. A small sized droid can only ten jump coordinates internally without additional Memory enhancers.
Reinforced Structure: Mod: 1, Cost: +1,000cr. With electronic hardening and reinforcement, droids with this modification take only ½ damage from Ion weapons and do not count as ‘double’ vs. their Damage Threshold to impose Reeling.
Size: Most droids are considered medium sized. For droid structures of a different size use the follow costs and mods. Small size – Mod: 1, Cost ½ base cost. Large size – Mod: gain +1 additional mod, Cost +2,500cr. Huge size – Mod: gain +2 additional mods, Cost +5,000cr. Gargantuan size – Mod: gain +4 additional mods, Cost +10,000cr. Colossal size – Mod: gain +6 additional mods, Cost +20,00cr. (Note that for Heroic character created droids, you cannot be larger than Large sized).
Translator Unit: Mod: 1, Cost +250cr (basic DC 20). Mod: 2, Cost +500cr (intermediate DC 18). Mod: 3, Cost +1,000cr (complex DC15). Mod: 4, Cost +2,000cr (advance DC 10). With a Translator unit a droid can attempt to understand any language it encounters (hears or reads). Make an Intelligence ability check (with proficiency bonus) vs. the unit’s DC to know if the unit can understand and translate a particular language.
Vacuumed Sealed Systems: Mod 1, Cost +500cr. Allows a droid to operate in the harsh conditions of a vacuum.
Visual Enhancements: Mod: 1 each, Cost +500cr. With each upgrade a droid gains one of the following – Low-light Vision, Darkvision 20m, Advantage on Wisdom (Perception) sight or hearing (pick one) checks, Blindsight 5m, Telescopic Vision (can see about twice as far, does not take disadvantage on making long range attacks with handheld blaster type of weapons).[/sblock]

[sblock=CLASS UPDATES]
JEDI
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st level: 25 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

PROFICIENCIES
Weapons: Lightsabers, Simple weapons
Tools: One of choice (a basic tool, a musical instrument or vehicle)

Defense Bonuses: +1 to Fortitude, Reflex and Will Defenses. These increase to +2 at 6th level Jedi and +3 at 11th level Jedi.
Skills: Choose two from among Acrobatics, Athletics, Initiative, Insight, Intimidate, Medicine, Perception, Persuasion, Supernatural, and Use the Force.
Bonus Feat: Force Sensitive

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • Lightsaber
  • (a) holdout blaster pistol with an extra power cell or (b) any two simple or martial weapons
  • (a) comlink, short range or (b) glow rod
  • (a) aquata breather or (b) rebreather mask
  • (a) diplomats pack or (b) field kit

TALENTS
JEDI CONSULAR TALENT TREE
Adept Negotiator
: you can use your Charisma (Use the Force) bonus instead of your Charisma (Persuasion) bonus for Persuasion checks. If you have Advantage with Charisma (Persuasion), you also have Advantage with your Charisma (Use the Force) skill when making checks in these situations. This is a mind-altering effect.
Force Adviser: you can spend an Action advising an ally, thereby granting her not only the normal Advantage on her next skill or ability check plus your Intelligence, Wisdom or Charisma modifier (your choice). If you spend a Force Point, you may add that result to your roll to your ally’s total. You can also grant an ally Advantage even if you don’t have that skill (see Houserules). This cannot apply to an Attack check. This is a mind-altering effect.
Force Persuasion: you have Advantage on Charisma (Persuasion) skill checks. Also if you succeed with your check vs. the target’s Will Defense (targets of higher level then you gain a +5 bonus to their Will Defense against this affect), the target gains the Charmed condition vs. you so long as you remain close by and continue talking to the target (within 5 meters). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.

JEDI GUARDIAN TALENT TREE
Acrobatic Recovery
: you can make a Dexterity (Acrobatics) TN 15 check to stand as at 0 Movement (instead of ½). Also if an effect causes you to fall prone, you can make the same check to remain on your feet as a no-time Action.
Battle Meditation: The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. As an Action, you can spend a Force Point to grant yourself and all of your allies within a 12 meters of you a +2 force bonus on all attack, skills, and ability rolls and +2 force bonus to Will Defense. This bonus lasts for the next 10 rounds and they retain the bonus even if you cannot see them but they most remain within 12 meters of you. All lose these bonuses if you are Incapacitated or reduced to 0 hit points. This is a mind-altering effect.
Improve Battle Meditation: This extended the range that you grant your bonuses to your allies out to 24 meters. Furthermore, make a Charisma (Use the Force) skill check vs. the Will Defense of all foes with 24 meters. If you meet or beat it, they suffer the same penalty to all their check and Will defense for the same amount of time. This is a mind-altering effect. Prerequisite: Battle Meditation
Elusive Target: When fighting opponents in melee, you have +5 to your Reflex Defense when other foes attempting to target you with ranged attack (see Firing Into Melee). This is in additional to being at Disadvantage. Even if a foe(s) can ignore this condition, you still have the bonus Reflex.
Force Fortification: As a Reaction, you can spend a Force Point to negate a critical hit score against you and take normal damage instead. You can spend this Force Point even if you have already spent a Force Point this round. Prerequisite: Resilience.
Force Intuition: You can use your Charisma (Use the Force) skill instead of your Dexterity (Initiative) skill when making Initiative checks.
Resilience: You can spend a Force Point at any time and use your Reaction to make an ability check to recover from the Reeling Condition. In addition, you roll your Force die as a bonus to the check to recovering. If you roll a natural 20 on this check you gain back the Force Point.

JEDI SENTINEL TALENT TREE
Clear Mind
: You have Advantage on Charisma (Use the Force) on any opposed skill check to avoid detected by other Force-users. If you normally don’t get a roll (such as Sense Force Potential), instead the creature using these types of powers against you are at Disadvantage with their Charisma (Use the Force) check.
Dark Side Sense: Jedi following the path of the sentinel become exceptional talented at rooting out evil. You have Advantage on any Charisma (Use the Force) skill check made to sense the presence and relative location of creatures with a Dark Side Score of 1+.
Dark Side Scourge: Against creatures with a Dark Side Score equal to at least ½ their Wisdom score, you gain a+2 Force bonus to attack and damage against them. Prerequisite: Dark Side Sense
Force Haze: You can spend a Force Point as an Action to create a “haze” that hides you and your allies from the perceptions of others. You can hide a number of creatures that you can see equal to your Jedi Class level (including Jedi Knight and Master). You make one Charisma (Use the Force) check, and any creatures with a Will Defense lower than your check result that you can see or that moves into your visual range, you and your allies affected have the Invisibility condition against them. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action. Prerequisite: Clear Mind.
Resist the Dark Side: Anyone using a Force Power with the [dark side] descriptor and any Force powers originating from any dark Force-users (that is, any Force-user who’s Dark Side Score equals his Wisdom score) has disadvantage with such powers against you. For example if a dark side Force-user tried to use Move Object to directly grab or hurt you, his Charisma (User the Force) skill check would be at a Disadvantage against you. Prerequisite: Dark Side Sense.

LIGHTSABER COMBAT TALENT TREE
Block: As a Bonus action, you can add your Wisdom or Charisma modifier (character's choice) to your Reflex Defense, but only verses melee attacks. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised.
Deflect: As a Bonus action, you can add your Wisdom or Charisma modifier (character's choice) to your Reflex Defense, but only verses ranged attack. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised.
You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, taking only half-damage if the autofire attack hit and no damage if the autofire attack missed. This talent has no effect on other area of effect attacks.
This talent cannot be used to negate attacks made by anything heavier than a light vehicle weapon.
Greater Weapon Focus (lightsaber): You gain a +1 bonus on melee attack rolls with lightsabers. This bonus stacks with the bonus granted by Weapon Focus (lightsaber) feat. Prerequisite: Weapon Focus (lightsaber), Jedi level 5+.
Greater Weapon Specialization (lightsaber): You gain a +3 bonus on melee damage rolls with a lightsaber. This bonus stacks with the bonus grants by Weapon Specialization (lightsaber). Prerequisite: Greater Weapon Focus (lightsaber), Weapon Focus (lightsaber), Weapon Specialization (lightsaber), Jedi level 7+.
Lightsaber Defense: With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. You gain a +1 to all of your Defenses, but you must be aware of all attacks and not surprise to gain the benefit.
Lightsaber Throw: You can hurl a lightsaber as a Ranged Attack Action (that you are proficient with), treating it as a thrown weapons. The Range is 10/30m and if you can make multiple attacks with the lightsaber (with Double Attack and/or with a double lightsaber and Dual Weapon) you can attack the same target or multiple foes so long as they are within range. If none of the targets are further then 30 meters from you, you can make a Charisma (Use the Force) check of a 12 to pull your lightsaber back to your hand as a free Action at the end of the attack. Increase the DC to 15 to pull two lightsabers back into your hands (if you threw two lightsabers).
Rapid Attack (lightsaber): Whenever you take the Attack action to make a weapon attack with a lightsaber, you can use your Bonus action to make another melee attack with the same bonuses or penalties of your base melee attacks with the same lightsaber. Prerequisite: Jedi level 7+.
Redirect Shot: This talent allows you to redirect a blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round, as a Reaction, when a blaster bolt directed at you misses, you can make an immediate ranged Attack against a target with which you can see. Apply normal range penalties to the attack roll based on the weapon, not counting the distance the bolt traveled to reach you. If the attack succeeds it deals normal weapon damage to the new target. Only a single bolt can be redirected in a round. Barrages from autofire weapons and other types of projectiles can’t be redirected. Prerequisite: Deflect, Jedi level 5+.
Severing Strike: When you deal damage with a lightsaber that is equal to or greater than both the target’s current hit points and the target’s damage threshold, you can choose to use this talent. Instead of dealing full damage (which would kill the target), you instead deal half damage and the target automatically gains the Stunned condition. In addition you sever one of the target’s arms at the wrist or elbow joint or one of the target’s legs at the knee or ankle joint (your choice). Severing part of a limb puts the target at Disadvantage for Strength and Dexterity skill and ability checks. Severing part of a leg also knocks the target prone, reduces the target’s speed by half. These effects are persistent, although a target could learn to compensate partly and lose the Disadvantage on any ability checks that can be performed one handed (GM’s determination when). Otherwise the only way to remove these persistent conditions is with a cybernetic replacement.
Weapon Specialization (lightsaber): You gain a +2 bonus on melee damage rolls with a lightsaber. Prerequisite: Weapon Focus (lightsaber) feat.

LIGHTSABER FORM TALENT TREE
Ataru: When using a lightsaber as a Finesse weapon (Dexterity) you gain a +2 bonus on your damage rolls with a lightsaber, +4 if using it two-handed. Prerequisite: Jedi level 5+.
Djem So: When a creature hits you with a melee attack and you are wielding an activated lightsaber, you use your Reaction to make an immediate melee attack against that creature. Prerequisite: Jedi level 5+.
Jar’Kai: With two ignited lightsabers (or a double-lightsaber) and you are struck with a ranged attack, you can you’re your Reaction and add your Wisdom or Charisma modifier (player’s choice) to your Reflex defense. If this is higher than the attack roll, then the attack missed. If you have activated the Deflect talent this round, you can add both of your other attribute modifiers to your defense vs. the attack (i.e. whichever attribute you added from the Deflect talent this round, you add the other attribute bonus to your Reflex vs. this attack). Prerequisite: Duel Weapon feat, Lightsaber Defense, Niman, Jedi level 7+.
Juyo: You may spend one Force Point and designate a single enemy that you can see. Until this foe or you are incapacitated, the first attack roll each round against this opponent is at Advantage. You can designate a new target of this talent by spending another Force Point. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, Jedi level 10+.
Makashi: When wielding a single lightsaber in one hand (and nothing in your offhand), you gain a +2 deflection bonus to your Reflex Defense. This bonus stacks with the bonus you gain from Lightsaber Defense or other Lightsaber form talent. Prerequisite: Lightsaber Defense, Jedi level 5+.
Niman: When wielding a lightsaber you gain a +1 bonus to your Fortitude, Reflex and Will Defense. This stacks with the bonus you gain from Lightsaber Defense. Prerequisite: Jedi level 5+.
Shien: Whenever you redirect a deflected blaster bolt you do so with Advantage on the ranged attack roll. Prerequisite: Deflect, Redirect Shot, Jedi level 5+.
Shii-Cho: When wielding a lightsaber in both hands, and you have already used your Reaction to re-direct a blaster bolt, you can re-direct one additional bolt that has missed you before the start of your next turn. Prerequisite: Deflect, Redirect Shot, Jedi level 5+.
Sokan: When making Dexterity (Acrobatics) checks, treat all rolls 9 or less as if you had rolled a 10. Additionally, when you tumble through a space occupied by an enemy it is not considered difficult terrain. Prerequisite: Acrobatic Recovery.
Trákata: By harnessing the unique characteristics of a lightsaber you can catch an opponent off guard by quickly shutting off and reigniting the blade. When wielding a lightsaber you may spend your Bonus action to make a Charisma (Deception) check vs. one opponent’s Will Defense. If you meet or exceeded it, until the start of your next turn all of your attacks against this opponent have Advantage. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber), Jedi level 11+.
Vaapad: When attacking with a lightsaber you damage increases by one weapon damage die (a standard lightsaber now deals 3d10 damage, short 3d8 damage, etc.). Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, Jedi level 13+.

Build Lightsaber: at 5th level Jedi and beyond, you can build your own lightsaber. You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours of constructing the weapon. At the end of the time, may a DC 15 Charisma (Use the Force) check. If you succeed you have completed the lightsaber construction, failure means you must wait at least 24 hours to start over. Once the lightsaber is constructed you can spend a Force Point to attune it to you and thereafter you gain a +1 bonus on attack and damage rolls made by your personally made lightsaber. No one else who uses it gains this bonus. If you wish to build a double-bladed lightsaber it costs 3,000 cr.
Fearlessness: at 12th level Jedi you are immune to fear mind-affects.

Bonus Feats: Acrobatic Strike, Action Surge, Athlete, Brutal Critical, Charger, Danger Sense, Double Attack, Dual Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Force Boon, Force Secret, Force Technique, Force Training, Force Warrior, Improved Critical, Improved Defense, Improved Mobility, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mighty Swing, Mobility, Parry, Power Attack, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Strong in the Force, Superior Critical, Survivor, Triple Attack, Weapon Focus (lightsabers), Weapon Proficiency, Whirlwind Attack.

NOBLE
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st level: 15 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

PROFICIENCIES
Weapons: Pistols, Simple weapons
Tools: one of Choice (basic tools, vehicles or musical instrument)
Defense Bonuses: +2 to Will and +1 to Reflex Defense. These increase to +3 to Will, +2 to Reflex and +1 to Fortitude at 6th level Noble. Add an additional +1 to all 3 defenses at 11th level Noble.
Skills: Choose five from among Computer Use, Deception, Galactic Lore, Gather Information, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Performance, Persuasion, Religion, and Supernatural.
Bonus Languages: Chose any two.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • Blaster pistol with an extra power cell and one simple weapon.
  • (a) protocol droid or (b) astromech droid
  • (a) medical kit or (b) electrobinoculars.
  • (a) land speeder or (b) speeder bike or (c) One-year universal starship passenger ticket.
  • Comlink, short range plus (a) diplomats pack or (b) field kit
  • An additional 250 credits on your credstik

TALENTS
INFLUENCE TALENT TREE
Coordinate
: You have a knack for getting people to work together. When you grant advantage on an Ability skill check, they also gain a bonus equal to your Charisma modifier to the final total. Because of your talent you can coordinate with an ally, granting him advantage, even if you are not proficiency with the skill in question (see Houserules).
Demand Surrender: As an Action, you can make a Charisma (Intimidate) check to demand surrender from one opponent who has been reduced to ½ or less its’ hit points. If you check equals or exceeds the target’s Will Defense, it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then you have Disadvantage on this roll. If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a Short or Long rest. Prerequisite: Presence.
Presence: You gain Advantage on basic Charisma (Intimidate) checks.
Weaken Resolve: If a successful attack roll is also equal to or greater than the target’s Damage Threshold, make a Charisma (Intimidate) check as a Reaction. If the result exceeds the target’s Will Defense, you impose the Frightened condition (5th ed. pg. 290) until the end of your next round. This is a mind-affecting fear affect. Prerequisite: Presence.

INSPIRATION TALENT TREE
Note that all of these talents are mind-affecting effects and you can’t use any of these talents on yourself (except Valor, see below).
Bolster Ally: As an Action, you can bolster an ally who can see and hear you, automatically removing the Reeling Condition from him and giving him a number of temporary hit points equal to your Noble level plus Charisma modifier. You cannot bolster the same ally until after they have completed a short or long rest.
Ignite Fervor: Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on her next attack equal to ½ your Noble level (round up) plus Charisma modifier. Once her fervor has been ignited, the affected ally doesn’t need to see or hear you; if her next attack misses, she loses the bonus granted by the talent. Prerequisite: Inspire Confidence.
Inspire Confidence: As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +1 moral bonus on all Attack rolls and a +1 morale bonus on Ability skill checks for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if via a comlink, etc.). You can use this ability again after a short or long rest.
Inspire Zeal: Whenever an allying who can see and hear you and understand you, makes an attack that imposes the Reeling Condition onto an opponent, you can spend your Reaction to impose the Stunned Condition onto the target for one round instead (recovers normally). Prerequisite: Inspire Confidence, Ignite Fervor.
Valor: You can spend 10 minutes giving an inspiriting speech to your allies, shoring up their resolve to fight. When you do so, chose up to six friendly allies (which can include yourself) within 20 meters who can see and hear and understand you. Each creature gains temporary hit points equal to your heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it finishes a long rest. Prerequisite: Charisma 13+

LEADERSHIP TALENT TREE
Note that these talents are mind-affecting effects and you can’t use any of these talents on yourself.
Born Leader: As a Bonus action, you grant all allies who can see and hear you and understand you, a +1 insight bonus on attack rolls. This affect lasts for 1 minute (10 rounds) so long as your allies can see and hear you. An ally loses this bonus immediately if they can’t see or hear from you for one full round or if you are incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.
Distant Command: Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink, etc.). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points. Prerequisite: Born Leader.
Fearless Leader: As a Bonus Action, you can provide a courage example for your allies. You can remove the Frightened Condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus. Prerequisite: Born Leader.
Rally: As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Will Defense and a +2 moral bonus to all damage rolls they make. This bonus lasts for 1 minute (10 rounds). Allies lost these bonuses if you are Incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest. Prerequisite: Born Leader.
Trust: As an Attack Action, one ally who can see or hear you can immediately use her Reaction to make one weapon attack. If the attack hits, she adds your Charisma modifier to the damage result. Prerequisite: Born Leader.

LINGEAGE TALENT TREE
Connections
: You are able to obtain licensed, restricted, military or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining equipment or serves through the black market, you reduce the black market cost multiplier by 1.
Jack of All Trades: Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
Wealth: Each time you gain a new level (including the level you take this talent) you receive an amount in credits equal to your character level x 5,000. The credits appear in a civilized, accessible location of your choice or private bank account.

Bonus Feats: Action Surge, Actor, Armor Proficiency (light, medium), Careful Shot, Cutting Words, Cybernetic Surgery, Defensive Duelist, Distracting Strike, Double Tap, Feinting Attack, Goading Attack, Improved Defense, Linguist, Medic, Melee Defense, Pistoleer, Point Blank Shot, Precise Shot, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Surgical Expertise, Tech Specialist, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapon, rifles)

SCOUNDREL
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st level: 15 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

PROFICIENCIES
Weapons: Pistols, Simple weapons
Tools: Choose one of either an Electronics, Slicer or Security Kit, plus one other of choice (basic tools, or vehicle or musical instrument)

Defense Bonuses: +2 to Reflex and +1 to Will Defense. These increase to +3 Reflex, +2 Will and +1 to Fortitude at 6th level Scoundrel. Add an additional +1 to all 3 Defenses at 11th level Scoundrel.
Skills: Choose three from among Acrobatics, Athletics, Computer Use, Deception, Galactic Lore, Gather Information, Initiative, Insight, Intimidate, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Bonus Feat: Point Blank Shot

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • Blaster pistol and hold-out blaster pistol, each with an extra power cell
  • (a) another blaster pistol with an extra power cell or (b) vibrodagger with extra power pack
  • (a) two simple weapons or (b) one martial weapon
  • (a) electronics or (b) slicer or (c) security kit
  • Comlink, short range plus (a) field kit or (b) utility belt.
  • An additional 100 credits on your credstik.

TALENTS
FORTUNE TALENT TREE
Crafty Action
: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Fool’s Luck: As an Action, you can spend a Force Point and gain one of the following benefits each round, until the combat scene ends or until you are Incapacitated or reduced to 0 hit points. Gain the Force Die as a bonus to one attack roll each round, gain the Force Die as a bonus to any one skill check each round, or gain ½ (round up) the Force Die rolled a luck bonus to all your Defense scores each round. You must complete a short or long rest to use talent again.
Fortune’s Favor: Whenever you score a critical hit with an attack, you can use your Reaction to gain another Action that must be taken immediately.
Gambler: You have Advantage on all Game sets tools, and games of chance.
Knack: You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have rolled). You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time per rest.

MISFORTUNE TALENT TREE
Dastardly Strike
: Once per turn, when you successful hit an opponent with Advantage, that target adds the Reeling condition.
Disruptive: By spending a Bonus action, you use your insight for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see who are within 12 meters of you.
Skirmisher: If you move at least 4 meters before you attack and end your move in a different space that where you started, you gain advantage on your next attack (first one made after movement).
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a range weapon. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d6 (maximum +10d6)
Walk the Line: As an Action, you can do or say something that catches your enemies off guard. One opponents within 12 meters of you and whom you can see is caught off guard. The next attack, skill or ability rolled against this target (by you or anyone else), before the start of your next turn, is at Advantage. This applies to only the very next check. Prerequisite: Disruptive.

OUTLAW TECH TALENT TREE
Fast Repairs
: The number of rounds required to perform either a Jury-Rig repairs or restore power is halves, round up. Prerequisite: Proficient with the tools required.
Hot Wire: When you jury-rig an object or vehicle, you double the amount of damage that you can repair (1d8 + proficiency times two). Prerequisite: Proficient with the tools.
Quick Fix: You automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after a short or long rest. Prerequisite: Proficient with the tools.

SLICER TALENT TREE
Slicer: You have Advantage on standard Intelligence (Computer Use) skill and Slicer tool kit checks. Prerequisite: trained in Intelligence (Computer Use) skill.
Tracer: You can substitute your Intelligence (Computer Use) skill for Charisma (Gather Information) or Intelligence (Investigation) checks so long as you have access to a network.

SPACER TALENT TREE
Hyperdriven
: While aboard a starship, you can add your Scoundrel class level as a bonus to a single attack roll, skill or ability check. The decision to add this bonus can be made after the result of the roll or check is known. You must take a short or long rest in order to use this talent again.
Spacehound: You are not at a Disadvantage on attack rolls or skill and ability checks in low-gravity or zero-gravity environments and you ignore any check vs. space sickness (see Zero-Gravity Environments). In addition you are considered proficient with all starship weapon. Finally you also gain a +1 insight bonus to all non-attack skills and ability checks while on a starship.
Starship Raider: You gain a +1 insight bonus on all attack rolls while onboard a starship. This bonus applies to attacks made with starship weapons as well as personal weapons used aboard a starship. Prerequisite: Spacehound.
Stellar Warrior: Whenever you roll a natural 20 on an attack roll made aboard a starship (piloting it or as a passenger) you gain one temporary Force Point. You must use this Force Point before you next short or long rest or it is lost.
Smuggler: You know how to hide things where others would not normally look. You have advantage on all Dexterity (Stealth) check to hide items on a starship or vehicle or in a hideout.

Bonus Feats: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (light), Careful Shot, Cutting Words, Danger Sense, Deadly Aim, Defensive Duelist, Double Tap, Extra Second Wind, Far Shot, Feinting Attack, Improved Defense, Improved Mobility, Maneuvering Attack, Melee Defense, Mobility, Pack Tactics, Parry, Pistoleer, Precise Shot, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Sniper, Survivor, Tech Specialist, Throwing Expert, Trip, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapons).

SCOUT
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st level: 20 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES
Armor: Light armor
Weapons: Pistols, Rifles, Simple weapons, Martial weapons
Tools: Two of choice (basic kits or any vehicles or musical instruments)

Defense Bonuses: +2 to Reflex and +1 to Fortitude Defense. These increase to +3 Reflex, +2 Fortitude and +1 Will at 6th level Scout. Add an additional +1 to all 3 Defense at 11th level Scout.
Skills: Choose three from among Acrobatics, Animal Handling, Athletics, Galactic Lore, Initiative, Insight, Medicine, Nature, Perception, Stealth, and Survival.
Bonus Feat: Shake it Off

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • Blaster carbine with two extra power cell
  • (a) blaster pistol with an extra power cell or (b) vibroblade with extra power cell
  • (a) two simple weapons or (b) martial weapon
  • Comlink, short range plus (a) field kit or (b) utility belt.
  • An additional 100 credits on your credstik.

TALENTS
AWARENESS TALENT TREE
Acute Senses
: You have Advantage on Wisdom (Perception) skill check.
Instincts: If you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn. Prerequisite: Acute Senses, Improved Initiative.
Improved Initiative: gain Advantage on Dexterity (Initiative) checks. Prerequisite: Acute Senses
Keen Shot: You ignore light obscured, and ½ cover on attack rolls verse foes in these conditions. Prerequisite: Acute Senses
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you. Prerequisite: Acute Senses.
Improved Uncanny Dodge: Unseen attackers (5th ed. pg. 194) do not gain Advantage with their attacks against you if they are within melee or if they are within 12 meters and you. Prerequisite: Acute Senses, Uncanny Dodge.

CAMOUFLAGE TALENT TREE
Hidden Movement
: You’re very good at hiding when mobile. You do not need to travel at a slow pace (5th ed. pg. 182) to use your Stealth to surprise others. Prerequisite: Improved Stealth.
Improved Stealth: You have Advantage on your Dexterity (Stealth) checks. All other conditions still effect how or if you can make the check.
Total Concealment: You know how to use cover. When you have at least ½ cover (5th ed. pg. 196) you can treat it ¾ cover and ¾ cover as total cover. Prerequisite: Hidden Movement, Improved Stealth.

FRINGER TALENT TREE
Barter
: You have Advantage on any Charisma (Persuasion) checks made to haggle. Normally if you beat an opponent’s Will Defense with a Charisma (Persuasion) check to haggle they will give you 5% discount on the price. Each 5 points you exceed their Will Defense reduces the final price by an additional 5%.
Fringe Savant: Whenever you roll a natural 20 on a skill or ability check you gain 1 temporary Force Point. You must use this Force point before you take your next short or long rest or it is lost.
Long Stride: Increase your movement speed(s) by 4 meter if you are wearing light or no armor.
Jury-Rigger: You have Advantage on any Jury-Rigging checks made to repair damage or restore power on a vehicle.

SURVIVOR TALENT TREE
Elite Explorer
: You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group's travel. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area. Prerequisite: Explore.
Explorer: You have Advantage on any Wisdom (Survival) skills checks.
Evasion: You can nimbly dodge out of the way of certain area of affect attacks, such as grenades, autofire and whirlwind attack. On these attack rolls you only suffer half damage if the attack hit you, and no damage if the attacked missed you.
Extreme Effort: If you spend your Bonus action on your turn, you have Advantage on any Strength ability or skill check for that same round. This affect lasts until the end of your next turn.
Sprint: When you take the Dash action, your base movement speed is increased by 4 meters for both movements (so if you normal movement speed is 12 meters, when you take the Dash Action you can move up to 32 meters, 16 meters as your normal speed and 16 meters with the Dash).

Bonus Feats: Action Surge, Armor Proficiency (medium), Athlete, Burst Fire, Careful Shot, Danger Sense, Double Tap, Durable, Extra Second Wind, Improved Critical, Improved Defense, Improved Mobility, Mobility, Pact Tactics, Parry, Pistoleer, Point Blank Shot, Precise Shot, Sidestep, Skill Expertise, Skill Proficiency, Survivor, Tech Specialist, Throwing Expert, Toughness, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapons, heavy weapons)

SOLDIER
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st level: 25 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

PROFICIENCIES
Armor: Light armor, Medium armor
Weapons: Pistol, Rifles, Simple weapons, Martial weapons, and either Advanced Melee Weapons or Heavy Weapons.
Tools: Any one of choice (basic tool, vehicle or musical instrument)
Defense Bonuses: +2 to Fortitude and +1 to Reflex Defense. Increase these to Fortitude +3, Reflex +2 and +1 to Will at 6th level Soldier. Add an additional +1 to all 3 Defense at 11th level Soldier.
Skills: Choose two from among Acrobatics, Animal Handling, Athletics, Computer Use, Galactic Lore, Initiative, Insight, Intimidate, Medicine, Perception, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) one set of any Light armor or (b) blaster rifle with two extra power pack (or bowcaster if proficient) or (c) two blaster pistols, each with an extra power pack or (d) a blaster carbine and blaster pistol, each with an extra power pack
  • (a) heavy blaster pistol with an extra power pack or (b) advanced melee weapon with an extra power pack
  • (a) two simple weapons or (b) martial weapon
  • Comlink, short range plus (a) field kit or (b) utility belt.
  • An additional 100 credits on your credstik.

TALENTS
ARMOR SPECIALIST TALENT TREE
Armor Mastery
: When wearing medium armor, you can add up to 3, rather than 2, to your Armor Reflex Score, if you have a Dexterity or Intelligence bonus of 16 or higher. If wearing heavy armor you can add 1 to your Armor Reflex Score, if your Dexterity or Intelligence is a 12 or higher. Finally, wearing light and medium armor doesn’t impose Disadvantage on your Dexterity (Stealth) check (if it normally would). Prerequisite: Armor Defense, Second Skin.
Armored Defense: When calculating your Reflex Defense, add ½ your Proficiency bonus or Class Reflex Defense bonus (either, round up), whichever is higher, to your Armor Reflex Score. You must be proficient with the armor that you are wearing to gain the benefit. Prerequisite: Second Skin
Juggernaut: While you are wearing heavy armor, any bludgeoning, piercing or slashing and weapon energy damage that you take is reduced by 4 points. Prerequisite: Armored Defense, Second Skin, must be wearing heavy armor.
Second Skin: While wearing armor that you are proficient with, your armor bonus to Armor Reflex Score and equipment bonus to your Fortitude Equipment Defense are each increased by +1.

BRAWLER TALENT TREE
Expert Grappler
: You have Advantage on your Strength (Athletics) skill check to start a grapple. Once they are grappled you also have Advantage on your attack rolls against them.
Gun Club: You gain your proficiency bonus using a gun as a weapon in melee and increase the damage dice by one step. Normally a pistol acts as a club while a rifle is greatclub (used two handed; both as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle butt attacks as light melee weapons (Two-Weapon fighting 5th ed. pg. 195).
Melee Smash: You deal +2 points of damage with all melee attacks.
Riposte: When a creature misses you with a melee attack, you can use your Reaction to make a melee attack against that creature.
Stunning Strike: If you successfully hit an opponent with a melee attack, you can spend a Bonus Action. Roll your attack modifier again (same bonuses) vs. the target’s Fortitude defense. If you succeed, the target is Stunned until the end of your next turn. Prerequisite: Melee Smash.
Unbalance Opponent: You are skilled at keeping your opponents off balance in melee combat. As a Bonus action designate one opponent that is no more than one size category larger or smaller then you, in melee with you. That opponent doesn’t get to add his Strength or Dexterity bonus on attack rolls when targeting you (if the target has a penalty, he still suffers that penalty). The opponent’s modifiers still apply to damage. You can use this talent against a different opponent each round if you spend a Bonus action on your round. Prerequisite: Expert Grappler.

COMMANDO TALENT TREE
Battle Analysis
: As a Bonus action you know who is at or below ½ their maximum HP total, both allies and opponents that you can see. You also gain a +1 Insight bonus to your attack rolls against one opponent that you can see until the start of your next round.
Cover Fire: When you make a weapon ranged attack with Autofire (see new Maneuvers), you and all allies within 12 meters of you that you can see, gain ½ Cover bonus (5th ed. pg. 196) until the start of your next turn. Allies must remain with 12 meters of you to gain bonus but you do not need to see them for them to benefit. Prerequisite: Battle Analysis.
Demolitionist: You have Advantage to use Tools (Explosives) checks to place explosive devices and explosives set by you do +2d weapon dice of damage. You can take this talent multiple times, each time you due, explosives that you set do an additional +2d weapon damage dice, the effects stacks (up to a maximum of double the weapon damage dice)
Draw Fire: You can distract opponents and convince them that you are the most tempting (and dangerous) target in the area. As a Bonus action on your round make a Charisma (Intimidate) check verses all opponents that you can see. If the check meets or exceeds any opponent’s Will Defense, those opponents are at a Disadvantage when targeting ‘ranged’ attacks against anyone but you until the start of your next turn.
Harm’s Way: You often act as a protector, knowing when to move into harm’s way to shield an ally. As a Reaction you can to shield an adjacent ally that has just suffered a successful hit from an attack, taking the damage and suffering the ill effects in your ally’s stead. You also have Resistance (PBH pg. 194) to this damage if it is bludgeoning, piercing, slashing or weapon energy damage! You cannot shield an ally from area damage in this way.
Indomitable: As a Reaction, you can instantly recover from the Reeling condition unless it is persistent. You must complete a long rest before you can use this talent again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest.
Tough as Nails: You really know how to take a hit in combat. As an Action, you gain your heroic level plus your Strength or Constitution modifier (your choice) in temporary hit points. You cannot gain temporary hit points from this talent again until you have finished a long rest.

WEAPON SPECIALIST TALENT TREE
Devastating Attack
: Whenever you make a successful attack against a target, you treat your target’s Damage Threshold as if it were a number of point’s lower equal to your Proficiency bonus when determining the result of your attack results vs. Reeling (see Conditions). Prerequisite: Proficiency with weapon you are using.
Greater Weapon Focus: Choose one exotic weapon or weapon group. You gain a +1 bonus on attack rolls with this chosen exotic weapon or weapon group (except lightsabers). This bonus stacks with the bonus granted by the Weapon Focus feat. You may select this talent multiple times, each time it is selected it applies to a different exotic weapon or weapon group. Prerequisite: Proficiency with weapon you are using, Weapon Focus feat with chosen exotic weapon or weapon group, Heroic level 5+.
Greater Weapon Specialization: Choose one exotic weapon or weapon group (except lightsabers). You gain a +3 bonus on damage rolls with this choose exotic weapon or weapon group. This bonus stacks with the bonuses granted by the Weapon Specialization talent. You may select this talent multiple times, each time it is selected it applies to a different exotic weapon or weapon group. Prerequisite: Proficiency with weapon you are using, Greater Weapon Focus talent and Weapon Focus feat with chosen exotic weapon or weapon group, Weapon Specialization talent with chosen exotic weapon or weapon group, Heroic level 7+.
Weapon Specialization: Chose a single exotic weapon or weapon group, which you are proficient (except ligthsabers). You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different exotic weapon or weapon group. Prerequisite: Weapon Focus in chosen exotic weapon or weapon group.

Bonus Feats: Acrobatic Strike, Action Surge, Armor Proficiency (heavy), Athlete, Bantha Rush, Brawler, Burst Fire, Brutal Critical, Careful Shot, Charger, Charging Fire, Crush, Deadly Aim, Defensive Duelist, Disarming Strike, Distracting Strike, Double Attack, Double Tap, Dual Weapon, Duel Weapon Mastery, Durable, Exotic Weapon Proficiency, Extra Second Wind, Far Shot, Feinting Attack, Goading Attack, Improved Critical, Improved Defense, Improved Damage Threshold, Improved Mobility, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Pin, Pistoleer, Point Blank Shot, Power Attack, Precise Shot, Pushing Attack, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Sniper, Superior Critical, Survivor, Throw, Throwing Expert, Toughness, Trip, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency, Whirlwind Attack


MULTICLASSING: When mutliclassing, characters get their highest classes Defensive Bonus (i.e. a Noble who multiclass to a Jedi would have +1 to Fortitude and Reflex Defense and +2 to Will Defense). Otherwise, per 5th ed. with the following updates…
Multiclass Prerequisites
Jedi
– Wisdom or Charisma 13+
Noble – Intelligence or Charisma 13+
Scoundrel – Dexterity or Intelligence 13+
Scout – Constitution or Wisdom 13+
Soldier – Strength or Dexterity 13+

Proficiency and other Bonuses Gained
Jedi – Weapon proficiency (Lightsaber) or Force Sensitivity feat (player’s choice; but to take levels in Jedi requires the character to have the Force Sensitivity feat. If the character does not already have it, then they must take it to multiclass into Jedi), plus One skill of choice.
Noble – Two skills of your choice, One tool kit of choice, plus One language of choice.
Scoundrel – One skill of your choice, One tool proficiency of your choice (either Electronic, Forgery, Mechanic, Security or Slicer tool kit), plus Point Blank Shot feat.
Scout – One skill of your choice, plus Shake-It-Off feat.
Soldier – Two weapon proficiency of choice, plus Light armor proficiency.[/sblock]

[sblock=BACKGROUNDS]
The following backgrounds found in the Player’s handbook can be reworked/renamed to fit into the Star Wars setting. Any changes are as follows (anything not changed, use as listed)…

ACOLYTE
Skill Proficiency
: Insight and either Religion or Supernatural (player’s choice).
Equipment: A holy symbol or Jedi icon (some trinket of the order, gifted to you when you entered the order), a prayer book or datapad, vestments common for the order, one set of common clothing, a credstik with 300 credits.

CHARLATAN
Equipment
: A set of fine cloths, one set of common clothing, a disguise kit, tools of the con of your choice, a credstik with 300 credits.

CRIMINAL
Tool Proficiency
: One game set, either an electronic kit, security kit or a slicer kit.
Equipment: One of either electronic kit, security kit or slicer tool kit, one set of common clothing, a credstik with 300 credits.

ENFORCER (new): Law-enforcement and bounty hunters
Skill Proficiency: Gather Information, Intimidate
Tool Proficiency: Either an electronic kit or mechanical kit
Language: One of choice
Equipment: A datapad and 4 datachips with various wanted and criminal information of local area, a trinket or trophy taken from a criminal you captured or killed, one set of either an enforcer uniform or combat camos, a credstik with 300 credits.
Feature: Track Criminals: You know how to find criminals and/or those with bounties on their heads. If you have access to the Hypernet or spend an hour asking around and hanging out in a local area where bounties are offered or at a law enforcement station, you can find any number of bounties offered in the area and any high-value wanted criminals data-files. You also know how to talk to bounty hunters an local law enforcement personal and they tend to treat you at least as an equal in most situations (unless you have done something to hurt your reputation in this field). In some situations you can recruit low a ranking bounty hunter or law enforcement personal to aid you in some related task.
Suggested Characteristics: Depending your background look Criminal or Soldier as a guild.

ENTERTAINER
Equipment
: A musical instrument (one of your choice), the favor of an admirer, one set of common clothing, a credstik with 300 credits

FOLK HERO
Tool Proficiency
: One type of artisan’s tools or mechanical tools (choice one), one type of vehicle (speed or swoop).
Equipment: One set of tools (same as tool proficiency), a set of common clothing, a credstik with 200 credits on it.

GUILD ARTISAN (often called Craftsmen or Guildsman).
Tool Proficiency: One type of artisan tools or other basic tool set (electronic or mechanical)
Equipment: A set of tools (same as tool proficiency), a datapad, a set of travelers’ cloths, a credstik with 300 credits.
VARIANT – GUILD MERCHANT (called Merchant): part owner of a cargo transport or trade goods store. Rather than Tool Proficiency you can take any one Vehicle proficiency instead.

HERMIT
Skills
: Medicine and either Religion or Supernatural (player’s choice)
Tool Proficiency: Medicine kit or herbal kit
Equipment: A datapad full of notes from your studies and meditations, an all-weather cloak, a set of common clothing, a credstik with 100 credits.

NOBLE (Renamed Royalty or Executive).
Equipment: One set of fine travel wear, one set of formal wear/robes, a signet ring or holo-nobility displayer, a credstik with 500 credits.

OUTLANDER (often called Colonist, Settlers, etc.)
Equipment: A datamap reader, a utility belt, a set of traveler’s clothes, a credstik with 200 credits.

SAGE (often called Scholars and Scientists).
Skills: Galactic Lore, plus one of either Computer Use, Nature, Religion or Supernatural.
Equipment: A datapad with up to 10 datacards with various subjects on them, a set of common clothes, a credstik with 200 credits.

SAILORS (renamed Space Hands): Sailors are fairly rare but if the character wants to start as one they can, or they can considered themselves a space hand with the following modifiers…
Skill Proficiency: Athletics, Computer Use
Tool Proficiency: One basic tool kit of choice (nothing illegal normally), one Vehicle of choice
Equipment: A set of tools (same as your basic tool set), a utility belt, a luck charm trinket, a set of common clothing or work utility clothing, a credstik with 200 credits.
Feature: Ship’s Passage: as normal but for starship passage.

SOLDIER (Renamed Military etc.)
Tool Proficiency: One type of gaming set, one Vehicle (speeder, tracked or walker)
Equipment: An insignia of rank, a trophy from a defeated enemy, a set of gaming (same as proficiency), a set of common clothes, a credstik with 200 credits.

URCHIN
Tool Proficiency
: Disguise kit, and either a security kit or slicer kit (player’s choice)
Equipment: A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.[/sblock]

[sblock=SKILLS AND TOOLS]
STRENGTH
Athletics
: See 5th ed. pg. 175-6 for most uses. Star Wars uses meters instead of feet though, and when using Special Types of Movement (5th ed. pg. 182)…
Long Jump you cover a number of meters equal to 1/3 (round to the nearest) your Strength if you moves at least 4 meter on foot immediately before the jump. With a Strength (Athletics) test, for every 4 you make your roll by add another meter to the distance you can long jump. With a standing long jump your distance is halved.
High Jump: you can jump up one meter + one meter for every 2 Strength point modifiers you have if you moved at least a 4 meter on foot immediately before the jump. To see how far you can reach, you can extend your arms up to a high equal to 1½ your height in meters.
Also using…
Encumbrance (5th ed. pg. 176): Strength 5kg for base (x10kg maximum load). Tiny sized creatures Strength x2kg base, Small x3kg, Large x10kg, Huge x20kg, etc.

DEXTERITY
Acrobatics
: per 5th ed. pg. 176-7. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. The DC is equal to the target’s Reflex Defense +2 or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature of any size without causing an Opportunity attack if your check equals the target’s Reflex Defense. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check equal to one target’s Reflex Defense to gain the Disengage action as a Bonus action instead.
Initiative (new): Your Dexterity (Initiative) check is used for determining initiative. Also in some cases, a character could use this Dexterity (Initiative) check in place of Wisdom (Insight) to react to a combat bluff, etc.
Sleight of Hand: per 5th ed. pg. 177
Stealth: per 5th ed. pg. 177

CONSTITUTION
None

INTELLIGENCE
Computer Use
(new): Your Intelligence (Computer Use) skill is use and program computers. You can also reprogram and update or erase a droids memory banks. Proficiency with this skill also provides proficiency with Binary Language for free. See Saga for TN, actions, etc.
Galactic Lore (renamed History): per 5th ed. pg. 177
Investigation: per 5th ed. pg. 178
Nature: per 5th ed. pg. 178. Includes life sciences and understand of various worlds’ fauna and flora.
Religion: per 5th ed. pg. 178
Supernatural (renamed Arcana): per 5th ed. pg. 177. Covers the Force and other mythical forces.

WISDOM
Animal Handling
: per 5th ed. pg. 178
Insight: per 5th ed. pg. 178
Medicine: per 5th ed. pg. 178
Perception: per 5th ed. pg. 178
Survival: per 5th ed. pg. 178

CHARISMA
Deception
: per 5th ed. pg. 178
Gather Information (new): The Charisma (Gather Information) ability is used when getting a lay of the land, finding out who’s who and where you might find those sentient are whom don’t want to be found. Generally it takes around an hour of asking questions in most civilized areas to make a check.
Intimidate: per 5th ed. pg. 178
Performance: per 5th ed. pg. 178
Persuasion: per 5th ed. pg. 178
Use the Force (new): You draw upon the Force to help you recover from injuries, gain special insight or preform remarkable acts. You must have the Force Sensitivity feat to use this skill.
Activate Force Power: You make a Charisma (Use the Force) to use a Force Power. The use of this skill generally does not requires an action (unless otherwise specified).
Force Trance: As an Action that takes your entire round (no bonus or reaction Actions, no movement) you can enter a Force Trance with a Charisma (Use the Force) skill DC 10. In this state you remain fully aware of your surroundings and can end the trances as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (so 30 plus Constitution modifier times 3, minimum +0 days without food and up to 10 days on one gallon or water, or two gallons in a hot environment). You only require 1/10 the normal oxygen (or your normal atmosphere).
Move Item: As a Reaction, you can use the Force to telekinetically lift and move a relatively light object that you can see. A successful DC 10 Charisma (Use the Force) skill check allows you to move an object weighing up to 5kg a distance of 10 meters in any direction. You can’t really use this as an attack or past 10 meters distance.
Search Your Feelings: As an Action you can make a DC 15 Charisma (Use the Force) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the DC by +5. After a long rest the DC resets to 10.
Sense Force: You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 kilometer. A relative, companion or close friend in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a Charisma (Use the Force) check DC 15 you can determine the distance and general direction of the disturbance. As an Action you can make a Charisma (Use the Force) check to sense any other “active” Force Users out to a range of 100 kilometers. If you beat their Will Defense by +5 with your check you also gain how many, approximate distance and direction from you and whether you’ve meet them before or not. Another Force User within the range can automatically try and conceal her presences from you by making an opposed Charisma (Use the Force) check if she equal or exceeds your check, you do not sense her as a Force user.
Sense Surroundings: As a Bonus action you can make a DC 15 Charisma (Use the Force) check to ignore light and heavy obscured do to light conditions, fog, and heavy foliage. Increase the DC to 18 verses dense foliage.
Telepathy: As an Action you can send a telepathic call, single thought or emotion to one creature. Against an unwilling creature you must exceed their Will Defense. The creature must have an Intelligence of 3 or great but does not need to speak or understand your language, but you have to have at least casual knowledge or the being. Make a Charisma (Use the Force) check DC vs. a DC 10 if you can see the creature, DC 15 if the subject is on the same planet as you are. Increase this to DC 20 if in the same system, 25 in in the same region or quadrant of the galaxy and a DC 30 if in a different region or quadrant of the galaxy.

TOOLS & VEHICLE SKILLS
TOOL SETS
Artisan Tools (Int)– this is only a partial list found in 5th ed. pg. 154 but includes most common forms of tools that people use to make works of art or to create items made of the material. Basically they work the way they do as listed in 5th ed. ed. except there is no alchemy supplies.
Disguise Kit (Cha) – Bag or pouch of cosmetics, hair dyes, and small props to let you create disguises of your own specie (or near) (Cost 250, Wt. 2kg).
Electronics Kit (Int) – Electronic tool set that is required to do most electrical repairs to a droid, vehicle or starship. Miniaturization and universal tooling have been this manageable for personal carrying them. (Cost 250, Wt. 5kg)
Explosives (Int)- Know how to set and disarm explosives. Cost and weight varies. Timer set includes 10 times/detonators and remote detonator. (Cost 100 credits, Wt. 0.5kg, Military)
Forgery Kit (Int) – An electronic forgery kit will allow one to forger computer ID’s and other documents that can fool scanners and other electronic security devices. (Cost 250 credits, Wt. 1kg)
Gaming Sets (Cha)– there are various types as follows…
*Card set – various card games. (Cost 1 credit, Wt. none)
*Dejarik set – popular holographic fighting game board. (Cost 100 credits, Wt. 5kg)
*Dice set – various dice games, common on lower tech worlds where hologaming is not popular. (Cost 1 credit, Wt. none)
*Holoboth projector – a non-portable booth/kiosk in which patrons can experience a three-dimensional hologram of their choosing. It is meant to immerse a gamer in their environments, but they also have a reputation of being used in less reputable forms of entertainment. (Cost 5,000 credits, Weight 100kg)
*Sabacc set – a popular card game played throughout the galaxy. (Cost 1 credit for a standard deck, but can get more expensive depending on features and various you want to play, Wt. none)
Herbalist Kit (Wis)– as 5th ed. pg. 154; cannot create potions of healing (Cost 30 credits, Wt. 2kg)
Mechanics Kit (Int)– Mechanical tool set that is required to do most mechanical repairs to a droid, vehicle or starship. Miniaturization and universal tooling have been this manageable for personal carrying them, etc. (Cost 250, Wt. 5kg).
Medical Kit (Wis)– Medical kits are advanced kits, carried in a backpack with almost everything one would need to treat injuries in the field. A standard kit has 10 ‘unit uses’ before requiring resupply. If the user is trained in Intelligence (Medicine) they are trained to use a Medical kits. First, with one use, when you stabilize a disable target you restore them to 1 HP (DC 15). You can grant up to six creatures, including yourself, Advantage on their Hit Dice rolls during a rest (short or long, one use no matter how many). You can perform surgery in the field requiring at least one hour of work and a unit use, but at a disadvantage and most DC start at 15. Finally, you can attempt to cure a disease or neutralize a poison (DC varies, and generally requires at least one use). (Cost 600, Wt. 10kg; it costs 25 credits and weights 0.5kg for a resupply ‘use’).
Musical Instrument (Cha)– in the Star Wars setting there are literally thousands of different musical instruments on every inhabited planet. (Base cost 50 to 500 credits, weight 1kg to 100kg).
Navcomputer (Int)– this is a non-portable computer mounted in most starships that have hyperdrive systems (they can also be mounted into an astromech droid and used in many Starfighters with hyperdrive systems but no navcomputer). The cost and weight are included in starship or droid cost.
Slicer Kit (Int)– This kit is used to help slice past computer security protocols. With it a hacker can add his proficiency bonus to his Intelligence skill when attempting to bypass a computers security. They are of course illegal for most people to own. (Cost 750 credits, Wt. 1kg, illegal).
Surgical Kit (Wis)– Portable, specialized medical gear to preform surgeries and cybernetic implant. With this you can perform Wisdom (Medicine) surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours) (Cost 1,000 credits, Wt. 20kg)
Security Kit (Int)– Specialized tools for bypassing electronical and mechanical locks. It includes electronic components and dedicated sensor devices. It is illegal for anyone who doesn’t have the proper permit, such as law enforcement personal. (Cost 750 credits, Wt. 1kg, Illegal).

VEHICLES
Speeders (Dex)– These types of vehicles include speeder cars, barges and airspeeders,
Swoops (Dex)– Includes swoop bikes and racers.
Tracked (Dex or Int)– Rare, but all tracked style vehicles.
Walkers (Dex)– Includes all legged vehicles (two or more legs)
Watercraft (Dex or Int)– Includes sailing ships, submersible

Spacecraft (Dex)– This includes both Starfighters and Transports, any non-capital starship.
Capital Ships (Int)– this includes all Capital class starships, both military and civilian.[/sblock]

[sblock=FEATS]
Note that for any Feat that boosts a characters basic unarmed damage, if the character already possess some level of unarmed damage boost, increase the damage by one set (i.e. a Transdoshan starts with unarmed damage of a d4. If he takes the Brawler feat it increases to a d6. If he later takes Martial Arts it increase to a d8, etc.)

Acrobatic Strike, Prerequisite: Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee Attack Action against this opponent has Advantage (but only the first one).
Action Surge, Prerequisite: Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. Once you have used this feat, you must finish a short or long rest before you can use it again.
Actor: You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made other creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked.
Armor Proficiency (Heavy), Prerequisite: Proficiency with Armor (Medium). You gain proficiency with heavy armor.
Armor Proficiency (Light): You gain proficiency with light armor.
Armor Proficiency (Medium), Prerequisite: Proficiency with Armor (Light). You gain proficiency with medium armor.
Athlete: When you are prone you only require 2 meters of movement (instead of ½ your movement speed) to stand up. You can make a running high jump or running long jump after only moving 2 meters, rather than the normal 4 meters and you have Advantage with the ability check to try.
Bantha Rush, Prerequisite: Strength 13+. After making a successful melee attack against an opponent up to one size category larger then you, you can choose to move the opponent 2 meters in any direction as a Bonus Action. You cannot use bantha rush on an opponent with an ‘imposed’ Move of 0 (like from being grappled or restrained) and you can’t move your opponent into a solid object or into another creature’s fighting space.
Bolt Storm, Prerequisite: Strength 13+, Weapon Proficiency (Rifles or Heavy Weapons). Spray and pray! You are skilled at creating even bigger threat area of your automatic weapon attacks. Whenever you use an Autofire feature with an Automatic weapon, you can change the area of effect (see Auto Fire in Special Actions) from a 4 x4 meter area to either a 4 x 6 meter area or a 2 meter x 12 meter straight line area.
Brawler: You are proficient with improvised weapons and your unarmed strike now does 1d4 for damage. Also, on your turn when you attack a creature with an unarmed strike or an improvised weapon, you can use a Bonus Action to attempt to grapple the target if you have one hand free.
Burst Fire, Prerequisite: Strength 13+, Weapon Proficiency (Heavy Weapons). When using a ranged weapon capable of autofire mode, you may fire a short burst as a single attack against a single target. You take a -5 penalty to your attack roll. If the attack hits you add +2 weapon dice of damage (for example a weapon that deals 3d10 damage would instead deal 5d10 damage). These effects do not stack with extra damage provide by Careful Aim, Deadly Aim or Double Tap feats. Firing in burst expends five shots and can only be done with a weapon that has at least 5 shots of ammo remaining.
Brutal Critical, Prerequisite: Improved Critical, level 5+. You roll one additional weapon damage die when determining the extra damage for a critical hit.
Careful Shot, Prerequisite: Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you Attack roll and Damage result. These effects do not stack with the extra damage provided by Burst Fire, Deadly Aim or Double Tap.
Charger: If you move at least 4 meters in a straight line immediately before taking this Bonus Action, you deal a +1 weapon dice of damage to the damage roll with a successful melee attack.
Charging Fire, Prerequisite: level 4+. When you take the Dash Action, you can take your normal Attack Action at the end of your movement as a Bonus action if you are making a ranged attacks this turn.
Concentrating Fire: You know how to work within a unit to combine your fire against your enemies. You grant +2 damage to an adjacent ally who is firing at the same foe with a range weapon attack.
Crush, Prerequisite: Pin. If you successful pin an opponent with a grappling attack, you can immediately deal bludgeoning damage equal to your unarmed damage or natural weapon damage, whichever is greater, as a Reaction.
Cutting Words: You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action and make a Charisma (Persuasion) or Charisma (Intimidate) (player’s choice) skill check vs. one target’s Will Defense that can see and hear and also understand you. If you meet or exceed it, that creature is at Disadvantage on its next Attack roll (but only one if it can attack multiple times).
Cybernetic Surgery, Prerequisite: Proficiency with Wisdom (Medicine), Surgery Expertise. You can install cybernetic prosthesis on living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a DC 15 Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent Reeling condition on the subject until a surgery is used to remove it.
Danger Sense: You have an uncanny sense of when things nearby aren’t what they should be. Any effects that you cannot see such as from a trap’s attack, etc. is at a Disadvantage against you. Also once a round as a Reaction, an unseen attack does not gain an Advantage against you. You can’t be blinded, deafened or incapacitated to gain these benefits.
Deadly Aim: Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your range damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus any lower than your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Burst Fire, Careful Aim or Double Tap feats.
Defensive Duelist, Prerequisite: Dexterity 13+. When you are wielding a finesse weapon with which you are proficient and another creature hit you with a melee attack, you can use your Reaction to add your proficiency bonus to your Reflex Defense for that attack, potentially causing the attack to miss. If you are wielding a lightsaber and are a Jedi you can use this feat against a ranged attack that you are also aware of.
Disarming Strike, Prerequisite: Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength Ability check DC vs. the damage that you dealt (you add your Intelligence modifier to this DC but not thedamage). On a failed check, it drops one object of your choice at its feet.
Distracting Strike: When you hit a creature with a weapon attack, you can spend Reaction to distract this creature, giving your allies an opening. The next attack roll against this target by an attacker other then you has Advantage if the attack happens before the start of your next turn.
Double Attack, Prerequisite: level 5+. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Double Tap, Prerequisite: Strength 13+. Before you make a ranged attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll and fire two quick shoots. If the attack hits, you deal +1d weapon die of damage with the attack. This action uses two ammo from the weapon and can only be performed if the weapon has sufficient ammo remaining. These affects do not stack with Burst Fire, Careful Aim or Deadly Aim feats.
Dreadful Rage, Prerequisite: Rage species trait. While you are raging you gain Resistance to bludgeoning, weapon energy, piercing, and slashing damage.
Dual Weapon, Prerequisite: Dexterity 13+. You gain a +1 to your Reflex Defense while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons fighting even when the one-handed melee weapons you are using are not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one a round.
Duel Weapon Mastery, Prerequisite: Dexterity 15+, Duel Weapon feat. When wielding two one-handed weapons you now get to add the ability modifier and heroic level bonus damage to damage with your bonus attack.
Durable, Prerequisite: Constitution 13+. You have Advantage on any Hit dice rolls spend during a rest (short or long) and when you use your Second Wind. Also you may re-roll any 1's that come up on these rolls (until you roll a 2 or above).
Exotic Weapon Proficiency: Chose one exotic weapon, such as a bowcaster or atlati, and you now gain proficiency bonus with that weapon.
Extra Rage, Prerequisite: Rage trait. You can rage one additional time before you take a long rest. You can take this feat multiple times, each time you take the feat, you can rage one additional time per long rest.
Extra Second Wind You can take an additional Second Wind before your next long rest, instead only requiring a short rest to renew the feature for one additional time between rests. You can take this feat multiple times, each time you take the feat, you can regain the use of Second Wind an additional time after competing an additional short rest but before requiring a long rest.
Far Shot, Prerequisite: Point Blank Shot. You now triple the base weapon range when making a ranged attack (i.e. your range with a blaster pistol changes from 40/200 to 120/200).
Feinting Attack, Prerequisite: Intelligence 13+. Using a Bonus action on your Attack, you choice one creature within your 2 meters of you. You have Advantage on your next attack (but only one attack) verses this target and if you hit with this attack, you add your Intelligence bonus to damage. You can only use this ability a number of time equal to your Intelligence modifier before you must complete a short or long rest.
First Aid, Prerequisite: Medicine Skill Proficiency. This feat allows a character to use their Action to attempt a Wisdom (Medicine) check on behalf of a creature afflicted with the Reeling or Stunned condition vs. the base damage DC that cause the condition. A successful check removes the condition. If the check exceeds the DC by +5 he instead removes both conditions (if the creatures is suffering from both). This feat adds two additional capabilities to the medical kit, costing one unit of supplies per application for the first capability. First a character with this feat may use an Action and immediately heal a stabilized creature 1d6+4 HPs, plus an additional number of HPs equal to the treated creature's Hit Dice plus the healer's Wisdom modifier. A creature may only benefit from this feature once before taking a short or long rest. Second, while using a Medical Kit to stabilize a dying creature, if the healer's skill check results is 20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed by the same amount as listed above.
Force Secret, Prerequisite: Force Sensitivity feat, level 12+. You gained deeper understanding of the Force and its secrets, learning a Force Secret. You can take this feat multiple times, each time gaining a new Force Secret.
Force Sensitivity, Prerequisite: cannot be a droid. You can access Force abilities and powers and can make Charisma (Use the Force) skill checks (whether you are proficient with the skill or not). Note that when you take this feat, that whatever Class you belong to, one of your skill choices is always Use the Force. Also when you class allows you to pick a Talent you can instead pick a Force Talent (see The Force). You can also take any of the Force Feats listed here as a class Bonus Feat.
Force Technique, Prerequisite: Force Sensitivity feat, level 6+. You gain a greater understanding of the Force. You have learned a Force Technique, pick one. You can take this feat multiple times, each time gaining a new Force Technique.
Force Training, Prerequisite: Force Sensitivity feat. You add 4 Force Powers to your suite. You can add the same power more than once to allow you to use it again before a Short Focus (see the Force). You can take this feat more than once, each time granting you 4 additional Force powers.
Force Warrior, Prerequisite: Force Sensitive. You use the Force to strength your resolve in battle. You now have Advantage on Constitution checks to maintain your Concentration with a Force Power when you take damage.
Goading Attack: You can attempt to goad it into focusing their attacks on you. With a successful melee attack, you can spend a Bonus action and if your attack roll had also met or exceeded the target’s Will Defense, any attacks by the target against any foes that is not you are at Disadvantage until the end of your next turn.
Improved Critical, Prerequisite: level 3+. Your weapon attacks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).
Improved Defense: You gain a +1 bonus to your Fortitude, Reflex, and Will Defense.
Improved Damage Threshold: You increase your damage threshold by 5, and you gain a +1 bonus to your Constitution checks to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by 5 and you add +1 bonus to your Constitution check to recover from the Reeling Condition.
Improved Mobility, Prerequisite: Dexterity 13+, Mobility. You speed increases by 4 meters, and when you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. Finally, all creatures that can make opportunity attacks against you, do so with Disadvantage so long as you moved at least 4 meters this round.
Improved Toughness, Prerequisite: Toughness. Your character is well built or hardy. You gain +2 hit point each level that you have and each time you gain a new level. This stacks with Toughness.
Linguist: You learn four additional languages of your choice. You can take this feat multiple times, each time learning four additional languages. Also any time you encounter a language that you do not know, you can make an Intelligence DC 20 check and you understand and communicate at a basic level. Each additional time you take this feat adds +2 to this roll.
Lunging Attack: When making a melee weapon attack on your turn, increase your reach by 2 meters for attack one melee attack. If you spend a Bonus action, all melee attacks this round have their reach extended by 2 meters.
Lucky, Prerequisite: Heroic character. Your maximum number of Force Points per level increases by three and you gain three additional Force Points each time you level. Also you can spend two Force Dice a round instead of only one.
Maneuvering Attack: When you hit a creature with a weapon attack, you can spend a Reaction to move one of your comrades into a more advantageous position. Chose a friendly ally whom can see and hear you and understand you; that creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Martial Arts: Your unarmed strike does 1d4 damage and gain a +1 bonus to Reflex Defense. Also when you make a melee attack on your turn you can spend a Bonus Action to make an additional unarmed martial strike in the same round.
Martial Arts Expert, Prerequisite: Martial Arts, level 3+. Your unarmed strike uses a 1d6 for damage and you gain an additional +1 bonus to your Reflex defense (stacks with Martial Arts). Also your unarmed strikes now count as light weapons (Two Weapon fighting 5th ed. pg. 195).
Martial Arts Master, Prerequisite: Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike uses a 1d8 for damage and you gain an additional +1 bonus to your Reflex Defense (stacks with Martial Arts & Martial Arts Master) and you gain a +1 to your Fortitude and Will Defense.
Medic, Prerequisite: Wisdom 13+, Proficiency with Wisdom (Medicine). You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls also gain an additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can attempt to restore an expended Hit Dice to a single creature. This requires a DC 10 check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20 or higher. A creature must complete a long rest before they can benefit from this use again.
Menacing Attack: When you hit a creature with a weapon attack, you can spend your Bonus action to frighten the target. If your attack roll also met or exceed the target’s Will Defense, the target is Frightened of you until the end of your next turn. If the target is equal to or exceeds your character’s level, it can spend a Force Point as a Reaction to ignore this condition (does not gain Frightened).
Melee Defense, Prerequisite: Intelligence 13+. If you are wielding a weapon you are proficiency with you can use your Proficiency bonus to instead to try and fend off attacks. Before your attack roll, lowering your Proficiency bonus, you increase your Reflex Defense by a like amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +2 bonus to your Reflex Defense) but only verses melee attacks. You can’t lower you attack bonus any lower then you proficiency bonus, and these penalties and bonuses last until the start of your next round.
Mighty Swing, Prerequisite: Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1 weapon die of damage with the attack. If you have multiple attacks, this only applies to one of your attacks (your choice but before you roll attack). You cannot combine this damage with the Power Attack feat.
Mobility, Prerequisite: Dexterity 13+. If you make a melee attack vs. a creature, you don’t provoke opportunity attacks from that creature until your next turn, whether you hit or not.
Pack Tactics: You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.
Parry, Prerequisite: Strength 13+. As a Reaction, you can substrate 1d10 + your Strength modifier + your Character level from any one melee attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to ‘parry’ an attack). Note: you cannot use this feat against lightsabers unless your melee weapon can parry lightsabers.
Pin: If you succeed on a grappling attack (5th ed. pg. 199), not only does the target subject to the Grappled Condition but the target also gains the Restrained Condition (5th ed. pg. 292) until the end of your next turn.
Pistoleer, Prerequisite: Proficiency with pistols. Being within 2 meters of another creature doesn’t impose disadvantage on you ranged attacks made with a pistol. Also when take the Attack action while using a pistol you can use a Bonus action to attack again with a loaded pistol. Note that you can gain the benefits of this feat when using a carbine weapon, with the stock folded.
Point Blank Shot: You gain +1 to attack rolls and damage rolls with ranged weapons against opponents within normal range.
Power Attack, Prerequisite: Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your melee damage roll by a twice the amount (i.e. lowering proficiency bonus to attack by -2 gains +4 bonus to melee damage). You can’t lower you attack bonus any lower than your base proficiency bonus, and these penalties and bonuses last until the start of your next round. You cannot combine this with Might Swing feat.
Precise Shot, Prerequisite: Point Blank Shot. You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one more of your allies without suffering Disadvantage on these attacks.
Quick Draw: You can draw or stow any number of weapons one handed weapons on your action, instead of normally only being able to draw or stow one.
Reckless Attack, Prerequisite: level 2+. You can throw aside concern for defense to attack with fierce determination. At the start of your turn, you can decide to attack recklessly. Doing this grants you Advantage on all melee weapon attack rolls using Strength until the start of your next turn. But all attacks against you (melee and ranged) have Advantage until the start of your next turn.
Relentless Rage, Prerequisite: Rage species trait, level 10+. Your rage keeps you fighting despite grievous wounds. If you drop to 0 hit points while you are using your Rage trait, make a DC 10 Constitution check (plus any bonuses to Fortitude defense). If you succeed you instead drop to 1 hit points. Each time you use this feature after the first time, increase the DC by 3. If you fail you fall to 0 Hit Points and are unconscious. When you finish a short or long rest, the DC resets at 10.
Shake it Off, Prerequisite: Constitution 13+. You make your recover vs. the Reeling condition at the beginning of your round, not at the end. If you fail you can still use your action to try and recover on your turn with Advantage. If you make it you are no longer at Disadvantage to your attack, skill and ability checks this round. If you fail this roll you are still at Disadvantage to your attack, skill and ability checks this round.
Sharper Words, Prerequisite: Cutting Words, level 5+. You are really good at insulting people or causing them to become flustered with your words. On your action, as a Bonus action, you can make a Charisma (Persuasion) or Charisma (Intimidation) (player’s choice) to distract or fluster a group up to 24 meters distance from you that you can see and whom can see and hear and understand you. Make one skill check, and compare it to each enemy within your area of affect. If it meets or exceeds any enemies' Will Defense within the area, they are at a Disadvantage to all Attack rolls until the start of your next turn. Note that if any of those within the area of affect are equal to or greater than your level, they gain a +5 to their Will Defense against this affect and anyone can spend a Force Point to ignore it if they choice as a Reaction.
Sidestep, Prerequisite: Dexterity 13+. As a Reaction, you can substrate 1d10 + your Dexterity modifier + Character level, from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish).
Skill Expertise, Prerequisite: Proficiency with Skill, Tool, Musical Instrument or Vehicle. You gain your Proficiency bonus twice with this skill, tool, instrument or vehicle. You can take this feat multiple times, it applies to a different proficient with each time.
Skill Proficiency: You gain your Proficiency bonus with a skill, tool, musical instrument or vehicle that you are not trained with. You can take this feat multiple times, each time gaining Proficiency with a new, previously untrained skill, tool, instrument or vehicle.
Sniper, Prerequisite: Far Shot, Point Blank Shot, Precise Shot. You marksmanship training has enable you to make incredible shots. While wielding a Rifle or Heavy Weapon and when you take the Aim maneuver, as an action you make a single ranged attack at advantage so long as your target is at least 20 meters away from you. If both the d20s rolled to make this attack would have resulted in a success, add +2 weapon’s damage die to the final damage. This feat can only stack with the Careful Shot feat (not Burst Fire, Deadly Aim, or Double Tap)
Strong in the Force, Prerequisite: Force Sensitive. When you spend a Force Point to adjust the result of an attack, ability or skill check, you roll 1d8+1, instead of 1d4 +1. Also you can spend two Force Points in a round instead of only one.
Superior Critical, Prerequisite: Improved Critical, level 12+. You weapon attacks score a critical hit on a roll of an 18 through 20.
Surgical Expertise, Prerequisite: Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a normal roll (i.e. not at a Disadvantage) in a non-facility environment with a medical kit.
Survivor: Prerequisite: Constitution 13+, level 18+. You attain the pinnacle of resilience in battle. At the start of each of your turns, you retain hit points equal to 5 + your Constitution modifier when ever you are less than ½ your HP maximum. You don’t gain this benefit if you have 0 hit points.
Tech Specialist, Prerequisite: Proficient with tools or item that you wish to modify. You are allowed to modifier or update or make custom modifications to a weapon, armor, droids, devices or vehicle. The GM will set the DC but generally a simple bonus like a +1 or such is a DC 15, plus 500 credits.
Throw Opponent, Prerequisite: Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 2 meters beyond your reach and takes bludgeoning damage equal to your unarmed attack damage.
Throwing Expert: Attacking at long range with a throw weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll. Also with a Bonus action you can throw one additional simple ranged weapon on your turn (if you have one in your off hand).
Toughness: You gain +1 hit point each level that you have and each time you gain a new level.
Trip: When you have successful hit a target with a melee attack you can attempt to make the target fall prone in the space it was occupying. This is a contested ability check of your Strength (Athletics) check vs. your opponents Strength (Athletics) or Dexterity (Acrobatics) check (they can choice which). If you win, you target falls prone. You cannot use the Pin and Trip feat in the same round.
Triple Attack, Prerequisite: Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
Vehicle Combat, Prerequisite: Proficient with vehicle you are piloting or driving. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to halve the attacker’s damage against your vehicle. You are also considered proficient with any of the vehicles weapons that you are piloting or driving.
Upgrade, Prerequisite: Droids only. When you take this feat, your droid can add on additional Modifier to its systems (see Droid characters above). The droid must still spend the money for the upgrades and the systems must be successfully instead (generally requiring a Tools/Mechanic and Electronics DC 15, plus 1d4 x the Mods in hours). A droid can take this feat multiple times, the affects stack (a droid wished to gain a system that required 2 mods could save up two feats, etc.)
Weapon Focus, Prerequisite: Proficiency with weapon. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.
Weapon Proficiency: Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.
Whirlwind Attack, Prerequisite: Dexterity 13+, Intelligence 13+, Melee Defense. This is a special kind of Area of Effect attack, affecting everyone within your reach; make one attack roll and damage roll, and apply the results to every target in range. Apply full damage to creatures you hit, or ½ damage to those that you missed. If you have multiple attacks you can choice to use this feat with each attack or only apply it as often as you want. You cannot use this as an Opportunity attack.[/sblock]

[sblock=GENERIC TALENTS]
These talents are akin to the Generic Force Talents; any character class (including NPC’s, unless specified Heroic levels) can take a talent of these types, so long as they qualify for them.

ACE PILOT TALENT TREE
All of these talents require the character to have the Vehicle Combat feat and Proficiency with Vehicles (Starships).
Elusive Dogfighter: When engaged in a dogfight, you gain an additional +5 to your ships Reflex Defense from any enemy attack rolls who are engaged in the same dogfight, if you won that rounds Vehicle Operators check for ‘Attacking in a Dogfight (along with making attacks that round at a Disadvantage, see Vehicles and Starships section on Actions). Prerequisite: Heroic level 3+.
Full Throttle: You are at Advantage with your Vehicle operation checks when attempting to ‘Increase Vehicles Speed’’ (see Vehicles and Starships section on actions). If you success you also add an addition +100 meters (or +1 space scale) to your Dash movement.
Keep it Together: When a vehicle you are operating takes damage that would cause it to suffer either a Reeling or Stunned Condition, you can use your Reaction to ignore this affect until the end of your next turn. You must complete a short or long rest before you can use this talent again. You can take this talent multiple times, allowing you use the feature again before a rest.
Junk: You can anticipate attacks with uncanny certainly, piloting your ship with random ‘junks’ that you to avoid more attacks. If you are piloting a Starfighter (or transport with the Dogfighter modification) you add ½ your Heroic character level (round down) to the starship’s Reflex Defense (maximum +5). Prerequisite: Heroic level 3+.
Relentless Pursuit: When you are initiating a ‘Dogfight’ (see Vehicle and Starship actions) you have Advantage on your Vehicle operation check vs. the enemy vehicle to force one.
Vehicle Evasion: If the vehicle you are operating is hit by an area of effect attack, it takes half damage if the attack hits and no damage if the attack misses the vehicle. You cannot use this ability when the vehicle is stationary, stunned or disable. Prerequisite: Heroic level 3+.

BOUNTY HUNTER TALENT TREE
Analyze Foe: By observing your enemy in combat, you know how to defeat him more easily. If you spend an Action observing one opponent in combat (who must act this round and whom you must be able to see performing its actions), on following rounds you gain Advantage on the first attack you make against it (even if you gain multiple attacks in a round). Also you impose Disadvantage on any Opportunity attacks made against you but this one target. The effects last until this target is incapacitated or knocked to 0 HP, or if you are incapacitated or knocked to 0 HP. Prerequisite: Level 5+.
Hunter’s Mark: With an Aim maneuver you can spend a Force Point to ‘mark’ a single foe as a Bonus action. For the remained of that combat or until you are incapacitated or reduced to 0 HP, you can apply your Hunter’s Mark feature against the target. Treat your target’s Damage Threshold as if it were a number of point’s lower equal to your Proficiency bonus when determining the result of your attack results vs. Reeling (see Conditions). This stacks with the Devastation talent. Prerequisite: Heroic Level 5+.
Hunter’s Target: As a Reaction, you designate an opponent that you can see whom you have used your Hunter’s Mark talent against. Thereafter when you succeed on an attack check against that opponent you gain a bonus on damage rolls equal to your full level (not just ½). The bonus ends if you are incapacitated or reduced to 0 hit points or if your target is Incapacitated or reduced to 0 hit points. Prerequisite: Hunter’s Mark, Heroic level 7+.
Nowhere to Hide: You have Advantage on Charisma (Gather Information) checks when looking for individuals or targets with bounties on their heads. Prerequisite: Level 3+.
Relentless: Any attack or effect originating from opponent whom is under your Hunter’s Mark talent that would normally cause you to suffer a Reeling or Stunned condition, instead these attacks do not cause these conditions. Prerequisite: Hunter’s Mark, Hunter’s Target, Heroic level 11+.

CRIME LORD TALENT TREE
Attract Minions: You attract loyal minions. When you take this talent you gain ½ your Heroic level (round up) in loyal minions. These minions are non-heroic character with a character level equal your heroic level. You may select this talent more than once, gaining additional minions. Your minions raise in levels as you do. Prerequisite: Heroic level 3+.
Attract Follower: You now have attracted loyal follower. When you take this talent you attract one follower with Heroic class levels equal to ½ (round up) your Heroic levels. You may select this talent more than once, each time gaining one additional follower. Your followers raise in level as you do. Prerequisite: Inspire Fear I, Heroic level 5+.
Impel Ally I: You can spend a Reaction to grant one ally that can see and hear you to also spend a Reaction and then can move up to his normal speed immediately. You can also spend your Bonus and/or normal Action in the same round granting an ally this same action and/or bonus action. Prerequisite: Heroic level 5+.
Impel Ally II: You can spend your Bonus and grant one ally that can see and hear you the ability to take an extra Action of any type on her next turn. The ally must use this extra Action on her next turn of the opportunity is wasted. Prerequisite: Impel Ally I, Heroic level 5+.
Inspire Fear I: Your infamy and reputation are such that any opponent whose level is equal to or less than your character’s level takes a -1 fear penalty on attack rolls and opposed skill check made against you, as well as Charisma (Use the Force) check made to activate Force Powers that target you. This is a mind-affecting fear effect. Prerequisite: Heroic level 5+.
Inspire Fear II: As Inspire Fear I, but the penalties increase to -2. This is a mind-affecting fear effect. Prerequisite: Inspire Fear I, Heroic level 7+.
Inspire Fear III: As Inspire Fear I and II, except that now not only do the opponents suffer these penalty to all rolls, but once a round, you can impose Disadvantage on one check used against you. This is a mind-affecting fear effect. Prerequisite: Inspire Fear I, Inspire Fear II, Heroic level 9+.
Notorious: Your renown within the underworld is known throughout the galaxy, even on fringe. When you are not in disguise or undercover, you have Advantage on Charisma (Intimidate) checks and Charisma (Persuasion) checks. Prerequisite: Heroic level 5+.
Ruthless Negotiator: You have Advantage on all Charisma ability or skill checks when dealing with any illegal activity and/or criminals. You also have advantage on Wisdom (Insight) checks when dealing with such people. Prerequisite: Notorious, level 7+.
Shared Notoriety: When your minions or followers invoke your name, others take note. If you have minions or followers (see above) they gain Advantage on Charisma (Intimidate) checks when they mention you. Prerequisite: Attract Minion, Notorious, Heroic level 10+.

ELITE TROOPER TALENT TREE
Advance & Retreat: Veteran troopers know how to move in combat. You take a Dash or Disengage action as a Bonus action. In addition your Dash speed is increased by +4 meters.
Controlled Burst: The penalty when making an autofire attack check or using the Burst Fire feat concentrated attack check are reduced to -2. In addition, if you brace (see new combat modifiers) before making either of these checks, you suffer no penalty on your attack roll. Prerequisite: Heroic level 5+.
Exotic Weapon Mastery: You are proficient with all exotic weapons.
Ferocity: Elite troopers can be ferocious fighters. As a Bonus action, add +1 weapon die to all your attack’s damage checks until the start of your next turn. You must complete a short or long rest to use this ability again. Prerequisite: Heroic level 3+.
Glory: Many elite troopers fight for honor & glory. When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one). Prerequisite: Heroic level 5+.
Hard Target: Elite troopers are some of the toughest individuals in the galaxy. An elite trooper can use a Reaction and choose to end one effect of a single Condition. Conditions include – Frightened, Reeling, or Stunned. The trooper needs to complete a short or long rest before she can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest. Prerequisite: Heroic level 5+.
Unstoppable: Elite troopers are some of the most relentless warriors on the battlefield. As a reaction, any time the elite trooper suffers an attack that would drop her to 0 Hit Points, she instead is dropped to 1 HP for every Heroic level she has. Also she can ignore any conditions that were cause by this attack (Frightened, Reeling, etc.) until the end of her next turn. The elite trooper must complete a short or long rest to use this ability again. Prerequisite: Heroic level 5+.

GUNNER TALENT TREE
The following talents require that the character be a gunner only and not the pilot of a craft to gain the benefits of these talents. They all require the Weapon Proficiency (Heavy Weapons) feat.
Dogfighter Gunner: While your vehicle is engaged in a dogfight, you are not at a Disadvantage to your attack checks on rounds where the vehicle operator lost the opposed operators check when ‘Attacking in a Dogfight. Prerequisite: Expert Gunner, Heroic level 5+.
Expert Gunner: You gain a +1 insight bonus on attack rolls and a +1 on weapon die to damage rolls, made when using a vehicle weapon. Prerequisite: Heroic level 3+
Quick Trigger: Whenever an enemy vehicle moves out of your space or adjacent space (for Starship scale) you may make a single Opportunity weapons attack against the vehicle as a Reaction. Prerequisite: Expert Gunner, Heroic level 5+.
System Hit: Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the Stunned Condition instead of the normal Reeling Condition, onto it (recovers normally). Prerequisite: Expert Gunner, Heroic level 5+.

GUNSLINGER TALENT TREE
All of these Talents require that be proficient with pistols and have the Point Blank Shot feat.
Debilitating Shot: If you aim before making a range attack, you can spend a Bonus action and if your attack hits, you can spend a Force Point to automatically impose the Reeling condition onto the target (recovers normally) in addition to normal damage. If the attack would already cause a Reeling affect you can instead impose the Stunned condition (recovers as normal) instead on the target. Prerequisite: Heroic level 5+.
Deceptive Shot: Select one target that you can see and is within 12 meters. You can spend a Bonus action and make an opposed Charisma (Deception) vs. the target’s Wisdom (Insight) check. If you win you have Advantage against the target with all ranged weapon attacks until the start of your next turn. Prerequisite: Heroic level 5+
Improved Quick Draw: If you are carrying a pistol (either in your hand or holstered) you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised (roll initiative as normal for when this attack happens). If you are not surprised in the first round of combat you can make a single weapon ranged attack at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage to anyone who has not reacted yet on the first round. Prerequisite: Quick Draw feat, Heroic level 5+.
Knockdown Shot: If you aim before making a ranged attack, you can spend a Bonus action and if your attack hits, you knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, but not larger.
Quick Shot: Whenever you take the Attack action to make a weapon attack with a pistol, you can make one additional ranged weapon attack on your turn. This stacks with Double and Triple attack, Duel Weapon, etc. Prerequisite: Heroic level 5+.
Ranged Disarm: You can disarm an opponent using a range attack. When you strike a creature with a ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet. Prerequisite: Intelligence 13+.
Trigger Work: You take no penalty on weapon ranged attack when using the Double-Tap feat. You can also use a pistol to make Opportunity attacks. Prerequisite: Double-Tab, level 5+.
Trusty Sidearm: When wielding a pistol (and a pistol only, no carbines with folded stock) you add your full Heroic level, not just ½ round down, to your damage. Prerequisite: Heroic level 5+.

MILITARY TACTIC TALENT TREE
Assault Tactics: You know how to direct fire down on your enemies. As a Bonus action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional damage equal to your Intelligence or Charisma modifier (your choice) onto the target with their first successful melee or ranged attack (even if they have multiple attacks in a round), before the start of your next turn. This is a mind-affecting effect. Prerequisite: Level 3+
Command Cover: You can use your allies to shield you from harm. You gain a +1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to your Heroic level (but only up to a maximum of +5). Prerequisite: Charisma 13+
Deployment Tactics: You use your tactical knowledge to direct allies in battle. As a Bonus action you and all allies who can see, hear and understand you gains Advantage on their next attack roll (but only one if they have multiple ones) and impose Disadvantage from Opportunity Attacks directed against them, until the start of your next turn. This is a mind-affecting effect. Prerequisite: Charisma 13+, Heroic level 5+
Field Tactics: You know how to use existing terrain to the best advantage. With a Bonus action, you and all your allies whom can hear and understand you within 20 meters improve any Cover bonus they gain by +2 (5th ed. pg. 196, but also see Houserules). This bonus last until the start of your next turn. This is a mind-affecting effect. Prerequisite: Heroic level 3+
One for the Team: As a Reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally from a single attack. Similarly, as a Reaction, an adjacent ally can choose to take one-half or all of the damage dealt to you by a single attack (even if he does not have this talent). Prerequisite: Deployment Tactics.
Outmaneuver: An officer has learned to counter the tactics of his enemies. As an Action, enemies that you can see lose all insight and moral bonuses until the end of your next turn. If an enemy also has this talent, and can hear and see you, she can attempt to counter this with her Reaction and an opposed Charisma (Persuasion) check (it does not cost you any extra action to make this check). If her check meets or exceeds yours, your attempt to outmaneuver your enemies fails and they retain their bonuses. Prerequisite: Deployment Tactics, Field Tactics, Heroic level 7+.
Tactical Edge: You can use Assault Tactics, Deployment Tactics or Field Tactics requiring no action on your turn, or you can use Outmaneuver as a Bonus action. This all is provided you have any of the talents in question. Prerequisite: Heroic level 7+.[/sblock]

[sblock=THE FORCE]
Mostly using basic ideas and such from Saga but…

DARK SIDE POINTS
Atoning: you may only sacrifice a Force Point right when they would gain a new level. All points that the character wishes to spend (and the GM allows) must be spend when the character first advances a level.

Regaining Force Powers: Spending a Force Point to return a power to your Force suite is a Reaction.
* If you roll a natural 20 on a Use the Force check to activate a Force Power, you regain all spent Force Powers at the end of your turn.
* The one minute concentration to regain all of your Force powers back is called a Short Focus. You can take that at the same time as taking a short or long rest.

NOTE – some Force Powers have Concentration, per 5th ed. pg. 202, except this is always a basic Constitution check (but with your Proficiency bonus if you have Force Sensitive feat). Otherwise the DC is the same (but with a maximum DC 20).

FORCE POWERS
Battle Strike: You use the Force to enhance your battle prowess. Time: A Bonus Action, Target: Self, Duration: Concentration 1 minute (10 rounds)
Use the Force Check: the result determines the effect, if any…
DC 15: Gain a +1 Force bonus on melee attack rolls and deal an additional +1d6 points of damage on one successful melee attack a round.
DC 20: As DC 15, except that you deal an additional 2d6 points of damage on one successful melee attack per round.
DC 25: As DC 15, except that you deal an additional 3d6 points of damage on one successful melee attack per round.
Special: You can spend a Force Point on any one attack that hits and deal and additional +2d6 damage, but only for this one specific attack and only while Concentration on Battle Strike.

Dark Rage [Dark Side]: You use your anger to fuel you in combat. Time: A Bonus Action, Target: Self, Duration: Until the end of your next round.
Use the Force Check: the result determines the effect, if any…
DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls.
DC 20: As DC 15, but rage bonus increase to +4
DC 25: As DC 15, but rage bonus increase to +6
Special: While enraged you cannot use skills or perform tasks that require patience or concentration. Also if you wish you can spend a Force Point to extend the duration to 1 minute (10 rounds; this does not require you to concentrate on maintaining this Force Power but it ends after 10 rounds/1 minute).
Energy Resistance: You use the Force to protect you from damage caused by energy, sonic, fire, cold and electrical sources. Time: An Action; Target: You; Duration: Concentration 1 minute (10 rounds).
Use the Force check: The result of the check determines the affect, if any…
DC 15: You reduce the damage of all energy attacks by 5 points.
DC 20: You reduced the damage of all energy attacks by 10 points.
DC 25: You reduce the damage of all energy attacks by 15 points.
DC 30: You reduce the damage of all energy attacks by 20 points.
Special: You can spend a Force Point to activate this power as a Reaction.

Farseeing: You gain a vague, momentary impression of events happening around a particular being in some distance place. Time: 1 minute (Ritual, concentration); Target: One creature you know or have met before; Duration: Instant.
Use the Force Check: If your check result is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and you cannot use this Force power against the same target until you have taken a Long rest. If you check equals or exceeds the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing and any strong emotions it is presently feeling. A dead target has a Will Defense of 25 for purposes of this power.
Special: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 12 meters of it.

Fear [Dark Side, Mind-Affecting]: You summon the power of the dark side of the Force to instill fear in your enemies. Time: Bonus Action; Target: One creature with 24 meters and who you can see; Duration: See below.
Use the Force check: If you equal or exceed the target’s Will Defense, the target gains the Frightened condition against you. Furthermore, if you exceed the target’s Will Defense by the DC listed below, additional effects are applied…
DC 15: The target cannot take Reactions or Bonus Action until the end of your next turn.
DC 20: As DC15, plus the target’s Move is reduced by half until the end of your next turn.
DC 25: As DC20, plus the target is at a Disadvantage for all actions it takes, not just those against you, until the start of your next turn.
Special: When you successfully use this power on a target, you can spend a Force Point to impose an -2 penalty to all the target’s Defenses until the end of your next turn.

Force Disarm [Telekinesis]: You disarm an opponent by using the Force to pull the weapon from his grasp. Time: An Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: If you Use the Force skill check exceeds the target’s Reflex Defense +/- his Strength modifier, you disarm them. If you check is successful, you may choose to let the item drop to the ground in the target’s space or have the item fly into you hand if you have nothing in at least one hand.
Special: If you successfully disarmed a target, you may spend a Force Point to damage or destroy the targets item instead. The item suffers damage equal to your original Charisma (Use the Force) skill result.

Force Grip [Telekinesis]: You use the Force to choke or crush you enemy (NOTE that while this power is not a Dark Side power it is very borderline. Consider its use a Minor Transgression except in certain situations where it could be used for the betterment of others; i.e. someone is holding a gun to a hostages head, etc.). Time: An Action; Target: One target within 24 meters and you can see; Duration: Concentration (no normal limit, but see below).
Use the Force Check: If you’re Use the Force check exceeds the following DC, the basic affect listed is used (note there are extra affects if the roll also exceeds the target’s Fortitude defense)…
DC 15 – target suffers 2d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Grappled
DC 20 – target suffers 4d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Restrained
DC 25 – target suffers 6d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Paralyzed.
Special: You can maintain concentration on this power for as long as you wish, the target suffering the same affects each round. Unlike normal concentration, it requires an Action to maintain this power. If the target of your Force Grip is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25. You can also spend a Force Point and increase your damage by 2d6 for one round.

Force Lighting [Dark Side]: You blast an enemy with a deadly arcs of Force energy. Time: An Action; Target: One target within 12 meters and you can see; Duration: Instant.
Use the Force Check: If you check hits the target’s Reflex Defense, the target suffers 8d6 points of force lightning damage. If the same check also exceeded the target’s Fortitude Defense, it also suffers the Reeling condition (if it did not already because of the amount of damage). If the check misses the Reflex Defense then the target suffers ½ damage and does not suffer the Reeling
Condition unless the damage done would normally cause it too.
Special: If you succeed in causing the target to suffer from the Reeling condition with your original check, you can spend a Force Point and cause the target to suffer the Stunned condition for one round. The target loses the Stunned condition (but not the Reeling condition) at the end of your next turn.

Force Scream [Dark Side]: You create an intense sonic scream, amplified by the Force. Time: An Action; Target: All creatures within 24 meters that can hear you; Duration: Instant.
Use the Force check: Compare the result of the target’s Fortitude Defense. If the check result equals or exceeds the target’s Fortitude Defense, the target sustains damage as determined by the result of your Use the Force check.
DC 15: The target takes 1d6 points of Force sonic damage this round and the target’s damage threshold is reduced by -5 until the end of your next turn.
DC 20: As DC 15, except the target takes 2d6 Force sonic damage.
DC 25: As DC 20, except the target takes 4d6 Force sonic damage.
Special: If the target of your Force Scream is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.

Force Slam [Telekinesis]: You pound one or more creatures with the Force. Time: A basic Action; Target: All creatures within 12 meters cone (5th ed. pg. 204); Duration: Instant.
Use the Force Check: Compare the results to each target’s Fortitude Defense. Success results in the targets suffering 4d6 points of force bludgeoning damage and being knocked prone. If the result is less than the target’s Fortitude Defense they suffer ½ damage and are not knocked prone.
Special: You can spend a Force Point and deal and additional 2d6 bludgeoning damage to all creatures in the area. If you had also hit their Fortitude Defense they are pushed back 1d4x2 meters after being knocked prone (if you want them to). If the target of your Force Slam is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.

Force Stun [Mind Affecting]: You can call upon the Force to overload an enemy’s senses. Time: An Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: If you equal or exceed the Target’s Will Defense, the target suffers from the Reeling conditions (and recovers normally).
Special: If you hit your target’s Will Defense, you can spend a Force Point and the target suffers the Stunned condition for one round. The target loses the Stunned condition (but not the Reeling condition) at the end of your next turn.

Force Thrust [Telekinesis]: You can push a target away from you. Time: A Bonus Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: As the Shove a Creature but you use your Charisma (Use the Force) instead of Strength (Athletics) and if you succeed, you push the target back 4 meters, plus 2 meters for every three you beat their check. If they slam into something or fall, they suffer 1d6 damage per 4 meters of forced movement.
Special: If you spend a Force Point, your power affects everyone in a 6 meter sphere (5th ed. pg. 204) around you (you are not affected by the power). They all must make Strength (Athletics) or Dexterity (Acrobatics) vs. your Charisma (Use the Force) check or be pushed away from you. If the target of your Force Thrust is larger than Medium size add a size modifier to their Strength (Athletics) check not (but not Dexterity/ Acrobatics) vs. the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.

Mind Trick [Mind-Affecting]: You use the Force to alter a target’s perceptions or plant a suggestion in its mind. Time: An Action; Target: One target within 24 meters and you can see and who has at least a 3 or higher Intelligence score; Duration: Instant.
Use the Force Check: If you equal or exceed the target’s Will Defense, you may choose one of the following effects…
--You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check even if the target is normally aware of you.
--You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.
--You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.
--You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see. If the target is higher level then you then the affects last only until the beginning of the target’s next action. Otherwise the target is affect until the end of you next action. This is a fear affect.

Move Object [Telekinesis]: You telekinetically move a target with the Force. Time: An Action; Target: One target within 24 meters and you can see; Duration: Concentration (no normal limit, but see below)
Use the Force Check: The result of you check determines the maximum size of the target that you can lift. If you have successful moved something you can move it up to 12 meters a round, so long as it within 24 meters of you and that you can see it. If the target is a creature that resists your attempt, your Charisma (Use the Force) check must also exceed the target’s Will Defense. You can hurl the target at (or drop it on) another target in range, but you must make a separate Charisma (Use the Force) check and exceed the target’s Reflex Defense. Both targets take damage determined by you check result…
DC 15: Move object up to Medium size (deal 2d6 points of bludgeoning damage)
DC 20: Move object up to Large size (deal 4d6 points of bludgeoning damage)
DC 25: Move object up to Huge size (deal 6d6 points of bludgeoning damage)
DC 30: Move object up to Gargantuan size (deal 8d6 points of bludgeoning damage)
Special: You may maintain your concentration on the target of your move object to continue to move it round to round, but if you deal damage with the power, you cease to maintain it.
If you use move object against a hovering or flying target, the target oppose your Charisma (Use the Force) check with a grapple check as a Reaction (see vehicles and starships). If the target wins you are unable to move the target or affect it.
You may spend a Force Point to increase the maximum size of the object by one category and deal and additional 2d6 bludgeoning damage (maximum size Colossal for 10d6 damage).

Negate Energy: You spontaneously negate a single attack that deals energy weapon damage, such as from a lightsaber or blaster. Time: Reaction; Target: One attack made against you that deals energy damage; Duration: Instant
Use the Force check: If the result of your check equals or exceeds the damage dealt by any type of energy, that attack is negated and you take no damage. If the check result is less than the amount of damage dealt you fail to negate the attack and take the damage as normal.
Special: You must be aware of the attack to negate it, if you are successful, you can spend a Force Point to regain a number of hit points equal to the damage of the negated attack, up to a maximum of our full normal hit points.

Rebuke: You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator. Time: Reaction; Target: One Force power directed at you; Duration: Instant.
Use the Force check: If the result equals or exceeds the check result of the power directed at you, you harmless redirect it and suffer no ill effects.
Special: If you successful rebuke a Force power spend a Force Point and reflect it back at its originator. The originator may attempt to rebuke the power as well against you Charisma (Use the Force) rebuke check.

Sever Force [Light Side]: You can block another Force-Users access to the Force, preventing him from spending Force Points and making it difficult for him to use Force Powers. Time: An Action; Target: One Force-using creature with a Dark Side Score of 1 or higher that is within 24 meters and that you can see; Duration: Instant but see below.
Use the Force check: If your check equals or exceeds the targets Will Defense, the effect (if any) are determined by your check result…
DC 20: The target cannot spend Force Points for a number of hours equal to its Dark Side score.
DC 25: As 20, plus the target suffers the Reeling condition (recovers normally) each time it uses a Force power in the same time frame.
DC 30: As 25, plus the target suffers the Stunned condition for one round and then is still suffering from the Reeling conditions each time it uses a force power in the same time frame.
Special: This Force power has no effect on targets with a Dark Side score of 0. If you spend a Force Point the duration changes to days per Dark Side score. Alternatively, you can spend a Destiny Point to increase the duration to a number of weeks per Dark Side score.

Surge: The Force enables you to jump great heights and distances as well as move quickly. Time: A no-time/free action; Target: Self; Duration: Instant but see below.
Use the Force check: the result of the check determines the affect, if any…
DC 10: You gain +10 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 4 meters until the beginning of your next turn.
DC 15: You gain +20 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 8 meters until the beginning of your next turn.
DC 20: You gain +30 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 12 meters until the beginning of your next turn.
Special: You can spend a Force Point and increase your bonus to Strength (Athletics) for jumping and leaping by an additional +10 and your speed increase another 4 meter and affects last until the end of your next turn.

Valor [Light Side]: You call upon the Force, reaching out to your allies and sharing your strength with them. Time: An Action; Target Yourself and all allies within 24 meters that you can see; Duration: Concentration (one minute). You don’t need to see your allies after you grant the bonus.
Use the Force check: The result of the check determines the affect, if any…
DC 15: The targets gains a +2 bonus to their Will Defense against mind-affecting and fear affects.
DC 20: As DC15, except the bonus is +4
DC 25: As DC15, except the bonus is +8
DC 30: As DC15, except the bonus is +12
Special: You can spend a Force Point when you activate this power to have this bonus apply against all effects that target Will Defense.

Vital Transfer [Light Side]: You use your own life force to heal another living creatures. Time: An Action; Target: One creature that you are touching; Duration: Instant.
Use the Force check: The result of your check determines the effect, if any…
DC 15: the target heals hit points equal to 2 x its character level.
DC 20: the target heals hit points equal to 3 x its character level.
DC 25: the target heals hit points equal to 4 x its character level.
Special: You suffer half the amount of damage that you healed (round down). You can spend a Force Point to avoid taking any damage when you use this Force power.

FORCE TALENTS
These talents can be taken by anyone with the Force Sensitive feat, no matter their class.
ALTER TALENT TREE
Disciplined Strike
: Whenever you use a Force power that has a cone or sphere effect (such as Force Slam), you may exclude a certain number of target from the effects of the power. The number of targets that you may exclude in this manner is equal to your Wisdom modifier (minimum 1).
Illusion: As an Action, you can spend a Force Point to create an illusion that seems perfectly real to anyone who views it. You designate the form and complexity of the illusion and well as the size and location and use a Charisma (Use the Force) skill check. When a creatures views the illusion, compare the results to your skill check to the creature’s Will Defense; if you check results exceeds its Will Defense, it believes the illusion is real. Any physical interaction with the illusion (such as touching it, passing through it, or shooting it with a blaster) immediately reveals the true nature of the illusion and the creature is no longer deceived. This illusion last for a number of minutes equal to your heroic level. This illusion size also affects your base Charisma (Use the Force) skill check – the penalties are -1 for a Huge illusion, -2 to a Gargantuan illusion, -5 for a Colossal illusion. This is a mind-affecting effect. Prerequisite: Mind trick power.
Telekinetic Power Talent: Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that same power again immediately as a free action.
Telekinetic Savant Talent: As a Reaction, you may return one Force power with the [telekinetic] descriptor to your suite without spending a Force Points. You must complete a short or long rest to be able to use this power again. You may select this talent a number of times, each time you select it, you may use this talent one additional time before requiring a short or long rest.
Telepathic Link: You form an enhanced telepathic link with a willing ally with the Force Sensitive feat as a Bonus Action. The link is maintained until you choose to remove it (no action or concentration required). As long as you remain within one kilometer of your target, you and the target can communicate telepathically as if speaking. You may also use a Force Power from the target’s suite of power (if the target consents), or you may allow the target to use one of your Force Powers. You both must complete a short rest to use this ability again. You may only have one telepathic link active at a time. Prerequisite: Trained in Charisma (Use the Force).

CONTROL TALENT TREE
Beast Master
: Against creatures with an Intelligence of 4 or lower, you may use Charisma (Persuasion) skill. You could also spend a Force Point and impose the Charmed condition onto one creature within 12 meters of you with and whom you can see. You can maintain this condition for as long as you wish so long as you take no hostile actions against the creature.
Damage Resistance: You can spend a Force Point as an Action and you gain Resistance (5th ed. pg. 194) to all non-lightsaber damage for one minute (10 rounds). This requires no concentration but it cannot be maintained after the minute.
Equilibrium: You can use your Action and spend one Force Point to instantly remove all of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling or Stunned (see New Conditions). This also removed one level of Exhaustion.
Force Focus: As an Action, you make a Charisma (Use the Force) check DC 15. If you succeed, you regain one spent Force Power of your choice without having to spend a Force Point.
Force Recovery: Whenever you use your second wind, you also regain a number of additional hit points equal to 1d6+ your Wisdom modifier per Force Point you have remaining (maximum 10d6, minimum 1d6). Prerequisite: Equilibrium.

DARK SIDE TALENT TREE
You must have a Dark Side Score of 1 or higher to select talents from this tree. If you Dark Side Score is ever reduced to 0, you lose access to all talents in this tree until your score increases. Each time you use any of these talents you increase your Dark Side score by +1 until it equals your Wisdom score.
Anger: You let your anger swell into a rage. As a Bonus action you can spend a Force Point and gain a +2 rage bonus on melee attack rolls and your proficiency bonus as a rage bonus to damage for a number of rounds equal to 5 + your Constitution modifier. At the end of this duration you gain one level of Exhaustion. While raging you cannot use skills or abilities that require patience or concentration. Prerequisite: Channel Aggression, Power of the Dark Side.
Channel Aggression: If you only make one attack on your round (regardless of how many you have) you can spend a Bonus action to channel you rage. With a successful attack check you deal additional damage to the target equal to ½ your character level (round down) 1d6 force damage (max 10d6). Prerequisite: Power of the Dark Side.
Crippling Strike: Whenever you score a critical attack roll, you also reduce the target’s speed by half and impose a -1 to all attack rolls and ability checks were standing or moving is involved. This is a persistent condition that lasts until the target has been fully healed (back to maximum hit points). Prerequisite: Channel Aggression, Power of the Dark Side.
Dark Presence: As an Action, you grant yourself and all allies within 12 meters that you can see a +1 Force bonus to all defenses for up to 10 minutes. This requires no concentration on your part. Affected allies that move out of this range or that you cannot see loss the bonus. It also ends if you are Incapacitated or knocked to 0 hit points. Prerequisite: Charisma 13+, Power of the Dark Side.
Embrace the Dark Side: Whenever you use a Force Power with the [dark side] descriptor you gain Advantage on Charisma (Use the Force) check to activate it. Upon choosing this talent you can no longer use Force powers with the [light side] descriptor. You must complete a short or long rest to use this talent again. Prerequisite: Anger, Channel Aggression.
Power of the Dark Side: You allow your hatred to fuel your attacks. When you spend a Force Point to modify a check that will cause damage you also add the result of your roll to your damage total.
Revenge: Whenever an ally that has at least ½ your level in heroic levels, is killed or reduced to 0 hit points, that you can see, you gain a +2 Rage bonus on attack and damage rolls until the end of your next turn. If another similar heroic ally is killed later or before these bonuses end, the bonuses last until the end of your next turn. Prerequisite: Dark Presence, Power of the Dark Side.
Swiftness: You can use a power with the [dark side] descriptor that normally take an Action as a Bonus action. If the power takes a Bonus or Reaction it now takes a free/no action. You must complete a long rest before you can use this talent again. Prerequisite: Power of the Dark Side.

FORCE ADEPT TALENT TREE
Force Power Adept: You are skilled at using a particular Force power. Select one Force power you know. When using this Force Power, spend a Bonus action and you have Advantage on your next Charisma (Use the Force) check. You must take a short or long rest to use again. You may select this talent multiple times, each time it applies to a different Force power. Prerequisite: Heroic level 5+.
Force Treatment: You can make a Charisma (Use the Force) check instead of a Wisdom (Medicine) check and gain all the bonus of using a medical kit without actually requiring one (see Tools and Skills; basically using the Force instead of gear to heal).
Fortify Body: The Force shields you. You are now immune to disease, poisons, toxins and radiation. Prerequisite: Equilibrium.

FORCE ITEM CREATION TALENT TREE
These talents may only be taken as non-Jedi heroic level talents.
Attune Weapon: You can spend a Force Point to attune a melee weapon (not a lightsaber). Attuning a weapon takes an Action. From that point forward, whenever you wield the attuned melee weapon you gain a +2 force bonus on melee attack and damage rolls. This bonus works for you alone. This weapon also gains a property allowing it to ‘parry’ lightsabers. Prerequisite: Heroic level 3+.
Empower Weapon: You can spend a Force Point to empower a melee weapon (not a lightsaber). Empowering a weapon takes an Action. From that point forward, whenever you wield the empowered weapon it deals one additional weapon die of damage. This bonus works for you alone. This weapon also gains a property allowing it to ‘parry’ lightsabers. Prerequisite: Heroic level 3+.
Force Talisman: You may spend a Force Point to imbue a weapon or some other portable object with the Force, creating a talisman that provides protection to you. Creating the talisman takes an Action. While you wear or carry the talisman on your person you gain a +1 Force bonus to your defenses (Reflex, Fortitude and Will). You may only have one Force Talisman active at any given time, and if you Force Talisman is destroyed you may not create another until after a long rest.
Greater Force Talisman: Your Force Talisman is enhanced to now also grant you +1 Force bonus to all ability and all skill checks (stacks with Force Talisman). Prerequisite: Force Talisman.

SENSE TALENT TREE
Force Perception
: You can make a Charisma (Use the Force) skill instead of Wisdom (Perception) or Wisdom (Insight) or Intelligence (Investigation) check to avoid surprise encounters, notice hidden enemies or finding hidden clues, sensing deception or sensing influence in a target. If you have Advantage with any of these skills, you also have Advantage with your Charisma (Use the Force) skill when making checks in these situations.
Force Pilot: You can use your Charisma (Use the Force) check instead of any Vehicle skill modifier for any flying vehicle (airspeeder, starship and capital starship).
Forcesight: You may spend a Force Points to reroll a Dexterity (Initiative) check, keeping the better of the two rolls. If you roll a natural 20 on this Dexterity (Initiative) check, you immediately regain the Force Point spent to active this talent. Prerequisite: Force Perception.
Visions: Whenever you use the farseeing Force power, you can spend a Force Point as a Bonus action to see into the target’s past or future instead of the glimpsing the target’s present. You declare how far into the target’s past or future you wish to look, up to a maximum of 1 year per your character level. Any information gained about the target’s future is subject to change, etc. Prerequisite: Force Perception, farseeing.

SITH TALENT TREE
All of these Talents require that the person is Force Sensitive, be part of a Sith organization and that they have a Dark Side score equal to your Wisdom scores. If their Dark Side points fall below your Wisdom you can no longer access these talents.
Cloud Thoughts: You impose Disadvantage on all Insight check and Charisma (Use the Force) mind-affecting checks use against you and also to avoid Force detection (as Clear Mind).
Dark Healing: You can spend a Force Point to heal wounds by drawing the life energy from another creature within 12 meters of you. As an Action and you make a Charisma (Use the Force) check. If the check equals or exceeds the target’s Fortitude Defense, you deal 1d6 points of damage per two full heroic class levels that you are to the target and you heal an equal amount of damage (up to your maximum HP and/or the maximum HP from the target). If the check fails, there is no effect.
Dark Scourge: You have dedicated your life to wiping out the Jedi and your hatred of them knows no bounds. Against Jedi characters you gain a +2 Force bonus to attack and damage rolls.
Dark Side Adept: You gain a +1d4 Force bonus on any Charisma (Use the Force) check made when activating Force powers with the [dark side] descriptor. Prerequisite: Heroic level 5+
Force Deception: You can use your Charisma (Use the Force) check instead of your Charisma (Deception) check modifier to deceive.
Improved Dark Healing: You dark healing ability improves such that the range increases to 24 meters and even if the attack roll fails the target take half damage while you heal an equal amount. Prerequisite: Dark Healing
Temptation: You are adept at using Dun Möch, an ancient and vile technique for tempting other to tap into the dark side of the Force. As an Action, make a Charisma (Persuasion) check vs. a single target that you can see. If you equal or exceed their Will Defense the target is filled with fear and anger, briefly giving into the dark side. If the spend a Force Point before the end of your next turn, it must either add 1 point to its Dark Side Score or add the Reeling Condition and it is overcome with doubt and remorse. If the target spent two Force Points before the end of your next turn it instead must add 1d4+1 points to its Dark Side Score or ad the Stunned Condition (this lasts until the start of you next turn). Prerequisite: Heroic level 12+
Wicked Strike: When you score a critical hit with a lightsaber you automatically impose the Stunned condition to the target, even if your attack would not have cause even a Reeling condition. They recover at the start of you next turn. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, level 7+.

FORCE TECHNIQUES
These techniques can be learned with the Force Technique feat. Each time you take that feat you gain a new technique selected from the list below.
Force Point Recovery: You can spend an Action and regain 1 spent Force Point that you had recently used (before taking a long rest). You can use this technique again after you have completed a long rest. You can take this technique more than once, allowing you to regain additional spent Force Points (as above).
Force Power Mastery: You gain a Force bonus to your Charisma (Use the Force) to activating one specific power equal to either your Intelligence or Wisdom bonus (player’s choice). You can take this technique more than once, applying the mastery to a different known power.
Improved Force Trance: At the end of a short rest you regain one additional Hit Dice (that you can immediately spend) and each Hit Dice you spend during this rest ads ½ (round down) your heroic level to the total hit points healed. You must complete a long rest to use this technique again.
Improved Move Minor Object: You can now move a small item well enough to use it in combat. You may take an Attack action and attempt to strike any target within 30 meters, rolling your Charisma (Use the Force) skill verse the target’s Reflex Defense. If you succeed your attack does 2d6 + your Wisdom or Charisma modifier in bludgeoning damage (counts as a ranged attack).
Improved Sense Force: You have advantage on Charisma (Use the Force) when attempting a Sense Force skill check. You can also use this a a Wisdom (Insight) check and for passive perception.
Improved Sense Surroundings: Is now a free action, allowing you to make an attempt every round that you wish. Also, while ‘active’ your Passive Perception does not suffer from obscured conditions listed under Sense Surroundings.
Improved Telepathy: Whenever you use telepathy you have Advantage with your Charisma (Use the Force) check. You can also now send a short sentence or two and 'sense' the basic feelings and attitude of the recipient.

FORCE SECRETS
This secrets are learned by taking the Force Secret feat. Each time you take that feat you learn a new secret selected from the list below.
Devastating Power: When using a Force power that deals damage, you can spend a Force Point to increase the power’s damage by 50%.
Distant Power: When using a Force power that has a range expressing in meters, you can spend a Force Point to multiple the range by 10 (if you have Force Boon or Strong in the Force you can spend two to increase the range to anywhere in the same star system). This Force Secret does not remove the ‘sight’ requirement.
Quicken Power: You can spend a Force point on any power that requires an Action to make it require a Bonus action instead. If it requires a Bonus or Reaction spending a Force point means that it is a free/no time action.
Shaped Power: You can spend a Force point and double the area-of-affect in meters and you can shape it in such a way that it does not affect a number of targets in the area of your choice equal to your Wisdom modifier (minimum 1).[/sblock]

[sblock=EQUIPMENT]
New Properties
Autofire
– these weapons can fire an Area of Affect (see new Combat Conditions rules below) attack by expelling 10 rounds. It cannot use this attack form if the weapon does not have 10 rounds.
Autofire only – these weapons are only allowed to fire the 10 shot autofire (or a short 5-shot burst fire, if the wielder has the feat)
Double Weapons – some weapons are lethal on both ends. Treat these weapons as two light weapons (see Two Weapon Fighting 5thed. pg. 195).
Fixed – fixed weapons must be mounted onto a vehicle or a semi-portable tripod (tripod for a heavy weapon weights 20kg and cost 500cr. It take 3 rounds to set up a tripod before it can be fired).
Ion damage – these types of weapons are not as affective against living creatures. Versing a living being, the weapon does ½ (round down) damage. Also after damage has been applied to droids or vehicles, count the damage as ‘double’ when compared to their Wound Damage Threshold to impose the Reeling condition.
Reload – requires an Action or a Bonus action, player’s choice, to reload a spent clip or power cell (listed as pc). If there is no number before the cell listing then it should be changed or recharged between adventures. If it is listed as ‘each’ than each round takes one Action or Bonus action to reload.
Stun Setting – some weapons can be ‘set to stun’ damage. These weapons are listed as Stun Setting and due their listed base damage (adding in all normal modifiers) and they can result in Reeling, etc. effects but it cannot result in death (although the GM may rule that a damage effect that would have resulted in death instead imposes a Persistent condition on the target; recovery depending on GM description). Targets recover all lost damage caused by the stun setting after a short rest (one hour). If the target takes a Second Wind or uses a Medpac to recover hit points in combat like situation, they double the affect if applied to stun (only) damage.
Stun Extra - some melee weapon have a stun setting in addition to their normal damage. These weapons can do both damage at the same time if the wielder wises (i.e. station police with stun baton could strike someone with the baton, doing a base 1d6 plus strength modifier bludgeoning damage, plus 2d6 for the stunning damage. Damage modifiers from Abilities and Heroic levels are only added once. Or they could only do one or the other type of damage; their choice.)

ADVANCED MELEE WEAPONS
Note the standard power packs for all advanced weapons lasts about one hour of continual use.
Electrostaff: a quarterstaff weapon that can be ‘charged’ to deal additional damage to targets. Cost: 500cr; Damage: 2d6 energy; Wt.: 2kg; Properties: Restricted. Staff when ‘off’. Double weapon, reload (power-pack), stun setting or stun extra +2d6, can parry lightsabers.
Force Pike: a pike style weapon that can be ‘charged’ to deal additional damage to targets. Cost: 600cr; Damage: 2d8 energy; Wt.: 6kg; Properties: Restricted. Pike when ‘off’. Double weapon, heavy, reach (power-pack), reload, 2-handed, can parry lightsabers.
Power Whip: this whip can be energized to deal stunning like damage effectively. Cost: 400cr; Damage: 1d8 energy; Wt.: 1kg; Properties: Restricted. Finesse, light, reach 2, reload (power-pack), stun setting, can make ranged grab out to 10 meters. When ‘grabbed’ attacker inflicts base damage every round automatically.
Vibro-Dagger: for easy concealment a dagger sized vibro-blade. Cost: 200cr; Damage: 2d4 piercing; Wt.: ½kg; Properties: Licensed. Dagger when ‘off’. Finesse, light, reload (power-pack).
Vibro-Blade: short sword or machete sized vibro-blade. Cost: 300cr; Damage: 2d6 slashing or piercing; Wt.: 1kg; Properties: Licensed. Shortsword when ‘off’. Finesse, light, reload (power-pack).
Vibro-Bayonet: dagger sized vibro-blade that can be mounted onto a rifle sized weapon. Cost: 400cr; Damage: 2d8 piercing; Wt.: ½kg; Properties: Licensed. Spear or dagger when ‘off’ (depending on if mounted onto a rifle or not). Reload (power-pack), 2-handed.
Vibro-Sword: sword sized vibro-bladed weapon. Cost: 450cr; Damage: 2d8 slashing; Wt.: 2kg; Properties: Licensed. Longsword when off. Heavy, reload (power-pack).
Vibro-Axe: a halberd style axe weapon. Cost: 550cr; Damage: 2d10 slashing; Wt.: 5kg; Properties: Restricted. Halberd when ‘off. Heavy, reload (power-pack), 2-handed.

EXOTIC MELEE WEAPONS
Atlatl: a primitive rock or bolt thrower. Cost: 50cr; Damage: 2d4 bludgeoning; Wt.: 2kg; Properties: Rare. Loading, thrown (range 30/100)
Cesta: a heavier, 2-haned version of the atlatl. Cost: 100cr; Damage: 2d6 bludgeoning; Wt.: 3kg; Properties: Rare. Heavy, loading, thrown (range 30/100), 2-handed

EXOTIC RANGED WEAPONS
Flamethrower: crude and very military, this weapon spits out a gout of flames that can set targets aflame. Cost: 1,000cr; Damage: 3d6 fire; Wt.: 7kg; Properties: Military. Ammo (AOE 12 x 6 meter cone or 24 x 2 meter line), reload (power-pack 10), 2-handed. Targets that are struck with a flamethrower require a Dexterity (Acrobatics) check vs. a DC of the damage they suffered or catch fire, suffering base damage start each round. To extinguish requires an Action and successful acrobatics check, same DC as above. Falling prone and rolling on the ground grants advantage to this check.
Bowcaster: A primitive blaster unique to Wookies. Cost: 1,500cr; Damage: 3d10 energy; Wt.: 6kg; Properties: Licensed, Rare. Ammo (range 60/600), reload (clip 6), 2-handed.

LIGHTSABERS
All lightsabers run on special and unique power-cell crystals that last for years of continual use. All Lightsabers ignore all Hardness and Damage Resistance except for those ratings from Force Fields with a Shield Rating.
Lightsaber*: standard lightsaber. Cost: 5,000cr; Damage: 2d10 slashing & energy; Wt.: 1kg; Properties: Rare. Finesse, light, ignores hardness, reload.
Lightsaber, Double*: a double-bladed lightsaber. Cost: 8,000cr; Damage: 2d10 slashing & energy; Wt.: 2kg; Properties: As lightsaber. Double weapon, 2-handed.
Lightsaber, Short: a short bladed lightsaber, common among those species of shorter status in size. Cost: 5,000cr; Damage: 2d8 slashing & energy; Wt.: 1kg; Properties: Rare. Finesse, light, ignores hardness, reload.
*These weapons are considered heavy weapons for small-sized creatures.

HEAVY RANGED WEAPONS
Blaster Cannon: a heavy, fixed or vehicle mounted blaster cannon. Cost: 3,000cr; Damage: 3d12 energy; Wt.: 30kg; Properties: Military. Ammo (range 100/1,000), fixed, reload (2 power-pack 30)
Blaster, E-Web Repeater: a heavy, fixed or vehicle mounted, repeating blaster cannon. Cost: 8,000cr; Damage: 3d12 energy; Wt.: 40kg; Properties: Military. Ammo (range 100/1,000), autofire only, fixed, reload (2 power-packs 50)
Blaster, Heavy Repeating: this is a semi-portable heavy repeating blaster rifle. Cost: 5,000cr; Damage: 3d10 energy; Wt.: 20kg; Properties: Military. Ammo (range 100/1,000), autofire only, reload (2 power-packs 200).
Grenade Launcher: fires grenades. Can be mounted onto a rifle sized weapon. Cost: 500cr; Damage: Special (by Grenade type); Wt.: 6kg; Properties: Military. Ammo (range 60/600), heavy, reload (6), 2-handed. Grenade launchers fire grenades (see below) but with launcher range. Price and weight are otherwise the same as the grenade.
Missile Launcher: a one-shot, reusable missile launcher. Cost: 1,000cr; Damage: 6d6 energy; Wt.: 10kg; Properties: Military. Ammo (range 500/2,000), area of affect (4-meter sphere), heavy, reload (1 missile), 2-handed. Anti-vehicle weapons, when fired at non-vehicles or structures (like people), attack rolls are at Disadvantage. Each missile also costs 500 credits and weigh 4kg each.

PISTOLS
Blaster Pistol: standard sidearm. Cost: 500cr; Damage: 3d6 energy; Wt.: 1kg; Properties: Restricted. Ammo (range 40/200), light, reload (power-pack 100), stun setting.
Blaster Pistol, Heavy: a heavy, military style pistol. Cost: 750cr; Damage: 3d8 energy; Wt.: 2kg; Properties: Military. Ammo (range 40/200), reload (power-pack 50), stun setting.
Blaster Pistol, Hold-Out: light and easy to conceal. Cost: 350cr; Damage: 3d4 energy; Wt.: ½kg; Properties: Illegal. Ammo (range 20/100), light, reload (power-pack 6)
Blaster Pistol, Sporting: a light civilian model sidearm. Cost: 300cr; Damage: 3d4 energy; Wt.: 1kg; Properties: Ammo (range 40/200), light, reload (power-cell 100), stun setting.
Ion Pistol: this sidearm is built to harm droids and electronics. Cost: 250cr; Damage: 3d6 ion; Wt.: 1kg; Properties: Licensed. Ammo (range 40/200), light, reload (power-pack 50).

RIFLES
Blaster Carbine: a light version of the rifle. Cost: 900cr; Damage: 3d8 energy; Wt.: 3kg; Properties: Restricted. Ammo (range 60/600 or with the stock folded 40/200), autofire, folding stock, reload (power-pack 50), stun setting, 2-handed (1-handed with folded stock).
Blaster, Light Repeating: basically a light machine gun. Cost: 1,500cr; Damage: 3d8 energy; Wt.: 8kg; Properties: Military. Ammo (range 60/600), autofire only, heavy, reload (power-pack 200), 2-handed
Blaster Rifle: standard rifle. Cost: 1,00cr; Damage: 3d8 energy; Wt.: 5kg; Properties: Restricted. Ammo (range 60/600), autofire, heavy, reload (power-pack 100), stun setting, 2-handed.
Blaster Rifle, Heavy: a military grade heavy rifle. Cost: 2,000cr; Damage: 3d10 energy; Wt.: 6kg; Properties: Military. Ammo (range 60/600), autofire, heavy, reload (power-pack 30), stun setting, 2-handed.
Blaster Rifle, Sporting: civilian rifle. Cost: 800cr; Damage: 3d6 energy; Wt.: 4kg; Properties: Licensed. Ammo (range 60/600), reload (power-pack 50), stun setting, 2-handed.
Blaster Rifle, Sniper: similar to the heavy blaster this weapon also uses an advanced scope system. Cost: 1,500cr; Damage: 3d10 energy; Wt.: 6kg; Properties: Military. Ammo (range 60/600 but with electronic sniper scope, with the “aim” maneuver shots out to 600m are not at disadvantage and the weapons range is extended out to 1,200m. Range 601-1,200 is at disadvantage as normal), heavy, reload (power-pack 30), stun setting, 2-handed.
Ion Rifle: a heavier, rifled version of an ion pistol. Cost: 800cr; Damage: 3d8 ion; Wt.: 4kg; Properties: Restricted. Ammo, heavy, reload (power-pack 100), 2-handed.

SIMPLE MELEE WEAPONS (Additional types of weapons from those found in the PHB)
As with advantaged melee weapons, any simple melee weapon that uses a power-packs, the charge lasts for one hour of continual use.
Combat Gloves: these gloves allow the wearer to increase its unarmed damage. Cost: 50cr; Damage: Unarmed +2 bludgeoning; Wt.: ½kg; Properties: Finesse, light.
Power Gloves: these gloves can be ‘charged’ with electrical energy to pack an extra punch. Cost: 200cr; Damage: Unarmed +1d6 energy; Wt.: ½kg; Properties: Finesse, light, reload (power-pack), stun setting.
Stun Baton: this simple baton can stun targets with just a touch. Cost: 75cr; Damage: 1d6 bludgeoning; Wt.: 1kg; Properties: Light, reload (power-pack), stun setting or stun extra +2d6.
Survival Knife: a heavy knife with a built in compass and small survival kit. Cost: 50cr; Damage: 1d6 piercing or slashing; Wt.: 1kg; Properties: Finesse, light; adds +1 insight to Wisdom (Survival) skill checks

SIMPLE RANGED WEAPONS (Additional types from those found in the PHB)
All of the following weapons are one-use weapons. All with the thrown property have a range of 10/30 meters. Also all grenades that are light can use either Strength or Dexterity for attack rolls but do not add any ability modifier to damage.
Energy Ball: this heavy ball converts to energy after it is thrown. Cost: 20kg; Damage: 2d8 energy*; Wt.: ½kg; Properties: Licensed, Rare. Light, thrown (Can be loaded and throw with the ranges of the Atlatl or Cesta, but then gains the loading property).
Grenade, Frag: a military explosive. Cost: 200cr; Damage: 4d6 slashing*; Wt.: ½kg; Properties: Military. Area of effect (4-meter sphere), light, thrown.
Grenade, Ion: this grenade is more effective against droids and electronic devices but still dangerous. Cost: 250cr; Damage: 4d6 ion*; Wt.: ½kg; Properties: Restricted. Area of effect (4-meter sphere), light, thrown.
Grenade, Smoke: this grenade generates a thick cloud of smoke. Cost: 100cr; Damage: none; Wt.: ½kg; Properties: Licensed. Area of effect (8-meter sphere), light, thrown. Creates heavy obscure for 1 minute (10 rounds) in the area. Light obscure twice the area of affect (16 meters).
Grenade, Stun: this is a non-lethal grenade, commonly used by security forces. Cost: 200cr; Damage: 4d6 stun*; Wt.: ½kg; Properties: Restricted. Area of effect (4-meter sphere), light, thrown.
Thermal Detonator: these weapons are illegal outside of mining. Cost: 2,000cr; Damage: 8d6 energy*; Wt.: 1kg; Properties: Illegal. Area of effect (8-meter sphere), thrown.
* If the damage from this weapon meets or exceeds a target’s Wound Damage Threshold, the target is knocked prone.

ARMOR
Remember that when wearing armor the hero does not gain his Heroic Proficiency bonus nor his Class bonus to Reflex defense. Instead use the suit’s Armor Reflex Defense Score.
LIGHT ARMOR
Blast Helmet & Vest: a very light blast vest and helmet that offers minimum amount of protection. Cost: 500cr; Armor Reflex Score: 11+ Dex or Int modifier; Fort Equipment Bonus: +1; Stealth: normal; Wt.: 3kg; Properties: none.
Battleframe: this light frame is worn under the users normal clothing and boosts its strength. Cost: 3,000cr; Armor Reflex Score: 11+ Dex or Int modifier; Fort Equipment Bonus: +0; Stealth: normal; Wt.: 8kg; Properties: This is a light frame can be worn underneath normal clothing. When powered on (if the wearer is proficient with Light Armor) it grants the wearer an equipment base Strength score of 19 and allows him to carry up 95kg base encumbrance. An advanced version increases the equipment base Strength to 21 for an additional +2,000 credits. The suit runs on two power-packs good for about 24 hours of continual use.
Flight Suit, Padded: a lightly armored flight suit. Cost: 2,000cr; Armor Reflex Score: 12+ Dex or Int modifier; Fort Equipment Bonus: +2; Stealth: Disadvantage; Wt.: 5kg; Properties: Sealed vs. vacuum conditions with 12 hours of life support and protects the wearer from the harmful effects of the void of space. Increases Fortitude Defense by +4 vs. high gravity attacks/effects.
Duraweave Jacket: this jacket is made of advanced duraweave that dispenses both energy and kinetic energy to better protect the wearer. It also looks like a standard spacer jacket, not armor. Cost: 3,000cr; Armor Reflex Score: 12+ Dex or Int modifier; Fort Equipment Bonus: +2; Stealth: normal; Wt.: 3kg; Properties: These jackets are made to look like normal clothing, not armor.
Combat Jumpsuit: a fairly cheap combat armor. Cost: 1,500cr; Armor Reflex Score: 13 + Dex or Int modifier; Fort Equipment Bonus: +2; Stealth: normal; Wt.: 8kg; Properties: none.
Flight Suit, Armored: this is a heavier, armored version of the civilian flight suit. Cost: 4,000cr; Armor Reflex Score: 13+ Dex or Int modifier; Fort Equipment Bonus: +3; Stealth: disadvantage; Wt.: 10kg; Properties: Sealed vs. vacuum conditions with 12 hours of life support and protects the wearer from the harmful effects of the void of space. Increases Fortitude Defense by +4 vs. high gravity attacks/effects.
Scout Trooper Armor: this is a specialized suit of armor that offers maximum protection for minimum restrictions of movement. Cost: 5,000cr; Armor Reflex Score: 14+ Dex or Int modifier; Fort Equipment Bonus: +3; Stealth: normal; Wt.: 10kg; Properties: The basic suit provides Advantage on any Constitution checks vs. low atmosphere conditions, inhaled toxins or causes Disadvantage for toxins attacking the wearer. Imperial Stormtrooper armor increases the cost by +2,500 credits and adds the following basic features – environmental systems adds an additional +2 equipment bonus to Fortitude defense vs. low atmosphere conditions, inhaled toxins or poisons (stats with the basic armor fortitude bonus), adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free comlink.

MEDIUM ARMOR
Ceremonial Armor
: these suits are often richly adorned with precious metals and/or gems. Most are also custom Cost: 10,000cr; Armor Reflex Score: 14+ Dex or Int modifier (max 2); Fort Equipment Bonus: +3; Stealth: normal; Wt.: 14kg; Properties: these suits grant an equipment bonus of +1 to Charisma based skills.
Combat Spacesuit: a heavier, more advanced version of the vacuum suit. Cost: 6,000cr; Armor Reflex Score: 14+ Dex or Int modifier (max 2); Fort Equipment Bonus: +3; Stealth: Disadvantage; Wt.: 16kg; Properties: Sealed vs. vacuum conditions with 12 hours of life support and protects the wearer from the harmful effects of the void of space.
Trooper Armor: standard military grade armor. Cost: 6,000cr; Armor Reflex Score: 15+ Dex or Int modifier (max 2); Fort Equipment Bonus: +3; Stealth: Disadvantage; Wt.: 13kg; Properties: basic suit provides Advantage on any Constitution checks vs. low atmosphere conditions, inhaled toxins or causes Disadvantage for toxins attacking the wearer. Imperial Stormtrooper armor increases the cost by +2,500 credits and adds the following basic features – environmental systems adds an additional +2 equipment bonus to Fortitude defense vs. low atmosphere conditions, inhaled toxins or poisons (stats with the basic armor fortitude bonus), adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free comlink. Other models include Snowtrooper Armor (cost 18,000cr) provides full protects vs. freezing and cold environmental conditions and Sandtrooper Armor (cost 18,000cr) provides full protection vs. hot and desert environmental conditions along with extra water recyclers.
Collian Power Armor: this military grade armor has the added feature of providing a strength boost to the wearer. Cost: 10,000cr; Armor Reflex Score: 15+ Dex or Int modifier (max 2); Fort Equipment Bonus: +3; Stealth: Disadvantage; Wt.: 20kg; Properties: When powered on (if the wearer is proficient with Medium Armor) it grants the wearer an equipment base Strength score of 19 and allows him to carry up 95kg base encumbrance. An advanced version increases the equipment base Strength to 21 for an additional +2,000 credits. The suit runs on two power packs (good for about 12 hours of continual use).
Battle Armor: advantage trooper armor. Cost: 7,500cr; Armor Reflex Score: 16+ Dex or Int modifier (max 2); Fort Equipment Bonus: +3; Stealth: Disadvantage; Wt.: 16kg; Properties: provides Advantage on any Constitution checks vs. low atmosphere conditions, inhaled toxins or causes Disadvantage for toxins attacking the wearer.

HEAVY ARMOR
Armored Spacesuit: a very heavy armored vacuum suit. Cost: 12,000cr; Armor Reflex Score: 18; Fort Equipment Bonus: +4; Stealth: Disadvantage; Wt.: 35kg; Properties: Sealed vs. vacuum conditions with 12 hours of life support and protects the wearer from the harmful effects of the void of space.
Battle Armor, Heavy: the heaviest, most advantage wearable armor. Cost: 15,000cr; Armor Reflex Score: 20; Fort Equipment Bonus: +3; Stealth: Disadvantage; Wt.: 30kg; Properties: provides Advantage on any Constitution checks vs. low atmosphere conditions, inhaled toxins or causes Disadvantage for toxins attacking the wearer.

OTHER GEAR
COMMUNICATION DEVICES

Comlink: Short-range comlinks (50cr, Wt. 0.1kg) have a range of 50km or low orbit and can be built into helmets and armor for hand-free options for an additional +50cr. Midrange has the same weight for twice the range and costs 100cr. Long-range comlinks (250cr, Wt. 1kg) have a range of 200km or high orbit and have a head or hand set and worn on a belt or as a backpack. For double the cost they can be miniaturized for write sized units (500cr, Wt. 0.1kg). Encryption imposes disadvantage on Computer Use or Splicer checks to intercept transmissions for ten times the cost. Video Capability have 2D imagines in additional to audio for twice the cost. Small Holo-Projection Capacity have 3D holo-projector for five times the cost.
Pocket Scrambler: scrambles outgoing messages imposing disadvantage on any Slicer tool use check to detect and intercept (400cr, Wt. 0.5kg).
Vox Box: can hold any number of pre-programmed phrases in Basic (or any other one common language of choice). How long it takes to communicate with the device depends on how complex the saying (200cr, Wt. 0.1kg).

COMPUTER and STORAGE DEVICES
Code Cylinder: Provides access to restricted areas, coded to the device (500cr, Wt. 0.1kg).
Datacards (blank 10): simple storage device used with a computer or data reader (10cr, Wt. 0.1kg).
Datacard (various subjects): Grant advantage on Intelligence or Wisdom check on specific subjects, GM determines cost (100-1,000cr. Wt. nil).
Datamap Reader: a dedicated pad with pull out flexible map board (200cr, Wt. 0.5kg).
Datapad: handheld computer (300cr, Wt. 0.5kg).
Holoprojector, personal: handheld personal hologram projector and personal computer system (500cr, Wt. 0.5kg).

DETECTION and SURVEILLANCE DEVICES
Electrobinoculars: Allows users to see out to the horizon or into low orbit (1,000cr, Wt. 1kg).
Glow Rod: creates bright light 12m radius or 60m beam (5cr, Wt. 1kg)
Fusion Lantern: double glow rod ranges (25cr, Wt. 2kg).
Recording Unit: storage devices for hundreds of hours’ worth of data. Audiorecorder: sound (10cr, Wt. 0.1kg). Holorecorder hologram sound and visual recorder (100cr, Wt. 0.1kg). Videorecorder sound and 2D video recorder (50cr, Wt. 0.1kg) for 3-D holo-projector (100cr, Wt. 0.5kg).
Sensor Pack: portable scanning device. Advantage on Wisdom (Perception) checks out to 1km range, but takes and Action to use (1,500cr, Wt. 9kg).

LIFE SUPPORT
Aquata breather: 2 hour air supply while underwater (350cr, Wt. 0.2kg).
Rebreather: these masks can be purchase separately or incorporated into a helmet. Add +2 to fortitude defense vs. low atmosphere conditions, inhaled toxins (stacks with any armor fort bonus and any bonus to inhaled toxins) (100cr, Wt. 1kg).
Flight Suit: one-piece coveralls and helm that grants +4 fortitude defense vs. pressure and has 12 hours of vacuum life support and protects the wearer from the harmful effects of the void of space. Wearer is at disadvantage with Dexterity (Stealth) (500cr, Wt. 3kg)
Space Suit: semi-bulky sealed coveralls that provide vacuum life support for 24 hours. Wearer is at disadvantage with Dexterity (Stealth) but considered safe from the harmful effects of the void of space (see Environment later) (500cr, Wt. 10kg).

MEDICAL GEAR
Bacta tank (empty): When full, advantage on all Wisdom (Medical) checks and Surgery tool kit. After long rest regain all lost Hit Points and Hit Dice, but gain one level of Exhaustion. Requires 300 liters of bacta liquid to operate (100,000cr, Wt. 500kg). Bacta, 1 liter (100cr, Wt. 2kg).
Cybernetic prosthesis: replacement limbs. With more than three “prosthesis” barer takes full damage from ion attacks. Also -1 to Charisma (Use the Force) checks for each prosthesis (each Dark Side pt. cancels a -1) (1,500cr +500cr surgical, Wt. varies)
Medpac: one-use pack with two functions. First if applied to a dying individual it automatically stabilized them (grant 3 death saves). Second, a non-incapacitated individual regains 1d8+2 hit points (at a rate of one point a round). Each time a medpac is used to heal HP, it heals 2 less points (1d8 the second time, 1d8-2 the third, etc.). If the result is 0 or less, the user gains no additional benefits from a medpac until it complete a long rest. (100cr, Wt. 1kg).

SURVIVAL GEAR
Advanced Artic Clothing: specialized clothing for extremely cold environments (below 40⁰ F) safely (250cr, Wt. 4kg).
All-temperature cloak: wrap around cloak that provides protection is both hot and cold environments (see Environments) (250cr, Wt. 1.5kg).
Chain (3 meters): can support 5 metric tons of weight (25cr, Wt. 2.5kg).
Desert Suit: specialized clothing to provide not only protection from extreme heat but also water collectors to provide enough for one being in a desert setting (average 4 liters). (150cr, Wt. 2kg)
Field Kit: backpack with two medpacs, a 2-liter water filter canteen, sunshield roll-on, one week’s worth of food rations packs, a thermal blanket, a fusion lantern, a breather mask with 24 filters, 45 meters of syntherope, a 30 meter roll of mess tape, a power recharger with 2 extra energy cells and two power cells. Also grants advantage with Wisdom (Survival) checks (500cr, Wt. 15kg).
Filter Canteen: holds two liter of water that is filter for standard beings (50cr, Wt. 2kg)
Jet Pack: backpack short range flight pack. Activation is a bonus action. Grants a Flying Speed of 16 meters until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 200kg of weight (300cr, Wt. 15kg, replacement fuel cell 100cr, 5kg)
Liquid cable dispenser (15 meters): can support up to 560kg of weight (10cr, Wt. 0.2kg)
Ration pack: one days’ worth of nutritious (but bland tasting) food (5cr, Wt. 0.1kg)
Syntherope (45 meters): supports up to 760kg of weight (20cr, Wt. 2.5kg)

TOOLS
Binder cuff: come in small, medium and large creature size. Disadvantage on target’s Strength or Dexterity opposed check vs. a +10 bonus that has advantage vs. the escapee (50cr, Wt. 0.5kg).
Energy Cell: for most non-weapon hand-held devices (10cr, Wt. nil)
Fire extinguisher: heavy obscured when used (50cr, Wt. 3kg).
Mesh tape: 30m worth, sticks and holds almost anything (5cr, Wt. 0.5kg).
Power Generator: can power up to gargantuan vehicle for 1 day or one “power-pack” for a heavy weapon (750cr, Wt. 15kg).
Power pack: for backpack size devices or hand held weapon cell power (25cr, Wt. 0.1kg).
Power recharger: can recharge power packs in 8 hours and energy cell in about 4 hours, up to 100 recharges before it needs to be recharged itself (100cr, Wt. 1kg).

WEAPON AND ARMOR ACCESSORIES
Bandolier: 12 slots that can hold up a light weapon or ammo power cell or single piece of equipment weighing up to 0.5kg each (100cr, Wt. 2kg)
Enhanced Targeting System: enhance visual targeting can be added to any firearm. With a successful shot within the weapon’s base range it deals +2 damage. Cost 300cr, Wt. 0.5kg.
Helmet package: +2 to Wisdom (Perception) checks, low-light vision, and hands-free short-range comlink (2,000cr, Wt. 1kg). To add +2 to Fortitude vs. hostile environment cost +500 credits.
Holster, concealed: Disadvantage on other’s Wisdom (Perception) check (50cr, Wt. 0.2kg)
Holster, hip: standard pistol holster (25cr, Wt. 0.5kg)
Power Strength Enhancers: servo-muscle motors can be added to any suit of armor. This it grants the wearer an equipment base Strength score of 19 and allows him to carry up 95kg base encumbrance. The suit runs on two power cells. An advanced version increases the equipment base Strength to 21 for an additional +5,000 credits (3,000cr, Wt. 5kg).
Targeting Scope: with “Aim” maneuver, no disadvantage to long range weapon attack roll and can double the long range distance, but at this range, attack roll is at disadvantage (100cr, Wt. 0.2kg). Enhanced low-light upgrade (1,000cr, Wt. 1kg).
Sling: for rifles weapons. Free action to ‘drop’ or ready a rifle on a sling. Dropping does not lose the weapon (its hanging off the character still). (25cr, Wt. 0.5kg).

OTHER
Diplomatic Kit: a backpack or formal travel pack includes a datapad, a medpac, a set of fine formal wear clothing, a long-range comlink, a fusion lantern, a week’s worth of good tasting ration food packs (1,000cr, Wt. 10kg).
One-year universal starship passenger ticket: A credstik that is good for passage on all legal passenger starships and accepted by most tramp freighter captains that take on passengers. Good for up to one year of continues use (5,000cr, Wt. nil).
Restraining Bolt & Control rod: Attached to a droid, it allows the holder of the control rod to use an Action and automatically impose the Paralyze condition onto the droid. It requires an action and Tools (Electronics) DC10 to install onto a helpless droid. Otherwise the droid must first be Grappled and increases to DC20 (500cr, Wt. 1kg each part)
Utility belt: 3-days’ supply of ration packs, a medpac, a spare power pack, a spare energy cell, a glow rod, a short-range comlink, a liquid cable dispenser with small grapple hook, four extra spare empty pouches (can each hold 0.5kg of extra items, etc.) (500cr, Wt. 4kg)[/sblock]

[sblock=ADDITIONAL SPECIAL ACTIONS]
As Star Wars takes place in a fantasy science fiction setting it requires a few new rules to cover some new situations.

Aim: if the attacker does not move on her turn (Move 0; and this also means no other maneuvers that cost any movement), she can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When she does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aiming has no effect on full cover.
Area of Effects (5th ed. pg. 204): In Saga instead of having saving throws, the attacker attempts to “hit” with an Area of Effect attack, doing full damage with a success verses target’s Reflex Defense and ½ damage if the attack roll fails (so long as the attacker got a 10 on the base check). Certain feats and talents can further negate or lower this damage. Note that you do not add your Dexterity modifier or any range feat bonuses to damage to AOE damage (only ½ Heroic level, see below).
Autofire (Area of Effect, 5th ed. pg. 204): When using an Autofire weapon feature (i.e. firing at least 10 rounds of ammunition), the attack is similar to an Area of Effect, but instead of having saving throws, the attacker attempts to “hit” with an Area of Effect attack vs. the target’s AC but at -5 to your attack roll, doing full damage with a success verses the target’s Reflect Defense, and ½ damage if the attack roll fails, so long as the attack got at least a 10 on her attack roll. If her attack roll was less than a 10, she missed all of the targets completely. Standard Autofire attacks attack everyone in a 4 x 4 meter area. NOTE that when firing a weapon with Autofire, the attacker normally does not add any feat bonuses (to attacking or damage) nor do they get to add any ability modifier to damage (only ½ Heroic level, see below).
Special: If an attacker spend a Bonus action and take no movement on his turn (Move 0 including all non-forced movement), he can “Brace” as a maneuver and reduce the penalty to -2. Bracing also has the effect of you grant advantage from all attacks against you until the start of your next turn.
Cover: cover is very important in modern and sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop a shot but rather obscure the creature making them harder to hit (per the rules in PHB pg.). Hard cover works similarly but can be destroyed by damage. Any hit that misses a target due to the cover bonus instead damages the cover. Average ½ Cover can absorb 25 HP, ¾ Cover can absorb 50 HP, Full Cover has 100 HP, and all have resistance to damage. Full cover that is reduced to 50 HP only provides ¾ cover, and ¾ cover reduces to 25 HP only provides ½ cover. When all the cover’s HP are depleted it no longer provides effective cover.
Special: To benefiting from Hard Cover, it cost the attack ½ his movement to “pop-out” and fire/attack and then duck back behind on his round.
Damage: per Saga pg. 145, add ½ Heroic level (round down) to all damage totals.
Falling Prone: unless you are forced Prone, you use 2 meters of Movement to fall to the ground prone. Also as a reaction, if you have at least 2 meters of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 2 meters of movement) and impose Disadvantage on any Area of Effect (including Auto Fire) attacks made against you. [/sblock]

[sblock=VEHICLES & STARSHIP UPDATES]
Updated size table. Modifiers apply to the vehicles Reflex Defense, as well as to the Initiative and Vehicle control checks made by the vehicles occupants.
Medium sized: Modifier +0, Examples: Individual speeders.
Large: Modifier -1, Examples: Speeder bike, X-34 landspeeders.
Huge: Modifier -2, Examples: AT-ST Walker, TIE fighter.
Gargantuan: Modifier -5, Examples: AA-1 repulser tank, X-Wing starfighter.
Colossal: Modifier -10, Examples: AT-AT Walkers, YT-1300 light freighters.
Massive: Modifier -10, Examples: Correllain corvette, Nebulon-B frigate.
Behemoth: Modifier -10, Examples: Imperial-class Star Destroyers, MC80 Mon Calamari cruiser.
Levitation: Modifier -10, Examples: Executor-class Star Dreadnought.

VEHICLE WEAPONS
Blaster Cannon: Damage: 3d8 x2 energy, Range (personal): 240/1,200, (space): 2/8, Properties: Autofire 6x6 meter area (1 square space).
Ion Cannon: Damage: 3d12 x2 ion, Range (personal): 600/3,000, (space): 4/20
Laser Cannon: Damage: 4d10 x2, Range (personal): 300/1,500, (space): 2/10
Heavy Laser Cannon: Damage: 6d12 x2, Range (personal): 500/2,500, (space): 3/15, Properties: Area of Effect 10x10 meters (1 square space).
Grenade Launcher: Damage: 5d6, Range (personal): 100/400, Properties: Area of Effect 10x10 meters.
Missile Launcher¹: Damage: 8d10 x2, Range (personal): 900/4,500, (space): 6/30, Properties: Area of Effect 20x20 meters (2x2 squares space).
Rocket Launcher¹: Damage: 8d10 x3, Range (personal): 800/3,000, (space): 5/25, Properties: Area of Effect 20x20 meters (2x2 squares space).
Photon Launcher²: Damage: 10d10 x3, Range (personal): n/a, (space): 6/30, Properties: Area 2x2 space (cannot normally be fired in an atmosphere).
Tractor Beams: Damage: n/a, Range (personal): 500/3,000, (space): 3/20
Turboblaster Cannon²: Damage: 5d8 x5, Range (personal): 300/1,500, (space): 2/10, Properties: Autofire 20x20 meters (2x2 squares space). This weapon can only be mounted on a vehicle of Massive size or greater.
Turboion Cannon²: Damage: 5d10 x5, Range (personal): 700/3,500, (space): 5/20, Properties: This weapon can only be mounted on a vehicle of Massive size or greater.
Turbolaser Cannon²: Damage: 6d12 x5, Range (personal): 1,200/6,000, (space): 8/40, Properties: This weapon can only be mounted on a vehicle of Massive size or greater.
¹ - These weapons are at a disadvantage when firing at vehicles that are Colossal or smaller
²- In addition to being at disadvantage, these weapons are an additional -10 to attack rolls vs. vehicles that are Gargantuan and smaller.

Twin linked cannons add +1 base damage die (i.e. a twin-linked blaster cannon deals 4d8 x2 damage). Quad linked cannons add +2 base damage dice (i.e. quad linked laser cannons deals 6d10 x2 damage).

NOTES AND HOUSERULES
Initiative (saga pg. 166) for vehicles is the operator’s base Initiative proficiency bonus plus the vehicle dexterity modifier minus the size penalty. The dexterity modifier also affects any maneuvering rolls, etc.
Attack (saga pg. 167) for vehicles is the operator’s base attack proficiency bonus plus the vehicles intelligence modifier. Intelligence is also used for the basic AI perception checks and any advantage sensing system it has (like radar or sensors).

Vehicle Reflex Defense (saga 168) = 10 + size modifier + armor bonus + vehicle operator’s proficiency bonus. Smaller, more maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some only to a max of +2). Note that the operator must be proficiency with the vehicle to gain ability modifier and proficiency bonuses.

Damage Threshold (saga pg. 168) = 10 + vehicle’s Strength modifier + size modifier (i.e. Medium +5, Large +10, Huge +15, Gargantuan +30, Colossal +50, Massive +100, Behemoth +150, Levitation +250).

Vehicles that suffer their Damage Threshold from one attack gain the Reeling Condition and all actions taken by the crew suffer the affects this condition for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.).

Vehicles already suffering the Reeling Condition who again take damage equal to exceeding its Damage Threshold acquires the Stunned Condition. The crew may still be able to act, but the vehicle cannot move under its only control (in space it conditions in a straight line at is last speed), can make not attacks with vehicle based weapons, etc. This last one round while the vehicles systems reboot and then it starts operating again, but it is still suffering from the Reeling Condition until ‘repaired’. Any actions the crew attempts against or with the vehicle’s systems, while the vehicle is Stunned, are at a Disadvantage.

At zero hit points, the vehicle is out of control and is no longer functioning. All the crew can do it attempt to fix it or abandoned it. If in space or in a hostile environment the vehicle starts venting atmosphere, and the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has ten rounds). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its damage threshold, it is destroyed. In addition, all of the vehicle’s occupants take half damage from this attack.

On a critical hit (even if the ship is not destroyed) and non-ion attacks that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage.

CREW QUALITY
Untrained: Attack Bonus +0, Checks Bonus +0
Normal: Attack Bonus +2, Check Bonus +2
Skilled: Attack Bonus +4, Check Bonus +5
Expert: Attack Bonus +6, Check Bonus +9
Ace: Attack Bonus +8, Check Bonus +12
Attack bonus assume Proficiency, Ability Modifiers and any Feats or Talents, Check bonus assume the same but also include Skill Expertise.

SPECIAL VEHICLE COMBAT RULES
Area of Effect: on Starship scale, these are treated as area attacks against one vehicle only UNLESS specifically notes in weapons description that it effects at starship scale spaces.
Autofire: on Starship scale assumes attack against one target (but otherwise use the Autofire rules, it just affects only one target). Airspeeders and Starfighters can make a special ‘Attack Run’ (see below) in which they affect targets in a 4-meters wide line and up to 20-meters length long. Note with Attack run this attack is at Advantage, and with normal Area of Effect attacks, all targets in the area suffer full damage on a hit and half damage on a miss.
Collisions: Work fairly close to Saga pg. 173, except were revised below (see Ramming). Mobile Hazards have the same Attack bonus as listed vs. the target’s Reflex Defense.
Ion Damage: As with Droids and other devices, as such that after subtracting damage, compare the basic ion damage and double vs. the vehicles Damage Threshold for purposes of imposing Reeling or Stunned conditions (some military grade vehicles are hardened verses this type of damage and do not suffer this penalty). Vehicles with Ion Vulnerability suffer double the damage (don’t double it again vs. the Threshold though). However, Ion damage does not have as lasting affects as other damage. When making normal repairs, a success doubles the amount of damage that a mechanic (or mechanic team) restores. Finally, when jury-rigging repairs the damage recovered this way does not go away at the end of the battle (see Jury-Rigging).
Missile and Torpedoes: If the gunner of a missile or torpedo spends an Action before firing such a weapon, the gunner makes a special Attack against the target (at normal bonuses and penalties). If he is successful the missile or torpedo is “locked” onto the target. Firing a weapon with ‘missile lock’ means that if the gunner misses on his Attack roll, the next round the missile or torpedo can again tries to attack the target with the same Attack roll bonus. If this second attack misses then the missile or torpedo self-destructs harmlessly.
Out of Control: An out of control vehicle (one that is Stunned or has 0 hit points remaining) is no long under control of the vehicle operator. Land vehicles tend to move in the same general direction they were moving before being disabled, the first round at whatever speed it was traveling the previous rounds, and half speed each round after that. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft generally act the same way in space, moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 150 meters plus another 300 meters for every rounds until it either hits the surface or is reactivated. Resolve falling damage as normal, and all passengers and crew suffer ½ this damage.
Tractor Beams: Work something like Grapple (5th pg. 195) but on a much larger scale. Starships have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the tractor beam ship wins, the target has a special form of Restrained Condition, in that its speed is reduced to 0, but that beam can force move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). Generally it moves the target 20 meters a round that it is grappled (or one Starship scale space a round).

VEHICLES IN COMBAT (Updated for 5th ed.)
Attack with Vehicle Weapons (Capital Ships): Capital Ship weapons are designed for long-range bombardment against large or immobile targets, and have a difficultly tracking very small enemies. See their individual weapon descriptions above for penalties.

Attack Run (Vehicle Operator Only): As an Action you can move up to the vehicle speed (minimum 100 meters/2 spaces or ½ vehicle max speed) in a straight line through unobstructed terrain towards your target and make an attack with a vehicle weapon(s) at the target at the end of your movement. This attack is at Advantage, but any attacks against your vehicle also have Advantage until the start of your next turn.

Dash (Vehicle Operator Only): As an Action you can move your vehicle up to its listed Maximum speed. Per round, take the KP/H as meters per round (i.e. an AT-AT that Dashes moves 60 meters as its Action). Non-piloting crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.

Dogfighting (Vehicle Operator Only): As an Action, the pilot of an airspeeder or Starfighter can initiate a dogfight against an enemy ‘nearby’ airspeeder or Starfighter. Make a Vehicle skill check at -2 opposed by the enemy’s Vehicle skill check. If you success, you and the target vehicle are engaged in a dogfight.
Consequences of Dogfighting: Vehicles engaged in a dogfight must select the dogfighting action on every turn, and cannot move out of their current “area” until one disengages. While engaged in a dogfight you cannot attack targets outside the dogfight.
Firing into a Dogfight: Other vehicles firing into a dogfight are at Disadvantage (unless the gunner has the Precise Shot feat)
Attacking in a Dogfight: At the start of each round, Vehicle operators make Opposed Vehicle operation skill checks (this is part of the movement of the vehicle as they fly around each other trying to get into the best position). The operator that wins may make attack rolls as normal this turn, while the loser is at Disadvantage for all attacks this round.
Disengaging from the Dogfight: A vehicle that wishes to exit a dogfight must take a Bonus action and attempt another opposed Vehicle operation check. If successful the operator ends the dogfight and can move its speed as normal. If the operator fails, the operator can chose to either remain in the dogfight or disengage but all opponents in the dogfight can a free Opportunity attack against them (this does not cost them their reaction as normal Opportunity attacks normally do).
Opportunity Dogfights: If an enemy Starfighter tries to move through your space or an adjacent space (spaceship scale) you may attempt to initiate a dogfight as a Reaction. If successful, the enemy Starfighter must stop moving.

Fly Defensively (Vehicle Operator Only): As an Action, you concentrate more on protecting your vehicle then hurting your enemies. You as the operator cannot take other actions until the start of your next turn (except Bonus and Reactions). All attacks made by your vehicle are at Disadvantage until the start of your next turn, but all made by your vehicle (gunners, etc.) are also at Disadvantage. The vehicle operator must have proficiency in the vehicle she is operating in order to gain this bonus. Capital ships cannot take this action except against other capital ships (and then they are at a Disadvantage attacking smaller craft also).

Increase Vehicle Speed (Vehicle Operator Only): If the operator is proficient with the vehicle he is operating, you can attempt to push the vehicles speed past its normal limits. As a Bonus action, make a DC 15 Vehicle skill check. If successful you increase the base Speed of your vehicle by 50% for that round. If you get over a DC 20 you double the vehicle’s speed. A failed roll results in the vehicle acquiring the Reeling Condition.

Raise or Lower Shields (System Operator or Vehicle Operator Only): As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s power systems.

Ram (Vehicle Operator Only): As an Action, a vehicle operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space and the ram is treated as an Area of Effect (5th ed. pg. 204). You can use your vehicle to ram just about anything including another vehicle, a creature a structure.
Make a Vehicle operation skill check at Disadvantage against the target’s Reflex Defense. If the check is successful, your vehicle, the target and all passengers about the vehicles involved in the collision take Collision Damage (see above). Assuming your vehicles is operating and you are alive you continue the rest of your movement past the target space. If the check fails, your vehicle and the target suffer ½ damage as to all passengers involved and your vehicles moves the next unoccupied space and stops (end of your turn).
Ramming Speed: If you vehicle was able to take the Dash action before entering the target’s space, double the damage caused by the collision.
Avoid Collison (Vehicle Operator Only): At any time your vehicle is subject to a collision, if you see the attacker, you can spend a Reaction and make a Vehicle operation check DC 15. If you succeed, all target’s involved take ½ damage if the attack was successful and no damage if the attacked failed. You cannot avoid a collision if you are intentionally ramming a target.

Recharge Shields: With an Action, a crew for the ship can attempt a Tools (Electrical) DC 15 to increase the vehicle’s current shield rating by 5, plus an additional 5 for every five points you exceed the DC check by, up to the vehicle’s normal maximum.

Repair: A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points also took more than its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable (and all passengers suffered this damage). Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap.
To repair non-destroyed vehicle (one reduced down to 0 hit points), a crew can work on it for one hour and make a Tools (Mechanic) check DC 15. A success repairs 1d8 + your tools proficiency bonus. If the vehicle is suffering any conditions these apply to the skill check.
Jury-Rig: You can attempt to make short-term repairs to a non-destroyed vehicle or make install some condition (like seal a room on a starship that is venting atmosphere). To get a disabled vehicle up and ‘limping-along’ requires a Tools (Mechanic) DC 20 check and at least one hour of work. Success means that the vehicle will acts as if Reeling for a number of minutes (or hours for starships) equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along).
To jury-rig damage to a non-disable vehicle requires a Tools (Mechanics) check DC 20 and an Action of work (same amount is restored and repairs above). Note though that all non-Ion damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending.

Reroute Power: A crew must make a Tools (Mechanics) DC 15 check to remove the Reeling condition from a vehicle (Stunned ends at the beginning of the vehicles next initiative, but it is still Reeling). This a number of Actions equal to 1+ (½ the Size Penalty, round down) of the vehicle (a large vehicle need 1 action, colossal vehicles require 6 actions/rounds) to remove the Reeling condition. Success removes the Reeling Condition from the ship. A crew can try and jury-rig the repairs in ½ (round down, minimum 1 round) the time, but the DC increases to 20. Failure at jury-rigging causes the vehicle to suffer the Stunning Condition for one round and then can attempt to repair on the following round.

VEHICLE DESCRIPTIONS
Updated to those listed below.
Modifiers/Attack (Mod/Atk): these are the modifiers to the crew quality or PC’s checks. Modifier effects all piloting control and initiative rolls, attacks affects all attack rolls.
Senses these are the basic senses that can be used by the crew. If they lists ‘sensors’ these are either the ship’s AI or the bonus the crew quality or PC skill check to Perception.
Defenses the basic level of Vehicle Reflex defense score (including armor). Fortitude defense is based on the vehicles Strength modifier.
HP the hit points of the vehicles
Hardness the hardness of the vehicle. Reduce all damage dealt by this amount (except lightsabers).
Threshold the vehicles Damage Threshold verse damage (its Strength modifier + size bonus).
SR (Shield Rating) the basic shields. Damage is subtracted from the shields first. If the damage exceeds the SR, subtract 5 points from the rating. When it reaches 0 the shields stop functioning.
Speed the basic speed meters along with maximum velocity and starship scale movement.
Cover the cover bonus to all crew and passengers.
Strength bonus the basic strength bonus used to oppose tractor beams, etc.
Abilities basic ability scores of vehicles which include Strength, Dexterity and Intelligence.
Crew and Passengers the standard crew size and maximum number of passengers.
Cargo space in kg or tons.
Consumables amount of emergency or standard food available.
Availability and Cost: Licensed, Restricted or Military and cost in credits (and if used cost).
Hyperdrive availability and speed for starships. [/sblock]

[sblock=VEHICLE EXAMPLES]
Fast Landspeeder: Small, fast and popular repulsorlift vehicles, the fast speeders are limited to rising no more than a few meters above any surface. Able to comfortably seats two, or uncomfortably seat four, these vehicles are also popular with many security forces for rapid transportation for agents. Generally these are ground effect vehicles but in an emergency they can clear obstacles up to 5 meters in height. One of the most popular is the SuroSuub X-34.
Large Ground Vehicle (Speeder)
Mod/Atk base +3/+1; Senses occupants; Defenses Ref 14 (armor +5) + pilot’s Dex or Int modifier (max +2) + proficiency bonus, Fort 14; HP 40; Hardness 5; Threshold 24; Speed 30 meters base (max. velocity 330 km/h); Cover ¾; Strength bonus +7; Abilities Str 18, Dex 18, Int 12; Crew 1, Passengers 3, Cargo 40kg, Consumables 1 day; Availability Licensed, Cost 10,000 (2,500 used).

Heavy Landspeeder: Larger and slower than many vehicles they are just as popular as their faster cousins for carrying small groups of passengers or moderate cargo loads (up to one ton). Some security forces models have been modified with heavy weapons to create a light combat car.
Huge Ground Vehicle (Speeder)
Mod/Atk base -1/+1; Senses occupants; Defenses Ref 14 (armor +6) + pilot’s proficiency bonus, Fort 19; HP 100; Hardness 10; Threshold 34; Speed 20 meters base (max. velocity 240 km/h); Cover ¾ or full; Strength bonus +19; Abilities Str 28, Dex 12, Int 12; Crew 1, Passengers 8, Cargo 3 tons, Consumables 5 days; Availability Licensed, Cost 15,000 (7,500 used).

Individual Landspeeder: These tiny repulsorlift craft are designed to transport one person at high speeds. Rarely used by any security force, these craft are unsuited for combat. Their maximum altitude is 10 meters.
Medium Ground Vehicle (Speeder)
Mod/Atk base +4/+1; Senses occupants; Defenses Ref 14 (armor +4) + pilot’s Dex or Int modifier + proficiency bonus, Fort 14; HP 25; Hardness 5; Threshold 19; Speed 40 meters base (max. velocity 400 km/h); Cover ½; Strength bonus +4; Abilities Str 18, Dex 18, Int 12; Crew 1, Passengers 0, Cargo 10kg, Consumables 1 day; Availability Licensed, Cost 5,000 (2,000 used).

Speeder bikes: Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually can carrying one passenger. Speeder bikes emphasize speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike had a maximum altitude of 10 meters and can thus maneuver deftly over very rough terrain. Some companies manufactured extras, like sidecars.
Medium Ground Vehicle (Speeder)
Mod/Atk base +7/+1; Senses occupants; Defenses Ref 14 (armor +4) + pilot’s Dex or Int modifier + proficiency bonus, Fort 15; HP 30; Hardness 5; Threshold 20; Speed 50 meters base (max. velocity 450 km/h); Cover ½; Strength bonus +5; Abilities Str 20, Dex 24, Int 12; Crew 1, Passengers 1, Cargo 10kg, Consumables 1 day; Availability Licensed, Cost 6,750 (2,550 used).

Submersible: These small, commercial submersibles are common on every planet with large bodies of water. Used for everything from commuting to police patrol, they fill the same role as air and land speeders do, but underwater. Various manufacturers make dozens of different designs, but it is rare to see a submersible that was not manufactured on the world where it is used.
Large Ground Vehicle (Submersible)
Mod/Atk base +0/+1; Senses occupants; Defenses Ref 14 (armor +5) plus pilot’s Dex or Int modifier (max +2) + proficiency bonus, Fort 15; HP 40; Hardness 5; Threshold 25; Speed 12 meters base (max. velocity 80 km/h); Cover full; Strength bonus +8; Abilities Str 20, Dex 12, Int 12; Crew 1, Passengers 3, Cargo 30kg, Consumables 2 days; Availability Licensed, Cost 15,000 (8,000 used).

Swoops: Essentially a stripped down landspeeders with heavy super-charged engines, swoop are used for competitive racing. Lacking most of the controls, brake systems and other 'useless mass' of normal speeders, swoop can reach truly amazing speeds at the price of very unpredictable controls, especially at high speeds. Racers are fairly deadly to the drivers during a crash.
Large Ground Vehicle (Swoop)
Mod/Atk base +6/+1; Senses occupants; Defenses Ref 13 (armor +4) + pilot’s Dex or Int modifier + proficiency bonus, Fort 14; HP 40; Hardness 5; Threshold 24; Speed 80 meters base (max. velocity 900 km/h*); Cover ¾; Strength bonus +7; Abilities Str 18, Dex 24, Int 12; Crew 1, Passengers 0, Cargo 10kg, Consumables 1 day; Availability Licensed, Cost 18,000 (8,000 used).
*The operator is at disadvantage with any vehicle operation skill at speeds over 500 km/h

Tracked Transport: These huge, heavily armored transports are ideal for frontier planets.
Colossal Ground Vehicle (Tracked)
Mod/Atk base -10/+1; Senses occupants, Radar +1 (Int); Defenses Ref 14 (armor +15), Fort 29; HP 200; Hardness 15; Threshold 89; Speed 12 meters base (max. velocity 80 km/h); Cover full; Strength bonus +29; Abilities Str 48, Dex 10, Int 12; Crew 5, Passengers 200, Cargo 40 tons, Consumables 10 days; Availability Licensed, Cost 50,000 (30,000 used).

AIR VECHILES
Light Airspeeder: This light, unarmed airspeeder is a reliable and serviceable craft, popular with many. Capable of transporting four passengers and light cargo, many families use this speeder on a daily basis.
Large Air Vehicle (Air Speeder)
Mod/Atk base +5/+1; Senses occupants; Defenses Ref 14 (armor +5) plus pilot’s Dex or Int modifier + proficiency bonus, Fort 17; HP 40; Hardness 5; Threshold 27; Speed 90 meters base (max. velocity 1,100 km/h); Cover ¾; Strength bonus +9; Abilities Str 22, Dex 22, Int 12; Crew 1, Passengers 4, Cargo 300kg, Consumables 1 day; Availability Licensed, Cost 20,000 (10,000 used).

T-16 Skyhopper: Manufactured by the Incom Corporation, this popular high-performance airspeeder is capable of sub-orbital flight. Its controls are very similar to those of Incom's popular X-Wing starfighters, making the T-16 a common flight trainer. A variant can be purchased armed with a light repeating blaster, making this craft popular with planetary law enforcement.
Huge Ground Vehicle (Air Speeder)
Mod/Atk base +2/+1; Senses occupants; Defenses Ref 14 (armor +6) + pilot’s Dex or Int modifier (max +2) + pilot’s proficiency bonus, Fort 19; HP 80; Hardness 8; Threshold 34; Speed 60 meters base (max. velocity 700 km/h); Cover full; Strength bonus +19; Abilities Str 28, Dex 18, Int 12; Crew 1, Passengers 4, Cargo 1 ton, Consumables 2 days; Availability Licensed, Cost 35,000 (15,000 used).

MILITARY VEHICLES
AAT: The Trade Federation Armored Assault Tank is a repulsorlift vehicle designed for frontal assaults on relatively flat terrain. With a six droid crew, a heavy laser cannon turret, two linked blasters and six plasma shell launchers on the forward armor, the AAT is a powerful and deadly weapons platform. Despite this a design flaw makes them especially susceptible to ion weapons.
Huge Ground Vehicle (Speeder)
Mod/Atk base -1/+2; Senses occupants, Radar +2 (Int); Defenses Ref 19 (armor +11) + pilot’s proficiency bonus, Fort 18; HP 180; Hardness 15; Threshold 33; Speed 14 meters base (max. velocity 60 km/h); Cover full (crew), ½ (passengers external); Strength bonus +13; Abilities Str 36, Dex 16, Int 14; Crew 4, Passengers 6, Cargo 500kg, Consumables 1 week; Payload 12 missiles, Availability Military, Cost not available for sale. Note due to a design flaw the AAT takes double damage from ion weapons.
Weapons: Heavy laser cannon (gunner): Damage 6d12 x2, Range 500/2,500, Area 10x10 meters sphere
Light Blaster Cannons (gunner): Damage 2d8 x2, Range 200/1,000, Autofire 6x6 meter area
Light Repeating Blaster Cannons (pilot): Damage 3d10, Range 80/500, Autofire 4x4 meter area
Missile launcher (pilot): Damage 8d10 x2, Range 900/4,500, Area 20x20 meter sphere

AT-ST: The All-Terrain Scout Transport is a small, two-legged walker with a two man crew and an armament of forward mounted twin fire-linked blaster cannon, fire-linked light blaster cannons in an 'ear' turret and a forward facing anti-infantry mortar launcher.
Huge Ground Vehicle (Walker)
Mod/Atk base -1/+1; Senses occupants, Radar +1 (Int); Defenses Ref 16 (armor +8) + pilot’s Dex or Int modifier (max +2) + pilot’s proficiency bonus, Fort 20; HP 120; Hardness 10; Threshold 35; Speed 18 meters base (max. velocity 90 km/h); Cover full; Strength bonus +15; Abilities Str 30, Dex 14, Int 12; Crew 2, Passengers 2 (cramped), Cargo 30kg, Consumables 2 days; Payload 12 grenades, Availability Military, Cost not available for sale.
Weapons: Duel blaster cannons (pilot): Damage 4d8 x2, Range 240/1,200, Autofire 6x6 meter area
Duel E-Web blaster cannons (copilot): Damage 4d12, Range 100/1,000, Autofire only 4x4 meter area
Grenade launcher (copilot): 4d6 energy, 4x4 meter area sphere

AT-AT: An All-Terrain Armored Transport is a four legged armored walker with a crew of five, passenger capacity for forty fully armed troopers and is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit.
Colossal Ground Vehicle (Walker)
Mod/Atk base -10/+2; Senses occupants, Radar +1 (Int); Defenses Ref 18 (armor +18), Fort 29; HP 300; Hardness 25; Threshold 79; Speed 12 meters base (max. velocity 60 km/h); Cover full; Strength bonus +29; Abilities Str 48, Dex 10, Int 14; Crew 5, Passengers 40, Cargo 1 ton, Carried Craft 5 speeder bikes or 2 AT-ST, Consumables 1 week; Availability Military, Cost not available for sale.
Weapons: Duel Heavy laser cannons (gunner): Damage 6d10 x2, Range 500/2,500, Area 10 x 10 meter sphere splash
Blaster cannons (2) (gunners): Damage 3d8 x2, Range 240/1,200, Autofire 6x6 meter area

Scout Speeder Bike: A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for reconnaissance. Typical model is capable of seating up to two people with a maximum altitude of 10m.
Large Ground Vehicle (Speeder)
Mod/Atk base +6/+1; Senses occupants; Defenses Ref 13 (armor +4) + pilot’s Dex or Int modifier + proficiency bonus, Fort 14; HP 35; Hardness 5; Threshold 24; Speed 60 meters base (max. velocity 500 km/h); Cover none; Strength bonus +7; Abilities Str 18, Dex 24, Int 12; Crew 1, Passengers 1, Cargo 15kg, Consumables 1 day; Availability Licensed, Cost 6,750 (1,250 used).
Weapons: Blaster cannon (pilot): Damage 3d8 x2, Range 240/1.200, Autofire 6x6 meter area

Cloud Car: Generally designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating.
Large Air Vehicle (Air Speeder)
Mod/Atk base +5/+2; Senses occupants; Defenses Ref 14 (armor +5) plus pilot’s Dex or Int modifier + proficiency bonus, Fort 17; HP 60; Hardness 5; Threshold 27; Speed 120 meters base (max. velocity 1,100 km/h); Cover ¾; Strength bonus +9; Abilities Str 22, Dex 22, Int 14; Crew 2, Passengers 0, Cargo 30kg, Consumables 2 day; Availability Military, Cost 70,000 (30,000 used)
Weapons: Dual laser cannons (2) (pilot and copilot): Damage 6d12 x2, Range 500/2,500 (3/15), Area 10x10 meter sphere

LAAT: The Low Altitude Assault Transport is a common sight with any Republic armada. Used to deploy troops (up to 30) and vehicles (up to six speeders) to a planet's surface, the LAAT also serves as a support gunship, anti-fighter vehicle and search and rescue ship. Heavily armored and armed with three blaster cannon turrets, eight anti-air missiles, two concussion missile launchers and two pilot controlled heavy lasers, the LAAT and its four clone crew (one pilot, three gunners) is able to provide powerful and timely fire support in all but the heaviest of combat zones.
Colossal Ground Vehicle (Air Speeder)
Mod/Atk base -8/-8; Senses occupants, Radar +2 (Int); Defenses Ref 12 (armor +12) + pilot’s Dex or Int modifier (max +2) + pilot’s proficiency bonus, Fort 26; HP 120; Hardness 15; Threshold 76; Speed 100 meters base (max. velocity 900 km/h); Cover full or ¾; Strength bonus +26; Abilities Str 42, Dex 14, Int 14; Crew 6, Passengers 30, Cargo 2 tons, Consumables 2 days; Payload 24 missiles, 6 rockets, Availability Military, Cost 85,000 (40,000 used)
Weapons: Missile Launcher (pilot): Damage 6d10 x2, Range 900/4,500, Area 20x20 meter sphere
Rocket Launcher (pilot): Damage 8d10 x3, Range 800/3,000 (5/25), Area 20x20m
Anti-personal laser cannon (copilot): Damage 4d10, Range 500/1,500
Composite-beam laser (gunners 4): Damage 3d10, Range 600/1,800[/sblock]

[sblock=STARSHIP NOTES & EXAMPLES]
Hyperdrive: Hyperdrives is what allows travel between the stars. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For the purposes of this game, a standard Hyperdrive engine takes 24 hours plus 24 hours per additional ‘Region’ it is traveling. Ship’s list their standard time for travel. Plotting a course through Hyperspace takes 1d6+2 minutes and requires a Tools (Navcomputer) check base DC 15, +3 for each Region.
Situational Modifiers
Major established route -10
Established route -5
Destination is a Core world -5
Destination is a Deep Core world +5
Destination is an Out Rim world +5
Destination is Wild space +10
Plotting a course in 30 seconds +5
Plotting a course blind +5
Taking 3d10 x2 minutes to plot a course 05
Astrogation data plot¹ -5
¹ - These are generally limited to a course plot between two specific worlds. A standard astromech droid can store 10 jump routes within its memory core while a navcomputer can hold up to 20 for the basic models. Some navcomputers also grant a bonus to their roll (listed in the ship’s descriptions).

These modifiers are cumulative but the DC cannot fall below a 10. The “Regions” are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space. So for example to plot a course from Corellia, in the Core Worlds, to Ryloth, in the Outer Rim for (+5), is five regions (+15), along the Corellian Run major route (-10) would have a base DC of 25.

Failure of this check can have a number of results. Most will damage the Hyperdrive (not operational). GM has the final say but other common occurrences are not jumping at all, ending up in a random location or lost in space (or even hyperspace!!).

STAR FIGHTERS
A-wing: Simply put, the A-wing was a cockpit attached to twin engines and is one of the fastest fighters ever made. Like its Clone Wars predecessor, the Eta-2, the A-wing required pilots of exceptional skill to take full advantage of the vessel's speed, agility, and special features—and the Alliance lacked the Galactic Republic's Jedi pilots. It is armed with twin laser cannons and a concussion missile launcher and boosts strong force field shields.
Huge Starfighter
Mod/Atk +3/+3; Senses sensor +3 or Astromech; Defenses Reflex 14 (armor +6) + pilot’s Dex or Int mod + pilot’s proficiency, Fort 22; HP 90, Hardness 10, SR 20, Threshold 37; Speed 150 meters base (max. velocity 1,300 km/h), fly 6 (starship scale); Cover Full; Strength bonus +12; Abilities Str 34, Dex 20, Int 16; Crew 1, Passengers 1 droid, Cargo 65kg, Consumables 1 week; Payload 12 missiles, Availability Military, Cost 120,000 (65,000 used)
Hyperdrive x1.5 (Astromech)
Weapons: Duel laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Missile Launcher (pilot or droid): Damage 8d10 x2, Range 900/4,500 (6/30), Area 20x20m

ARC 170: The Aggressive Reconnaissance 170 is a large and rugged starfighter. Equipped with two forward-facing medium laser cannons, one rear-facing laser cannons, one forward mounted proton torpedo launcher and a good shield generator, the ARC 170 is crewed by three clone troops and an astromech droid.
Gargantuan Starfighter
Mod/Atk -2/+2; Senses sensor +2 or Astromech; Defenses Reflex 17 (armor +12) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 28; HP 150, Hardness 10, SR 25, Threshold 58; Speed 90 meters base (max. velocity 1,000 km/h), fly 4 (starship scale); Cover Full; Strength bonus +18; Abilities Str 46, Dex 16, Int 14; Crew 3, Passengers 1 droid, Cargo 110kg, Consumables 1 week; Payload 8 torpedoes, Availability Military, Cost 155,000 (70,000 used)
Hyperdrive x1.5 (Astromech)
Weapons: Duel heavy laser cannons (pilot or copilot): Damage 7d10 x2, Range 300/1,500 (2/10)
Heavy laser cannon (rear gunner): Damage 6d10 x2, Range 300/1,500 (2/10)
Photon launcher (pilot or copilot): Damage 10d10 x3, Range 6/30, Area Effect 2 x 2 space scale.

B-Wing: The B-wing starfighter was one of the largest and most heavily armed starfighters/ bombers in the Rebel Alliance's fleet. The name B-wing came from the craft's remote similarity in appearance to the lowercase letter "b", although its’ sword like shape in attack mode has earned it the nickname "blade-wing", which may be another reason for the "b" prefix.
Gargantuan Starfighter
Mod/Atk -2/+2; Senses sensor +2 or Astromech; Defenses Reflex 19 (armor +14) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 29; HP 160, Hardness 10, SR 25, Threshold 59; Speed 90 meters base (max. velocity 1,000 km/h), fly 4 (starship scale); Cover Full; Strength bonus +18; Abilities Str 48, Dex 16, Int 14; Crew 2, Passengers 1 droid, Cargo 80kg, Consumables 1 week; Payload 8 torpedoes, Availability Military, Cost 175,000 (90,000 used)
Hyperdrive x1.5 (Astromech)
Weapons: Quad Laser cannons (pilot): Damage 6d10 x2, Range 300/1,500 (2/10)
Ion Cannon (copilot): Damage 3d12 x2, range 600/3,000 (4/20)
Photon torpedo launcher (copilot): Damage 10d10 x3, Range (6/20) Area (2 x 2 space scale)

Vulture Droid Starfighter/Walker: A droid starfighter was any starfighter powered by a droid brain. They saw extensive use prior to and during the Clone Wars, particularly by the Trade Federation. The Galactic Empire would eventually create droid starfighters of its own. It is equipped with light shields, quad linked blaster cannons and a pair of concussion missile launchers.
Huge Starfighter
Mod/Atk +3/+3; Senses sensors +6 (droid); Defenses Reflex 16 (armor +7) +3 pilot’s Dex + 3 proficiency(droid base 22), Fort 24; HP 70, Hardness 10, Threshold 39; Speed 120 meters base (max. velocity 1,100 km/h), fly 5 (starship scale) walking 12 meters (max 50 km/h); Cover Full; Strength bonus +14; Abilities Str 38, Dex 18, Int 14; Crew 0, Passengers 0, Cargo 0, Consumables 2 days; Payload 6 missiles, Availability Restricted, Cost 40,000
Hyperdrive none
Weapons: Duel laser cannons (droid pilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Missile Launcher (droid pilot): Damage 8d10 x2, Range 900/4,500 (6/30), Area 20x20m

Delta-7 Aethersprite: Sometimes referred to as a Jedi Starfighter, the Delta-7 was very popular with the order before the start of the Clone Wars. At that time, one was assigned to every Jedi active in the field. Armed with good shields and twin laser cannons, it is crewed by one pilot and an integrated repair or astromech droid.
Huge Starfighter
Mod/Atk +4/+3; Senses sensor +3 or Astromech; Defenses Reflex 14 (armor +6) + pilot’s Dex or Int mod + pilot’s proficiency, Fort 21; HP 90, Hardness 10, SR 20, Threshold 36; Speed 130 meters base (max. velocity 1,200 km/h), fly 5 (starship scale); Cover Full; Strength bonus +11; Abilities Str 32, Dex 22, Int 16; Crew 1, Passengers 1 droid, Cargo 50kg, Consumables 2 days (1 week with booster ring); Availability Military, Cost 80,000 used
Hyperdrive x1 (with booster ring), (Astromech)
Weapons: Duel laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)

Eta-2 Actis: The Eta-2, or Jedi Interceptor, was developed during the three years of civil warfare known as the Clone Wars. Though unshielded, its small design allows it to be about as effective as the other starfighters of its era. The Actis is armed with two large laser cannons and two ion cannons and crewed by one pilot and a supplemental astromech droid.
Huge Starfighter
Mod/Atk +6/+2; Senses sensor +2 or Astromech; Defenses Reflex 14 (armor +6) + pilot’s Dex or Int mod + pilot’s proficiency, Fort 22; HP 90, Hardness 10, SR 20, Threshold 37; Speed 160 meters base (max. velocity 1,500 km/h), fly 6 (starship scale); Cover Full; Strength bonus +12; Abilities Str 34, Dex 26, Int 14; Crew 1, Passengers 1 droid, Cargo 65kg, Consumables 2 days (1 week with booster ring); Payload 12 missiles, Availability Military, Cost 100,000 used
Hyperdrive x1 (booster ring), (Astromech)
Weapons: Duel laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Ion Cannon (pilot): Damage 3d12 x2, Range 600/3,000 (4/20)

N-1 Naboo Fighter: The Nubian-1 was a popular starfighter with the government of Naboo. Developed with a good shield generator, integrated hyperdrive, two laser cannons and proton torpedo launcher, the N-1 is a powerful and dangerous addition to any planetary defense force.
Huge Starfighter
Mod/Atk +3/+3; Senses sensor +3 or Astromech; Defenses Reflex 14 (armor +6) + pilot’s Dex or Int mod + pilot’s proficiency, Fort 22; HP 100, Hardness 10, SR 20, Threshold 37; Speed 120 meters base (max. velocity 1,100 km/h), fly 5 (starship scale); Cover Full; Strength bonus +12; Abilities Str 34, Dex 20, Int 16; Crew 1, Passengers 1 droid, Cargo 50kg, Consumables 1 week; Availability Military, Cost 180,000 (90,000 used)
Hyperdrive x1.5 (Astromech)
Weapons: Duel Laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Photon torpedo launcher (pilot): Damage 10d10 x3, Range (6/20) Area (2 x 2 space scale)

TIE Fighter: The TIE/inceptor starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap.
Huge Starfighter
Mod/Atk +2/+2; Senses sensors +2; Defenses Reflex 14 (armor +6) + pilot’s Dex or Int mod + pilot’s proficiency, Fort 22; HP 60, Hardness 10, Threshold 37; Speed 120 meters base (max. velocity 1,200 km/h), fly 5 (starship scale); Cover Full; Strength bonus +17; Abilities Str 34, Dex 18, Int 14; Crew 1, Passengers 0, Cargo 10kg, Consumables 2 days; Availability Military, Cost 60,000 (25,000 used)
Hyperdrive none
Weapons: Duel laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)

TIE Interceptor: the TIE-Interceptor was designed specifically to counter the Rebel Alliance X-Wing. To increase speed and firepower, the designers at Sienar gave it large engines, more powerful energy conversions, weak deflector shields and a package of four fire-linked laser canons.
Huge Starfighter
Mod/Atk +6/+3; Senses sensor +3; Defenses Reflex 14 (armor +6) + pilot’s Dex or Int mod + pilot’s proficiency, Fort 24; HP 100, Hardness 10, SR 10, Threshold 39; Speed 130 meters base (max. velocity 1,250 km/h), fly 5 (starship scale); Cover Full; Strength bonus +14; Abilities Str 38, Dex 24, Int 16; Crew 1, Passengers 0, Cargo 75kg, Consumables 2 days; Availability Military, Cost 120,000 (50,000 used)
Hyperdrive none
Weapons: Quad laser cannons (pilot): Damage 6d10 x2, Range 300/1,500 (2/10)

V-19 Torrent: An assault fighter of exceptional speed and maneuverability, the V-19 is heavily used by the Republic after the start of the Clone Wars. Armed with two laser cannons and a well-stocked concussion missile launchers, the V-19 is crewed by a single clone pilot.
Huge Starfighter
Mod/Atk +3/+2; Senses sensor +2; Defenses Reflex 14 (armor +6) + pilot’s Dex or Int mod + pilot’s proficiency, Fort 22; HP 100, Hardness 10, SR 15, Threshold 37; Speed 130 meters base (max. velocity 1,200 km/h), fly 5 (starship scale); Cover Full; Strength bonus +12; Abilities Str 34, Dex 20, Int 14; Crew 1, Passengers 0, Cargo 75kg, Consumables 2 days; Payload 18 missiles, Availability Military, Cost 85,000 used
Hyperdrive x1.5 (Astromech)
Weapons: Duel laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Missile Launcher (pilot or droid): Damage 8d10 x2, Range 900/4,500 (6/30), Area 20x20m

Y-Wing: The BTL Y-wing starfighter, built by Koensayr Manufacturing, was a mainstay of the Alliance Starfighter Corps. It was often used as an assault bomber to attack enemy capital ships directly in conjunction with later B-wings.
Gargantuan Starfighter
Mod/Atk +0/+3; Senses sensor +3 or Astromech; Defenses Reflex 17 (armor +12) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 26; HP 160, Hardness 10, SR 25, Threshold 56; Speed 90 meters base (max. velocity 1,000 km/h), fly 4 (starship scale); Cover Full; Strength bonus +18; Abilities Str 42, Dex 18, Int 16; Crew 2, Passengers 1 droid, Cargo 90kg, Consumables 1 week; Payload 10 torpedoes, Availability Military, Cost 135,000 (60,000 used)
Hyperdrive x1 (Astromech)
Weapons: Duel Laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Duel Ion Cannon (copilot): Damage 4d12 x2, range 600/3,000 (4/20)
Photon torpedo launcher (copilot): Damage 10d10 x3, Range (6/20) Area (2 x 2 space scale)

X-Wing Series Fighter: The X-wing carries four fire-linked laser cannons and proton torpedo launcher. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing’s varied mission profile. The good shielding provides some protection for the pilot and droid.
Gargantuan Starfighter
Mod/Atk +0/+3; Senses sensor +3 or Astromech; Defenses Reflex 17 (armor +12) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 26; HP 120, Hardness 10, SR 15, Threshold 56; Speed 90 meters base (max. velocity 1,050 km/h), fly 4 (starship scale); Cover Full; Strength bonus +16; Abilities Str 42, Dex 18, Int 16; Crew 1, Passengers 1 droid, Cargo 100kg, Consumables 1 week; Payload 6 torpedoes, Availability Military, Cost 150,000 (65,000 used)
Hyperdrive x1 (Astromech)
Weapons: Duel Laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Photon torpedo launcher (copilot): Damage 10d10 x3, Range (6/20) Area (2 x 2 space scale)

Z-95 Headhunter: An older design, but a very effective one, the Z-95 Headhunter is still a respected starfighter. Equipped with two fire-linked laser cannons, a missile launchers and light shielding, the Headhunter is a deadly single pilot fighters.
Huge Starfighter
Mod/Atk +3/+2; Senses sensor +2; Defenses Reflex 14 (armor +6) + pilot’s Dex or Int mod + pilot’s proficiency, Fort 23; HP 100, Hardness 10, SR 15, Threshold 38; Speed 110 meters base (max. velocity 1,150 km/h), fly 5 (starship scale); Cover Full; Strength bonus +13; Abilities Str 36, Dex 20, Int 14; Crew 1, Passengers 0, Cargo 75kg, Consumables 2 days; Payload 12 missiles, Availability Military, Cost 50,000 used
Hyperdrive none
Weapons: Duel laser cannons (pilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Ion Cannon (pilot): Damage 3d12 x2, range 600/3,000 (4/20)
Rocket Launcher (pilot): Damage 8d10 x3, Range 800/3,000 (5/25), Area 20x20m (1)

TRANSPORT AND FREIGHTER
Consular Class Cruiser: This flexible ship is designed for use in multiple roles. It has been used principally as a diplomatic vessel, but these craft have also been equipped as light corvettes for Republic law enforcement, remodeled as troop transports and even modified as command and control ships. Equipped with solid shielding and designed for a minimum crew, the Consular class can support up to eight crewmembers and sixteen passengers with a standard configuration. Equipping the ship with a pair of have laser cannon turrets and a pair of missile launchers is something only done openly by the Galactic Republic.
Colossal Transport
Mod/Atk -8/+2; Senses sensor +2; Defenses Reflex 14 (armor +14) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 26; HP 200, Hardness 15, SR 25, Threshold 76; Speed 90 meters base (max. velocity 800 km/h), fly 2 (starship scale); Cover Full; Strength bonus +16; Abilities Str 42, Dex 14, Int 14; Crew 2 (minimum, up to 8), Passengers 16, Cargo 20 tons, Consumables 2 months; Payload 18 missiles, Availability Licensed, Cost 250,000 (100,000 used)
Hyperdrive x1.5 (navcomputer; +2 bonus), backup x10
Weapons: Heavy laser cannon (2) (gunner turrets): Damage 6d12 x2, Range 1,200/6,000 (8/40)
Missile launcher (pilot or copilot): Damage 8d10 x2, Range 900/4,500 (6/30), Area 20 x20 meters

Corellian Jumpmaster 5000 Scout
: The vessel was able to perform long-lasting reconnaissance missions such as scouting out new hyperspace routes and mapping newly discovered systems. The Jumpmaster was specifically designed to allow four crewmember to travel across long distances for long periods of time with relative comfort. However the hyperdrive of the ship was susceptible to breakdowns, meaning the JM-5K was not suitable for military purposes.
Gargantuan Transport
Mod/Atk -3/+3; Senses sensor +3; Defenses Reflex 15 (armor +10) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 26; HP 120, Hardness 10, SR 15, Threshold 56; Speed 90 meters base (max. velocity 1,050 km/h), fly 4 (starship scale); Cover Full; Strength bonus +16; Abilities Str 42, Dex 14, Int 16; Crew 4, Passengers 4, Cargo 10 tons, Consumables 12 months; Availability Licensed, Cost 160,000 (85,000 used)
Hyperdrive x1.5 (navcomputer; +4 bonus, holds up to 40 jump routes in system), backup x12
Weapons: Duel laser cannons (gunner turret): Damage 5d10 x2, Range 300/1,500 (2/10)

Firespray Attack/Patrol Craft: The Firespray-31-class patrol and attack craft, or Firespray-class starship, or Firespray-class interceptor, was a patrol and transport starship designed by Kuat Systems Engineering initially for use by the Republic Correctional Authority. As a prisoner transport, the ship featured numerous holding cells and devices made for the most exotic of creatures. A trademark of the ship was that it landed horizontally with the drive engines facing the surface and the cockpit facing upward. To transition to normal flight mode, the ship rotated so that the cockpit faced forward while the drive engines faced rearward. The stock ship was well armed and armored for its size, with on-board storage space and room for several passengers and/or cargo.
Gargantuan Transport
Mod/Atk +0/+3; Senses sensor +3; Defenses Reflex 19 (armor +14) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 28; HP 150, Hardness 15, SR 15, Threshold 58; Speed 100 meters base (max. velocity 1,100 km/h), fly 4 (starship scale); Cover Full; Strength bonus +18; Abilities Str 46, Dex 20, Int 16; Crew 1 (or 2), Passengers 4+6 prison cells, Cargo 15 tons, Consumables 2 months; Availability Licensed, Cost 160,000 (85,000 used)
Hyperdrive x1.5 (navcomputer), backup x10
Weapons: Duel blaster cannon (pilot): Damage 4d8 x2, Range 240/1,200 (2/8) Autofire (-5 to attack) area 6x6m (1), full damage with success, ½ miss with a 10+.
Ion Cannon (pilot): Damage 3d12 x2, range 600/3,000 (4/20)
Tractor Beam (pilot): Range 500/3,000 (3/20)

Lambda-class T-4 Shuttle: also known as an Imperial Shuttle, the T4 is a standard light utility craft in common use throughout the Imperial military, used as a transport for troops and high ranking individuals.
Colossal Transport
Mod/Atk -9/+3; Senses sensor +3; Defenses Reflex 14 (armor +14) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 27; HP 160, Hardness 15, SR 15, Threshold 77; Speed 100 meters base (max. velocity 950 km/h), fly 3 (starship scale); Cover Full; Strength bonus +17; Abilities Str 44, Dex 12, Int 16; Crew 6 (minimum 2), Passengers 20, Cargo 80 tons, Consumables 6 months; Availability Military, Cost not generally for sale (on the black market 150,000 used)
Hyperdrive x1 (navcomputer; +2 bonus), backup x10
Weapons: Duel laser cannons (copilot): Damage 5d10 x2, Range 300/1,500 (2/10)
Duel laser cannons (gunner turret, rear arch): Damage 5d10 x2, Range 300/1,500 (2/10)

YT-1000 Light Freighter: A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a quad-laser turret.
Colossal Transport
Mod/Atk -10/+2; Senses sensor +2; Defenses Reflex 12 (armor +12) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 26; HP 140, Hardness 15, SR 15, Threshold 76; Speed 90 meters base (max. velocity 800 km/h), fly 2 (starship scale); Cover Full; Strength bonus +16; Abilities Str 42, Dex 10, Int 14; Crew 2 (normal), Passengers 6, Cargo 100 tons, Consumables 2 months; Availability Licensed, Cost 100,000 (25,000 used)
Hyperdrive x2 (navcomputer), backup x12
Weapons: Duel laser cannons (gunner turret): Damage 5d10 x2, Range 300/1,500 (2/10)

YT-2400: another popular freighter with haulers the 2400 series has an upgraded sublight and hyperdrive engine systems for faster travel another with a larger cargo hold.
Colossal Transport
Mod/Atk -9/+2; Senses sensor +2; Defenses Reflex 12 (armor +12) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency, Fort 28; HP 140, Hardness 15, SR 15, Threshold 58; Speed 120 meters base (max. velocity 950 km/h), fly 3 (starship scale); Cover Full; Strength bonus +18; Abilities Str 46, Dex 12, Int 14; Crew 2 (normal), Passengers 6, Cargo 150 tons, Consumables 2 months; Availability Licensed, Cost 150,000 (75,000 used)
Hyperdrive x1.5 (navcomputer; +1 bonus), backup x12
Weapons: Duel laser cannons (gunner turret): Damage 5d10 x2, Range 300/1,500 (2/10)

YV-100: The YV-100 light freighter was the first of the Corellian Engineering Corporation’s YV series starships released in the era surrounding the rise of the Galactic Empire. Its 66.5-meter-long frame housed enough room to hold 450 cubic meters of cargo, as well as other vital starship systems, including the hyperdrive, weaponry, and living arrangements. On the exterior, the ship resemble CEC’s YT series line in the rear portion— this design feature was due to the influence of the popular YT series already on the market which the designers brought along. The body also featured a long, slender forward portion—a trademark to the future ships of the YV series.
Colossal Transport
Mod/Atk -10/+2; Senses sensor +2; Defenses Reflex 12 (armor +12) + pilot’s proficiency, Fort 31; HP 200, Hardness 15, SR 15, Threshold 81; Speed 80 meters base (max. velocity 750 km/h), fly 2 (starship scale); Cover Full; Strength bonus +21; Abilities Str 52, Dex 10, Int 14; Crew 8 (normal), Passengers 10, Cargo 450 tons, Consumables 2 months; Availability Licensed, Cost 180,000 (80,000 used)
Hyperdrive x2 (navcomputer), backup x12
Weapons: Duel laser cannons (2) (gunner turrets): Damage 5d10 x2, Range 300/1,500 (2/10)

Capital Class Starships
Action-V Transport: It was a modest upgrade of the older Action IV transport’s design. Action V freighters couldn’t carry as much cargo as the newer Action VI transports, but were also less expensive, and could be found throughout the galaxy in the ownership of private individuals and freelance traders. The Action V was the most popular of the series, despite the fact that that its hyperdrive was slower than used in both its predecessor and successor.
Massive Capital Transport
Mod/Atk -10/+2; Senses sensor +2; Defenses Reflex 12 (armor +12) + pilot’s proficiency, Fort 31; HP 800, Hardness 15, SR 15, Threshold 131; Speed 60 meters base (max. velocity 500 km/h), fly 1 (starship scale); Cover Full; Strength bonus +21; Abilities Str 52, Dex 10, Int 14; Crew 12 (normal), Passengers 12, Cargo 100,000 tons, Consumables 2 months; Availability Licensed, Cost 500,000 (275,000 used)
Hyperdrive x2 (navcomputer), backup x12
Weapons: Duel laser cannons (2) (gunner turrets): Damage 5d10 x2, Range 300/1,500 (2/10)

Hammerhead Corvette: Hammerhead corvettes were inspired by a starship design that dated back centuries prior to the Age of the Empire. Throughout its existence, at least two different variants of the Hammerhead corvette existed. The one most commonly seen utilized by several different rebel cells as well as by their successor, the Alliance to Restore the Republic, featured its characteristic vertically-elongated bridge, a large ventral cargo bay, three dual laser cannons, and three engine units.
Massive Capital Corvette
Mod/Atk -8/+2; Senses sensor +2; Defenses Reflex 12 (armor +12) + pilot’s proficiency, Fort 35; HP 1,000, Hardness 20, SR 50, Threshold 135; Speed 90 meters base (max. velocity 1,000 km/h), fly 3 (starship scale); Cover Full; Strength bonus +25; Abilities Str 60, Dex 14, Int 14; Crew 16 (normal), Passengers 60, Cargo 5,000 tons, Consumables 6 months; Availability Military, Cost 2.5 million
Hyperdrive x2 (navcomputer), backup x12
Weapons: Duel heavy laser cannons (4; 3 forward, 1 rear) (gunner turrets): Damage 7d12 x2, Range 300/1,500 (2/10)

Assassin-class Corvette: The Assassin-class corvette, better known as the modified corvette, is a small warship first produced some time before the Battle of Hoth and used primarily by the Imperial Navy. The Assassin-class is used alongside the CR90, that it is based upon, in system patrol squadrons to repel pirates and Rebel attacks on convoys and space stations. It is also used by the Rebels in hit-and-fade operations and by several groups as a transport for high-priority cargo and personnel. These ships are armed with six dual-turbolaser turrets and concussion missile launchers and a stock of missiles. The designers had learned from the CR90 and the Assassin-class does not have the same ‘blind spot’.
Massive Capital Corvette
Mod/Atk -8/+4; Senses sensor +4; Defenses Reflex 20 (armor +20) + pilot’s proficiency, Fort 38; HP 1,200, Hardness 15, SR 50, Threshold 138; Speed 90 meters base (max. velocity 1,000 km/h), fly 3 (starship scale); Cover Full; Strength bonus +28; Abilities Str 66, Dex 14, Int 18; Crew 30 to 165, Passengers 600, Cargo 3,000 tons, Consumables 1 year; Availability Military, Cost 3.5 million (1.5 million used).
Hyperdrive x2 (navcomputer; +4 bonus), backup x12
Weapons: Tubrolaser cannon (4) (gunner turrets): Damage 6d12 x5, Range 1,200/6,000 (8/40)
4 Duel heavy laser cannons (4) (gunner turrets): Damage 7d12 x2, Range 300/1,500 (2/10)

Acclamator class assault ship: The 752 yards long Acclamator I-class assault transport carries thousands of Galactic Republic clone troopers into battle. These ships are armed with 4 heavy torpedo launch tubes, 24 point-defense laser cannons and 12 quad turbolaser turrets. Acclamator class ships are capable of destroying the surface of an entire planet with combined fire.
Massive Capital Assault
Init/Atk -9/+2; Senses sensor +2; Defenses Reflex 15 (armor +15) + pilot’s proficiency, Fort 35; HP 1,100, Hardness 20, SR 40, Threshold 135; Speed 80 meters base (max. velocity 950 km/h), fly 3 (starship scale); Cover Full; Strength bonus +25; Abilities Str 60, Dex 12, Int 14; Crew 300, Passengers 4,000 troopers, Cargo 10,000 tons, Consumables 1 year, Payload 24 torpedoes; Availability Military, Cost 3 million used
Hyperdrive x2 (navcomputer), backup x12
Weapons: Quad Tubrolaser cannons (12; 4 per arch of fire) (gunner turrets): Damage 8d12 x5, Range 1,200/6,000 (8/40)
Duel laser cannons (24; 6 per arch of fire) (gunner turrets): Damage 7d12 x2, Range 300/1,500 (2/10)
Photon torpedo launcher (4; 2 forward, 1 each flank) (gunners): Damage 10d10 x2, Range (6/20) Area (2 x 2 space scale)

EF76 Nebulon-B Escort Frigate: The EF76 Nebulon-B escort frigate is a 1,000 foot long warship that is built for the Imperial Navy to protect convoys from Rebel starfighters. They are eventually used extensively by both sides in the Galactic Civil War, as the Rebel Alliance also acquires a number of these ships through defection, victory spoils or by outright theft. Usually armed with 12 twin turbolasers, 12 laser cannons and up to 24 hull mounted starfighters; the Nebulon-B is frequently modified for varying roles that would change this load.
Massive Capital Frigate
Mod/Atk -9/+2; Senses sensor +2; Defenses Reflex 15 (armor +15) + pilot’s proficiency, Fort 35; HP 1,100, Hardness 20, SR 40, Threshold 135; Speed 80 meters base (max. velocity 900 km/h), fly 2 (starship scale); Cover Full; Strength bonus +25; Abilities Str 60, Dex 12, Int 14; Crew 300, Passengers 2,000, Cargo 80,000 tons, Consumables 1 year, Mounted Craft up to 24 gargantuan or small starfighters on outside hull (access to direct loading airlocks); Availability Military, Cost 5 million
Hyperdrive x2 (navcomputer), backup x12
Weapons: Duel Tubrolaser cannons (12; 4 per arch of fire) (gunner turrets): Damage 7d12 x5, Range 1,200/6,000 (8/40)
Duel laser cannons (12; 4 per arch of fire) (gunner turrets): Damage 7d12 x2, Range 300/1,500 (2/10)

Lucrehulk-class LH-3210 Battleship
. The Lucrehulk-class battleship was the primary capital ship of the Trade Federation's Trade Defense Force. Most Lucrehulks were modified from enormous cargo haulers. Upgraded and modified versions were later used by the CIS Navy. Standard configuration it carries over 300,000 droid troopers with hundreds of transports and 1,500 vulture droid fighters.
Massive Capital Battleship
Mod/Atk -9/+2; Senses sensor +2; Defenses Reflex 14 (armor +14) + pilot’s proficiency, Fort 41; HP 1,500, Hardness 20, SR 30, Threshold 141; Speed 70 meters base (max. velocity 800 km/h), fly 2 (starship scale); Cover Full; Strength bonus +31; Abilities Str 72, Dex 12, Int 14; Crew 300, Passengers 2,000, Cargo 100,000 tons, Consumables 1 year, Mounted Craft 1,500 vulture Starfighters, 50 dropships, 550 droid trooper transports, 1,000 armored assault tanks; Availability Military, Cost not generally for sale (black market used 4 million)
Hyperdrive x2 (navcomputer), backup x10
Weapons: Quad Tubrolaser cannons (12; 4 per arch of fire) (gunner turrets): Damage 8d12 x5, Range 1,200/6,000 (8/40)
Tubroblaster cannons (12; 4 per arch of fire) (gunner turrets): Damage 5d8 x5, Range 300/1,500 (2/10), Autofire (-5 to attack) 20 x20 meters (2x2 space), hit full damage, miss ½ damage with 10+
Duel laser cannons (40; 10 per arch of fire) (gunner turrets): Damage 7d12 x2, Range 300/1,500 (2/10)

MC80 Star Cruiser: Mon Calamari Cruisers come in many models and sizes. The earliest ones are converted passenger liners and massive freighters but later models are dedicated warships, purpose built to combat Star Destroyers and similarly impressive vessels. Though slightly smaller, lighter and less powerful than their Imperial opponents, the shielding on these vessels is sufficient to let them last in a prolonged engagement against more heavily armed vessels. These vessels are typically armed with 48 turbolasers arranged in 12 turrets, 20 ion batteries arranged in five turrets and a healthy complement of fighters and other spacecraft.
Behemoth Capital Cruiser
Mod/Atk -8/+3; Senses sensor +3; Defenses Reflex 16 (armor +16) + pilot’s proficiency, Fort 50; HP 1,800, Hardness 20, SR 60, Threshold 200; Speed 90 meters base (max. velocity 9500 km/h), fly 3 (starship scale); Cover Full; Strength bonus +40; Abilities Str 90, Dex 14, Int 16; Crew 9,000, Passengers 20,000, Cargo 90,000 tons, Consumables 2 year, Carried Craft up to 80 gargantuan or small vehicles on hanger; Availability Military, Cost 5 million
Hyperdrive x1.5 (navcomputer), backup x10
Weapons: Quad Tubrolaser cannons (12; 4 per arch of fire) (gunner turrets): Damage 6d12 x5, Range 1,200/6,000 (8/40)
Turboion cannons (20; 5 per arch of fire) (gunners): Damage 5d10 x5, Range 700/3,500 (5/20)
Duel laser cannons (32; 8 per arch of fire) (gunner turrets): Damage 5d10 x2, Range 300/1,500 (2/10)

Imperial I Star Destroyer: Just over a mile long and crewed by 5 to 35 thousand individuals, a Star Destroyer is a huge investment of materials, man power and energy. Only built by order of the galactic government, and almost never in civilian ownership, these craft are very nearly the largest and most dangerous vessels in space. Exemplifying assorted ‘superweapons’, the Star Destroyer is only outclassed by a few types of vessels, none as numerous as this symbol of Imperial might. The Imperial I-class Star Destroyer possesses a main battery of 12 heavy turbolasers and 4 heavy ion cannons, arranged in mounts flanking the ship’s tower structure. It also has numerous smaller weapons arrayed about its titanic hull.
Behemoth Capital Destroyer
Mod/Atk -8/+5; Senses sensor +5; Defenses Reflex 16 (armor +16) + pilot’s proficiency, Fort 61; HP 2,100, Hardness 20, SR 75, Threshold 211; Speed 75 meters base (max. velocity 9000 km/h), fly 3 (starship scale); Cover Full; Strength bonus +51; Abilities Str 102, Dex 14, Int 20; Crew 37,00, Passengers 9,7,000 troops, Cargo 36,000 tons, Consumables 6 years, Carried Craft 72 TIE Fighters, 8 Lambda-class shuttles, 20 AT-AT & 30 AT-ST Walkers, other craft as needed; Availability Military, Cost not available for sale
Hyperdrive x2 (navcomputer; +2 bonus), backup x8
Weapons: Tubrolaser cannons (12; 4 per arch of fire) (gunner turrets): Damage 6d12 x5, Range 1,200/6,000 (8/40)
Turboion cannons (4; 1 per arch of fire) (gunners): Damage 5d10 x5, Range 700/3,500 (5/20)
Turboblaster cannons (8; 2 per arch of fire) (gunner turrets): Damage 5d8 x5, Range 700/3,500 (2/10), Autofire (-5 to attack) 20 x20 meters (2x2 space), hit full damage, miss ½ damage with 10+
Duel laser cannons (32; 8 per arch of fire) (gunner turrets): Damage 5d10 x2, Range 300/1,500 (2/10)
Tractor Beams (8; 2 per arch of fire) (gunners): Range 500/2,000 (3/20)[/sblock]

[sblock=THE ENVIRONMENT]
ATMOSPHERE
Most major life forms breathe nitrogen, oxygen, or a mixture of the two. Knowing what kind of atmosphere a planet contains and whether or not the air is breathable is literally a matter of life and death. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous.
Vacuum: Vacuums contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as spacesuits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), he suffers 1d6 hit points of damage and is attacked by a +10 vs. Fortitude also suffer one level exhaustion of from decompression every round. If a breathing being expels all air from its lungs (requiring an Initiative check DC15) she can avoid this roll for ¼ her Constitution score (round down).
Thin: Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized spacesuits or Rebreather to operate safely in thin atmosphere. Any breach or being trapped unprotected causes a +5 Fortitude attack every minute, vs. gaining a level of exhaustion. This can lead to death. The victim recovers back exhaustion lost this way level every 10 minutes if returned to standard atmospheric pressure.
Normal: Earth-like atmospheres are said to be “normal” and have no special effects. Atmospheres between Normal and Thin or Dense may also exist. Use whatever condition is closest, but successful attacks lead to a maximum of only 4 levels of exhaustion from these lower conditions.
Dense: Dense atmospheres have a higher pressure than Earth and are almost as difficult to breathe in as thin atmospheres. A being must wear some sort of breathing apparatus or suffer a +8 Fortitude attack every 30 minutes. Failure results in one level of exhaustion up to a maximum of 5 (generally will not cause death).
Victims recover these lost exhaustion levels every 10 minutes if returned to standard atmospheric pressure.
Hazardous: The gaseous content of a Hazardous atmosphere does not support human life, regardless of pressure. It may be high in carbon dioxide or made up of more primeval gases like methane, hydrogen, and ammonia, as with Jupiter and other gas giants. A creature without a rebreather (or spacesuit if the pressure is too low) is subject to a +5 to +10 Fortitude attack every round (or minute or hour for less toxic environments, as determined by the GM) vs. an exhaustion level that can lead to death. Recovery is only possible when the creature receives air at standard pressure and one exhaustion level is recovered every 10 minutes.

GRAVITY
Space-based parties may visit everything from high-gravity worlds to drifting space hulks. Below are the game effects of traveling to these various environments. All individuals suffer some physical disorientation in gravities different than what they’re used to. This inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks.
In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They suffer just the opposite in higher gravity situations.

  • Super-Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 2 meter base).
  • Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 2 meter base).
  • Low G: Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal.
  • Micro-G: Carrying capacity, lifting, leaping distances and Speed are doubled over normal.

Zero-G Effects: Movement and combat in zero-g is tricky due to momentum and disorientation. First, when not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. Unless a creatures is anchored in some way (magnetic books lacked to a metal hull, etc.) all Strength and Dexterity based skills and attack rolls are at disadvantage. When firing a weapons when not anchored the creature is sent tumbling. When tumbling the creature has a Move speed of 0 (if he was moving then he is still moving in that direction but cannot change it) and it is at disadvantage with all skill and ability checks and attack rolls. Attacks against a tumbling creature are at advantage. As an action the creature can attempt a DC 15 Dexterity (Acrobatics) skill check to ‘right’ itself (but remember at disadvantage). Success means it is no longer tumbling.

OTHER HAZARDS
COLD WEATHER
Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F/0° C), a creature is subject to a +5 Fortitude attack or gaining one level of exhaustion. This can eventually kill the creature. For below 0° F/-18⁰ C this attack is at advantage. These rolls assume the creature is wearing winter clothing (or All-Temperature cloak). If not increase the attack to +10. Advanced arctic suits ignore freezing and grant disadvantage on the save below 0° F /-18⁰ C down to around -40° F/C then standard attack and finally advantage on attacks below -80° F /-62⁰ C. Below -100° F/-73⁰ C without a void suit or similar protection targets are hit automatically.

In the void of space, without a vacuum suit protection, this attack is every minute at +10.

EXCESSIVE HEAT
Intense heat, typically that over 90° F/32⁰ C degrees can cause heat exhaustion and heat stroke, both of which are very dangerous. The danger comes from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F/32⁰ C degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least four liters of water a day (medium sized creature), they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature is subject to a Fortitude +8 attack every four hours, add +2 to the attack if the creature has half the water needed, +5 if less than half. Add +1 to the attack for every 5 degrees above 90 the temperature is. However lower the attack -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. An all-temperature cloak imposes disadvantage on all attacks. A successful attack means gaining one level of exhaustion. This can kill the creature.

In the void of Space, without a vacuum suit protection, this roll is every minute at +10. Physical activity, water and shade have no impact on this roll.

RADIATION
There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment are subject to a Fortitude attack, success reduces its hit point maximum by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.
Dangerous levels of radiation are at +3 attack every hour vs. 1d6 hit points of damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation are +5 every minute vs. 1d8 hit points of damage an also a reduction of the creatures maximum hit point total. Deadly levels of radiation are at +10 every round vs. 1d10 hit points of damage and a reduction of the creatures maximum hit point total.

After a long rest the creature can make a Constitution ability check vs. a DC of 12 for dangerous radiation, DC 15 for extreme radiation and DC 18 for deadly radiation. A success all the creature to roll a Hit Dice. Instead of healing this amount the creature restores that amount from its reduced hit point maximum (i.e. a Noble with a successful DC constitution ability check would roll 1d6 and regain that amount back to its maximum hit point total). A successful Wisdom (Medicine) with a Medical kits and Bacta Tanks vs. the same DC grants advantage on the Hit Dice roll.

The void of space is considered a Dangerous levels of radiation.[/sblock]

[sblock=GM SECTION]
Creating Non-Heroic characters, Creatures and Constructs.
NONHEROIC CHARACTERS
Game Rule Information
Hit Dice
: at each level non-heroic characters gain 1d4 hit points + constitution modifier.
Force Points: Non-heroic character do not gain Force Points

PROFICIENCIES
Armor and Weapons
: Simple Weapons plus one either of Heavy Weapons, Martial Weapons, Pistol, Rifle, or Light Armor or Medium Armor
Skills and Tools: Any two of choice
Backgrounds: instead of picking a background, nonheroic characters gain any two Skills, Tools, Vehicles, or any of the Proficiencies listed above. Droid pick a degree and gain all skills and proficiencies listed.

Non-Heroic characters gain normal Proficiency bonuses for their level, Feats (at 1st, 3rd, 5th, etc.), and Attribute bonuses (at 4th, 8th, etc.) as normal.

Non-Heroic character ‘generally’ have 16 points (13 points for Droids) to assign to attributes, as there are no standard templates, although if you want to assign one use the following – 12, 12, 12, 10, 10, 10 (or 12, 12, 11, 10, 10 for droids).

BEASTS AND CONSTRUCTS (DROIDS)
Use the rules Size (pg. 274) from Saga for attribute modifiers but from 5th ed. for the Hit Dice type. Also see Houserules above for Damage Threshold updates. Stealth modifiers are ½ (round up) the listed bonus or penalty.

Use the rules for Natural Armor (very dependent on the individual creature) and Natural Weapons (see size for base damage based on the creature’s size. This is for ‘base’ attacks. Predator creatures can increase the die type of these attacks by at least one (some fearsome or alpha predator should increase the amount by two dice steps).

Species Traits
Airborne
: creatures have advantage on Dexterity (Initiative) skill checks.
Aquatic: creatures cannot drown in water. Also Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the creature treats these rolls at if they rolled a 10. They also gain Low-Light Vision (see Species notes about)
Arctic: creatures have advantage on Wisdom (Perception) and (Survival) skill checks but only in cold/artic environments. They have advantage when using Strength checks vs. grapple.
Desert: creatures have advantage on Wisdom (Perception) and (Survival) skill checks but only in hot/desert environments.
Subterranean: creatures have advantage on Wisdom (Perception) rolls. They also have darkvision minimum of 60 meters.[/sblock]
 
Last edited:


Sezarious

Explorer
[MENTION=94558]binder[/MENTION] Sorry i never got back Binder. That's cool. I thought you knew more than the average.
[MENTION=6801242]GreenKarl[/MENTION] don't downplay those circumstances! It's easy to bla bla away depression and other things. Plus, it's way more difficult to maintain a game as a GM than as a player. Plus you originally warned that we were playtesting your rules, so we had to be prepared for something, which might not have lasted forever.

This game was the longest pbp i've ever played, the longest game in general actually, well aside from living pathfinder, but the burden of dming there is spread out over multiple dms with that setup, so Even if an individual game dies, the characters simply return to the base thread.

It's not easy for me to see all the changes you've made, but i've noticed little things, like save bonuses increaseing at certain increments, which i like. It looks like you've streamlined the rules here and there too.

The changes i can see are more like a subtle tightening of the rules yeah? Plus the structure is even tidier than before. It looks good enough for pdf format haha!

You should pitch this to Wizards. It's lightyears better than Edge of the Empire, which I feel only had some success because it used gimicky mechanics that were fun to play with until the honeymoon period ended.

By comparison, your adaptation is clean, creative and uses rules all from the same company over different editions. So legally, if they wanted to roll it out, legally they could.

Otherwise, if worrying about the legalities of that would be too much, at the very least I think you have the capacity to produce your own system and kickstart it. It's very cool the way you chipped away over time.
 

GreenKarl

First Post
Thanks
Yea its mostly just private use. I have a big PDF with a lot of star wars related Artwork but not keen on sharing that as it is mostly art from online and I don't acknowledge any of the artists. Its just for me and my crew.

At present I am doing a d20 Modern/Future version using this as the base. We have been talking about Shadowrun lately and I don't really like any of the rules and most of the conversion online I have not been happy with either. I have been trying to get WION to work for it but I am unhappy with magic/spellcasting and a bit with cybernetics. When it gets closer to being done I will drop it here on EN also ;)
 


Remove ads

Top