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["The \"L\" Master List v9.0"]
[]
["http://thealexandrian.net/wordpress/37660/roleplaying-games/star-wars-force-and-destiny-system-cheat-sheet ",null,null,null,null,null,null,null,null,null,null,"<---FIND THE FONT AND INSTALL IT!!!"]
[]
["Here is the Key for use of this if you want to make changes or fix mistakes"]
["From Symbols \n🌕🌑🌓⬛⬜",null,"Images --->\nSpecial Font --->",null,"xaBbCcDdstfxyZz"]
[null,null,"Font translation --->",null," x   a    B  b   C   c   D  d   s   t    f    x   y   Z   z"]
[]
["Navigation"]

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["Q&A"]
[]
["Why make the \"L\" Master List?"]
["Simply put, It was originally for personal use with my friends and the majority of indexs and item lists had either everything but no real details or details but only for a small selection (generally 1 book), this list is to provide as much as possible, however i was encouraged by my friends to go online and make a post somewhere \"ill just leave this here\" for everyone and I just hope everyone enjoys it."]
["Special Font? Why and how should I install it?"]
["This item list makes a lot of use of the special \"EotE Font\" found in the link above, attempts have been made to make it mainly useable without it but for the best experience I suggest you use it unless you want to see random ddd everywhere. As to how to install it simply download it then double click on the file that is downloaded and it should be installed."]
["\"L\"? What is that supposed to mean?"]
["Well I was going to use my last name but I figured putting that online would be a bad idea so I used the first letter but If you want you can use your imagination for a alternative meaning, I wont stop you hell ill even get you started =D ;Lucky, Large, Legendary, Loser, Lemming... have fun =D"]
["The First available version is v5.0, why is that?"]
["Well I made this originally for personal use and I like making version numbers for major changes and for when I gave it to my friends, one day they might have v1.0 and then v3.0 would be ready so they could know they could update it. v5.0 is the version that I have started to get ready for public use"]
["Why Excel"]
["Why not?, Im not that skilled to make a website like the viluppo website (nor am I willing to pay for hosting it) and im able to use and manipulate Excel to do what I want also Excel seems to be a pretty common thing so should be a good choice for everybody"]
["Is there any unofficial material here?"]
["No, I only have entered information from SWRPG core books and source books, no unofficial material is put in this master list. I do however plan on adding an unofficial \"operating costs\" that I found as it is really cool for getting yourself immersed into the universe but that will be listed in its own tab and clearly labelled unofficial"]
["How can I give you money as thanks for your work here/for support?"]
["YOU DON’T! , This is a labour of love as they say, if you want to support anyone please for the love of the force go buy something from fantasy flight games as thanks because it is their game and information im only bringing it in one easy to use place, consider this a bit of a buyers guide to see what you get in the books… besides im trying to stay anonymous <insert Guy Fawkes mask here>. Although if your my one of my friends then pay my share of the game night dinner sometime XP (jk)"]
["If I have this list do I need the books"]
["This list while does give information in a summary form it does not give all the information, decription, context and lore or missions which can greatly increase someones immersion into the star wars universe, so yes get the books and use this simply as a quick reference or use this as a guide as to which book to get"]
["Found one of your lame jokes…"]
["… I make no apologies"]
[]
["CREDITS"]
[]
["Seriously this list would not be what it is today without the hard work other people have put in making their own item lists and guides, they have filled in gaps of information they have given me inspiration into the making of this list so totally giving credit where it is due and why"]
[]
[]
["First and foremost, Fantasy Flight Games, the creators of this SWRPG ( Please support them buy buying their stuff XD )"]
["My Friends who got me into the game and who I originally made this list for (you guys know who you are)"]
["The Creator and owner of http://swrpg.viluppo.net/ whoever you are you beautiful bastard your site helped alert me I was missing information and helped streamline the input of that missing info so thank you, It even has basic information I have not added yet but will get around to sometime"]
["Justin Alexander, owner of thealexandrian.net for your cheat sheet and more importantly the font you host on your website, this list would have been of much lower quality without you"]
["The \"Biff Tannen\" resource (If you used it you know what it is and why im thanking it), I wont go into why this was so helpful or what it is because I want to protect it, but without it this list wouldn’t be anything near what it is today, im so glad I found it, so once again whoever you are thank you"]
["EZlyDistrakted from Reddit who made a post in 2014 \"Comprehensive Item List for the EotE Core Rulebook\" that I copied the idea of \"Special Description\" column for the weapons tab, comes in handy when you want to know how to use a weapon or what things like \"Blast\" or \"Auto-fire\" do and how to use it"]
["While this did not help at all create this list it did however help create my friends and my characters and it is used  each session we play… and that is OggDude's Another Character Generator, its pretty damn good and I suggest everyone gets and uses it and it is located at https://community.fantasyflightgames.com/topic/89135-another-character-generator/ so good job OggDude and Thank you for your hard work"]
["player3346826 on the FFG Forums, he made the LOVELY and MAGICAL navigation buttons (that I hope work for all of you)"]
["My Workplace, simply because while doing my job I also got time to make this list"]

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["GM Common Reference Sheet"]
[]
["Social Interactions",null,null,"Manuvers"]
["Acting Skill","Opposing Skill",null,"Aim: Gain a bonus on the next attack."]
["Coercion, Deception, Leadership","Discipline",null,"Assist: Grant a bonus to an ally's check."]
["Charm","Cool",null,"Guarded Stance: Take penalties to melee attacks for a bonus to melee defense."]
["Negotiation","Negotiation, Cool",null,"Interact with the Environment: This could be anything from moving objects to manipulating control panels."]
[null,null,null,"Manage Gear: Draw, holster, or put away weapons and items, or load a weapon."]
["Attack Difficulties",null,null,"Mount or Dismount: Mount or dismount from a vehicle or animal."]
["Range Band","Difficulty",null,"Move: Move within range bands or change ranges with something else."]
["Engaged","Easy (d) Plus modifiers depending on weapon used (see below)",null,"Drop Prone or Stand from Prone: Drop to the prone position or stand up."]
["Short","Easy (d)",null,"Preparation: Take a maneuver to prepare something for something else."]
["Medium","Average (dd)"]
["Long","Hard (ddd)",null,"Actions"]
["Extreme","Daunting (dddd)",null,"Exchange an Action for a Maneuver: Take a maneuver instead of an action"]
["Melee Attacks ","(Brawl or Melee checks) are always Average (dd)",null,"Spend an Action to Activate an Ability: Some abilities require spending actions without checks."]
[null,null,null,"Activate a Force Power: Use a Force power."]
["Ranged Difficulty Modifiers",null,null,"Perform a Skill Check: Anything that requires a skill check requires an action to perform unless specifically stated otherwise."]
["Condition","Modifier",null,"Perform a Combat Check: Perform a skill check with additional rules to attack someone."]
["Engaged w/ Ranged (Light)","+ 1 difficulty"]
["Engaged w/ Ranged (Heavy)","+ 2 difficulty",null,"Initiative"]
["Engaged w/ Gunnery","May not make Gunnery checks when engaged with an opponent",null,"Cool: If character is aware/ready for combat"]
[null,null,null,"Vigilance: If combat is unexpected"]
[null,null,null,"Tie goes to a, then PC over NPC"]
[null,null,null,"x = +1 Maneuver in first round"]
["Spending a, t, x and y in combat",null,null,"y = -1 maneuver in first round"]
["Cost","Result Options"]
["a or x","• Recover 1 strain.\n• Add ⬜ to the next allied active character’s check.\n• Notice a single important point in the ongoing conflict, such as the location of a blast door’s control panel or a weak point on an attack speeder.\n• Inflict a Critical Injury with a successful attack that deals damage past soak (a cost may vary).\n• Activate a weapon quality (a cost may vary). "]
[]
[]
[]
[]
[]
[]
["aa or x","• Perform an immediate free maneuver that does not exceed the two maneuvers per turn limit.\n• Add ⬛ to the targeted character’s next check.\n• Add ⬜ to any allied character’s next check, including that of the active character."]
[]
[]
[]
["aaa or x","• Negate the targeted enemy’s defensive bonuses (such as the defense gained from cover, equipment, or performing the guarded stance maneuver) until the end of the current round.\n• Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character’s next turn.\n• When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling his comlink. This should be agreed upon by the player and the GM, and the effects are up to the GM. The effects should be temporary and not too excessive.\n• Gain +1 melee or ranged defense until the end of the active character’s next turn.\n• Force the target to drop a melee or ranged weapon he is wielding."]
[]
[]
[]
[]
[]
[]
[]
[]
[]
["x","• Upgrade the difficulty of the targeted character’s next check.\n• Upgrade any allied character’s next check, including that of the current active character.\n• Do something vital, such as shooting the controls to the nearby blast doors to seal them shut."]
[]
[]
[]
["xx","• When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up his blaster or destroying a personal shield generator."]
[]
[]
["Cost","Result Options"]
["t or y","• The active character suffers 1 strain.\n• The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a guarded stance) until he performs the maneuver again."]
["tt or y","• An opponent may immediately perform one free maneuver in response to the active character’s check.\n• Add ⬛ to the targeted character’s next check.\n• The active character or an allied character suffers ⬛ on his next action."]
["ttt or y","• The active character falls prone.\n• The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge the active character was planning to use for his escape."]
["y","• The active character’s ranged weapon immediately runs out of ammunition and may not be used for the remainder of the encounter.\n• Upgrade the difficulty of an allied character’s next check, including that of the current active character.\n• The tool or melee weapon the active character is using becomes damaged"]

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["Cheat Sheet"]
["Transcribed from the system cheat sheet from thealexandrian.net website"]
["Basic Mechanics"]
["Dice Pools",null,null,null,null,"Symbols",null,null,null,null,"Outcome"]
["d = Higher Skill / Characteristic",null,null,null,null,"Boost Dice = ⬛",null,null,null,null,"s and f Cancel each other out"]
["upgrade to c = lower of Skill / Characteristic",null,null,null,null,"Ability Dice = d",null,null,null,null,"At least 1 s is required to make a successful check"]
["d = difficulty",null,null,null,null,"Proficiency Dice = c"]
[null,null,null,null,null,"Setback Dice = ⬛",null,null,null,null,"a and t Cancel each other out"]
["Advantage: +⬛",null,null,null,null,"Difficulty Dice = d",null,null,null,null,"a can be used to activate positive effects/abilities and can be used to recover strain"]
["Disadvantage: +⬛",null,null,null,null,"Challenge Dice = c"]
[null,null,null,null,null,"Force Dice = C",null,null,null,null,"t can be used for negative effects"]
["UPGRADE d to c: If no d, then add d",null,null,null,null,"Light Side = 🌕"]
["UPGRADE d to c: If no d, then add c",null,null,null,null,"Dark Side = 🌑",null,null,null,null,"Competitive Checks"]
["DOWNGRADE: Reverse upgrade, ignore if no c or cavailable",null,null,null,null,"Force Power = 🌓",null,null,null,null,"Character with the most s succeeds\nTie goes to the most x, then most a.\nDraw - GM decision or new check"]
[]
[null,null,null,null,null,"Success = s"]
["OPPOSED CHECKS",null,null,null,null,"Advantage = a"]
["d = higher of Skill / Characteristic",null,null,null,null,"Triumph = x",null,null,null,null,"Destiny Points"]
["upgrade to c = lower of Skill / Characteristic",null,null,null,null,"Failure = f",null,null,null,null,"FORM DESTINY POOL: Roll C per character"]
["d = higher of opposing Skill / Characteristic",null,null,null,null,"Threat = t",null,null,null,null,"🌕 - + 1 light side Destiny Point"]
["upgrade to c = lower of opposing Skill / Characteristic",null,null,null,null,"Despair = y",null,null,null,null,"🌑 - + 1 Dark side Desitny Point"]
[null,null,null,null,null,null,null,null,null,null,"If force user is a light side paragon (70+ morality score) flip 1 dark side destiny point if any exist to the light side and vice versa if there is a dark side force user (30- morality score)"]
["ASSISTED CHECKS\n(usually limited to 1 assistant)",null,null,null,null,"Characteristics"]
[null,null,null,null,null,"Agility, Brawn, Cunning, Intellect, Presence, Willpower"]
["SKILLED ASSIST: Use best Skill & best Characteristic.\nUNSKILLED ASSIST: +b",null,null,null,null,"1 - Weak",null,null,null,null,"1 Destiny - Upgrade d or d"]
[null,null,null,null,null,"2 - Average",null,null,null,null,"1 Destiny - Player introduces retcon / deus ex machina"]
[null,null,null,null,null,"3 or 4 - Above Average",null,null,null,null,"(limit 1 Destiny each per check)"]
[null,null,null,null,null,"5 or 6 - Exceptional"]
["Difficulty"]
["Difficulty Level",null,"Dice",null,null,"Example"]
["Simple",null,"-",null,null,"Routine task; outcome rarely in question"]
["Easy",null,"d",null,null,"Picking a primitive lock, tending minor cuts, finding food/shelter on lush planet."]
["Average",null,"dd",null,null,"Picking a typical lock, stitching small wound, finding food/shelter on temperate planet"]
["Hard",null,"ddd",null,null,"Picking a complicated lock, setting broken bones / suturing large wounds, finding food/shelter on rugged planet."]
["Daunting",null,"dddd",null,null,"Picking an exceptionally sophisticated lock, performing surgery / grafting implants, finding food/shelter on barren desert planet."]
["Formidable",null,"ddddd",null,null,"Picking a lock with no comprehensible mechanism, cloning a new body, finding food/shelter on planet with no breathable atmosphere"]
["Impossible",null,"ddddd +1 Destiny Point",null,null,"Only attempted at GM’s discretion. Cannot spend Destiny Points on the check."]
[null,null,null,null,null,null,null,null,null,null,null,"•"]
["Combat"]
["INITIATIVE",null,null,null,null,"MANEUVERS",null,null,null,null,"COMBAT CHECK"]
["COOL: If character is aware/ready for combat",null,null,null,null,"(2 strain = +1 maneuver, max. 2 maneuvers per turn)",null,null,null,null,"Ranged: Ranged (Light, Heavy) or Gunnery"]
["VIGILANCE: If combat is unexpected.",null,null,null,null,"AIM (1 maneuver):",null,null,null,null,"Melee: Melee, Brawl, or Lightsaber"]
["Tie goes to a, then PC over NPC.",null,null,null,null,"• +⬛ to next combat check; or"]
["x = +1 maneuver in first round",null,null,null,null,"• Target specific item or hit location; suffer +⬛⬛",null,null,null,null,"+⬛ = to target’s Melee/Ranged Defense"]
["y = -1 maneuver in first round",null,null,null,null,"to next combat check."]
["Initiative order determines PC/NPC slots. Specific\nresults for each PC/NPC don’t matter.",null,null,null,null,"AIM (2 maneuvers):",null,null,null,null,"Range",null,null,"Difficulty"]
[null,null,null,null,null,"• +⬛⬛ to next combat check; or",null,null,null,null,"Melee",null,null,"dd"]
[null,null,null,null,null,"• Target specific item or hit location; suffer +⬛ to",null,null,null,null,"Engaged with Ranged (Light)*",null,null,"dd"]
["TURN",null,null,null,null,"next combat check.",null,null,null,null,"Engaged with Ranged (Heavy)*",null,null,"ddd"]
["• Incidental: Can perform any number per turn.",null,null,null,null,"ASSIST: +⬛ to character being assisted",null,null,null,null,"Engaged with Gunnery",null,null,"N/A"]
["• Action: 1 action per turn.",null,null,null,null,"GUARDED STANCE: +⬛ to combat checks until end of next turn, +1 melee defense",null,null,null,null,"Short",null,null,"d"]
["• Maneuver: 1 free maneuver per turn.",null,null,null,null,null,null,null,null,null,"Medium",null,null,"dd"]
[null,null,null,null,null,"INTERACT WITH ENVIRONMENT",null,null,null,null,"Long",null,null,"ddd"]
["RANGE BANDS",null,null,null,null,"• Moving large item",null,null,null,null,"Extreme",null,null,"dddd"]
["• Engaged: Close enough to attack in melee or use an item.",null,null,null,null,"• Opening/closing door",null,null,null,null,"*target gains +⬛ with melee attack response"]
["• Short: Several meters.",null,null,null,null,"MANAGE GEAR:"]
["• Medium: Several dozen meters.",null,null,null,null,"• Draw / holster weapon",null,null,null,null,"WOUNDS: Weapon Damage + s - Soak"]
["• Long: Farther than medium.",null,null,null,null,"• Ready / load weapon"]
["• Extreme: Farthest range at which two targets can interact.",null,null,null,null,"• Take something from storage / put it away",null,null,null,null,"DAMAGE"]
[null,null,null,null,null,"MOUNT / DISMOUNT: dd for untrained animal",null,null,null,null,"WOUNDS > WOUND THRESHOLD:"]
["INCIDENTALS",null,null,null,null,"MOVE:",null,null,null,null,"Incapacitated + Critical Injury"]
["• Speaking.",null,null,null,null,"• 1 maneuver = moving within short range",null,null,null,null,"MAX. WOUNDS = Wound Threshold x 2"]
["• Droping an item.",null,null,null,null,"• 1 maneuver = between engaged & short",null,null,null,null,"STRAIN > STRAIN THRESHOLD:"]
["• Releasing someone you’re holding.",null,null,null,null,"• 1 maneuver = between short & medium",null,null,null,null,"Incapacitated"]
["• Shifting position / peeking around a corner.",null,null,null,null,"• 2 maneuvers = between medium & long",null,null,null,null,"CRITICAL INJURY: Roll 1d100 + 10 per injury\nCritical Injuries remain until cured, even if short-term effect"]
[null,null,null,null,null,"• 2 maneuvers = between long & extreme"]
["ACTIONS",null,null,null,null,"PREPARATION: Required by certain abilities."]
["• Maneuver: Perform an additional maneuver.",null,null,null,null,"STAND / DROP PRONE: Prone characters are",null,null,null,null,"RECOVERY"]
["• Activate Ability / Force Power",null,null,null,null,"• +⬛ when making melee attacks",null,null,null,null,"END OF ENCOUNTER: Discipline / Cool check."]
["• Skill Check",null,null,null,null,"• +⬛ when targeted by ranged attacks",null,null,null,null,"• s = recover 1 strain"]
["• Combat Check",null,null,null,null,"• +⬛ when targeted by melee attacks"]
[null,null,null,null,null,"TAKING COVER:",null,null,null,null,"NATURAL REST:"]
["TWO-WEAPON COMBAT",null,null,null,null,"• +1 range defense",null,null,null,null,"• 1/night: Heal 1 wound + all strain"]
["COMBINED CHECK:",null,null,null,null,"• +⬛ to Perception checks",null,null,null,null,"• 1/week: Resilience check vs. severity of Critical"]
["Use lower Skill / lower Characteristic vs. highest",null,null,null,null,null,null,null,null,null,"Injury, on success remove injury"]
["difficulty.",null,null,null,null,"ADVERSARIES"]
["s = Hit with primary weapon.",null,null,null,null,"MINIONS",null,null,null,null,"BACTA TANK:"]
["aa / x = Hit with secondary weapon.",null,null,null,null,"• Do not suffer strain",null,null,null,null,"• Wounded: Heal 1 wound per hour"]
[null,null,null,null,null,"• Do not possess skill ranks.",null,null,null,null,"• Incapacitated: Heal 1 wound per 6 hours"]
["UNARMED COMBAT",null,null,null,null,"• Critical injury immediately incapacitates.",null,null,null,null,"• 1/day: Resilience check vs. severity of Critical"]
["Brawl check",null,null,null,null,"• Group Fighting:",null,null,null,null,"Injury, on success remove injury"]
["Base Damage = Brawl",null,null,null,null,"• Wound threshold = WT x # of minions"]
["Critical Rating: 5",null,null,null,null,"• WT in Damage = 1 minion defeated",null,null,null,null,"OIL BATH: Like Bacta Tank for droids. Cannot"]
["Disorient 1 - Knockdown",null,null,null,null,"• +1 skill rank per minion",null,null,null,null,"remove Critical Injuries."]
[null,null,null,null,null,"RIVALS"]
["IMPROVISED WEAPONS",null,null,null,null,"• Do not suffer strain.",null,null,null,null,"STIMPACKS: Heal 5 wounds, -1 wound per"]
["Melee check + automatic t",null,null,null,null,"• WT in Damage = Can be killed instantly",null,null,null,null,"additional stimpacked used without full night’s rest."]
["Critical Rating: 5"]
["tt / y - Improvised weapon breaks",null,null,null,null,"ONGOING EFFECTS",null,null,null,null,"EMERGENCY REPAIR PATCH: Heals 3 wounds for"]
[null,null,null,null,null,"(durations from multiple effects stack)",null,null,null,null,"droid."]
["PERSONAL SILHOUETTES",null,null,null,null,"DISORIENTED: +⬛ to all checks"]
["Silhouette 2 larger = -d",null,null,null,null,"IMMOBILIZED: Cannot perform maneuvers.",null,null,null,null,"MEDICINE / MECHANICS SKILL"]
["Silhouette 2 smaller- +dd",null,null,null,null,"STAGGERED: Cannot perform actions until end of",null,null,null,null,"Recover s wounds and a strain."]
["Silhouette Examples","Examples",null,null,null,"next turn.",null,null,null,null,"x heal +1 wound or Critical Injury."]
[0,"Jawa, Ewok, astromech, smaller creature",null,null,null,"FLYING",null,null,null,null,"t = +1 strain"]
[1,"Humans and most humanoid species",null,null,null,"HOVER: Ignore difficult/impassable terrain. Must",null,null,null,null,"y = +1 wound"]
[2,"Dewback, tauntaun, most riding animals",null,null,null,"remain within medium range of ground.",null,null,null,null,"+dd to treat your own wounds."]
[3,"Rancor, krayt dragon, other large creature",null,null,null,"AERODYNAMIC FLIGHT: Requires 1 maneuver per"]
[4,"There are creatures even larger than those.",null,null,null,"turn to maintain flight speed. Can move from long",null,null,null,null,"State of Health",null,null,"Difficulty"]
["CONCEALMENT",null,null,null,null,"to short range in 1 maneuver.",null,null,null,null,"Wounds ≤ ½ Wound Threshold",null,null,"d"]
["Dice Added",null,"Examples",null,null,null,null,null,null,null,"Wounds > ½ Wound Threshold",null,null,"dd"]
["+⬛",null,"Mist, shadow, waist high grass.",null,null,null,null,null,null,null,"Wounds - Wound Threshold",null,null,"ddd"]
["+⬛⬛",null,"Fog; darkness of early morning / late evening, shoulder-high grass",null,null,null,null,null,null,null,"Recover Critical Injury",null,null,"Critical Injury Severity"]
[null,null,null,null,null,null,null,null,null,null,"(max. 1 check per week for treating critical injury)"]
["+⬛⬛⬛",null,"Heavy Fog; thick and choking smoke; darkness of night; dense, head-high underbrush; thick grass."]
[]
[]
[null,null,null,null,null,"IMPROVISED WEAPONS"]
[null,null,null,"Size","Damage","Encum","Special",null,"Examples"]
[null,null,null,"Small","Brawn +1",1,"-",null,"Bottle, Fist sized rock, Hydrospanner"]
[null,null,null,"Medium","Brawn +2",3,"Cumbersome 2",null,"Two handed rock, Chair, Holovid Screen"]
[null,null,null,"Large","Brawn +3",4,"Cumbersome 4",null,"Shovel, Large Tree Branch, Table, Crate"]
[]
["SUCCESSFUL ATTACK EFFECTS – PERSONAL COMBAT"]
[]
["Cost",null,"Effect",null,null,null,null,null,"Cost",null,"Effect"]
["a ≥ critical Rating /x",null,"1 critical injury",null,null,null,null,null,"t/y ",null,"Suffer 1 strain"]
["(as described) / x ",null,"Activate item quality",null,null,null,null,null,"t/y ",null,"Loses benefit of prior maneuver"]
["a / x ",null,"Recover 1 strain",null,null,null,null,null,"tt/y ",null,"Opponent immediately performs one free maneuver"]
["a / x ",null,"+⬛ to next allied character’s next check",null,null,null,null,null,"tt/y ",null,"+⬛ to target’s next check"]
["aa / x ",null,"Perform immediate free maneuver",null,null,null,null,null,"tt/y ",null,"+⬛ to active or allied character’s next check"]
["aa / x ",null,"+⬛ to target’s next check",null,null,null,null,null,"ttt/y ",null,"Fall prone"]
["aa / x ",null,"+b to any allied character’s next check",null,null,null,null,null,"ttt/y ",null,"Initiative slot being used now last in initiative order"]
["aaa / x ",null,"Negate target’s defensive bonuses until end of round",null,null,null,null,null,"y ",null,"Ranged weapon runs out of ammunition"]
["aaa / x ",null,"Ignore environmental penalty until end of next turn",null,null,null,null,null,"y ",null,"Upgrade d of any allied character’s next check"]
["aaa / x ",null,"Target is disabled instead of suffering wounds/strain",null,null,null,null,null,"y ",null,"Tool / weapon being used is damaged"]
["aaa / x ",null,"+1 melee or ranged defense until end of next turn",null,null,null,null,null,"y ",null,"Ranged attack hits character engaged with target"]
["aaa / x",null,"Target drops weapon they’re wielding"]
["x ",null,"Upgrade d of target’s next check"]
["x ",null,"Upgrade d of any allied character’s next check"]
["xx ",null,"Destroy a piece of equipment carried by target"]
[]
["SUCCESSFUL ATTACK EFFECTS – VEHICLE COMBAT"]
[]
["Cost",null,"Effect",null,null,null,null,null,"Cost",null,"Effect"]
["a ≥ critical Rating /x",null,"1 critical hit",null,null,null,null,null,"t/y",null," -1 speed"]
["(as described) / x ",null,"Activate item quality",null,null,null,null,null,"t/y",null," Lose benefit of prior maneuver"]
["a / x ",null,"+⬛ to next allied character’s next check",null,null,null,null,null,"t/y ",null,"Suffer 1 system strain"]
["aa / x ",null,"Perform immediate free maneuver",null,null,null,null,null,"tt/y ",null,"Opponent immediately performs one free maneuver"]
["aa / x ",null,"+⬛ to target’s next check",null,null,null,null,null,"tt/y ",null,"+⬛ to target’s next check"]
["aa / x ",null,"+⬛ to any allied character’s next check",null,null,null,null,null,"tt/y ",null,"+⬛ to active or allied character’s next check"]
["aaa / x ",null,"Temporarily damage component instead of damage",null,null,null,null,null,"ttt/y",null," Initiative slot being used now last in initiative order"]
["aaa / x ",null,"Ignore penalizing terrain / stellar phenomena until end of next turn",null,null,null,null,null,"ttt/y ",null,"-d to checks made against vehicle for one turn"]
["aaa / x ",null,"Perform one free Pilot Only maneuver",null,null,null,null,null,"y ",null,"Weapon system suffers Component Hit Critical"]
["aaa / x ",null,"Break any enemy Aim or Stay on Target maneuvers",null,null,null,null,null,"y ",null,"Upgrade d of any allied character’s next check"]
["x",null,"Upgrade d of target’s next check",null,null,null,null,null,"y",null," Ship suffers minor collision"]
["x",null,"Upgrade d of any allied character’s next check",null,null,null,null,null,"y + failure",null," Ship suffers major collision"]
["x",null,"Lose a pursuing ship in an asteroid field"]
["x",null,"Destroy component instead of damage"]
[]
[]
["Force + Fear"]
[null,null,null,null,null,"🌕🌑🌓"]
["MORALITY",null,null,null,null,"THE FORCE",null,null,null,null,"FEAR"]
["CONFLICT:",null,null,null,null,"COMMIT FORCE DICE: CommitCto activate",null,null,null,null,"FEAR CHECK: Discipline or Cool (if mentally prepared)"]
["• Using 🌑 to generate Force points.",null,null,null,null,"ongoing effect. Reduce Force Rating by # of C",null,null,null,null,"• f= +⬛ to all actions until end of encounter"]
["• Performing narrative actions.",null,null,null,null,"committed.",null,null,null,null,"• t= +1 strain per t"]
["• Certain results from failed fear check.",null,null,null,null,"or",null,null,null,null,"• ttt = Staggered for 1 turn"]
["END OF SESSION: Add 1d10 – Conflict to",null,null,null,null,"FORCE POWER CHECK: Roll C= Force Rating.",null,null,null,null,"• y= +d to all actions until end of encounter"]
["Morality.",null,null,null,null,"• 🌕 = Generate 1 Force Point",null,null,null,null,"• a= +⬛ to any ally’s next fear check"]
["DARK SIDE FORCE USER (Morality < 30)",null,null,null,null,"• 🌑 = Can generate 1 Force Point + strain + Conflict",null,null,null,null,"• x = Cancel penalties from previous fear checks"]
["• Remain DarkSide user until Morality > 70",null,null,null,null,null,null,null,null,null,"• x = No fear checks until end of encounter"]
["• Generate Force points from 🌑.",null,null,null,null,"DARK SIDE CHECK: Roll C= Force Rating.",null,null,null,null,"MORALITY EFFECT"]
["• Morality < 20: -1 strain threshold, +1 wound",null,null,null,null,"• 🌑 = Generate 1 Force Point",null,null,null,null,"• f= +1 conflict per d of check instead of other "]
["threshold",null,null,null,null,"• 🌕 = Can generate 1 Force Point + flip Destiny Point",null,null,null,null,"negative effects (GM Option)"]
["• Morality < 10: -2 strain threshold, +2 wound",null,null,null,null,null,null,null,null,null,"• y= +1 conflict per d of check in addition to other"]
["threshold",null,null,null,null,"COMBINED POWER CHECK: Roll C with normal",null,null,null,null,"negative effects"]
["LIGHT SIDE PARAGON (Morality > 70)",null,null,null,null,"skill check. Check must succeed and sufficient Force",null,null,null,null,"• Conflict cannot be reversed by x"]
["• Morality > 80: +1 strain threshold",null,null,null,null,"points generated.",null,null,null,null,"TRIGGERING MORALITY"]
["• Morality > 90: +2 strain threshold",null,null,null,null,null,null,null,null,null,"• Roll 1d100 at beginning of session. PC with morality closest"]
["RESISTING THE FORCE",null,null,null,null,null,null,null,null,null,"to die roll is targeted for triggering morality in that session."]
["Resisting force powers can only be done by Nemisis, PCs",null,null,null,null,null,null,null,null,null,"• Use Emotional Strength / Weakness."]
["and plot important rivals.",null,null,null,null,null,null,null,null,null,"• If morality was triggered, double loss or gain of "]
["The GM decides the skills used in an opposed check by",null,null,null,null,null,null,null,null,null,"morality at end of session."]
["both the player and the other PC/NPC. Generally "]
["Force users discipline vs subjects discipline or resilience"]
["Discipline if mental resilience if physical but always take"]
["circimstances into account such as taking a weapon from"]
["someone, they would roll a athletics check."]
[]
[]
["Conflict Received",null," Action"]
[1,null,"Knowing Inaction: Choose not to intervene knowing that NPC or PC is going to do something bad.\nLying for Personal Gain: Lie for selfish reasons.\nResorting to Violence: Defaulting to violent solutions when other options are possible."]
[2,null,"Coercion: Threaten someone with violence.\nEmotional Abuse: Say something cruel/petty to cause mental anguish."]
["2-3",null,"Theft: Mitigated if theft is from the corrupt; it is enhanced if taking from someone who cannot afford it."]
["3-4 ",null,"Unnecessary Destruction: Of objects, property, or other items."]
["4-5",null,"Unprovoked Violence: Assaulting, beating, or attacking NPC or NPC for no reason."]
["6-7 ",null,"Unnecessary Cruelty to Non-Sapients: Animals or animal-intelligence droids."]
["10 ",null,"Torture"]
["10+ ",null,"Murder: Killing someone who is helpless and/or no threat."]
[]
["Fear",null,null,null,"Fear Check",null,"Example"]
["Minimal",null,null,null,"d",null,"Somewhat overmatched in combat; minimally dangerous creature; minor threat to safety"]
["Moderate",null,null,null,"dd",null,"Obviously overmatched in combat; dangerously aggressive creature; credible threat to safety; minimal threat to life"]
["Very Afraid",null,null,null,"ddd",null,"Battlefield combat; pack of aggressive creatures; major threat to safety; moderate threat to life"]
["Mortally Afraid",null,null,null,"dddd",null," Terrifyingly intense combat; large and dangerous creature; overwhelming fear for life"]
["Utterly Terrified ",null,null,null,"ddddd ",null,"Hopeless situation; combat against incomprehensible enemies; attacked by group of wampas; fear so crippling sanity cracks"]
["Something with reputation for danger ",null,null,null,"+d ",null,"Escaping disintegrating starship, negotiating under threat of violence"]
["Something known to be dangerous and very rare ",null,null,null,"+dd",null," Confronting a Sith warrior or Inquisitor"]
["Something known to be extremely dangerous and unique ",null,null,null,"+ddd",null,"Darth Vader"]
[]
["Equipment",null,null,null,null,null,null,null,null,null,"Environment"]
[]
["BUYING ITEMS",null,null,null,null,"ENCUMBERANCE",null,null,null,null,"DIFFICULT TERRAIN: x2 maneuvers to move"]
["LEGAL ITEM: Negotiation check.",null,null,null,null,"Encumberance Threshold (ET): 5 +Brawn"]
["BLACK MARKET: Streetwise check.",null,null,null,null,null,null,null,null,null,"FALLING: Athletics / Coordination check (dd)"]
[null,null,null,null,null,"Carrying > ET - ⬛ to Agility/Brawn checks",null,null,null,null,"• s = -1 damage"]
["Rarity","Difficulty","Examples",null,null,"Carrying > ET + Brawn - 1st maneuver costs 2 strain",null,null,null,null,"• a= -1 strain"]
[0,"-","Glow Rod",null,null,null,null,null,null,null,"• x = Reduce fall by one range band"]
[1,"-","Long Range Comlink",null,null,"LIFTING"]
[2,"d","Medpack",null,null,"Atheletics Check",null,null,null,null,"Range","Damage",null,null,"Strain"]
[3,"d","Scanner Goggles",null,null,null,null,null,null,null,"Short",10,null,null,10]
[4,"dd","Blaster Pistol",null,null,"Single Object ≤ ET - No Difficulty",null,null,null,null,"Medium",30,null,null,20]
[5,"dd","Blaster Rifle",null,null,"Single Object > ET - d per extra encumberance",null,null,null,null,"Long","Incapacitated, Critical Injury +50",null,null,30]
[6,"ddd","Cybernetic Limb",null,null,"Cannot lift object 5+ encumberance over ET",null,null,null,null,"Extreme","Incapacitated, Critical Injury +75",null,null,40]
[7,"ddd","Cortosis Gauntlets",null,null,"Additional Characters add Brawn to ET"]
[8,"dddd","Thermal detonator",null,null,null,null,null,null,null,"FIRE / ACID / CORROSIVE ATMOSPHERE"]
[9,"dddd","Dantari crystal",null,null,"HIDDEN ITEMS",null,null,null,null,"• Deal damage = rating per round."]
[10,"ddddd","Lightsaber",null,null,"Searcher gains ⬛ per Encumbrance - 1 of largest\nhidden object.",null,null,null,null,"• Some corrosive atmospheres only damage if inhaled."]
[null,null,null,null,null,null,null,null,null,null,"• Putting Out Fire: Athletics check"]
["Rarity Modifier","Circumstances",null,null,null,null,null,null,null,null,"      • Hard Surface: dd"]
[null,null,null,null,null,"ADVANTAGEOUS EQUIPMENT",null,null,null,null,"      • Grass / Soft Ground: d"]
["-2","Primary Core World (Coruscant, Duro, Corellia)",null,null,null,"if task can be accomplished without equipment,\nequipment adds +⬛ to attempt."]
["-1","Other Core World",null,null,null,null,null,null,null,null,"Ratings","Examples"]
["-1","World on primary trade lane",null,null,null,null,null,null,null,null,"1-2","Campfires, mildly caustic substance\n(industrial cleaner), air filled with ash from\nheavy fire"]
["+0","Colony or Inner Rim world",null,null,null,"REPAIRING GEAR"]
["+0","Civilized world",null,null,null,"Mechanics check"]
["+1","Mid-Rim world",null,null,null,"Repair Required","Cost",null,"Difficulty","Use Penalty","3-5","Flammable liquids / projectors, industrial\nacids, air contaminated by chemical leaks"]
["+1","Recently settled world, out-of-the-way world"]
["+2","Outer Rim world",null,null,null,"Minor","25% Base Cost",null,"d","+⬛","6-9","Welding torches, weaponized acids,\natmospheres with ammonia or chlorine"]
["+2","Frontier world",null,null,null,"Moderate","50% Base Cost",null,"dd","+d"]
["+3","Wild Space world",null,null,null,"Major","100% Base Cost",null,"ddd","Unusable","10+","Lava, blast furnaces, atmospheres of\ncompletely hazardous gases"]
["+4","Uncivilized world",null,null,null,"(-10% cost per a)"]
[""]
["SELLING ITEMS",null,null,null,null,null,null,null,null,null,"GRAVITY: Affects Brawn / Coordination skills."]
["",null,null,null,null,null,null,null,null,null,"• Heavy Gravity: +⬛⬛⬛"]
["s - ¼ Value",null,null,null,null,null,null,null,null,null,"• Weaker Gravity: +⬛⬛⬛"]
["s - ½ Value",null,null,null,null,null,null,null,null,null,"• Zero Gravity: All movement = difficult terrain."]
["s - ¾ Value"]
["LEGAL ITEM: Negotiation check.",null,null,null,null,null,null,null,null,null,"SWIMMING: Difficult terrain."]
["BLACK MARKET: Streetwise check.",null,null,null,null,null,null,null,null,null,"• Swift Current: Athletics check"]
["3+ t or y means the deal has gone sour (double cross, police, etc.)"]
[null,null,null,null,null,null,null,null,null,null,"SUFFOCATION: 3 strain per round"]
[null,null,null,null,null,null,null,null,null,null,"• Hold Breath: Rounds = Brawn"]
["TRADE",null,null,null,null,null,null,null,null,null,"• 1 Critical Injury per round of incapacitation"]
["1. ADJUST VALUE: Multiply cost by the difference between item’s rarity where it was bought and where it was sold."]
[null,null,null,null,null,null,null,null,null,null,"VACUUM: Suffocation +3 wounds per round."]
["2. MAKE CHECK: As per selling item.",null,null,null,null,null,null,null,null,null,"• 1 Critical Injury per round of incapacitation."]
[]
["Travel in Starships and Vehicles"]
[]
["STARSHIP BASICS",null,null,null,null,"STARSHIP MANEUVERS",null,null,null,null,"STARSHIP ACTIONS"]
[]
["SILHOUETTE ≤ 4",null,null,null,null,"ACCELERATE / DECELERATE (Pilot Only)",null,null,null,null,"BOOST SHIELDS (Mechanics ddd)"]
["• Defence Zones: Forward / Aft",null,null,null,null,"• Increase / decrease vehicle’s speed by 1",null,null,null,null,"• s = 1 strain, +1 defence to defensive zone (1 turn)"]
["• 1 free starship maneuver per round",null,null,null,null,"(min. 0, max. speed rating)"]
["• 2 strain = second starship maneuver",null,null,null,null,null,null,null,null,null,"CO-PILOT (Piloting dd)"]
[null,null,null,null,null,"FLY / DRIVE (Pilot Only)",null,null,null,null,"• s = -d to pilot’s next piloting check"]
["SILHOUETTE 5+",null,null,null,null,"• Speed 0: Cannot use this maneuver."]
["• Defence Zones: Forward / Aft / Port / Starboard",null,null,null,null,"• Speed 1:",null,null,null,null,"FIRE DISCIPLINE (Leadership ddd / Discipline ddd)"]
["• 1 free starship maneuver per round (max. 1)",null,null,null,null,"     • 1 maneuver = Within close range",null,null,null,null,"• +⬛ to next crew member firing"]
[null,null,null,null,null,"     • 2 maneuvers = Between close and short",null,null,null,null,"• ss = Bonus applies to additional crew"]
["FIRE ARCS: Forward / Aft / Port / Starboard",null,null,null,null,"• Speed 2-4:",null,null,null,null,"• aaa= +1 strain to target hit"]
[null,null,null,null,null,"    • 1 maneuver = Within close range"]
["LIMITED AMMO: Starships can’t reload with a maneuver. Must return to base or carrier ship.",null,null,null,null,"    • 1 maneuver = Between close and short",null,null,null,null,"GAIN ADVANTAGE (Pilot Only; Silhouette 1-4; Speed 4+)"]
[null,null,null,null,null,"    • 2 maneuvers = Between close and medium",null,null,null,null,"• s = ignore Evasive Action penalties & choose defence"]
[null,null,null,null,null,"• Speed 5-6:",null,null,null,null,"zone hit by attack"]
["STARSHIPS vs. CHARACTERS: Starship damage and armour is 10x stronger.",null,null,null,null,"    • 1 maneuver = Within close range",null,null,null,null,"• Cancel Advantage: Make check at +d for each time they’ve"]
[null,null,null,null,null,"    • 1 maneuver = Between close and medium",null,null,null,null,"used the maneuver successfully against you."]
[null,null,null,null,null,"    • 2 maneuvers = Between close and long"]
["PLANETARY RANGE BANDS",null,null,null,null,null,null,null,null,null,"Difference in Speed",null,null,"Piloting Difficulty"]
[null,null,null,null,null,"EVASIVE ACTION (Pilot Only; Silhouette 1-4, Speed 3+)",null,null,null,null,"Same",null,null,"dd"]
["Range","Planet",null,"Space",null,"• Upgrade d",null,null,null,null,"Initiating ship is faster",null,null,"dd"]
["Close","Everything within extreme personal range, up to several kilometers",null,"Dogfighting range",null,"• +d for all attacks made by ship",null,null,null,null,"Initiating ship is 1 slower",null,null,"ddd"]
[null,null,null,null,null,"• Lasts until end of pilot’s next turn",null,null,null,null,"Initiating ship is 2+ slower",null,null,"dddd"]
[]
["Short","Several dozen kilometers; no line-of-sight weapons",null,"Just outside of dogfighting range",null,"STAY ON TARGET (Pilot Only; Silhouette 1-4, Speed 3+)",null,null,null,null,"JAMMING (Computers dd)"]
[null,null,null,null,null,"• Upgrade d on ship’s combat checks",null,null,null,null,"• s = Target must make Computers check (dd) to use"]
[null,null,null,null,null,"• Upgrade d on combat checks targeting ship",null,null,null,null,"communications system"]
["Medium","50 kilometers",null,"Few hundred kilometers",null,"• Lasts until end of pilot’s next turn",null,null,null,null,"• ss = +d to target’s Computers check"]
["Long","100 to 200 kilometers",null,"Several thousand kilometers",null,null,null,null,null,null,"• a = +1 affected target"]
[null,null,null,null,null,"PUNCH IT (Pilot Only; Silhouette 1-4)"]
["Extreme","Far edge of scanners",null,"Beyond the range of capital ship weapons",null,"• Go immediately to maximum speed",null,null,null,null,"MANUAL REPAIRS (Athletics ddd – 1/encounter)"]
[null,null,null,null,null,"• Suffer 1 strain per point of speed increased",null,null,null,null,"• s = -1 hull trauma"]
[null,null,null,null,null,null,null,null,null,null,"• ss = Additional -1 hull trauma"]
["VEHICLE COMBAT CHECK DIFFICULTY",null,null,null,null,"ANGLE DEFLECTOR SCREENS"]
[null,null,null,null,null,"• Reassign one ⬛ from defence zone to different defence zone",null,null,null,null,"PLOT COURSE (Astrogation dd / Perception ddd)"]
["Target Silhouette ",null,null,"Difficulty",null,null,null,null,null,null,"• s = Cancel ⬛ from difficult terrain"]
["2+ larger ",null,null,"d"]
["1 larger ",null,null,"dd",null,"EMERGENCY REPAIRS",null,null,null,null,"SCAN THE ENEMY (Perception ddd)"]
["Same Size ",null,null,"dd",null,"(to restore ship in shut down)",null,null,null,null,"• s = Learn target’s weapons, mods, system strain, and hull trauma thresholds"]
["1 smaller ",null,null,"dd",null,"Mechanics ddd"]
["2 smaller ",null,null,"ddd",null,"s = -1 speed, -3 handling, weapons inoperable",null,null,null,null,"• aa = Learn current system strain and hull trauma"]
["3 smaller ",null,null,"dddd",null,"Any hull trauma = Critical hit at +30"]
["4 smaller ",null,null,"ddddd",null,null,null,null,null,null,"SLICE ENEMY’S SYSTEMS (Computers ddd)"]
[null,null,null,null,null,"DAMAGE CONTROL",null,null,null,null,"• s =-1 defence in one defensive zone on target"]
["HULL TRAUMA: Weapon Damage + s - Armour",null,null,null,null,"Starship Action – 1/encounter)",null,null,null,null,"• aa = +1 strain to target"]
[null,null,null,null,null,"Total System Strain",null,null,"Mechanics Difficulty",null,"• x = Disable target weapon system for 1 round"]
["DAMAGE",null,null,null,null,"System Strain < ½ strain threshold",null,null,"d"]
["HULL TRAUMA > HULL TRAUMA THRESHOLD:",null,null,null,null,"System Strain ≥ ½ strain threshold",null,null,"dd",null,"“SPOOF” MISSILES (Computers dd / Vigilance ddd)"]
["Critical Hit + Shut Down",null,null,null,null,"System Strain = strain threshold",null,null,"ddd",null,"• s =+d for Guided weapons for 1 turn"]
["(If Silhouette ≤ 3 it explodes or is disabled at GMs choice)",null,null,null,null,"Repair Critical Hit",null,null,"Critical Hit severity",null,"• aa= +d for Guided weapons"]
["SYSTEM STRAIN > STRAIN THRESHOLD:",null,null,null,null,"s",null,null,"-1 strain"]
["Speed = 0, Defence = 0, weapons inoperable",null,null,null,null,null,null,null,null,null,"NAVIGATION HAZARDS"]
["CRITICAL HIT: Roll 1d100 + 10 per hit",null,null,null,null,"REPAIRING HULL TRAUMA",null,null,null,null,"(Piloting Check)"]
["Critical Hits remain until repaired, even if short-term effect ends",null,null,null,null,"Slip / Drydock: 500 credits per trauma",null,null,null,null,"d = higher of ½ Silhouette / Speed"]
[null,null,null,null,null,"Temporary Repairs: Mechanics ddd or dddd",null,null,null,null,"upgrade to c = lower of ½ Silhouette / Speed"]
["VEHICLE MINIONS",null,null,null,null,"(GM should apply additional complications)",null,null,null,null,"f = -1 speed, fail to reach destination"]
["MULTIPLE SHIPS: Use normal minion rules.",null,null,null,null,null,null,null,null,null,"⬛: Applies to all Piloting checks in hazardous conditions"]
["GUNNERY MINIONS: Group multiple guns firing in the same arc on a single ship into a minion group (upgrading check if they have the Gunnery skill).",null,null,null,null,"HYPERSPACE  CALCULATION"]
[null,null,null,null,null,null,null,null,null,null,"HYPERSPACE TRAVEL TIME"]
[null,null,null,null,null,"Astrogation","Description"]
[null,null,null,null,null,"d","Well-established route to nearby system.",null,null,null,"Distance",null,"Average Duration (Class 1 Drive)"]
["CHASE",null,null,null,null,"+ddd","No astromech droid or navicomputer.",null,null,null,"Within sector ",null,"10-24 hours"]
[null,null,null,null,null,"+d","Quick calculations made under pressure.",null,null,null,"Within region ",null,"10-72 hours"]
["Competitive Piloting Checks",null,null,null,null,"+d","Ship lightly damaged",null,null,null,"Between regions ",null,"3 days to 1 week"]
["s - +1 range band",null,null,null,null,"+dd","Ship heavily damaged.",null,null,null,"Across galaxy ",null,"1-3 weeks"]
["+1 range band per difference in speed",null,null,null,null,"+d","Outdated, corrupt, or counterfeit navigation charts / navicomputer data",null,null,null,"(multiplied by hyperdrive class)"]
["CHASE END: When target engaged or close range"]
["NON-VEHICLE CHASES: Athletics check against set",null,null,null,null,"s","Better exit point / less time calculating",null,null,null,"SUBLIGHT TRAVEL"]
["difficulty. (Difficulty not specified.)",null,null,null,null,"a","Reduce travel time.",null,null,null,"Trip Time ",null,"Example"]
[null,null,null,null,null,"y","Minimum calculation time.",null,null,null,"5-15 minutes ",null,"Fly from orbit to safe hyperspace jump distance"]
[null,null,null,null,null,"y","Greatly reduce travel time"]
[null,null,null,null,null,"t","Decrease accuracy / increase travel time.",null,null,null,"30-90 minutes ",null,"Fly from planet surface to moon."]
[null,null,null,null,null,"x","Same as or disastrous occurrence",null,null,null,"6-12 hours ",null,"Fly from one planet to another planet in the same system."]
[]
[null,null,null,null,null,null,null,null,null,null,"12-72 hours",null,"Fly from centre of star system to farthest limits."]
[]
[]
["HAZARD","SETBACK","PLANETARY EXAMPLE",null,null,null,null,null,null,"SPACE EXAMPLE"]
["Light","-","Flat, clear ground. Roads, firm fields, grassy plains. Clear skies, good weather. Light traffic.",null,null,null,null,null,null,"Broad, loosely packed asteroid field."]
[]
["Medium","⬛","Deep mud, standing water, trees, dense undergrowth, sand dunes. Windy weather. Heavy traffic.",null,null,null,null,null,null,"Flying over high mountains on a moon, thicker asteroid field, nebula."]
[]
["Dangerous","⬛⬛","Thick forests, flowing water, rocky hills. Violent storm. Wheeled vehicles typically cannot pass this type of terrain. ",null,null,null,null,null,null,"Fracturing comet, gas giant’s ring system, dense and turbulent asteroid field."]
[]
["Very Risky","⬛⬛⬛+","Sheer cliff faces, deep swamps, semi-cooled lava, narrow canyon.",null,null,null,null,null,null,"The Maw, near a deadly pulsar, asteroid tunnels."]

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["Critical Injury Result Table"]
["D100 / Severity","Result"]
["01 - 05 Easy (d)","Minor Nick: The Target Suffers 1 Strain"]
["06 - 10 Easy (d)","Slowed Down: The Target can only act during the last allied Initiative slot on his next turn"]
["11 - 15 Easy (d)","Sudden Jolt: The Target drops whatever is in hand"]
["16 - 20 Easy (d)","Distracted: The Target cannot perform a free maneuver during their next turn"]
["21 - 25 Easy (d)","Off-Balance: Add ⬛ to the targets next skill check"]
["26 - 30 Easy (d)","Discouraging Wound: Flip one Light side Destiny point to a Dark side (Reverse if NPC)"]
["31 - 35 Easy (d)","Stunned: The target is Staggered until the end of his next turn"]
["36 - 40 Easy (d)","Stinger: Increase difficulty of next check by one"]
["41 - 45 Average (dd)","Bowled Over: The target is knocked prone and suffers 1 strain"]
["46 - 50 Average (dd)","Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until the end of the encounter"]
["51 - 55 Average (dd)","Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one untill the end the of the encounter."]
["56 - 60 Average (dd)","Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one untill the end of the encounter"]
["61 - 65 Average (dd)","Slightly Dazed: The target is disoriented until thd end of the encounter"]
["66 - 70 Average (dd)","Scattered Senses: The target removes all ⬛ from skill checks until the end of the encounter"]
["71 - 75 Average (dd)","Hamstrung: The target loses his free maneuver until the end of the encounter."]
["76 - 80 Average (dd)","Overpowered: The target leaves himself open, and the attacker may immediately attempt another free attack against him, using the exact same pool as the original attack."]
["81 - 85 Average (dd)","Winded: Until the end of the encounter, the target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers."]
["86 - 90 Average (dd)","Comprimized: Increase difficulty of all skill checks by one until the end of the encounter."]
["91 - 95 Hard (ddd)","At the brink: The target suffers 1 strain each time they perform an action."]
["96 - 100 Hard (ddd)","Crippled: One of the targets limbs (Selected by the GM) is crippled until healed or replaced, Increase dificulty of all checks that require use of that limb by one."]
["101 - 105 Hard (ddd)","Maimed: One of the targets limbs (selected by the GM) is permanently lost. Unless the target has a cybernetic replacement the target cannot perform any actions that would require use of that limb. All other actions gain ⬛"]
["106 - 110 Hard (ddd)","Horrific Injury: Randomly roll 1d10 to determine one of the targets characteristics - 1-3 for Brawn, 4-6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that characteristic as one point lower."]
["111 - 115 Hard (ddd)","Temporarily Lame: Until this Critical Injury is healed, the target cannot perform more than one maneuver during his turn."]
["116 - 120 Hard (ddd)","Blinded: The target can no longer see. Upgrade the difficulty of all checks twice. Upgrade the difficulty of perception and Vigilance checks three times"]
["121 - 125 Hard (ddd)","Knocked Senseless: The target is staggered for the remainder of the encounter."]
["126 - 130 Daunting (dddd)","Gruesome Injury: Randomly roll 1d10 to determine one of the targets characteristics - 1-3 for Brawn, 4-6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That Characteristic is permanently reduced by one, to a minimum of one"]
["131 - 140 Daunting (dddd)","Bleeding Out: Every round, the target suffers 1 wound and 1 strain at the beginning of his turn. For every five wounds he suffers beyond his wound threshold, he suffers one additional Critical Injury Roll on the chart. Suffering the injury (If he suffers this result a second time due to this roll again)"]
["141 - 150 Daunting (dddd)","End is Nigh: The target will die after the last Initiative slot during the next round."]
["151+","Dead: \"YOU DIED\" -Dark Souls"]

{"sheet":"Character Sheet","index":5,"n_rows":46,"n_cols":3,"rows_kept":46,"cut":false,"hidden":false,"merged":[[9,0,9,2],[0,0,0,1]]}
["Character Sheet"]
[]
["Acting Skill","Opposing Skill"]
["Coercion, Deception, Leadership","Discipline"]
["Charm","Cool"]
["Negotiation","Negotiation or Cool"]
["Stealth","Perception, Vigilance"]
["Perception, Vigilance","Stealth"]
[]
["BRAWN  -  AGILITY  -  INTELLECT  -  CUNNING  -  WILLPOWER  -  PRESENCE"]
["SKILL","CHARACTERISTICS","TYPE"]
["Astrogation","Intellect","General Skill"]
["Athletics","Brawn","General Skill"]
["Charm","Presence","General Skill"]
["Coercion","Willpower","General Skill"]
["Computers","Intellect","General Skill"]
["Cool","Presence","General Skill"]
["Coordination","Agility","General Skill"]
["Deception","Cunning","General Skill"]
["Discipline","Willpower","General Skill"]
["Leadership","Presence","General Skill"]
["Mechanics","Intellect","General Skill"]
["Medicine","Intellect","General Skill"]
["Negotiation","Presence","General Skill"]
["Perception","Cunning","General Skill"]
["Piloting - Planetary","Agility","General Skill"]
["Piloting - Space","Agility","General Skill"]
["Resilience","Brawn","General Skill"]
["Skulduggery","Cunning","General Skill"]
["Stealth","Agility","General Skill"]
["Streetwise","Cunning","General Skill"]
["Survival","Cunning","General Skill"]
["Vigilance","Willpower","General Skill"]
["Brawl","Brawn","Combat Skill"]
["Gunnery","Agility","Combat Skill"]
["Melee","Brawn","Combat Skill"]
["Ranged - Light","Agility","Combat Skill"]
["Ranged - Heavy","Agility","Combat Skill"]
["Lightsaber","Brawn","Combat Skill"]
["Core worlds","Intellect","Knowledge Skill"]
["Education","Intellect","Knowledge Skill"]
["Lore","Intellect","Knowledge Skill"]
["Outer Rim","Intellect","Knowledge Skill"]
["Underworld","Intellect","Knowledge Skill"]
["Warefare","Intellect","Knowledge Skill"]
["Xenology","Intellect","Knowledge Skill"]

{"sheet":"Weapons","index":6,"n_rows":393,"n_cols":15,"rows_kept":393,"cut":false,"hidden":false,"merged":[[258,7,258,11],[0,0,0,3],[0,6,0,7],[0,8,0,10],[1,6,1,7],[1,8,1,10],[2,0,2,1],[125,0,125,1],[267,0,267,1],[285,0,285,1],[374,0,374,1],[259,7,259,11],[260,7,260,11],[261,7,261,11],[262,7,262,11],[263,7,263,11],[265,7,265,11],[264,7,264,11]]}
["Weapons"]
[]
["Energy Weapons"]
["Name","Skill","Dam","Crit","Range","Encumbr","HP","Price","Restricted","Rarity","Special","Special description","Ability Notes","Book Set","Source"]
["\"Precision-X\" Marksman Rifle","Ranged (Heavy)","9",3,"Long",5,1,1500,null,"8","Pierce 1,\nStun Setting","Pierce 1 (Passive) = Ignore 1 soak\nStun Setting (Active - Up to Medium Range) = causes strain not wounds","This Weapon can use stun setting up to medium range unlike other weapons with a stun setting capped at short range, this cannot be extended further.","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["\"Renegade\" Heavy Blaster Pistol","Ranged (Light)","8",3,"Medium",2,3,950,null,4,"Inaccurate 1, Stun Setting","Inaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon,\nStun Setting (Active - short range only) = causes strain not wounds","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["\"Subduer-9\" Riot Blaster","Ranged (Heavy)","10",6,"Short",6,3,1250,null,"5","Blast 6,\nCumbersome 3, Stun Damage","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nStun Damage (Passive) = causes strain not wounds",null,"EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["12 Defender","Ranged (Light)","5",5,"Short",1,0,25,null,4,"Inferior, Limited Ammo 2","Inferior (Passive) = Add 1 threat to all checks using this weapon,\nLimited Ammo 2 (Passive) = Expended after 2 uses","May not be reloaded, Add ⬛⬛ to a characters computers and perception checks when attempting to find a 12 defender on a persons body","EotE","Far Horizons (Colonist Sourcebook)"]
["A280 Blaster Rifle","Ranged (Heavy)",9,3,"Long",4,4,900,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","Master List","(Will replace if FFG adds these officially)"]
["A280 C Heavy Blaster Rifle","Ranged (Heavy)","9",4,"Long",5,2,1800,null,7,"Accurate 1, Cumbersome 3, Stun Setting","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nStun Setting (Active - short range only) = causes strain not wounds","Reduce the Difficulty of Mechanics checks to repair this weapon by 1 to a minimum of Simple [-]","AoR","Forged In Battle (Soldier Career)"]
["ACP Array Gun","Ranged (Heavy)","6",3,"Short",3,3,890,null,6,"Blast 5, Stun Setting","Blast 5 (Trigger) = Use 2 advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nStun Setting (Active - short range only) = causes strain not wounds","(bit of a shotgun)","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["ACP Repeater Gun","Ranged (Heavy)","7",3,"Medium",3,1,1000,null,6,"Auto-Fire, Stun Setting","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nStun Setting (Active - short range only) = causes strain not wounds","N/A","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["AJ-23 Concussive Rifle","Ranged (Heavy)","8",5,"Short",4,2,8000,null,"4","Blast 7, Concussive 2, Inaccurate 2, Knockdown, Stun Damage","Blast 7 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 7 damage + success, Use 3 advantage to trigger blast without success\nConcussive 2 (Trigger) = Use 2 advantage - The target is staggered for 2 round(s)\nInaccurate 2 (Passive) = Add 2 Setback die to all checks using this weapon\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nStun Damage (Passive) = causes strain not wounds",null,"FaD","Disciples of Harmony (Consular Sourcebook)"]
["Atgar SpaceDefense 1.8 FD Autoturret","Gunnery","17",2,"Extreme",25,0,12000,"( R )",6,"Auto-fire, Slow firing 1, Limited Ammo 8","Auto-fire (Active + Trigger) = +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nLimited Ammo 8 (Passive) = Expended after 8 uses","Intended to be used with an \"Atgar Artillery Remote\" this weapon is capable of being operated at a distance. This weapon is too heavy to be moved by one character and is generally moved by a squad using a loader droid or a light speeder. While attached to a suitable power source this weapon loses its Limited Ammo 8 quality, Wiring the weapon into a power source requires several minutes and a Easy (d) Mechanics Check.","AoR","Forged In Battle (Soldier Career)"]
["BlasTech DL-19C Blaster Pistol","Ranged (Light)","5",4,"Medium",1,4,450,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","When a character applies the Jury Rigged talent to this weapon he may select one additional option from the talent's list and apply it to the weapon (cannot select the same option twice)","EotE","Special Modifications (Technician Sourcebook)"]
["Blastech DLS-12 Heavy Blaster Carbine","Ranged (Heavy)","10",3,"Medium",4,3,1350,null,7,"Auto-Fire, Cumbersome 2","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\n","N/A","FaD","Keeping the Peace (Guardian Sourcebook)"]
["BlasTech M-300 Hunting Blaster","Ranged (Heavy)","8",3,"Extreme",4,1,1600,"( R )",6,"Accurate 1, cumbersome 2, Pierce 2, Stun Damage","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nCumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak\nStun Damage (Passive) = causes strain not wounds","Reduce the Difficulty of combat checks made with this weapon by one against targets at long or extreme range. Comes with integrated scope","FaD","Savage Spirits (Seeker Career)"]
["Blaster Carbine","Ranged (Heavy)",9,3,"Medium",3,4,850,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","AoR, EotE, FaD","Core"]
["Blaster Pistol","Ranged (Light)",6,3,"Medium",1,3,400,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","AoR, EotE, FaD","Core"]
["Blaster Rifle","Ranged (Heavy)",9,3,"Long",4,4,900,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","AoR, EotE, FaD","Core"]
["Bola Carbine","Ranged (Heavy)","8",3,"Medium",3,3,1600,null,6,"Accurate 1, Ensnare","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nEnsnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Boonta Blaster","Ranged (Light)","6",3,"Short",1,1,1000,null,8,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Adds ⬛ to Perception checks to find this weapon, Remove ⬛ from the wearer's deception checks to explain away the weapon as purely ornamental or otherwise non-threatening","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Bowcaster","Ranged (Heavy)","10",3,"Medium",5,2,1250,null,7,"Cumbersome 3, Knockdown","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage for each silhouette of target beyond 1 to activate","Does not have a re-cocking mechanism therefor requiring the user to spend a manoeuvre cocking the weapon before each shot.","EotE","Core"]
["BR-219 Heavy Blaster Pistol","Ranged (Light)","8",3,"Short",2,2,625,"( R )",7,"Stun setting, Vicious 2","Stun Setting (Active - short range only) = causes strain not wounds\nVicious 2 (Crit) = +20 to crit hit roll","Being found with this weapon without a permit (given after a background check from the ISB) can lead to immediate imperial imprisonment. GM may spend tt from a check to cause the weapon to become damaged one step or the GM can spend y to cause the weapon to melt down and explode destroying the weapon and dealing the weapon's base damage to the user","FaD","Endless Vigil (Sentinel Sourcebook)"]
["CDEF Pistol","Ranged (Light)","5",4,"Medium",1,1,150,null,4,"Inferior, Stun Setting","Inferior (Passive) = Add 1 threat to all checks using this weapon,\nStun Setting (Active - short range only) = causes strain not wounds\n","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Corellian Arms CR-8 Takedown Rifle","Ranged (Heavy)","9",3,"Extreme",4,1,3250,"( R )",7,"Accurate 2, Prepare 2, Pierce 2, Slow Firing 1","Accurate 2 (Passive) = Add 2 Boost die to all checks,\nPrepare 2 (Passive) = Must use 2 manoeuvre to prep weapon\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again","When a CR-8 is properly broken down and concealed add ⬛⬛ to a characters perception checks made to find it on a persons body","FaD","Savage Spirits (Seeker Career)"]
["Corondexx VES-700 Pulse Rifle","Ranged (Heavy)","8",3,"Medium",4,3,950,null,6,"Blast 6, Stun Setting","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nStun Setting (Active - short range only) = causes strain not wounds","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["CR-2 Heavy Blaster Pistol","Ranged (Light)","7",4,"Medium",2,2,600,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["CryoBan Rifle","Ranged (Light)","6","-","Medium",2,1,450,null,"6","Ensnare 1, Pierce 5, Stun Damage","Ensnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)\nPierce 5 (Passive) = Ignore 5 soak\nStun Damage (Passive) = causes strain not wounds","When used to attack a target wearing armour that removes one or more ⬛ due to extreme cold, the weapon's Pierce quality counts as 0. Characters who make a melee attack against a target struck by the CryoBan Rifle in the current round adds ⬛⬛ to the check.","FaD","Disciples of Harmony (Consular Sourcebook)"]
["Czerka Arms 411 Holdout Blaster","Ranged (Light)","4",4,"Medium",1,1,350,"( R )",5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["Czerka Arms A95 Stingbeam","Ranged (Light)","5",3,"Engaged",1,0,400,null,5,"Stun setting, Vicious 1","Stun Setting (Active - short range only) = causes strain not wounds\nVicious 1 (Crit) = +10 to crit hit roll","Add ⬛ to a characters perception checks to find a Stingbeam on a persons body.                               ","EotE","Fly Casual (Smuggler Sourcebook)"]
["Czerka Arms C-10 \"Dragoneye Repeater\" Heavy Blaster Pistol","Ranged (Light)","8",3,"Medium",3,3,1000,null,7,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["DDC MR6 Modular Rifle","Ranged (Heavy)","7",3,"Medium",3,6,1000,null,6,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Make an Average (dd) Mechanics check to add or remove attachments to a DDC-MR6 as an action rather then spending the usual time required to remove an attachment (pg 93 EotE:TS)","EotE","Special Modifications (Technician Sourcebook)"]
["Defender Sporting Blaster Pistol","Ranged (Light)","5",3,"Medium",1,1,650,null,6,"Stun Setting, Accurate 1","Stun Setting (Active - short range only) = causes strain not wounds\nAccurate 1 (Passive) = Add 1 Boost die to all checks,","N/A","AoR","Desperate Allies (Diplomats Sourcebook)"]
["DH-17 Blaster Carbine","Ranged (Heavy)","8",3,"Medium",2,3,900,null,6,"Auto-Fire, Inaccurate 1, Stun Setting","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon,\nStun Setting (Active - short range only) = causes strain not wounds",null,"AoR","Forged In Battle (Soldier Career)"]
["DH-X Heavy Blaster Rifle","Ranged (Heavy)","10",3,"Long",7,4,1900,null,6,"Cumbersome 3, Pierce 2","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Disruptor Pistol","Ranged (Light)",10,2,"Short",2,2,3000,"( R )",6,"Vicious 4","Vicious 4 (Crit) = +40 to crit hit roll","Cannot benefit from upgrades that improve range or grant multiple shots. When a target is hit with a disruptor, any Critical Injury results in a \"Crippled\" effect, unless the roll would result in a more grievous injury","AoR, EotE","Core"]
["Disruptor Rifle","Ranged (Heavy)",10,2,"Long",5,4,5000,"( R )",6,"Cumbersome 2, Vicious 5","Cumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\nVicious 5 (Crit) = +50 to crit hit roll","Cannot benefit from upgrades that improve range or grant multiple shots. When a target is hit with a disruptor, any Critical Injury results in a \"Crippled\" effect, unless the roll would result in a more grievous injury","AoR, EotE","Core"]
["DL-44 Heavy Blaster Pistol","Ranged (Light)",6,3,"Medium",1,3,400,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","Master List","(Will replace if FFG adds these officially)"]
["DL-7H Heavy Blaster Pistol","Ranged (Light)","8",3,"Medium",2,2,850,"( R )",6,null,null,"GM may spend tt to cause weapon to run out of ammo","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["DLT-19","Ranged (Heavy)",10,3,"Long",6,4,1500,null,6,"Auto-Fire, Cumbersome 3","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.","N/A","Master List","(Will replace if FFG adds these officially)"]
["DR-45 Dragoon","Ranged (Light)","8",3,"Medium",1,3,1900,null,6,"Accurate 1, Stun Setting","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nStun Setting (Active - short range only) = causes strain not wounds","Takes one Manoeuvre to change the ranged combat sill from Ranged (Light) to Ranged (Heavy) and vice versa.","AoR","Stay On Target (Ace Sourcebook)"]
["Droid Disruptor","Ranged (Light)","6",3,"Short",2,1,800,null,7,"Vicious 3 (Droids Only)","Vicious 3 (Crit) = +30 to crit hit roll","Organics receive a brief shock to the system and suffers 2 strain","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Duelling Pistol","Ranged (Light)","9",2,"Short",2,2,750,null,5,"Accurate 1, Limited Ammo 1, Pierce 1","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 1 (Passive) = Ignore 1 soak","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["E-11 Blaster Rifle","Ranged (Heavy)",9,3,"Long",4,4,900,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","Master List","(Will replace if FFG adds these officially)"]
["E-11s","Ranged (Heavy)","10",3,"Extreme",6,3,3500,"( R )",7,"Accurate 1, Cumbersome 3, Pierce 2, Slow Firing 1","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again","N/A","EotE","Enter the Unknown (Explorer Sourcebook)"]
["E5 Blaster Carbine","Ranged (Heavy)","9",3,"Medium",3,4,550,null,3,"Inaccurate 1, Stun Setting","Inaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon,\nStun Setting (Active - short range only) = causes strain not wounds","During combat GMs can spend ttt or use a y to force an E5 to overheat, damaging it by one step as if struck by a weapon with the sunderer quality","AoR","Stay On Target (Ace Sourcebook)"]
["EE-3 Carbine Rifle","Ranged (Heavy)",9,3,"Medium",3,4,850,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","Master List","(Will replace if FFG adds these officially)"]
["ELG-3A","Ranged (Light)","6",4,"Short",1,0,400,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Add bb to a characters perception checks to find a ELG-3A on a persons body.                               ","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Energy Slingshot","Ranged (Light)","3","N/A","Short",1,0,40,null,4,"Disorient 2, Stun Damage","Disorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun Damage (passive) = causes strain not wounds","Wrist Mounted Device, Triggering the Disorient quality on this weapon requires a instead of aa","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Felebreck Droid Disabler","Ranged (Light)","12",3,"Short",1,1,1050,null,5,"Concussive 1, Ion, Limited Ammo 3","Concussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nLimited Ammo 3 (Passive) = Expended after 3 uses","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["GLX Firelance","Ranged (Heavy)","7",3,"Long",3,3,1600,null,6,"Auto-fire, Disorient 2, Stun Setting","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nDisorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun Setting (Active - short range only) = causes strain not wounds",null,"FaD","Endless Vigil (Sentinel Sourcebook)"]
["Greff-Timms ATA Pulse-Wave Blaster","Ranged (Light)","5",3,"Short",2,2,750,null,6,"Vicious 3","Vicious 3 (Crit) = +30 to crit hit roll","N/A","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["H-7 \"Equalizer\" Blaster Pistol","Ranged (Light)","7",2,"Medium",2,3,1200,null,8,"Stun Setting, Superior","Stun Setting (Active - short range only) = causes strain not wounds\nSuperior (Passive) = Automatic 1 Advantage on all checks using this weapon, +1 damage already included in profile","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Heavy Blaster Pistol","Ranged (Light)",7,3,"Medium",2,3,700,null,6,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","During Combat GM's can spend ttt to make the Heavy Pistol run out of ammo ","AoR, EotE, FaD","Core"]
["Heavy Blaster Rifle","Ranged (Heavy)",10,3,"Long",6,4,1500,null,6,"Auto-Fire, Cumbersome 3","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.","N/A","AoR, EotE","Core"]
["Heavy Repeating Blaster","Gunnery",15,2,"Long",9,4,6000,"( R )",8,"Auto-Fire, Cumbersome 5, Pierce 2, Vicious 1","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 5 (Passive) = If Brawn is not 5 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","Purchase cost includes Tripod and Power Pack, Setting up the Repeater requires a crew to spend 3 Actions, Must be set up to fire effectively","AoR, EotE","Core"]
["Herloss HBt-4 Hunting Blaster","Ranged (Heavy)","10",3,"Medium",5,2,900,null,6,"Cumbersome 2, Stun setting","Cumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\nStun Setting (Active - short range only) = causes strain not wounds","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["HH-50 Heavy Blaster Pistol","Ranged (Light)","7",3,"Short",3,2,1300,null,7,"Linked 1, Stun setting, Vicious 1","Linked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit\nStun Setting (Active - short range only) = causes strain not wounds\nVicious 1 (Crit) = +10 to crit hit roll","During combat  GMs can spend ttt or use a y to force an HH-50 to overheat, damaging it by one step as if struck by a weapon with the sunderer quality, also GMs can make a HH-50 run out of ammunition by spending tt or a y    ","AoR","Stay On Target (Ace Sourcebook)"]
["HL-27 Light Blaster Pistol","Ranged (Light)","5",3,"Medium",1,2,450,null,4,"Accurate 1, Stun Setting","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nStun Setting (Active - short range only) = causes strain not wounds","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["HOB Heavy Repeating Blaster","Gunnery","15",3,"Extreme",10,4,6500,"( R )",8,"Auto-Fire, Cumbersome 6, Pierce 2, Vicious 1","Auto-fire (Active + Trigger) = Use 2 Advantage,  +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 6 (Passive) = If Brawn is not 6 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","Comes with a tripod, crew requires two preparation manoeuvres to set up plus two more for the tripod. Mechanics checks to repair a HOB gain ⬛.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Holdout Blaster","Ranged (Light)",5,4,"Short",1,1,200,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Anyone Searching an individual carrying a concealed holdout blaster adds b to their Perception Check.","AoR, EotE, FaD","Core"]
["IDX-9 Ion Stunner","Ranged (Light)","7","-","Medium",1,2,300,null,"4","Ion, Stun Damage","Ion (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nStun Damage (Passive) = causes strain not wounds",null,"FaD","Disciples of Harmony (Consular Sourcebook)"]
["Ion Blaster","Ranged (Light)",10,5,"Short",3,3,250,null,3,"Disorient 5, Ion","Disorient 5 (Trigger) = Use 2 Advantage, target disoriented 5 rounds (target +1 setback on skill checks)\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids","Deals only Strain on droids, Cyborgs and vehicles as dictated by Ion Quality","AoR, EotE","Core"]
["IR-5 Blaster Pistol","Ranged (Light)","5",3,"Medium",2,2,750,"( R )",6,"Auto-Fire, Inaccurate 1","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon,","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["J-10 Dual Blaster Cannon","Gunnery","13",2,"Long",8,3,6750,"( R )",7,"Cumbersome 5, Inaccurate 1, Linked 1","Cumbersome 5 (Passive) = If Brawn is not 5 or higher add 1 difficulty die for the difference for all checks using this weapon.\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon,\nLinked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit"," GM may spend y or tt from any combat check made with this weapon to have it overheat, the wielder suffers 2 strain and the weapon becomes damaged one step","AoR","Forged In Battle (Soldier Career)"]
["Kyuzo Energy Bow","Ranged (Heavy)","9",4,"Long",6,1,2400,null,8,"Cumbersome 3, Knockdown, Pierce 5","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nKnockdown (Trigger) = The target is knocked prone. Add 1 advantage for each silhouette of target beyond 1 to activate\nPierce 5 (Passive) = Ignore 5 soak",null,"AoR","Forged In Battle (Soldier Career)"]
["LBR-9","Ranged (Heavy)","10","-","Long",6,4,2800,null,4,"Disorient 2, Stun Damage","Disorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun Damage (Passive) = causes strain not wounds","N/A","EotE","Enter the Unknown (Explorer Sourcebook)"]
["LD-1 Target Rifle","Ranged (Heavy)","9",4,"Extreme",6,3,1275,null,7,"Accurate 2, Cumbersome 3, Pierce 3, Slow-Firing 1","Accurate 2 (Passive) = Add 2 Boost die to all checks,\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 3 (Passive) = Ignore 3 soak\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again",null,"FaD","Endless Vigil (Sentinel Sourcebook)"]
["Light Blaster Pistol","Ranged (Light)",5,4,"Medium",1,2,300,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","AoR, EotE, FaD","Core"]
["Light Repeating Blaster","Ranged (Heavy)",11,3,"Long",7,4,2250,"( R )",7,"Auto-Fire, Cumbersome 4, Pierce 1","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 4 (Passive) = If Brawn is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 1 (Passive) = Ignore 1 soak","N/A","AoR, EotE","Core"]
["Liquidsilver L7 Light Blaster Pistol","Ranged (Light)","6",3,"Medium",1,1,425,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Add ⬛⬛ to a characters perception checks to find a Liquidsilver stashed on a starship.                               ","EotE","Fly Casual (Smuggler Sourcebook)"]
["LJ-50 Concussion Rifle","Ranged (Heavy)","10",2,"Medium",6,2,2000,"( R )",7,"Blast 4, Concussive 2, Cumbersome 3, Knockdown, Limited Ammo 4","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nConcussive 2 (Trigger) = Use 2 advantage - The target is staggered for 2 round(s)\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nLimited Ammo 4 (Passive) = Expended after 4 uses",null,"AoR","Forged in Battle (Soldier Career)"]
["Merr-Sonn Model 53 \"Quick trigger\" Blaster Pistol","Ranged (Light)","6",3,"Medium",1,4,450,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Reduce difficulty of mechanics checks to repair weapon","EotE","Fly Casual (Smuggler Sourcebook)"]
["Military Holdout Blaster","Ranged (Light)","6",3,"Short",1,0,500,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Add b to a character's Perception checks to find a military holdout blaster on a character, GMs can spend ttt to make the blaster run out of ammunition","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Model 44 Blaster Pistol","Ranged (Light)","6",3,"Medium",1,4,500,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Model 80 Blaster Pistol","Ranged (Light)","6",2,"Medium",2,3,550,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Time taken to Draw, Holster, Stow or otherwise access this weapon cannot be reduced by talents, gear or any other means","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Mon Cal Battle Baton","Ranged (Light)","5",4,"Medium",1,1,250,null,6,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mon Cal Spear Blaster (Blaster)","Ranged (Heavy)","8",3,"Long",5,3,1350,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Acts as both Melee and Ranged Blaster, See Mon Cal Spear (Spear)","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Night sister Energy Bow","Ranged (Light)","8",2,"Medium",4,2,2800,"( R )",8,"Pierce 4, Unwieldy 3, Vicious 2","Pierce 4 (Passive) = Ignore 4 soak\nUnwieldy 3 (Passive) = If Agility is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nVicious 2 (Crit) = +20 to crit hit roll",null,"FaD","Savage Spirits (Seeker Career)"]
["OK-98 Blaster Carbine","Ranged (Heavy)","9",3,"Medium",4,3,1100,null,5,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Can ignore a \"out of ammo\" effect due to backup power pack without expending a manoeuvre. Modifying the weapon to increase the weapon damage by 2 and subsequently remove the ability to ignore the \"out of ammo\" effect requires an Easy ( d ) Mechanics Check. With this modification the GM may spend y to have the weapon overhead and explode inflicting one hit from the weapon (base damage) on the user and destroying the weapon","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Palandrix KO 2 Heavy Stun Pistol","Ranged (Light)","8","N/A","Short",2,3,650,null,5,"Stun Damage","Stun Damage (Passive) = causes strain not wounds","N/A","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Pulse Cannon","Ranged (Heavy)","9",3,"Extreme",5,1,2750,"( R )",6,"Cumbersome 3, Pierce 2, Slow-Firing 1","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again","As a manoeuvre A character wielding a pulse cannon\nmay prime the weapon to expend all of its ammunition in a single, devastating shot The next time the weapon is fired this encounter, it counts as having the Breach 1 and Vicious 3 qualities After being discharged this way, the weapon runs out of ammunition ","AoR","Forged In Battle (Soldier Career)"]
["Quickfire","Ranged (Light)","5",3,"Short",1,0,250,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","May not be reloaded only recharged out of combat (10 minute recharge), Add ⬛ to a characters perception checks when attempting to find this weapon on a persons body","EotE","Far Horizons (Colonist Sourcebook)"]
["Raider Arms Model-1 \"Nova Viper\" Blaster Pistol","Ranged (Light)","7",3,"Medium",2,2,4500,null,9,"Accurate 2, Pierce 2, Stun setting","Accurate 2 (Passive) = Add 2 Boost die to all checks,\nPierce 2 (Passive) = Ignore 2 soak\nStun Setting (Active - short range only) = causes strain not wounds","Increase difficulty of mechanics checks to repair weapon by one","EotE","Fly Casual (Smuggler Sourcebook)"]
["Reciprocating Quad Blaster Cannon","Gunnery","10",2,"Long",8,4,9950,"( R )",8,"Auto-fire (Only), Breach 1, Cumbersome 4, Inaccurate 1, Prepare 2","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nBreach 1 (Passive) = Ignore 1 armour or 10 soak\nCumbersome 4 (Passive) = If Brawn is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon,\nPrepare 2 (Passive) = Must use 2 manoeuvre to prep weapon","This weapon can only be used in Auto-Fire Mode, GM may spend y or tttt from a combat check with this weapon to have the wielder suffer a Critical injury with -50 to the roll, to a minimum of 1","AoR","Forged In Battle (Soldier Career)"]
["SakTek D-29 Repulsor Rifle","Gunnery","8",4,"Medium",3,3,1550,null,7,"Disorient 3, Knockdown, Stun Damage","Disorient 3 (Trigger) = Use 2 advantage, target disoriented 3 rounds (target +1 setback on skill checks)\nKnockdown (Trigger) = The target is knocked prone. Add 1 advantage for each silhouette of target beyond 1 to activate\nStun Damage (Passive) = causes strain not wounds","Invisible wave that pushes the target away, knocking down, disorienting and stunning creatures without causing serious lasting damage","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["SE-14C Blaster Pistol","Ranged (Heavy)","5",4,"Short",1,2,650,null,6,"Auto-Fire, Stun Setting","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nStun Setting (Active - short range only) = causes strain not wounds",null,"AoR","Forged In Battle (Soldier Career)"]
["SE-14r Light Repeating Blaster","Ranged (Light)","6",3,"Medium",2,3,1000,"( R )",6,"Auto-Fire, Stun Setting","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nStun Setting (Active - short range only) = causes strain not wounds","GM may spend ttt to cause weapon to run out of ammo","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Security S-5 Heavy Blaster Pistol","Ranged (Light)","7",3,"Medium",3,1,1250,null,7,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","As an action, a character may make an Average (dd) Ranged (Light) check to secure the grappling hook to an object within medium range. On success, as an action, he may reel in the cord, pulling himself to the object, if the object is unsecured and lighter than he is, pulling it to him). A character may use the grappling hook to pull another character aloft with him; if he does, he must make an Average ( dd ) Athletics check to avoid losing his grip on either his partner or the gun.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Site-145 Replica Blaster Pistol","Ranged (Light)","6",3,"Medium",1,0,1750,"( R )",8,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Only Force users can use this weapon","FaD","Keeping the Peace (Guardian Sourcebook)"]
["SKZ Sporting Blaster","Ranged (Heavy)","8",4,"Long",3,4,600,null,4,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Can be broken down for transport in a small case.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Sonic Rifle","Ranged (Heavy)","8",6,"Long",4,3,1200,null,6,"Concussive 1, slow-firing 1, stun damage","Concussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nStun Damage (Passive) = causes strain not wounds","Cannot be stopped by a lightsaber.","EotE","Far Horizons (Colonist Sourcebook)"]
["Spukami Pocket Blaster Pistol","Ranged (Light)","5",3,"Short",1,1,200,null,2,"Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Gains the Inaccurate 1 quality at short range (or longer). Add ⬛ to a characters perception check when attempting to find a holdout pistol on a persons body","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["SSG Mk-II Paladin","Ranged (Heavy)","8",3,"Long",4,2,3250,null,8,"Auto-fire, Pierce 1, Stun setting, Superior","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nPierce 1 (Passive) = Ignore 1 soak\nStun Setting (Active - short range only) = causes strain not wounds\nSuperior (Passive) = Automatic 1 Advantage on all checks using this weapon, +1 damage already included in profile","Damage from the superior quality is included in the weapon's profile. When using its attached under barrel stun prod use the following profile: (Melee, Damage +2, Critical 6, Range Engaged, Disorient 2, Stun Damage.)","FaD","Endless Vigil (Sentinel Sourcebook)"]
["T-7 Ion Disruptor","Ranged (Heavy)","12",2,"Long",6,2,8000,"( R )",9,"Blast 6, Breach 2, Cumbersome 3, Slow firing 1, Vicious 6","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nBreach 2 (Passive) = Ignore 2 armour or 20 soak\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nVicious 6 (Crit) = +60 to crit hit roll","Cannot benefit from upgrades that improve range or grant multiple shots. When a target is hit with a disruptor, any Critical Injury results in a \"Crippled\" effect, unless the roll would result in a more grievous injury, When a Vehicle or Starship is hit with a disruptor, any Critical hit results in a \"Component Hit\" effect, unless the roll would result in a more serious effect","AoR","Forged In Battle (Soldier Career)"]
["Variable Holdout","Ranged (Light)","1 to 7",4,"Short",1,0,400,null,7,"Limited Ammo 12","Limited Ammo 12 (Passive) = Expended after 12 uses","User chooses power setting of blaster from 1 to 7 this is how much damage and ammunition is done/used (cannot exceed remaining ammunition), Add ⬛ to perception checks of anyone searching for the holdout blaster on a individual","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["VX Sidewinder Repeating Blaster","Gunnery","12",3,"Long",8,4,3350,"( R )",7,"Auto-Fire, Cumbersome 5, Pierce 1, Vicious 1","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 5 (Passive) = If Brawn is not 5 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 1 (Passive) = Ignore 1 soak\nVicious 1 (Crit) = +10 to crit hit roll","(AKA THE MINIGUN) Comes with a bipod, if wielder has sufficient strength to carry and fire generally use a shoulder strap, always requires two hands to wield.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Weequay Blaster Lance","Ranged (Heavy)","8",3,"Extreme",5,2,850,null,6,"Accurate 1, Cumbersome 2","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nCumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.","N/A","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["X-30 Lancer","Ranged (Light)","5",4,"Long",1,3,1000,null,5,"Accurate 1, Pierce 2","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nPierce 2 (Passive) = Ignore 2 soak","N/A","EotE","Enter the Unknown (Explorer Sourcebook)"]
["XL-2 \"Flashfire\" Blaster Pistol","Ranged (Light)","5",3,"Medium",1,3,450,null,5,"Disorient 1, Stun Setting","Disorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)\nStun Setting (Active - short range only) = causes strain not wounds","Bright flashes when fired","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Z-6 Rotary Blaster Cannon","Ranged (Heavy)","12",4,"Long",6,3,3000,"( R )",7,"Auto-fire (Only) cumbersome 3, Prepare 1","Auto-fire (Active + Trigger) = +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPrepare 1 (Passive) = Must use 1 manoeuvre to prep weapon","Weapon can only be used in Auto-fire Mode, GM may spend y or tt from any combat check made with this weapon to have it overheat, the wielder suffers 2 strain and the weapon becomes damaged one step","AoR","Forged In Battle (Soldier Career)"]
["DLT-19D Heavy Blaster Rifle","Ranged (Heavy)","10",3,"Long",5,1,3100,"( R )","9","Accurate 2, Auto-fire, Cumbersome 3, Pierce 2","Accurate 2 (Passive) = Add 2 Boost die to all checks,\nAuto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak","Already intergraded optics reduces the difficulty of Ranged combat checks at long and extreme range once","DoR","Dawn of Rebellion"]
["E-11D Blaster Carbine","Ranged (Heavy)","9",3,"Medium",3,2,1400,"( R )","9","Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Upgrade the ability of combat checks made when using this weapon at short range once","DoR","Dawn of Rebellion"]
["E-22 Blaster Rifle","Ranged (Heavy)","8",3,"Medium",4,2,1500,"( R )","8","Cumbersome 2, Linked 1, Stun Setting","Cumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLinked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit\nStun Setting (Active - short range only) = causes strain not wounds\n","Cannot be damaged by environmental effects like water, sand, salt, caustic gasses and more","DoR","Dawn of Rebellion"]
["Lightbow","Ranged (Heavy)","11",3,"Long",5,1,2000,null,"8","Blast 4, Knockdown, Pierce 3, Slow-Firing 1","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nPierce 3 (Passive) = Ignore 3 soak\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\n","User may spend a manoeuvre to collapse the weapon for regular transport (reducing its encumbrance to 3) or expand the arrays to ready it for firing.","DoR","Dawn of Rebellion"]
["MWC-35c Repeating Cannon (Standard Mode)","Gunnery","9",3,"Long",5,2,3000,null,"7","Auto-Fire, Cumbersome 3, Pierce 2, Vicious 1","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","Switching between \"Standard mode\" and \"Single Shot Mode\" requires a manoeuvre.\nIf the weapon is to be destroyed by the Sunder quality or through other means (determined by GM) the weapon blows up and deals 10 damage to the wearer and other characters within engaged range","DoR","Dawn of Rebellion"]
["MWC-35c Repeating Cannon (Single Shot Mode)","Gunnery","13",3,"Medium",5,2,3000,null,"7","Cumbersome 3, Pierce 4, Prepare 1, Vicious 2","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 4 (Passive) = Ignore 4 soak\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon\nVicious 2 (Crit) = +20 to crit hit roll","Switching between \"Standard mode\" and \"Single Shot Mode\" requires a manoeuvre.\nIf the weapon is to be destroyed by the Sunder quality or through other means (determined by GM) the weapon blows up and deals 10 damage to the wearer and other characters within engaged range","DoR","Dawn of Rebellion"]
["PB08 Heavy Blaster Pistol","Ranged (Light)","6",3,"Medium",2,2,800,null,"6","Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","UNLIMITED AMMO!!!! Even if you roll a y","DoR","Dawn of Rebellion"]
["Arakyd LJ-40 Concussion Carbine","Ranged (Heavy)","8",3,"Short",4,1,2500,"( R )","8","Blast 4, Concussive 1, Knockdown, Limited Ammo 3","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nConcussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nLimited Ammo 3 (Passive) = Expended after 3 uses","All ⬛ added to a combat check due to the targets cover are removed when using this weapon. Additional ammunition costs 40 credits for magazine of 3 rounds.","AoR","Fully Operational (Engineer sourcebook)"]
["BlasTech DH-17c Short Carbine","Ranged (Heavy)","4",3,"Medium",3,2,950,null,"6","Auto-Fire, Stun Setting","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nStun Setting (Active - short range only) = causes strain not wounds","N/A","AoR","Fully Operational (Engineer sourcebook)"]
["AB-75 Bo Rifle (Blaster)","Ranged (Heavy)","8",4,"Medium",4,4,900,"( R )","7","Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds\n","As a Manoeuvre a character may convert the Bo Rifle into a melee weapon with the following profile; (Melee; Damage + 3; Critical 4; Range [Engaged]; Stun 5, Stun Setting) . A bo rifle requires two\nhands to wield.","FaD","Unlimited Power (Mystic Sourcebook)"]
["Heartwood Blaster","Ranged (Heavy)","6",5,"Medium",3,1,1000,null,"6","Cumbersome 2, Stun 3","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nStun 4 (Trigger) = Use 2 Advantage, causes 4 strain damage","A character may suffer strain up to their force rating as a manoeuvre. If they do, they add an equal number of automatic a to the next combat check they make that turn.","FaD","Unlimited Power (Mystic Sourcebook)"]
["Lucky Blaster","Ranged (Light)","5",4,"Medium",1,2,400,null,"10","Stun Setting","\nStun Setting (Active - short range only) = causes strain not wounds\n","When a characters uses a single manoeuvre with a Lucky Blaster to Aim, they gain ⬛⬛ on their next combat check. This can only occur once per round, and the PC may not use their second manoeuvre to aim again.","FaD","Unlimited Power (Mystic Sourcebook)"]
["MR-90 Proton Rifle","Ranged Heavy","10",2,"Extreme",6,2,3100,"( R )","8","Accurate 1, Cumbersome 3, Knockdown","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate","As a manoeuvre, a character can set this weapon to the charge setting which allows the weapon to use up all of its energy in one shot adding the weapon qualities Breach 1, Concussive 2 and Limited ammunition 1","FaD","Knights of Fate (Warrior Sourcebook)"]
["A28-CFE Convertible Heavy Blaster Pistol (Pistol Configuration)","Ranged (Light)","8",3,"Medium",3,1,1700,"( R )","7","Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Spend a maneuver to convert this pistol into a rifle that uses the Ranged (Heavy) and gains the Accurate 1 and Pierce 1 item qualites. (you attach parts like a stock, barrel and optics)\n\"Million bucks worth of weaponry, and id trade it all back for a lousy can of Raid\" (Lost in space 1998)","AoR","Cyphers And Masks (Spy Sourcebook)"]
["A28-CFE Convertible Heavy Blaster Pistol (Rifle Configuration)","Ranged (Heavy)","8",3,"Medium",3,1,1700,"( R )","7","Stun Setting, Accurate 1, Pierce 1","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nPierce 1 (Passive) = Ignore 1 soak\nStun Setting (Active - short range only) = causes strain not wounds","Spend a maneuver to convert this back into a pistol that uses the Ranged (Light) and loses the Accurate 1 and Pierce 1 item qualites.\n(you remove parts like a stock, barrel and optics)","AoR","Cyphers And Masks (Spy Sourcebook)"]
["CS14 \"Ghost\" Light Blaster Pistol","Ranged (Light)","5",3,"Short",1,0,550,"( R )","6","Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Finding this weapon on a individual requires a Daunting (dddd) Perception check or with a weapon scanner a computers check, this can be reduced by the GM for 1 or 2 levels depending on the scanner being used and the attentiveness of the operator.","AoR","Cyphers And Masks (Spy Sourcebook)"]
["Nightstinger Blaster Rifle","Ranged (Heavy)","10",2,"Extreme",7,4,6500,null,"9","Accurate 2, Cumbersome 3, Pierce 1, Stun Setting","\nAccurate 2 (Passive) = Add 2 Boost die to all checks,\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 1 (Passive) = Ignore 1 soak\nStun Setting (Active - short range only) = causes strain not wounds\n","Has a Stealth Mode which requires a maneuver to activate or deactivate, In this mode it gains the Slow Firing 2 Quality (requires 2 rounds before being able to fire again) but in exchange this weapons blaster bolts are INVISIBLE making it impossible to locate the shooter by muzzle flash or by tracking the blaster bolt.\n\nThis is illegal on most civilized worlds","AoR","Cyphers And Masks (Spy Sourcebook)"]
["ST-M40 Heavy Repeating Blaster Pistol","Ranged (Light)","6",3,"Short",2,2,2100,null,"5","Auto-fire, Inaccurate 1","\nAuto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful innitial hit\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon\n","During Combat a GM can use tt to have this weapon run out of ammunition.","AoR","Cyphers And Masks (Spy Sourcebook)"]
["Vac Attack Mk-127 Concealable Disc Launcher","Ranged (Light)","6",3,"Short",0,1,800,null,"7","Limited Ammo 4, Pierce 1, Vicious 1","\nLimited Ammo 4 (Passive) = Expended after 4 uses\nPierce 1 (Passive) = Ignore 1 soak\nVicious 1 (Crit) = +10 to crit hit roll\n","●This weapon can be set to expend all its ammo in one shot giving it the Blast 6 quality (Use 2 Advandage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success)\n● A second one of this weapon can be worn on the other wrist and both fired as if from a single weapon (not duel wielded) and granting it the Linked 2 Quality (Use 2 Advantage to activate - May make 2 additional hits)\n● This weapon can at the GM's dicression be coated to various toxins\n● Noticing an individual wearing one or a pair of these weapons requires a Hard ddd Peception check\n\nWith this... I am Genji","AoR","Cyphers And Masks (Spy Sourcebook)"]
["Wrist Blaster","Ranged (Light)","6",3,"Engaged",1,0,1200,"( R )","6","Limited Ammo 1, Pierce 4","\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 4 (Passive) = Ignore 4 soak\n","Noticing a Wrist blaster requires a Daunting dddd Perception check, At the GMs discretion, ttt or y can be used on a combat check to burn the user causing 3 wounds","AoR","Cyphers And Masks (Spy Sourcebook)"]
[]
[]
[]
["Slugthrowers"]
["Name","Skill","Damage","Critical","Range","Encumbr","HP","Price","Restricted","Rarity","Special","Special Description","Ability Notes","Book Set","Source"]
["Adostic Arms 8-Gauge Scatter Gun","Ranged (Heavy)","7",6,"Short",3,2,550,null,4,"Blast 3, Knockdown","Blast 3 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 3 damage + success, Use 3 advantage to trigger blast without success\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["ASP-9 Autopistol","Ranged (Light)","4",5,"Short",1,0,150,null,4,"Auto-fire","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Assault Carbine","Ranged (Heavy)","6",5,"Short",4,1,250,null,4,"Auto-Fire, Inaccurate 1","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon","GM may spend tt to cause weapon to run out of ammo","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Berserker Rifle","Ranged (Heavy)","7",4,"Medium",4,0,600,"( R )",5,"Burn 1, Cumbersome 3, Disorient 1","Burn 1 (Trigger) = Use 2 Advantage on success, target takes base damage for 1 turns (Target can stop this by average or easy coordination check depending on terrain)\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDisorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)",null,"AoR","Forged in Battle (Soldier Career)"]
["Fiver Pistol","Ranged (Light)","5",4,"Short",2,1,200,null,4,"Accurate 1, Limited Ammo 5","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nLimited Ammo 5 (Passive) = Expended after 5 uses","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["FWG-5 Flechette Pistol","Ranged (Light)","6",3,"Short",1,2,825,"( R )",7,"Guided 3, Limited Ammo 3","\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 3 (Passive) = Expended after 3 uses\n","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["Hammer","Ranged (Heavy)","8",4,"Short",5,4,1500,null,5,"Blast 6, Knockdown","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate","STOP! Hammer time *dew nu-nu-nu*","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Imperial Heavy Repeater","Ranged (Heavy)","8",4,"Medium",3,2,1500,"( R )",7,"Auto-fire, Cumbersome 4","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 4 (Passive) = If Brawn is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.","As a manoeuvre, a character wielding an Imperial Heavy Repeater may prime the weapon to expend all of its ammunition in a single, devastating burst. The next time the weapon is fired this encounter, it counts as having the Blast 7 and Concussive 1 qualities but does not count as having the Auto-fire quality, after being used in this manner the weapon runs out of ammunition.","AoR","Forged in Battle (Soldier Career)"]
["Kelvarek Consolidated Arms KD-30 \"Dissuader\" Pistol","Ranged (Light)","4",5,"Short",2,0,350,null,6,"Pierce 2, Vicious 1","Pierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","Uses acid ammunition, targets damaged by this suffer one wound (Ignoring soak) at the beginning of his turn for the next two rounds.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Mark V Hunting Rifle","Ranged (Heavy)","7",5,"Long",5,2,1750,null,7,"Accurate 1, Cumbersome 2","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nCumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Model 38","Ranged (Heavy)","8",3,"Extreme",5,4,3000,null,6,"Accurate 2, Pierce 3","Accurate 2 (Passive) = Add 2 Boost die to all checks,\nPierce 3 (Passive) = Ignore 3 soak","If purchased (used) or not from Czerka directly this weapon loses accurate 2 until it can be modified for the new user with a hard mechanics check ( ddd )","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Model 77","Ranged (Heavy)","6","-","Long",3,3,1100,null,6,"Pierce 4, Stun damage","Pierce 4 (Passive) = Ignore 4 soak\nStun Damage (Passive) = causes strain not wounds","Tranquilizer darts","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Prax Arms Stealth 2VX Palm Shooter","Ranged (Light)","1",5,"Short",0,0,300,null,5,"Limited Ammo 3","Limited Ammo 3 (Passive) = Expended after 3 uses","Adds ⬛⬛ to Perception checks to find this weapon, Fires Darts that can be loaded with 1 dose of any poison, if the user hits the target even if it does not do any damage the target suffers the effects of the selected poison.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Salus DF-D1 Duo Flechette Rifle","Ranged (Heavy)","9",3,"Short",3,3,1000,"( R )",5,"Blast 4, Limited Ammo 5, Linked 1, Vicious 2","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 5 (Passive) = Expended after 5 uses\nLinked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit\nVicious 2 (Crit) = +20 to crit hit roll","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Selonian Shard Shooter","Ranged (Heavy)","5",3,"Medium",4,2,1500,null,7,"Auto-fire, Pierce 1","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nPierce 1 (Passive) = Ignore 1 soak","Finding Shard ammunition outside the Corellian system is next to impossible.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["SH-9 Slugthrower Pistol","Ranged (Light)","4",5,"Short",1,0,250,null,4,"Limited Ammo 5, Pierce 2","Limited Ammo 5 (Passive) = Expended after 5 uses\nPierce 2 (Passive) = Ignore 2 soak","Adds ⬛ to Perception checks to find this weapon on a persons body, Adds ⬛ to Perception or Vigilance checks made to locate a concealed shooter firing this weapon.","AoR","Forged in Battle (Soldier Career)"]
["Slugthrower Pistol","Ranged (Light)",4,5,"Short",1,0,100,null,3,null,null,"N/A","AoR, EotE, FaD","Core"]
["Slugthrower Rifle","Ranged (Heavy)",7,5,"Medium",5,1,250,null,3,"Cumbersome 2","Cumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.","N/A","AoR, EotE, FaD","Core"]
["Verpine Heavy Shatter Rifle","Gunnery","15",2,"Extreme",4,4,45000,null,8,"Accurate 2, Knockdown, Pierce 6","Accurate 2 (Passive) = Add 2 Boost die to all checks,\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nPierce 6 (Passive) = Ignore 6 soak","This weapon gets damaged by one step if any combat check generates tt or y as if struck by a weapon with the Sunder quality","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Verpine Shatter Pistol","Ranged (Light)","8",3,"Medium",1,2,15000,null,8,"Knockdown, Pierce 2","Knockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nPierce 2 (Passive) = Ignore 2 soak","This weapon gets damaged by one step if any combat check generates tt or y as if struck by a weapon with the Sunder quality","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Verpine Shatter Rifle","Ranged (Heavy)","12",3,"Extreme",3,3,30000,null,8,"Knockdown, Pierce 4","Knockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nPierce 4 (Passive) = Ignore 4 soak","This weapon gets damaged by one step if any combat check generates tt or y as if struck by a weapon with the Sunder quality","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Vodran Hunting Rifle","Ranged (Heavy)","7",4,"Long",4,2,800,null,7,"Cumbersome 2","Cumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.","N/A","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Arquebus","Ranged (Heavy)","9",5,"Long",3,4,1200,null,"5","Cumbersome 3, Prepare 1","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon","As a manoeuvre, a character may suffer up to 5 strain, for each strain suffered this way the weapon gains 1 pierce to a maximum increase of 5 for the next combat check with this weapon.","FaD","Unlimited Power (Mystic Sourcebook)"]
["Panic Pistol","Ranged (Light)","6",5,"Short",1,0,400,null,"3","Inaccurate 1","Inaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon","While in engaged range this weapon does not suffer the +1 difficulty modifier for ranged attacks in melee, however a GM may use tt to damage this weapon by 1 step","FaD","Unlimited Power (Mystic Sourcebook)"]
["Model 134A \"Buzzsaw\" Rotary Cannon","Ranged (Heavy)","12",3,"Long",8,4,4500,null,"7","Auto-fire, Cumbersome 5, Pierce 3","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful initial hit\nCumbersome 5 (Passive) = If Brawn is not 5 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 3 (Passive) = Ignore 3 soak\n","Auto-fire use only, GMs can use y or ttt to have the weapon overheat and jam, when this happens the user must perform a manoeuvre to clear the jam before it can be fired again\n\nIts an actual minigun, now go shoot at the predator or something","FaD","Knights of Fate (Warrior Sourcebook)"]
["Model 4 \"Thunderhead\" Scattergun","Ranged (Heavy)","7",4,"Short",4,3,700,null,"5","Blast 5, Knockdown, Vicious 1","Blast 5 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nVicious 1 (Crit) = +10 to crit hit roll","\"You are gonna blow expectations\" (TFS FF7 machinabridged ep6)","FaD","Knights of Fate (Warrior Sourcebook)"]
[]
["Others, Thrown and Specialty Weapons"]
["Name","Skill","Damage","Critical","Range","Encumbr","HP","Price","Restricted","Rarity","Special","Special Description","Ability Notes","Book Set","Source"]
["Ascian Throwing Dagger","Ranged (Light)","+1",2,"Short","1",0,65,null,7,"Pierce 2, Limited Ammo 1","Limited Ammo 1 (Passive) = Expended after 1 uses\nPierce 2 (Passive) = Ignore 2 soak","When making an attack with an Ascian dagger, a character does not increase the difficulty of the check for being engaged with his target as normal, the user adds his brawn to the listed value (+1) to determine the damage dealt.","EotE","Fly Casual (Smuggler Sourcebook)"]
["Aurateran Boomerang","Ranged (Light)","4",5,"Medium","1",0,65,null,6,"Guided 1 Limited ammo 1","Guided 1 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 1 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 1 (Passive) = Expended after 1 uses","If retrieved, a thrown boomerang can be used again. A character may spend a on a missed attack (including an attack made with the Guided quality) to have the boomerang return to the users hand","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Bola /Net","Ranged (Light)","2","-","Short","1 / 3",2,20,null,2,"Ensnare 3, Knockdown, Limited Ammo 1","Ensnare 3 (Trigger) = Use 2 Advantage, target is immobilized 3 round(s) (target can make hard athletics check to break free)\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nLimited Ammo 1 (Passive) = Expended after 1 uses","Requires the Ensnare quality to be activated to incapacitate the target, If a x is spent by the user the target become so entangled that his only action each turn is a Formidable (  ddddd  ) Athletics Check to free himself.","EotE","Core"]
["Corellian Compound Bow","Ranged (Heavy)","5",5,"Medium","3",1,200,null,5,"Cumbersome 3, Knockdown, Limited ammo 1, Pierce 1","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 1 (Passive) = Ignore 1 soak","Regular arrows price is set by GM but generally 1 credit per arrow. Can be used to fire Explosive tipped or stun arrows.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Czerka Arms Model 57 \"Homesteader\" Hunting Rifle","Ranged (Heavy)","7",5,"Long","5",4,500,null,6,"Accurate 1, Cumbersome 2","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nCumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.",null,"FaD","Savage Spirits (Seeker Career)"]
["Explosive Tipped Arrow","Ranged (Heavy)","6",3,"Medium","0",0,50,null,5,"Blast 4, Limited ammo 1","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses","RAMBO!!!","FaD","Savage Spirits (Seeker Career)"]
["Explosive Tipped Arrows","Ranged (Light)","6",3,"Medium","0",0,50,null,6,"Blast 4, Limited ammo 1","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses","RAMBO!!!","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Field Sports FS19 Compound Bow (Broadhead Arrow)","Ranged (Heavy)","5",4,"Medium","4",2,500,null,6,"Cumbersome 3, Limited ammo 1, Pierce 1, Vicious 2","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 1 (Passive) = Ignore 1 soak\nVicious 2 (Crit) = +20 to crit hit roll",null,"FaD","Savage Spirits (Seeker Career)"]
["Field Sports Model 77 Air Rifle","Ranged (Heavy)","6","N/A","Long","3",5,1100,null,6,"Pierce 4, Stun Damage","Pierce 4 (Passive) = Ignore 4 soak\nStun Damage (Passive) = causes strain not wounds","Can fire a special ammunition called a \"Smart tranq\", victim must make a immediate average (dd) resilience check, on failure target suffers 5 strain plus 2 additional strain per t generated on the check, GM may spend y from the check to cause the target to repeat the check against the tranquilizer with the difficulty increased once at the beginning of the following round. Each dart costs 500 credits with a rarity of 1.","FaD","Savage Spirits (Seeker Career)"]
["Gungan Atlati","Ranged (Light)","5",3,"Medium","2",0,100,null,7,"Accurate 1, Burn 1, Ion, Limited ammo 1","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nBurn 1 (Trigger) = Use 2 Advantage on success, target takes base damage for 1 turns (Target can stop this by average or easy coordination check depending on terrain)\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nLimited Ammo 1 (Passive) = Expended after 1 uses","Used to throw Gungan Plasma Balls with greater range and accuracy (requires a supply of Plasma balls to be useful)","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Gungan Plasma Ball","Ranged (Light)","5",3,"Short","0",0,20,null,7,"Burn 1, Ion, Limited ammo 1","Burn 1 (Trigger) = Use 2 Advantage on success, target takes base damage for 1 turns (Target can stop this by average or easy coordination check depending on terrain)\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Incendiary Arrow","Ranged (Heavy)","6",5,"Medium","0",0,60,null,5,"Burn 2, Limited ammo 1","Burn 2 (Trigger) = Use 2 Advantage on success, target takes base damage for 2 turns (Target can stop this by average or easy coordination check depending on terrain)\nLimited Ammo 1 (Passive) = Expended after 1 uses",null,"FaD","Savage Spirits (Seeker Career)"]
["Ion Thruster Gun","Ranged (Heavy)","5",4,"Short","8",0,300,null,2,"Concussive 1, Cumbersome 5, Ion, Prepare 1","Concussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nCumbersome 5 (Passive) = If Brawn is not 5 or higher add 1 difficulty die for the difference for all checks using this weapon.\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nPrepare 1 (Passive) = Must use 1 manoeuvre(s) to prepare the weapon","Custom Attachment: Shaped Nozzle: Increase weapons potency as a weapon, focusing the energy into a sharp beam rather than letting it disperse in a wide ark. Base Modifiers: Removes Ion quality. Mod Options: 5 item quality (Pierce +1) Mods","EotE","Special Modifications (Technician Sourcebook)"]
["KWS Mk I Saberdart","Ranged (Light)","1",null,"Long","3",2,1600,null,9,"Limited Ammo 1","Limited Ammo 1 (Passive) = Expended after 1 uses","Dart launchers can be built into gloves, pieces of armour , other weapons, even innocuous pieces of everyday gear like datapads and glow rods. Fired with compressed gas, Darts can be loaded with any poison or toxin, even if target gets hit but receives no damage from the attack the target suffers the the effects of the poison.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Longbow","Ranged (Heavy)","5",5,"Long","5",1,120,null,4,"Cumbersome 3, Limited ammo 1 Pierce 1","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 1 (Passive) = Ignore 1 soak","Regular arrows price is set by GM but generally 1 credit per arrow. Can be used to fire Explosive tipped or stun arrows.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Multi-Goo Gun","Ranged (Light)","2","N/A","Short","2",1,250,null,1,"Disorient 1, Ensnare 4, Knockdown","Disorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)\nEnsnare 4 (Trigger) = Use 2 Advantage, target is immobilized 4 round(s) (target can make hard athletics check to break free)\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate","This tool gains an automatic a on Mechanics checks to repair droids, vehicles or starships, The GM may spend ttor y on a mechanics  or combat check made using a multi-goo gun to have all of its spray cartridges run out (replacements cost 20 credits with rarity of 2) Custom Attachment: Pressurized Gas Cartridge Base Modifier: Increase Base damage to 5. Modification Options: 2 item quality (Burn +1) Mods, 2 item quality (Disorient +1) Mods.","EotE","Special Modifications (Technician Sourcebook)"]
["Net Arrow","Ranged (Heavy)","7","N/A","Medium","0",0,30,null,5,"Ensnare 2, Limited Ammo 1","Ensnare 2 (Trigger) = Use 2 Advantage, target is immobilized 2 round(s) (target can make hard athletics check to break free)\nLimited Ammo 1 (Passive) = Expended after 1 uses",null,"FaD","Savage Spirits (Seeker Career)"]
["Net Gun","Ranged (Heavy)","3","-","Short","4",2,750,null,5,"Ensnare 5","Ensnare 5 (Trigger) = Use 2 Advantage, target is immobilized 5 round(s) (target can make hard athletics check to break free)","N/A","EotE","Enter the Unknown (Explorer Sourcebook)"]
["NX-14 Needler","Ranged (Light)","5",null,"Short","1",1,650,"( R )",7,"Pierce 3","Pierce 3 (Passive) = Ignore 3 soak","Needler removes all ⬛ added by a personal deflector shield and any individual carrying a concealed needler adds ⬛ to their Perception check to find the weapon","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Palandix AO14 \"Aranea\" Net Gun","Ranged (Heavy)","3","N/A","Medium","4",2,775,null,5,"Ensnare 5, Limited ammo 1","Ensnare 5 (Trigger) = Use 2 Advantage, target is immobilized 5 round(s) (target can make hard athletics check to break free)\nLimited Ammo 1 (Passive) = Expended after 2 uses",null,"FaD","Savage Spirits (Seeker Career)"]
["Rivet Gun","Ranged (Light)","4",3,"Engaged","4",1,900,null,1,"Ensnare 1, Inaccurate 2, Limited Ammo 1","Ensnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)\nInaccurate 2 (Passive) = Add 2 Setback die to all checks using this weapon\nLimited Ammo 1 (Passive) = Expended after 1 uses","Reduces the difficulty of Mechanics checks to repair Critical Hits on vehicles and starships by 1 (to a minimum of Simple [-]) Custom Attachment: Top-loading magazine. Base Modifiers: Removes the Limited Ammo 1 quality. Custom Attachment: Balanced Barrel: Adding a functional barrel to a rivet gun can give it dramatically more range and accuracy as a shooting weapon. Base Modifiers: Increase range to short. Modification Options: 2 decrease inaccurate quality by 1 Mods.","EotE","Special Modifications (Technician Sourcebook)"]
["Rupulsor Gun","Ranged (Heavy)","3",5,"Short","5",0,200,null,3,"Knockdown","Knockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate","On a y result, the gun backfires and user is knocked prone and suffers the disoriented condition for 2 rounds","EotE","Special Modifications (Technician Sourcebook)"]
["Spray Stick","Ranged (Heavy)","0","-","Long","4",0,2500,null,8,"Accurate 2, Ensnare 4, Slow Firing 1, Stun 8","Accurate 2 (Passive) = Add 2 Boost die to all checks,\nEnsnare 4 (Trigger) = Use 2 Advantage, target is immobilized 4 round(s) (target can make hard athletics check to break free)\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nStun 8 (Passive) = Causes 8 Strain damage","When using the stun pad on the butt-stock the spray stick can be used as a melee weapon with the following profile (Skill Melee; Damage +2; Critical -; Range [Engaged]; Inaccurate 1, Stun Damage)","EotE","Far Horizons (Colonist Sourcebook)"]
["SSB-1 Static Pistol","Ranged (Light)","2",4,"Short","2",1,850,null,7,"Disorient 1, Stun 8","Disorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun 8 (Passive) = Causes 8 Strain damage","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["Stun Arrow","Ranged (Heavy)","6","N/A","Medium","0",0,60,null,6,"Limited Ammo 1, Stun Damage","Limited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds",null,"FaD","Savage Spirits (Seeker Career)"]
["Stun Arrows","Ranged (Light)","6","N/A","Medium","0",0,60,null,6,"Limited Ammo 1, Stun Damage","Limited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Styanax Lance","Ranged (Heavy)","8",3,"Short","8",2,200,null,8,"Cumbersome 4, Limited Ammo 1, Pierce 3, Vicious 1","Cumbersome 4 (Passive) = If Brawn is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 3 (Passive) = Ignore 3 soak\nVicious 1 (Crit) = +10 to crit hit roll","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Suppressor","Ranged (Heavy)","8","-","Medium","4",2,2000,null,5,"Blast 5, Disorient 3, Stun Damage","Blast 5 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nDisorient 3 (Trigger) = Use 2 Advantage, target disoriented 3 rounds (target +1 setback on skill checks)\nStun Damage (Passive) = causes strain not wounds","At GMs discretion, Characters wearing breathing gear or sealed armour may take no damage or suffer no effects from the Suppressor","EotE","Far Horizons (Colonist Sourcebook)"]
["TaggeCo. CryoBan Projector","Ranged (Heavy)","6",2,"Short","3",0,500,null,4,"Blast 6, Cumbersome 3, Vicious 2","Blast 5 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nVicious 1 (Crit) = +10 to crit hit roll","Can be used to fight fires, adds ⬛ to attempts to put out fire, assisted checks add a ⬛ for each assist.","EotE","Fly Casual (Smuggler Sourcebook)"]
["Tangle Gun","Ranged (Heavy)","1",4,"Short","2",1,500,null,5,"Ensnare 3","Ensnare 3 (Trigger) = Use 2 Advantage, target is immobilized 3 round(s) (target can make hard athletics check to break free)","N/A","EotE","Far Horizons (Colonist Sourcebook)"]
["Tenloss L70 Acid Projector","Ranged (Heavy)","6",2,"Short","4",1,1250,null,7,"Blast 6, Burn 3, Vicious 1","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nBurn 3 (Trigger) = Use 2 Advantage on success, target takes base damage for 3 turns (Target can stop this by average or easy coordination check depending on terrain)\nVicious 1 (Crit) = +10 to crit hit roll","User can apply the Burn Quality to any one target hit by an attack, and may be triggered multiple times on different targets. GM may spend tt or y to apply a burn quality to an ally hit by the original attack, Burn damage cannot be stopped by rolling around on the ground or jumping into water","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["\"Firecaller\" Light Flame Projector","Ranged (Light)","5",2,"Short","4",1,1200,"( R )","7","Blast 2, Burn 2, Pierce 2, Vicious 3","Blast 2 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 2 damage + success, Use 3 advantage to trigger blast without success\nBurn 2 (Trigger) = Use 2 Advantage on success, target takes base damage for 2 turns (Target can stop this by average or easy coordination check depending on terrain)\nPierce 2 (Passive) = Ignore 2 soak\nVicious 3 (Crit) = +30 to crit hit roll","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Grapnel-Harpoon Launcher","Ranged (Light)","3",5,"Medium","2",0,450,null,"5","Ensnare 3","Ensnare 3 (Trigger) = Use 2 Advantage, target is immobilized 3 round(s) (target can make hard athletics check to break free)","A Character may make a Average (dd) Ranged (Light) Check to secure a Grappling hook on a object within range, if successful as an action the character may reel in the cord pulling the character to the object or the object (if unsecured) pulled towards the character. To pull another character as well as the active character, perform a Average (dd) Athletics check to avoid losing grip of the weapon or the additional character.","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Nova Design \"Impact\" Repulsor Cannon","Ranged (Heavy)","3",6,"Medium","5",1,1000,null,"7","Blast 3, Concussive 1, Knockdown, Prepare 1, Slow-Firing 1","Blast 3 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 3 damage + success, Use 3 advantage to trigger blast without success\nConcussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\ntarget +1 setback on skill checks)\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Spray Rifle","Ranged (Heavy)","7","-","Medium","4",1,2700,null,"6","Burn 3, Limited Ammo 3, Pierce 3, Prepare 1, Stun Damage","Burn 3 (Trigger) = Use 2 Advantage on success, target takes base damage for 3 turns (Target can stop this by average or easy coordination check depending on terrain)\nLimited Ammo 3 (Passive) = Expended after 3 uses\nPierce 3 (Passive) = Ignore 3 soak\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon\nStun Damage (Passive) = causes strain not wounds","Even though it is a spray it is designed to go through armour and even environmental suits.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Vibrorang","Ranged (Light)","4",2,"Medium","1",0,300,null,"4","Limited Ammo 1, Pierce 2, Vicious 1","Limited Ammo 1 (Passive) = Expended after 1 uses\nPierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","If ranged attack is unsuccessful the user may spend aa to have it safely return to his possession ignoring the Limited Ammo quality.\nAlso may be used in melee combat with the following profile (Melee; Damage +2; Critical 2; Range [Engaged]; Inaccurate 1, Pierce 2, Vicious 1).","DoR","Rebellion era sourcebook"]
["Czerka M9 \"Boomer\" Heavy Pistol","Ranged (Light)","5",3,"Medium","3",2,1000,null,"6","Blast 5, Cumbersome 2, Inaccurate 1","Blast 5 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon","GM may spend ttt to cause weapon to run out of ammo","AoR","Fully Operational (Engineers sourcebook)"]
["MK VIII Gravitic Mortar Launcher","Gunnery","4","N/A","Long","6",1,2800,"( R )","7","Inaccurate 1, Prepare 1","Inaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon","When a Gravitic round detonates in a mine-field it triggers every mine within medium range, GM may use tt or y to detonate only a fraction of the mines instead","AoR","Fully Operational (Engineers sourcebook)"]
["Repulsor Throwing Razor","Ranged (Light)","5",2,"Medium","2",1,850,null,"7","Guided 2, Limited Ammo 1, Pierce 2, Vicious 1","Guided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","A Character may spend aa on a missed attack with this weapon to have it return to their hand at the beginning of their next turn","FaD","Knights of Fate (Warrior Sourcebook)"]
[]
["Explosives and Ordnance"]
["Name","Skill","Damage","Critical","Range","Encumbr","HP","Price","Restricted","Rarity","Special","Column1","Ability Notes","Book Set","Source"]
["Anti-Personnel Mine","Mechanics",12,3,"Engaged",3,0,850,"( R )",6,"Blast 4, Vicious 4, Limited Ammo 1","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses\nVicious 4 (Crit) = +40 to crit hit roll","N/A","AoR, EotE","Core"]
["Anti-Vehicle Mine","Mechanics",25,2,"Engaged",4,0,1400,"( R )",6,"Blast 2, Breach 4, Limited Ammo 1","Blast 2 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 2 damage + success, Use 3 advantage to trigger blast without success\nBreach 4 (Passive) = Ignore 4 armour or 40 soak\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","AoR, EotE","Core"]
["Armour-Piercing Grenade","Ranged (Light)",13,3,"Short",1,0,100,null,6,"Blast 4, Limited Ammo 1, Peirce 3","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 3 (Passive) = Ignore 3 soak","Can be attached to walls or other surfaces and has the same fire modes as a Frag Grenade","AoR, EotE","Core"]
["Brennkeyes Syndicate Knockout Mines","Ranged (Light)","6","N/A","Short",1,0,200,null,6,"Stun Damage, Limited Ammo 1","Limited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds","A Character hit by a knockout mine must make a Hard ( ddd ) Resilience check, if he fails he becomes immobilized until the end of the encounter","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Concussion Grenade","Ranged (Light)","10",5,"Short",1,0,100,"( R )",5,"Blast 8, Concussive 2, Disorient 5, Limited Ammo 1","Blast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nConcussive 2 (Trigger) = Use 2 advantage - The target is staggered for 2 round(s)\nDisorient 5 (Trigger) = Use 2 Advantage, target disoriented 5 rounds (target +1 setback on skill checks)\nLimited Ammo 1 (Passive) = Expended after 1 uses","If the disorient quality is activated the quality affects all characters at short range from the target (even if they are not damaged by it)","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Concussion Missile","Gunnery","14",4,"Extreme","-","-",200,null,8,"Blast 10, concussive 3, Disorient 5, Guided 2","Blast 10 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 10 damage + success, Use 3 advantage to trigger blast without success\nConcussive 3 (Trigger) = Use 2 advantage - The target is staggered for 3 round(s)\nDisorient 5 (Trigger) = Use 2 Advantage, target disoriented 5 rounds (target +1 setback on skill checks)\nGuided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)","If the disorient quality is activated the quality affects all characters at short range from the target (even if they are not damaged by it)","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["CSPL-12 Projectile Launcher (Frag Grenade)","Ranged (Light)","8",4,"Medium","2",2,1200,"( R )",6,"Blast 6, Limited Ammo 3","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 3 (Passive) = Expended after 3 uses","Can be loaded with other grenades replacing the damage, critical rating and item qualities with the original weapon with their own. The GM may spend y from a combat check with this weapon to cause it to jam, if the GM does so the contents detonate inflicting a hit from t he loaded grenade on the wielder and each other character at engaged range, the weapon also becomes damaged two steps, an additional y may be spend to trigger one of the loaded grenade's qualities.","AoR","Forged in Battle (Soldier Career)"]
["Flame Projector","Ranged (Heavy)",8,2,"Short",6,2,1000,null,6,"Burn 3, Blast 8","Blast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nBurn 3 (Trigger) = Use 2 Advantage on success, target takes base damage for 3 turns (Target can stop this by average or easy coordination check depending on terrain)","User can apply the Burn Quality to any one target hit by an attack, and may be triggered multiple times on different targets. GM may spend tt or y to apply a burn quality to an ally hit by the original attack","AoR, EotE","Core"]
["Flamestrike","Gunnery","9",2,"Short",8,3,2000,"( R )",8,"Burn 4, Blast 9, Cumbersome 3, Vicious 2","Blast 9 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 9 damage + success, Use 3 advantage to trigger blast without success\nBurn 4 (Trigger) = Use 2 Advantage on success, target takes base damage for 4 turns (Target can stop this by average or easy coordination check depending on terrain)\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nVicious 2 (Crit) = +20 to crit hit roll","Generally placed on vehicles, requires character with enough strength to wield it","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Flechette Launcher (Anti-Infantry)","Gunnery","8",3,"Medium",6,4,2500,"( R )",6,"Blast 8, Cumbersome 3, Limited Ammo 4, Pierce 6, Prepare 1, Vicious 1","Blast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 4 (Passive) = Expended after 4 uses\nPierce 6 (Passive) = Ignore 6 soak\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon for all checks using this weapon.\nVicious 1 (Crit) = +10 to crit hit roll","Can be loaded with either anti personnel or anti vehicle flechettes","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Flechette Launcher (Anti-Vehicle)","Gunnery","10",2,"Medium",6,4,2500,"( R )",6,"Breach 2, Cumbersome 3, Limited Ammo 4, Prepare 1, Vicious 3","Breach 2 (Passive) = Ignore 2 armour or 20 soak\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 4 (Passive) = Expended after 4 uses\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon\nVicious 3 (Crit) = +30 to crit hit roll","When firing at a target with anti-vehicle rounds at a silhouette target of 1 or smaller the weapon gains Inaccurate 3 quality","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Frag Grenade","Ranged (Light)",8,4,"Short",1,0,50,null,5,"Blast 6, Limited Ammo 1","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses","Can be set to explode on impact, detonate up to 3 rounds after being activated or make use of a \"dead man's or pressure switch that detonates upon release","AoR, EotE, FaD","Core"]
["Fragmentation Missile","Gunnery","12",4,"Extreme","-","-",75,null,7,"Blast 12, Guided 3","Blast 12 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 12 damage + success, Use 3 advantage to trigger blast without success\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Glop Grenade","Ranged (Light)","-","-","Short",1,0,100,null,6,"Blast -, Ensnare 3","Blast - (Trigger) = Use 2 Advantage, All characters at engaged distance to target take - damage + success, Use 3 advantage to trigger blast without success\nEnsnare 3 (Trigger) = Use 2 Advantage, target is immobilized 3 round(s) (target can make hard athletics check to break free)","Automatically triggers Ensnare quality on any target it hits, If hit targets fail a Easy (d) Coordination Check they suffer from suffocation effect. Can be refilled after use if successful with a easy (d) Ranged (Light) check, Refill canisters are 100 credits a piece with a rarity of 6","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Goseia HIC \"Mercy\" Grenades","Ranged (Light)","5","N/A","Short",1,0,175,null,8,"Blast 5, Stun Damage, Limited Ammo 1","Blast 5 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds","Gas based grenade, A character hit by a the Grenade must make a Hard ( ddd ) Resilience Check, If he fails the check he later has a incomplete or inaccurate memory of events that transpire during that encounter, additionally, he becomes disoriented for 1 round per t on the check.","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Grenade Launcher","Gunnery","8",4,"Medium",5,3,1250,"( R )",4,"Blast 6, Cumbersome 3, Limited Ammo 6","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 6 (Passive) = Expended after 6 uses","Price does not include ammunition Merchants may sell grenades to user at a 50% discount for buying a pack of 6. A grenade launcher can be loaded with any type of grenade, the launcher then uses the grenades damage and critical rating instead of the listed damage and critical rating and then adopts the grenades quality's. ","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["RGL-318 Rotary Grenade Launcher","Gunnery","8",4,"Medium",5,3,1000,"( R )",4,"Blast 6, Cumbersome 3, Limited Ammo 5","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 5 (Passive) = Expended after 5 uses","Price does not include ammunition Merchants may sell grenades to user at a 50% discount for buying a pack of 6. A grenade launcher can be loaded with any type of grenade, the launcher then uses the grenades damage and critical rating instead of the listed damage and critical rating and then adopts the grenades quality's. \n(there is a typo in the book either the stats say limited ammo 5 and the flavour text is wrong or the flavour text saying 6 ammo is right and the stats are wrong so leave that to GM discretion)","FaD","Knights of Fate (Warrior Sourcebook)"]
["Heavy Frag Grenade","Ranged (Light)","9",4,"Short",1,0,75,"( R )",5,"Blast 7, Limited Ammo 1, Cumbersome 2","Blast 7 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 7 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Incendiary Missile","Gunnery","10",3,"Extreme","-","-",145,"( R )",7,"Blast 10, Burn 3, Guided 2","Blast 10 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 10 damage + success, Use 3 advantage to trigger blast without success\nBurn 3 (Trigger) = Use 2 Advantage on success, target takes base damage for 3 turns (Target can stop this by average or easy coordination check depending on terrain)\nGuided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Inferno Grenade","Ranged (Light)","8",3,"Short",1,0,75,"( R )",5,"Blast 5, Burn 2, Limited Ammo 1","Blast 5 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nBurn 2 (Trigger) = Use 2 Advantage on success, target takes base damage for 2 turns (Target can stop this by average or easy coordination check depending on terrain)\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Ion Grenade","Ranged (Light)","10",5,"Short",1,0,65,null,4,"Blast 7, Disorient 5, Stun Damage (Droid Only), Limited Ammo 1","Blast 7 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 7 damage + success, Use 3 advantage to trigger blast without success\nDisorient 5 (Trigger) = Use 2 Advantage, target disoriented 5 rounds (target +1 setback on skill checks)\nLimited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds","May be refused entry on starships if carrying these grenades","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Knockout Grenade","Ranged (Light)","12","N/A","Short","1",0,120,null,5,"Blast 10, Stun Damage, Limited Ammo 1","Blast 10 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 10 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds","Has no effects on targets wearing breath masks or without respiratory systems.","EotE","Fly Casual (Smuggler Sourcebook)"]
["Merr-Sonn N-4 Noise Grenades","Ranged (Light)","4",6,"Short",1,0,150,null,5,"Blast 4, Stun Damage, Concussive 1, Limited Ammo 1","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nConcussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nLimited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds","N/A","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Micro-Rocket Anti Armour","Ranged (Heavy)","8",4,"Short",1,1,300,null,"5","Breach 1, Limited Ammo 1","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Micro-Rocket Explosive","Ranged (Heavy)","7",2,"Short",1,1,150,null,"4","Blast 6, \nLimited Ammo 1","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Micro-Rocket Flechette","Ranged (Heavy)","6",2,"Short",1,1,175,null,"5","Blast 5, \nVicious 2,\nLimited Ammo 1","Blast 5 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses\nVicious 2 (Crit) = +20 to crit hit roll","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Micro-Rocket Incendiary","Ranged (Heavy)","6",3,"Short",1,1,175,null,"5","Blast 6,\nBurn 2, \nLimited Ammo 1","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nBurn 2 (Trigger) = Use 2 Advantage on success, target takes base damage for 2 turns (Target can stop this by average or easy coordination check depending on terrain)\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Micro-Rocket Ion","Ranged (Heavy)","10",3,"Short",1,1,100,null,"6","Ion,\nSunderer,\nLimited Ammo 1","Ion (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nLimited Ammo 1 (Passive) = Expended after 1 uses\nSunderer (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Micro-Rocket Launcher Pistol","Ranged (Light)","-","-","Medium",3,0,500,null,"7",null,null,"Up to 3 Micro rockets can be loaded into the Micro-Rocket Launcher Pistol, the rocket being fired replaces the stats of the Launcher Pistol.","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Mini-Torpedo, Anti-Personnel","Ranged (Heavy)","8",2,"Long",1,0,100,null,5,"Blast 6, Limited Ammo 1","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mini-Torpedo, Armour Piercing","Ranged (Heavy)","12",3,"Medium",1,0,150,null,6,"Blast 2, Limited Ammo 1, Pierce 4","Blast 2 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 2 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 4 (Passive) = Ignore 4 soak","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mini-Torpedo, Ink","Ranged (Heavy)","0","N/A","Long",1,0,50,null,5,"Blast 0, Disorient 4, Limited Ammo 1","Blast 0 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 0 damage + success, Use 3 advantage to trigger blast without success\nDisorient 4 (Trigger) = Use 2 Advantage, target disoriented 4 rounds (target +1 setback on skill checks)\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mini-Torpedo, Ion","Ranged (Heavy)","10",2,"Long",1,0,150,null,6,"Blast 8, Ion, Limited Ammo 1","\nBlast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nLimited Ammo 1 (Passive) = Expended after 1 uses","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mini-Torpedo, Net","Ranged (Heavy)","0","N/A","Medium",1,0,100,null,5,"Blast 0, Ensnare 6, Limited Ammo 1","Blast 0 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 0 damage + success, Use 3 advantage to trigger blast without success\nEnsnare 6 (Trigger) = Use 2 Advantage, target is immobilized 6 round(s) (target can make hard athletics check to break free)\nLimited Ammo 1 (Passive) = Expended after 1 uses\n","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mini-Torpedo, Stun","Ranged (Heavy)","8",2,"Long",1,0,300,null,5,"Blast 4, Concussive 2, Limited Ammo 1, Stun Damage","Blast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nConcussive 2 (Trigger) = Use 2 advantage - The target is staggered for 2 round(s)\nLimited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Missile Tube","Gunnery",20,2,"Extreme",7,4,7500,"( R )",8,"Blast 10, Cumbersome 3, Guided 3, Breach 1, Prepare 1, Limited Ammo 6","Blast 10 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 10 damage + success, Use 3 advantage to trigger blast without success\nBreach 1 (Passive) = Ignore 1 armour or 10 soak\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon","Requires one preparation manoeuvre before firing. Additional Ammo for Missile Tube costs 500 credits per rack of six","AoR, EotE, FaD","Core"]
["Mon Cal Defences Mini-Torpedo Launcher","Ranged (Heavy)","8",2,"Long",4,4,2000,null,6,"Blast 6, Cumbersome 2, Limited Ammo 2","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLimited Ammo 2 (Passive) = Expended after 2 uses\n","Designed for water use, Attempting to use outside of water has all combat checks difficulty upgraded twice, Can load other torpedos and those replace the damage, critical rating, range and item quality's however retains the Cumbersome quality.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Plasma Grenade","Ranged (Light)","12",3,"Short",1,0,125,null,6,"Blast 10, Limited Ammo 1","Blast 10 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 10 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses","Large Blast zone","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Plasma Missile","Gunnery","16",3,"Extreme","-","-",160,"( R )",8,"Blast 14, Cumbersome 3, Inaccurate 1, Pierce 2","Blast 14 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 14 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon\nPierce 2 (Passive) = Ignore 2 soak","N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Poison Gas Grenade","Ranged (Light)","-","-","Short","1",0,50,null,5,"Blast 2, Limited Ammo 1","Blast 2 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 2 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses","Can be loaded up with a gas version of any poison (at GMs discretion),if the user hits the target even if it does not do any damage the target suffers the effects of the selected poison.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Shaped Thermal Grenade","Ranged (Light)","20",2,"Short","1",0,3500,"( R )",8,"Breach 2, Limited Ammo 1, Vicious 5","Breach 2 (Passive) = Ignore 2 armour or 20 soak\nLimited Ammo 1 (Passive) = Expended after 1 uses\nVicious 5 (Crit) = +50 to crit hit roll","Focuses the blast in a single direction to maximize damage to a specific object","AoR","Forged in Battle (Soldier Career)"]
["SoroSuub Wipe-3 Data-Purge Grenades","Ranged (Light)","NA","N/A","Short",1,0,100,null,7,"Limited Ammo 1","Limited Ammo 1 (Passive) = Expended after 1 uses","Computers or similar devices lose all data when hit by this grenade while equipment is undamaged, Droids must make a Hard (ddd)Resilience Check or suffer 1 strain. Plus 1 addition strain per f . At the GM's discretion, ttt or y on the check can cause the droid to lose portions of its memory","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Spore Stun Grenade","Ranged (Light)","8","-","Short",1,0,100,null,"7","Blast 7, Limited Ammo 1,Pierce 3, Stun Damage","Blast 7 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 7 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 3 (Passive) = Ignore 3 soak\nStun Damage (Passive) = causes strain not wounds\n","Environmentally sealed suits are immune to this weapon","FaD","Disciples of Harmony (Consular sourcebook)"]
["Spore/B Stun Grenade","Ranged (Light)","6",3,"Short",1,0,400,null,5,"Blast 6, Concussive 2, Limited Ammo 1, Stun Damage","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nConcussive 2 (Trigger) = Use 2 advantage - The target is staggered for 2 round(s)\nLimited Ammo 1 (Passive) = Expended after 1 use\nStun Damage (Passive) = causes strain not wounds","Ineffective against targets wearing breath masks or sealed suits. First time a target is hit by this weapon roll a c .  As long as the character does not roll a y they are affected normally, if the result is a y, the character immediately suffers 6 strain and begins to suffocate a Hard (ddd) Medicine Check to stop the subject from suffocating","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Spray Foam Grenade","Ranged (Light)","-","-","Short",1,0,150,null,"5","Ensnare 4, Limited Ammo 1","Ensnare 4 (Trigger) = Use 2 Advantage, target is immobilized 4 round(s) (target can make hard athletics check to break free)\nLimited Ammo 1 (Passive) = Expended after 1 uses","Can expand to fill a volume of 3 cubic meters. Ensnare quality triggers automatically on any target the weapon hits with no need to spend a","FaD","Disciples of Harmony (Consular sourcebook)"]
["Stun Grenade","Ranged (Light)",8,"N/A","Short",1,0,75,null,4,"Disorient 3, Stun Damage, Blast 8, Limited Ammo 1","Blast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nDisorient 3 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun Damage (Passive) = causes strain not wounds\n","Same fire modes as a Frag Grenade","AoR, EotE, FaD","Core"]
["Thermal Detonator","Ranged (Light)",20,2,"Short",1,0,2000,"( R )",8,"Blast 15, Breach 1, Vicious 4, Limited Ammo 1","Blast 15 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 15 damage + success, Use 3 advantage to trigger blast without success\nBreach 1 (Passive) = Ignore 1 armour or 10 soak\nLimited Ammo 1 (Passive) = Expended after 1 uses\nVicious 4 (Crit) = +40 to crit hit roll","Same fire modes as a Frag Grenade. Any y result on a check involving a Thermal Detonator means that the device explodes prematurely, if this occurs the wielder takes the full damage unless he has a  manoeuvre with which he/she can attempt to avoid the blast, in that case they suffer only the blast damage from the explosion","AoR, EotE, FaD","Core"]
["BKX-4 \"Shockwave\" Grenade","Ranged (Light)","10",5,"Short",1,0,150,"( R )","5","Blast 8, Knockdown, Disorient 5, Limited Ammo 1","Blast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nDisorient 5 (Trigger) = Use 2 Advantage, target disoriented 5 rounds (target +1 setback on skill checks)\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nLimited Ammo 1 (Passive) = Expended after 1 uses","If user activate this grenades Disorient or Knockdown qualities, these quality's affect all characters at short range from the target (Even if they are not damaged by the weapon)","AoR","Fully Operational (Engineer Sourcebook)"]
["WP-19 Incendiary Grenade","Ranged (Light)","8",3,"Short",1,0,125,"( R )","6","Blast 8, Burn 4, Limited Ammo 1","Blast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nBurn 4 (Trigger) = Use 2 Advantage on success, target takes base damage for 4 turns (Target can stop this by average or easy coordination check depending on terrain)\nLimited Ammo 1 (Passive) = Expended after 1 uses\n",null,"AoR","Fully Operational (Engineer Sourcebook)"]
["WW-41 CryoBan Grenade","Ranged (Light)","8",2,"Short",1,0,220,null,"7","Blast 6, Disorient 3, Ensnare 3, Limited ammo 1, Vicious 2","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nDisorient 3 (Trigger) = Use 2 Advantage, target disoriented 3 rounds (target +1 setback on skill checks)\nEnsnare 3 (Trigger) = Use 2 Advantage, target is immobilized 3 round(s) (target can make hard athletics check to break free)\nLimited Ammo 1 (Passive) = Expended after 1 uses\nVicious 2 (Crit) = +20 to crit hit roll","Add ⬛ to attempts to put out a fire","AoR","Fully Operational (Engineer Sourcebook)"]
["Blue Shadow Grenade","Ranged (Light)","3",3,"Short",1,0,2000,"( R )","9","Blast 3, Limited Ammo 1","\nBlast 3 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 3 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses","Outlawed by both the rebellion and empire.\nWhen this grenade detonates, all targets that suffer at least one wound from the grenade or are within medium range of the detonation while not wearing a rebreather, sealed armour, or other form of environmental protection must make a Formidable (ddddd) Resilience check. Targets suffer 2 wounds and 2 strain per t, and a Critical Injury with a +50 modifier if they fail the check with a y it means that they must make the check again at the start of their next turn as the virus runs rampant through their system.\nBasically this thing is a war crime... have fun.","FaD","Unlimited Power (Mystic Sourcebook)"]
["Molten Magnet","Ranged (Light)","9",4,"Short",1,0,1500,"( R )","6","Breach 1, Burn 1, Limited Ammo 1, Sunder","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nBurn 1 (Trigger) = Use 2 Advantage on success, target takes base damage for 1 turns (Target can stop this by average or easy coordination check depending on terrain)\nLimited Ammo 1 (Passive) = Expended after 1 uses\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)","Think of a plasma grenade from halo, this thing sticks to a target (through magnetism on their armour) but instead of exploding this extrudes special molten magma that will be drawn to and eat through the targets armour.","FaD","Unlimited Power (Mystic Sourcebook)"]
["Quillbomb","Ranged (Light)","5",2,"Short",1,0,100,"( R )","6","Pierce 2, Blast 3, Limited Ammo 1, Vicious 3","Blast 3 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 3 damage + success, Use 3 advantage to trigger blast without success\nLimited Ammo 1 (Passive) = Expended after 1 uses\nPierce 2 (Passive) = Ignore 2 soak\nVicious 3 (Crit) = +30 to crit hit roll",null,"FaD","Unlimited Power (Mystic Sourcebook)"]
["FWG-7 Flechette Carbine","Ranged (Heavy)","5",3,"Medium",5,3,1800,null,"7","Blast 4, Guided 2, Pierce 3","\nBlast 4 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nGuided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)\nPierce 3 (Passive) = Ignore 3 soak\n",null,"FaD","Knights of Fate (Warrior Sourcebook)"]
["RLR-331 \"Bulldog\" Rocket Rifle","Ranged (Heavy)","10",4,"Long",6,3,2200,"( R )","7","Blast 8, Cumbersome 3, Guided 3, Limited Ammo 6","Blast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 6 (Passive) = Expended after 6 uses\n","Replacement Rockets cost 100 credits each and have a rarity of 5","FaD","Knights of Fate (Warrior Sourcebook)"]
["Incendiary Grenade","Ranged (Light)","8",3,"Short",1,0,125,"( R )","6","Blast 5, Burn 3, Limited Ammo 1","\nBlast 5 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nBurn 3 (Trigger) = Use 2 Advantage on success, target takes base damage for 3 turns (Target can stop this by average or easy coordination check depending on terrain)\nLimited Ammo 1 (Passive) = Expended after 1 uses",null,"FaD","Knights of Fate (Warrior Sourcebook)"]
["Sonic Grenade","Ranged (Light)","10",4,"Short",1,0,250,"( R )","6","Blast 8, Disorient 5, Limited Ammo 1, Stun Damage","Blast 8 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nDisorient 5 (Trigger) = Use 2 Advantage, target disoriented 5 rounds (target +1 setback on skill checks)\nLimited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds\n",null,"FaD","Knights of Fate (Warrior Sourcebook)"]
["High-Explosive Missile","Gunnery","18",3,"Long","-",0,200,"( R )","6","Blast 6, Breach 2, Guided 2","Blast 6 (Trigger) = Use 2 Advantage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nBreach 2 (Passive) = Ignore 2 armour or 20 soak\nGuided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)",null,"FaD","Knights of Fate (Warrior Sourcebook)"]
[]
["Demolition and Mining Explosives"]
["Name","Base Damage","Additional Damage","Encumbr","Price","Rarity","Blast radius","Ability Notes",null,null,null,null,"Book Set","Source","Column5"]
["Baradium",3,"+1",2,"( R ) 750",5,"Long","When setting up the device if a y is generated the device detonates immediately dealing the devices damage (base plus additional damage) to everything in the current blast radius. Anything engaged with the device when it detonates should add +50 to any subsequent critical injury or critical hit rolls.",null,null,null,null,"EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Detonite",15,"+10",2,50,2,"Short","used for demolitions and for sabotage, not for use as a weapon but can be used to provide a distraction or other advantage, can be set off by a simple trigger or Comm link",null,null,null,null,"EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Plasma",9,"+6",2,"( R ) 200",5,"Medium","Has a Burn 1 Quality and the quality increases by +1 for every additional charge",null,null,null,null,"EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Proton Grenade",10,"Varies",1,60,4,"Short","multiple grenades deal extra damage, second = +20, third = +30, fourth = +40, fifth = +50 for a total of 150 damage",null,null,null,null,"EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Flex-5 Detonite Tape",5,"+2",1,30,4,"Engaged","The difficulty of using Flex -5 does not increase past Easy (d) with additional charges.",null,null,null,null,"AoR","Fully Operational (engineer sourcebook)"]
["Fuel-Air Bomb",9,"+10",3,150,2,"Medium","Concussive 1, Knockdown - Increase Concussive value for each additional charge, on a check setting up the charge y can be spent to immediately detonate the bomb",null,null,null,null,"AoR","Fully Operational (engineer sourcebook)"]
["Shaped Charge",15,"+5",2,500,4,"Engaged","Shaped charges have the Breach I and Vicious 1 qualities, both of which increase by one for every additional shaped charge used.",null,null,null,null,"AoR","Fully Operational (engineer sourcebook)"]
[]
["Brawl Weapons"]
["Name","Skill","Damage","Critical","Range","Encumbr","HP","Price","Restricted","Rarity","Special","Column2","Ability Notes","Book Set","Source"]
["Backhand Shock Gloves","Brawl","+1",3,"Engaged",0,2,2000,null,4,"Concussive 1, Stun Damage, Slow-Firing 1","Concussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nStun Damage (Passive) = causes strain not wounds","When Slow firing rule is in effect, character may still attack but without any benefits from the weapon as a unarmed melee attack.","EotE","Far Horizons (Colonist Sourcebook)"]
["Blast Knuckles","Brawl","+4",4,"Engaged",2,0,500,"( R )",6,"Inaccurate 1","Inaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon","every successful hit automatically inflicts 1 strain on the wielder, Cannot deal damage to a target's strain threshold","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Brass Knuckles","Brawl","+ 1",4,"Engaged",1,0,25,null,0,"Disorient 3","\nDisorient 3 (Trigger) = Use 2 Advantage, target disoriented 3 rounds (target +1 setback on skill checks)","Add ⬛ to a character's Perception check when attempting to find a set of brass knuckles on a person's body","AoR, EotE, FaD","Core"]
["Cortosis Gauntlets","Brawl","+1",4,"Engaged",3,2,1000,null,7,"Cortosis",null,"Can block Lightsaber Blades, when a user wielding a lightsaber attacks a user of Refined Cortosis Gauntlets ttt or y may be spent to short out and deactivate after the combat check has ben resolved. User of these gauntlets attacking a lightsaber wielder may spend aaa or x to cause lightsaber to short out and deactivate after the combat check has been resolved. Lightsaber may be reactivated as an incidental, but it may not be reactivated until after the last Initiative slot during the next round.","FaD","Core"]
["Koromondian SVT-300 Stun Cloak","Brawl","7",3,"Engaged",2,0,1500,null,4,"Limited Ammo 3, Stun Damage","\nLimited Ammo 3 (Passive) = Expended after 3 uses\nStun Damage (Passive) = causes strain not wounds","When worn if a attacker hits the cloak while brawling or with a melee weapon the attacker suffers 7 damage to their strain threshold, this consumes one the cloak's payload of charges from its limited Ammo quality, when empty the power source must charge for three minutes before it can be used again.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Needles Gloves","Brawl","+ 0",5,"Engaged",1,0,750,"( R )",8,null,null,"Needle Gloves can be loaded with 1 dose of Neurotoxin, anaesthetic, neuroparalytic or any other poison the GM sees fit. If the wielder successfully attacks a target with the weapon even if no damage is done the target suffers the effects of being exposed to the poison. Add ⬛⬛⬛ to a characters perception checks to determine that a set of needle gloves contain a lethal weapon.","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Shield Gauntlet","Brawl","+1",5,"Engaged",1,0,1500,null,8,"Deflection 2, Stun Damage","\nDeflection 2 (Passive) = Increase Ranged defence by 2\nStun Damage (Passive) = causes strain not wounds\n",null,"FaD","Keeping the Peace (Guardian Sourcebook)"]
["Shock Boots","Brawl","+0",5,"Engaged",2,0,1250,null,5,"Disorient 3, Stun 3","\nDisorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun 3 (Trigger) = Use 2 Advantage, causes 3 strain damage\n","Worn on feet (duh), add ⬛ to a characters perception checks to notice that shock boots are a weapon rather then normal footwear","EotE","Fly Casual (Smuggler Sourcebook)"]
["Shock Gloves","Brawl","+ 0",5,"Engaged",0,1,300,null,2,"Stun 3","\nStun Damage (Passive) = causes strain not wounds\nStun 3 (Trigger) = Use 2 Advantage, causes 3 strain damage\n","N/A","AoR, EotE, FaD","Core"]
["Vamblade","Brawl","+1",3,"Engaged",2,1,500,null,4,"Defensive 1","Defensive 1 (Passive) = Increase Melee defence by 1","When used as a pair the wrist blades gain Sunderer and Accurate 1 weapon qualities, Cannot deal damage to a targets strain threshold","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Vibroknucklers","Brawl","+1",2,"Engaged",1,0,350,null,4,"Pierce 1, Vicious 1","Pierce 1 (Passive) = Ignore 1 soak\nVicious 1 (Crit) = +10 to crit hit roll","Add ⬛ to a character's Perception check when attempting to find a set of vibroknuckles on a person's body, Cannot deal damage to a targets strain threshold","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Garrote","Brawl","+0","- ","Engaged",1,0,50,null,"2","Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","A Successful attack with this weapon causes the target to become suffocated. Targets may attempted a opposed Brawl vs Brawl check, adding ⬛ for each round they have been caught","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Sap Gloves","Brawl","+2",5,"Engaged",1,1,50,null,"4","Concusssive 1","Concussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)","Spotting sap gloves on a individual requires a Daunting dddd Perception check","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Garrote Chrono","Brawl","+0","- ","Engaged",1,0,100,"( R )","5","Stun Setting","Stun Setting (Active - short range only) = causes strain not wounds","Tool: A Successful attack with this weapon causes the target to become suffocated. Targets may attempted a opposed Brawl vs Brawl check, adding ⬛ for each round they have been caught\nUpgrade the difficulty of checks to detect the concealed garotte twice","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Slicewire","Brawl","+2",2,"Engaged",1,0,200,null,"7","Pierce 2, Vicious 3","Pierce 2 (Passive) = Ignore 2 soak\nVicious 3 (Crit) = +30 to crit hit roll","Tool: If user fails a brawl check when using this weapon the GM can spend ttt or y to inflict the weapons full damage onto the user.\nMultipurpose cutting tool and makeshift weapon, meter long monofiliament cable contained within a carbonite rod, can cut through nearly any material from flesh and bone to duranium and plasteel, also available in spools in lengths of up to 100 meters, can be used for traps, snares and strung across corridors or alleys at neck height to catch persuers unaware, can be dangerous to ones self as others,\n","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
["Melee Weapons"]
["Name","Skill","Damage","Critical","Range","Encumbr","HP","Price","Restricted","Rarity","Special","Column1","Ability Notes","Book Set","Source"]
["Combat Knife","Melee","+1",3,"Engaged",1,0,25,null,1,null,null,"N/A","AoR, EotE, Fad","Core"]
["Force Pike","Melee","+3",2,"Engaged",3,3,500,null,4,"Pierce 2, Stun Setting","\nPierce 2 (Passive) = Ignore 2 soak\nStun Setting (Active - short range only) = causes strain not wounds","Requires 2 hands to wield. Loses Pierce 2 quality when set to Stun setting","AoR, EotE, Fad","Core"]
["Truncheon","Melee","+2",5,"Engaged",2,0,15,null,1,"Disorient 2","Disorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)","N/A","AoR, EotE, Fad","Core"]
["Vibro-Ax","Melee","+3",2,"Engaged",4,3,750,null,5,"Pierce 2, Sunder, Vicious 3","Pierce 2 (Passive) = Ignore 2 soak\nSunderer (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nVicious 3 (Crit) = +30 to crit hit roll","Requires two hands to wield","AoR, EotE, Fad","Core"]
["VibroKnife","Melee","+1",2,"Engaged",1,2,250,null,3,"Pierce 2, Vicious 1","Pierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","N/A","AoR, EotE, Fad","Core"]
["VibroSword","Melee","+2",2,"Engaged",3,3,750,null,5,"Defensive 1, Pierce 2, Vicious 1","Defensive 1 (Passive) = Increase Melee defence by 1\nPierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","N/A","AoR, EotE, Fad","Core"]
["Ceremonial Blade","Melee","+2",3,"Engaged",3,3,650,null,7,"Defensive 1","Defensive 1 (Passive) = Increase Melee defence by 1","A Character adds ⬛ when attempting to convince others to allow him to retain his/her ceremonial blade","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Staff of office","Melee","+2",4,"Engaged",2,2,350,null,6,"Defensive 1, Disorient 2","Defensive 1 (Passive) = Increase Melee defence by 1\nDisorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)","Requires 2 hands to wield. A character trying to convince others to allow him to retain the staff adds ⬛⬛.","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Stealth Vibroknife","Melee","+1",2,"Engaged",1,1,350,null,6,"Pierce 1, Vicious 1","Pierce 1 (Passive) = Ignore 1 soak\nVicious 1 (Crit) = +10 to crit hit roll","Add ⬛⬛ to a character's perception checks to find a stealth vibroknife on a persons body","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Sword Cane","Melee","+2",3,"Engaged",1,1,475,null,6,"Defensive 1","Defensive 1 (Passive) = Increase Melee defence by 1","Add ⬛ to a character's perception checks to determine a sword cane is actually a lethal weapon","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Longeing Whip","Melee","+1",5,"Short",3,1,600,null,4,"Ensnare 2, Stun Damage","Ensnare 2 (Trigger) = Use 2 Advantage, target is immobilized 2 round(s) (target can make hard athletics check to break free)\nStun Damage (Passive) = causes strain not wounds",null,"AoR","Stay On Target (Ace Sourcebook)"]
["SoroSuub Persuader","Melee","+2",4,"Engaged",4,2,1000,null,4,"Concussive 1, Slow Firing, Stun Setting","Concussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nStun Setting (Active - short range only) = causes strain not wounds\n","Requires 2 hands to wield, Has Slow-Firing 1 rule, representing its electrical charge having to recharge, using while charging forces the user to use it as a improvised weapon.","AoR","Stay On Target (Ace Sourcebook)"]
["Mon Cal Spear Blaster (Spear)","Melee","+2",3,"Engaged","-","-",1350,null,"-","Pierce 1","Pierce 1 (Passive) = Ignore 1 soak","Acts as both Melee and Ranged Blaster, See Mon Cal Spear (Blaster)","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mon Calamari Coral Pike","Melee","+3",2,"Engaged",3,3,100,null,6,"Defensive 1, Pierce 2","Defensive 1 (Passive) = Increase Melee defence by 1\nPierce 2 (Passive) = Ignore 2 soak","N/A","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mon Calamari Energy Lance","Melee","+3",2,"Engaged",4,2,1500,null,6,"Cumbersome 3 (dismounted), Pierce 3","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 3 (Passive) = Ignore 3 soak","If mounted the wielder may use the steeds brawn rating to determine the damage of this weapon instead of his own brawn rating.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["SoroSuub CS-12 Stun Master","Melee","6",3,"Engaged",1,0,575,null,3,"Disorient 2, Stun Damage","Disorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun Damage (Passive) = causes strain not wounds","Add ⬛ to a character's perception checks to find a stun master on a person's body","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Gaffi Stick","Melee","+2",3,"Engaged",3,0,100,null,2,"Defensive 1, Disorient 3","Defensive 1 (Passive) = Increase Melee defence by 1\nDisorient 3 (Trigger) = Use 2 Advantage, target disoriented 3 rounds (target +1 setback on skill checks)","Requires two hands to wield","EotE","Core"]
["Ryyk Blade","Melee","+2",2,"Engaged",3,3,400,null,8,"Cumbersome 3, Defensive 1, Superior","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDefensive 1 (Passive) = Increase Melee defence by 1\nSuperior (Passive) = Automatic 1 Advantage on all checks using this weapon , +1 damage already included in profile","Damage from the Superior quality is included in the profile.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Therm-Ax","Melee","+2",3,"Engaged",4,3,850,"( R )",5," Burn 2, Sunder, Vicious 1","Burn 2 (Trigger) = Use 2 Advantage on success, target takes base damage for 2 turns (Target can stop this by average or easy coordination check depending on terrain)\nSunderer (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nVicious 1 (Crit) = +10 to crit hit roll","Requires two hands to wield","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Vibro-Greatsword","Melee","+3",2,"Engaged",4,3,900,null,6,"Defensive 1, Pierce 2, Vicious 2","Defensive 1 (Passive) = Increase Melee defence by 1\nPierce 2 (Passive) = Ignore 2 soak\nVicious 2 (Crit) = +20 to crit hit roll","Requires two hands to wield","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["G9-GP Pulse Drill","Melee","5",4,"Engaged",5,2,1100,null,4,"Breach 1, Cumbersome 3, Inaccurate 2","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nInaccurate 2 (Passive) = Add 2 Setback die to all checks using this weapon","N/A","EotE","Enter the Unknown (Explores Sourcebook)"]
["Huntsman Vibrospear","Melee","+3",3,"Engaged",4,2,950,null,6,"Pierce 2, Vicious 2","Pierce 2 (Passive) = Ignore 2 soak\nVicious 2 (Crit) = +20 to crit hit roll","Requires two hands to wield","EotE","Enter the Unknown (Explores Sourcebook)"]
["Mk. VIII Vibrosaw","Melee","+4",2,"Engaged",6,3,1500,null,5,"Cumbersome 5, Pierce 2, Sunder, Vicious 2","Cumbersome 5 (Passive) = If Brawn is not 5 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 2 (Passive) = Ignore 2 soak\nSunderer (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nVicious 2 (Crit) = +20 to crit hit roll","If the user generates y the user hits themselves instead of the target (even if it would normally miss). Requires two hands to wield","EotE","Enter the Unknown (Explores Sourcebook)"]
["Molecular Stiletto","Melee","+0",2,"Engaged",1,1,500,null,5,"Pierce 5, Vicious 1","Pierce 5 (Passive) = Ignore 5 soak\nVicious 1 (Crit) = +10 to crit hit roll","This weapon gets damaged by one step if any combat check generates tt or y as if struck by a weapon with the Sunder quality. Add ⬛ to a character's Perception check when attempting to find this weapon on a persons body","EotE","Far Horizons (Colonist Sourcebook)"]
["Riot Shield","Melee","+0",6,"Engaged",5,1,300,null,4,"Cumbersome 3, Defensive 2, Deflection 2, Disorient 1","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDefensive 2 (Passive) = Increase Melee defence by 2\nDeflection 2 (Passive) = Increase Ranged defence by 2\nDisorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)","Shield is used with one had leaving the other hand free to wield pistols and one hand melee weapons, for an extra 100 credits a maglock can be installed to allow use of a Ranged (Heavy) weapon to be locked to the shield, when using said weapon add ⬛ to combat checks ","EotE\nFaD","Far Horizons (Colonist Sourcebook)\nKnights of Fate (Warrior Career)"]
["Stun Baton","Melee","+2",6,"Engaged",2,2,200,null,4,"Disorient 2, Stun Damage","Disorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun Damage (Passive) = causes strain not wounds","N/A","EotE","Far Horizons (Colonist Sourcebook)"]
["Thunderbolt (**BECOME ZEUS**)","Melee","5",3,"Engaged",2,2,875,null,6,"Concussive 1, Stun Damage","Concussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nStun Damage (Passive) = causes strain not wounds","Requires two hands to wield","EotE","Far Horizons (Colonist Sourcebook)"]
["Punch Dagger","Melee","+1",3,"Engaged",1,1,750,null,4,"Pierce 1","Pierce 1 (Passive) = Ignore 1 soak","Add ⬛⬛ to a character's perception checks to find the weapon on a persons body","EotE","Fly Casual (Smuggler Sourcebook)"]
["Vibrorapier","Melee","+2",2,"Engaged",2,2,1200,null,7,"Defensive 1, Pierce 5","Defensive 1 (Passive) = Increase Melee defence by 1\nPierce 5 (Passive) = Ignore 5 soak","Unlike other vibroweapons the Vibrorapier does not make a audible hum","EotE","Fly Casual (Smuggler Sourcebook)"]
["Blade-breaker","Melee","+0",4,"Engaged",1,1,250,null,5,"Defensive 2, Pierce 1, Sunder","Defensive 2 (Passive) = Increase Melee defence by 2\nPierce 1 (Passive) = Ignore 1 soak\nSunderer (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)","N/A","EotE","Fly Casual (Smuggler Sourcebook)"]
["Arg'garok","Melee","+5",3,"Engaged",5,3,1000,null,7,"Cumbersome 5, Inferior 1, Pierce 1, Sunder","Cumbersome 5 (Passive) = If Brawn is not 5 or higher add 1 difficulty die for the difference for all checks using this weapon.\nInferior 1 (Passive) = Add 1 threat to all checks using this weapon\nPierce 1 (Passive) = Ignore 1 soak\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)","Requires two hands to wield","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Beastmaster's Vibro-Glaive","Melee","+2",2,"Engaged",3,3,975,null,6,"Defensive 2, Pierce 3","Defensive 2 (Passive) = Increase Melee defence by 2\nPierce 3 (Passive) = Ignore 3 soak","Requires two hands to wield","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Morgukai Cortosis Staff","Melee","8",1,"Engaged",3,0,9000,"( R )",10,"Breach 1, Cortosis, Defensive 1","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nDefensive 1 (Passive) = Increase Melee defence by 1","Lightsaber resistant, Requires two hands to wield","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Neuronic Whip","Melee","+1",4,"Short",1,1,750,null,6,"Disorient 4, Ensnare 1, Stun Damage","Disorient 4 (Trigger) = Use 2 Advantage, target disoriented 4 rounds (target +1 setback on skill checks)\nEnsnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)\nStun Damage (Passive) = causes strain not wounds","Weapon can make melee attacks up to short range (difficulty remains Average [dd])","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Tuskbeast Pike","Melee","+4",3,"Engaged",3,1,1050,null,8,"Defensive 1, Knockdown","Defensive 1 (Passive) = Increase Melee defence by 1\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate","Requires two hands to wield","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Electromag-Pulse Disruptor","Melee","5",4,"Engaged",1,0,180,null,5,"Disorient1, Ion","Disorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids","Add ⬛⬛ to any check to the character makes to sabotage electronics or computers. Add ⬛ to characters perception checks made to find this weapon on a persons body.","EotE","Special Modifications (Technician Sourcebook)"]
["Hand Grinder","Melee","+2",4,"Engaged",5,4,500,null,3,"Cumbersome 3, Prepare 1, Vicious 4","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPrepare 1 (Passive) = Must use 1 manoeuvre to prepare the weapon\nVicious 4 (Crit) = +40 to crit hit roll","Adds an automatic a to crafting checks that involve shaping large pieces of hardened material. Requires two hands to use as a weapon","EotE","Special Modifications (Technician Sourcebook)"]
["Welding Rod","Melee","3",2,"Engaged",4,0,1750,null,5,"Breach 1, Inaccurate 2","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nInaccurate 2 (Passive) = Add 2 Setback die to all checks using this weapon","Adds an automatic s to Mechanics checks to repair droids, vehicles and starships. GM may spend y to inflict a critical injury on the user","EotE","Special Modifications (Technician Sourcebook)"]
["Corellian Cutlass","Melee","+2",3,"Engaged",2,1,300,null,3,"Defensive 1, Vicious 1","Defensive 1 (Passive) = Increase Melee defence by 1\nVicious 1 (Crit) = +10 to crit hit roll","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["J-7b Beamdrill","Melee","9",2,"Engaged",6,0,3000,null,5,"Breach 1, Cumbersome 4, Inaccurate 2, Sunder","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nCumbersome 4 (Passive) = If Brawn is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.\nInaccurate 2 (Passive) = Add 2 Setback die to all checks using this weapon\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Drall Flashstick","Melee","+2","-","Engaged",2,2,375,null,4,"Disorient 3, Stun Damage","Disorient 3 (Trigger) = Use 2 Advantage, target disoriented 3 rounds (target +1 setback on skill checks)\nStun Damage (Passive) = causes strain not wounds","Particularly effective against Drall, Defel, Selonians and Sullustans whose eyes are sensitive to light. The weapon has virtually no effect on species who don’t rely on visual senses.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Selonian Glaive","Melee","+3",3,"Engaged",5,3,1200,null,7,"Defensive 1, Pierce 3","Defensive 1 (Passive) = Increase Melee defence by 1\nPierce 3 (Passive) = Ignore 3 soak","N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Cortosis Shield","Melee","+0",6,"Engaged",4,0,900,null,7,"Cortosis, Cumbersome 3, Defensive 2, Deflection 2","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDefensive 2 (Passive) = Increase Melee defence by 2\nDeflection 2 (Passive) = Increase Ranged defence by 2","N/A","FaD","Core"]
["Cortosis Staff (Refined)","Melee","+3",5,"Engaged",4,2,2500,null,7,"Cortosis",null,"Can block Lightsaber Blades, when a user wielding a lightsaber attacks a user of Refined Cortosis Staff ttt or y may be spent to short out and deactivate the lightsaber after the combat check has been resolved. User the staff attacking a lightsaber wielder may spend aaa or x to cause lightsaber to short out and deactivate after the combat check has been resolved. Lightsaber may be reactivated as an incidental, but it may not be reactivated until after the last Initiative slot during the next round.","FaD","Core"]
["Cortosis Sword","Melee","+2",3,"Engaged",3,2,1350,null,7,"Cortosis, Defensive 1","Defensive 1 (Passive) = Increase Melee defence by 1","N/A","FaD","Core"]
["Electrostaff","Melee","+4",3,"Engaged",4,3,4500,null,6,"Cortosis, Cumbersome 3, Linked 1, Stun Setting, Unwieldy 3","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nLinked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit\nStun Setting (Active - short range only) = causes strain not wounds\nUnwieldy 3 (Passive) = If Agility is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.","Requires two hands to wield","FaD","Core"]
["Electronet","Melee","6",6,"Engaged",2,0,350,null,6,"Ensnare 5, Knockdown, Limited Ammo 1, Stun Damage","Ensnare 5 (Trigger) = Use 2 Advantage, target is immobilized 5 round(s) (target can make hard athletics check to break free)\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nLimited Ammo 1 (Passive) = Expended after 1 uses\nStun Damage (Passive) = causes strain not wounds","N/A","FaD","Keeping The Peace (Guardian Sourcebook)"]
["Energy Buckler","Melee","+0",5,"Engaged",2,1,1000,null,7,"Concussive 1, Defensive 1, Deflection 1","Concussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nDefensive 1 (Passive) = Increase Melee defence by 1\nDeflection 1 (Passive) = Increase Ranged defence by 1","When the wielder is using an energy buckler. the GM can spend any y the wielder generates on a Combat check to have the energy buckler run out of power; it ceases to function until the end of the encounter or until recharged","FaD","Keeping The Peace (Guardian Sourcebook)"]
["Parrying Dagger","Melee","+1",3,"Engaged",1,0,150,null,5,"Defensive 1","Defensive 1 (Passive) = Increase Melee defence by 1","N/A","FaD","Keeping The Peace (Guardian Sourcebook)"]
["Parrying Vibroblade","Melee","+1",2,"Engaged",1,2,400,null,6,"Defensive 1, Pierce 2, vicious 1","Defensive 1 (Passive) = Increase Melee defence by 1\nPierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","N/A","FaD","Keeping The Peace (Guardian Sourcebook)"]
["Rodian Cryogen Whip","Melee","+2",3,"Short",1,1,1550,null,7,"Ensnare 1, Vicious 2, Unwieldy 3","\nEnsnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)\nUnwieldy 3 (Passive) = If Agility is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nVicious 2 (Crit) = +20 to crit hit roll","Weapon can make melee attacks up to short range (difficulty remains Average [dd])","FaD","Keeping The Peace (Guardian Sourcebook)"]
["Sith Shield","Melee","+1",4,"Engaged",3,2,10000,"( R )",10,"Cortosis, Defensive 1, Deflection 2, Vicious 1","Defensive 1 (Passive) = Increase Melee defence by 1\nDeflection 2 (Passive) = Increase Ranged defence by 2\n\nVicious 1 (Crit) = +10 to crit hit roll","Whenever a Force-sensitive wielder of a Sith shield suffers a hit in combat, he may commit C to channel his fury into the shield as an out of turn incidental. Over multiple attacks, he may commit multiple C this way, up to a total number of C  no greater than his Force rating. As an action, the wielder may uncommit all C committed to the Sith shield to unleash the stored power in a torrent of hate. When he does so. he gains Conflict equal to the number of C he had committed to the shield and then makes a Force power check with that many C. He may spend 🌓 to inflict I wound and 1 strain (these ignore soak) on each other character within short range of him; he may activate this multiple times, inflicting 1 additional wound and 1  additional strain each time.","FaD","Keeping The Peace (Guardian Sourcebook)"]
["Snap Baton","Melee","+1",4,"Engaged",1,1,50,null,4,"Disorient 2","Disorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)","N/A","FaD","Keeping The Peace (Guardian Sourcebook)"]
["Bardottan Electrolance","Melee","+2",3,"Engaged",3,2,300,null,5,"Defensive 2, Stun Setting","Defensive 1 (Passive) = Increase Melee defence by 1\nStun Setting (Active - short range only) = causes strain not wounds","The Bardottan electrolance is a one-handed weapon. How ever it cannot be wielded with other weapons. It may, at the GM's discretion. be wielded while using a shield","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Gungan Electropole","Melee","+2",4,"Engaged",3,2,450,null,5,"Stun 3, stun setting","Stun 3 (Trigger) = Use 2 Advantage, causes 3 strain damage\nStun Setting (Active - short range only) = causes strain not wounds","An electropole may be thrown as a ranged weapon. If used in this manner, change the skill to Ranged (Light) and the range of the weapon to short. The weapon also gains the Limited Ammo 1 quality (but can be retrieved and used again).","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Gungan Personal Energy Shield","Melee","-1",5,"Engaged",4,0,1000,null,7,"Defensive 2, Deflection 2","Defensive 2 (Passive) = Increase Melee defence by 2\nDeflection 2 (Passive) = Increase Ranged defence by 2","The value of the Gungan personal energy shield's Defensive quality Is reduced to 0 while the wielder is suffering from\nthe staggered or disoriented condition","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Voss Warspear","Melee","+2",4,"Engaged",4,2,215,null,8,"Defensive 2","Defensive 2 (Passive) = Increase Melee defence by 2","The Voss warspear is a one-handed weapon. however it cannot be wielded with other weapons. It may, at the GM's discretion, be wielded while using a shield. A spear may be thrown as a ranged weapon. If used in this manner. change the skill to Ranged (Light) and the range of the weapon to short. The weapon also gains the Limited Ammo 1 quality (but if retrieved, it can be used again}.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Weik Greatsword","Melee","+4",3,"Engaged",4,2,315,null,8,"Cumbersome 4, defensive 1","Cumbersome 4 (Passive) = If Brawn is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDefensive 1 (Passive) = Increase Melee defence by 1","Requires two hands to wield","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["aKraB Clip-point Vibrodagger","Melee","+1",2,"Engaged",1,1,550,null,5,"Pierce 3, Vicious 1","Pierce 3 (Passive) = Ignore 3 soak\nVicious 1 (Crit) = +10 to crit hit roll",null,"AoR","Forged in Battle (Soldier Career)"]
["Kyuzo War Shield","Melee","+1",4,"Engaged",3,0,750,null,8,"Cumbersome 3, Defensive 1, Deflection 2, Disorient 1.","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDefensive 1 (Passive) = Increase Melee defence by 1\nDeflection 2 (Passive) = Increase Ranged defence by 2\nDisorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)\n","A Kyuzo war shield may be thrown as a ranged weapon. If used in this manner, change the skill to Ranged (Light) and the range of the weapon to short. The weapon also gains the Limited Ammo 1 quality (but can be retrieved and used again).\n\nAdditionally, the wielder of a kyuzo war shield may spend aaa from any combat check to throw the weapon to cause the shield to ricochet back to their grasp (**Captain America anyone?**)","AoR","Forged in Battle (Soldier Career)"]
["Shistavanen Combat Utility Vibroblade","Melee","+1",2,"Engaged",2,0,600,null,7,"Pierce 2, Vicious 1","Pierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","Counts as a tool kit to allow Mechanics checks to repair devices and to \"heal\" droids but adds a ⬛ to such checks, additionally it adds ⬛ to the characters Survival checks","AoR","Forged in Battle (Soldier Career)"]
["Explorer's Knife","Melee","+1",3,"Engaged",2,0,100,null,"3","Vicious 1","Vicious 1 (Crit) = +10 to crit hit roll","Explorer's knife grants ⬛ to all Survival Checks","FaD","Savage Spirits (Seeker Career)"]
["Laserhone Trailbreaker Poleaxe","Melee","+3",3,"Engaged",5,1,610,null,"4","Defensive 1, Pierce 2, Unwieldy 2","Defensive 1 (Passive) = Increase Melee defence by 1\nPierce 2 (Passive) = Ignore 2 soak\nUnwieldy 2 (Passive) = If Agility is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.\n","Requires 2 hands to use","FaD","Savage Spirits (Seeker Career)"]
["Merr-sonn Model 14 \"Stalker\" Vibrospear","Melee","+2",2,"Engaged",4,2,490,null,"6","Defensive 1, Pierce 2, Vicious 2","Defensive 1 (Passive) = Increase Melee defence by 1\nPierce 2 (Passive) = Ignore 2 soak\nVicious 2 (Crit) = +20 to crit hit roll","Requires 2 hands to use, GM may spend tt from any combat check with this weapon to have it produce a loud noise, spooking nearby animals, alerting foes, and adding ⬛⬛ to the user's next survival check in this area to hunt or track prey","FaD","Savage Spirits (Seeker Career)"]
["Mon Calamari Energy Lance","Melee","+3",2,"Engaged",4,2,1500,null,"6","Cumbersome 3 (dismounted), Pierce 3","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 3 (Passive) = Ignore 3 soak",null,"FaD","Savage Spirits (Seeker Career)"]
["MSW 12 NanoDagger","Melee","+1",2,"Engaged",1,0,700,null,"6","Pierce 5, Vicious 1","Pierce 5 (Passive) = Ignore 5 soak\nVicious 1 (Crit) = +10 to crit hit roll","GM may spend ttt or y from any combat check made with this weapon to have it become damaged one step.","FaD","Savage Spirits (Seeker Career)"]
["Vibro-Machete","Melee","+2",2,"Engaged",2,1,550,null,"4","Pierce 1, Sunder, Vicious 1","Pierce 1 (Passive) = Ignore 1 soak\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nVicious 1 (Crit) = +10 to crit hit roll",null,"FaD","Savage Spirits (Seeker Career)"]
["Czerka \"Peacekeeper\" Stun Baton","Melee","+2",4,"Engaged",3,2,500,null,"3","Cumbersome 3,\nDisorient 2, \nStun 3","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDisorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun 3 (Trigger) = Use 2 Advantage, causes 3 strain damage","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Ion Pike","Melee","10",3,"Engaged",2,1,750,null,"6","Inaccurate 1,\nIon,\nPierce 4","Inaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nPierce 4 (Passive) = Ignore 4 soak","N/A","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Borstel Neuronic Lash","Melee","+1",5,"Short",1,1,800,null,"7","Ensnare 1, Stun 3, Stun Damage","Ensnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)\nStun Damage (Passive) = causes strain not wounds\nStun 3 (Trigger) = Use 2 Advantage, causes 3 strain damage","Weapon can make melee attacks up to short range (difficulty remains Average [dd])\nWeapon produces a Electrical Energy strand when active when inactive weapon just looks like a hilt (maybe even looks like a lightsaber)","FaD","Disciples of Harmony (Consular sourcebook)"]
["Fear Stick","Melee","5","-","Engaged",1,0,1500,null,"8","Limited Ammo 3, Pierce 1, Stun Damage","Limited Ammo 3 (Passive) = Expended after 3 uses\nPierce 1 (Passive) = Ignore 1 soak\nStun Damage (Passive) = causes strain not wounds","Add ⬛⬛ to Perception checks to find a fear stick on a wearer's body. On a successful hit with a fear stick the attacker may spend x to force a living target to make a Formidable (ddddd) fear check. Has no effect on droids or non living organisms.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Z6 Riot Control Baton (AKA the \"TRAITOR!\" Baton)","Melee","+2",5,"Engaged",2,1,1000,null,"4","Cortosis, Disorient 2, Stun Damage","Cortosis (Passive) = Immune to the Sunder quality\nDisorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun Damage (Passive) = causes strain not wounds","Player Character must yell \"TRAITOR!\" to activate this weapon, good for showing lightsaber wielding traitors who's boss.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Vibrorang","Melee","+2",2,"Engaged",1,0,300,null,null,"Inaccurate 1, Pierce 2, Vicious 1","Inaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon\nPierce 2 (Passive) = Ignore 2 soak\nVicious 1 (Crit) = +10 to crit hit roll","Can be used with the following profile (Ranged [Light]; Damage 4; Critical 2; Range [Medium]; Limited ammo 1, Pierce 2, Vicious 1, aa can be used to ignore limited ammo quality on a missed attack)","DoR","Dawn of Rebellion Era sourcebook"]
["Thermal Cutter","Melee","4",4,"Engaged",2,0,125,null,"3","Burn 1, Inaccurate 2","Burn 1 (Trigger) = Use 2 Advantage on success, target takes base damage for 1 turns (Target can stop this by average or easy coordination check depending on terrain)\nInaccurate 2 (Passive) = Add 2 Setback die to all checks using this weapon\n","Tool: Used for cutting through ice and snow","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["\"Breaker\" Heavy Hydrospanner","Melee","+2",4,"Engaged",3,0,250,null,"2","Cumbersome 3, Disorient 1, Inaccurate 1","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDisorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon","Tool: Using a Breaker adds an automatic a to Mechanics checks","AoR","Fully Operational (Engineer sourcebook)"]
["Engineer's Hammer","Melee","+3",5,"Engaged",2,0,350,null,"2","Cumbersome 3, Disorient 1, Knockdown","\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDisorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\n","Tool: Using an engineer's hammer adds ⬛⬛ to any checks made to build or demolish structures","AoR","Fully Operational (Engineer sourcebook)"]
["Vibro Pickaxe","Melee","+2",2,"Engaged",5,0,650,null,"3","Cumbersome 4, Pierce 3, Sunder, Vicious 1","Cumbersome 4 (Passive) = If Brawn is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.\nPierce 3 (Passive) = Ignore 3 soak\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nVicious 1 (Crit) = +10 to crit hit roll","Tool: Requires 2 hands to use and adds an automatic ⬛ to checks involving breaking rocks, ground clearing and similar activities.","AoR","Fully Operational (Engineer sourcebook)"]
["Ashla Staff","Melee","+2",3,"Engaged",4,2,3000,null,"7","N/A","N/A","While wielding this staff a player may suffer 3 strain to add an 🌕 to a force power roll","FaD","Unlimited Power (Mystic Sourcebook)"]
["Ouro Blade","Melee","+1",3,"Engaged",1,0,600,null,"4","N/A","N/A","On a successful combat check with this weapon the wielder may spend a to inflict an automatic hit on the target, doing the attack's base damage and may do so multiple times","FaD","Unlimited Power (Mystic Sourcebook)"]
["Semblan Obsidian Dagger","Melee","+0",1,"Engaged",1,2,350,null,"4","N/A","N/A","When a character of the \"Vurk\" species makes a discipline check at the end of an encounter to heal strain, they may heal one additional strain if they are holding the semblan dagger. At GMs discretion, non-Vurk characters may also benefit but should only be allowed if that character appreciates Vurk culture and the mentality to appreciate the mediative properties.","FaD","Unlimited Power (Mystic Sourcebook)"]
["Double-Bladed Vibrosword","Melee","+2",2,"Engaged",4,3,1300,null,"6","Defensive 1, Linked 1, Pierce 2, Vicious 1, Unwieldy 3","Defensive 1 (Passive) = Increase Melee defence by 1\nLinked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit\nPierce 2 (Passive) = Ignore 2 soak\nUnwieldy 3 (Passive) = If Agility is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nVicious 1 (Crit) = +10 to crit hit roll","Two handed weapon","FaD","Knights of Fate (Warrior Sourcebook)"]
["RS01 \"Ripper\" Powersword","Melee","+3",2,"Engaged",4,3,1050,null,"6","Cumbersome 3, Pierce 2, Sunder, Knockdown, Vicious 2","Cumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nPierce 2 (Passive) = Ignore 2 soak\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nVicious 2 (Crit) = +20 to crit hit roll","Two handed weapon","FaD","Knights of Fate (Warrior Sourcebook)"]
["Shockprod Staff","Melee","7",3,"Short",4,3,1500,null,"7","Disorient 2, Stun Setting","Disorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nStun Setting (Active - short range only) = causes strain not wounds\n","Two handed weapon","FaD","Knights of Fate (Warrior Sourcebook)"]
["MMD-18 Molecular Dagger","Melee","+2",3,"Engaged",1,1,100,null,"4","Pierce 2","\nPierce 2 (Passive) = Ignore 2 soak\n","During combat checks ttt or y can be used to shatter the blade","AoR","Cyphers and Masks (Spys Sourcebook)"]
["Concealed Escape Kit (Boot Knife from kit)","Melee","+1",3,"Engaged",0,0,450,null,"7","Pierce 1","\nPierce 1 (Passive) = Ignore 1soak\n","Gear: Normally in the heel/sole of a boot or shoe, it contains multiple tools to help escape small cells or restraints, a typical kit includes wire cutters, durasteel file, a length of slicewire, miniture memory stick, small maps of the area (player should actively update this or be left with a map from somewhere else or even another planet), a single use laser cutter (works for one round or just enough time to cut through a lock or a bar or two).\nUpgrade the ability of all mechanics and Skulduggery checks made ot escape confinement once.\nUpgrade the difficulty of checks to detect a concealed escape kit twice. ","AoR","Cyphers and Masks (Spys Sourcebook)"]
[]
[]
["        Lightsabers"]
["Name","Skill","Damage","Critical","Range","Encumbr","HP","Price","Restricted","Rarity","Special","Column1","Ability Notes","Book Set","Source"]
["Ancient Sword","Lightsaber","+2",3,"Engaged",3,1,350,null,8,"Defensive 1","Defensive 1 (Passive) = Increase Melee defence by 1","N/A","FaD","Core"]
["Basic Lightsaber","Lightsaber","6",2,"Engaged",1,5,9300,"( R )",10,"Breach 1, Sunder","\nBreach 1 (Passive) = Ignore 1 armour or 10 soak\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\n","Crystal occupies two of the weapons hard points","FaD","Core"]
["Crossguard Lightsaber","Lightsaber","6",2,"Engaged",1,4,9700,"( R )",10,"Breach 1, Defensive 1, Sunder","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nDefensive 1 (Passive) = Increase Melee defence by 1\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)","Whenever an enemy engaged with the character makes a Melee or Lightsaber check, after the attack is resolved, the character may spend y or ttt to hook their opponents blade and disarm them, Aside from losing the weapon any other effects of being disarmed are left to the GM's discretion","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Double-Bladed Lightsaber","Lightsaber","6",2,"Engaged",2,4,18600,"( R )",10,"Breach 1, Linked 1, Sunder, Unwieldy 3","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nLinked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nUnwieldy 3 (Passive) = If Agility is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\n","For the purposes of gameplay the double bladed lightsaber is treated as only having one crystal which takes up two of the weapons hard points. When purchasing attachments for this weapon each attachment cost is double the listed price (including crystals)","FaD","Core"]
["Guard Shoto","Lightsaber","5",2,"Engaged",1,3,9700,"( R )",10,"Breach 1, Defensive 1, Deflection 2, Sunder, Unwieldy 4","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nDefensive 1 (Passive) = Increase Melee defence by 1\nDeflection 2 (Passive) = Increase Ranged defence by 2\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nUnwieldy 4 (Passive) = If Agility is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.\n","When installing a crystal decrease the damage by 1. Crystal occupies two of the weapons hard points","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Lightsaber","Lightsaber","10",1,"Engaged",1,0,10000,"( R )",10,"Breach 1, Sunder, Vicious 2","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nVicious 2 (Crit) = +20 to crit hit roll","Requires the Lightsaber skill","AoR, EotE, Fad","Core"]
["Lightsaber Pike","Lightsaber","6",2,"Engaged",3,3,9600,"( R )",10,"Breach 1, Cumbersome 3, Defensive 1, Sunder","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDefensive 1 (Passive) = Increase Melee defence by 1\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)","Crystal occupies two of the weapons hard points","FaD","Core"]
["Lightwhip","Lightsaber","4",4,"Short",1,1,11400,"( R )",10,"Ensnare 1, Pierce 5, Unwieldy 4","\nEnsnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)\nPierce 5 (Passive) = Ignore 5 soak\nUnwieldy 4 (Passive) = If Agility is not 4 or higher add 1 difficulty die for the difference for all checks using this weapon.\n","When making a successful Lightsaber combat check the user may spend aa or x to prevent the opponent from using the Parry incidental to reduce damage. A user may not add any lightsaber crystal attachments to a lightwhip, and cannot use a lightwhip to parry or reflect attacks","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Philaxian Phase-Knife","Lightsaber","+1",3,"Engaged",1,1,1500,null,"8","Pierce 4, Vicious 1","Pierce 4 (Passive) = Ignore 4 soak\nVicious 1 (Crit) = +10 to crit hit roll","When used with the Saber Throw talent, a character may spend aa or x (instead of 🌓) to have the phase-knife return to their hand. User may not add a lightsber crystal attachment to a phase-knife. If deactivated and concealed add ⬛ to the Perception check to find the weapon","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Shoto","Lightsaber","5",2,"Engaged",1,3,9300,"( R )",10,"Accurate 1, Breach 1, Sunder","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nBreach 1 (Passive) = Ignore 1 armour or 10 soak\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)","When Installing a lightsaber crystal into a shoto reduce the damage of that crystal by 1. Crystal occupies two of the weapons hard points","FaD","Core"]
["Temple Guard Lightsaber Pike","Lightsaber","6",2,"Engaged",2,4,20000,"( R )",10,"Breach 1, Defensive 1, Linked 1, Sunder, Stun 4, Unwieldy 3","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nDefensive 1 (Passive) = Increase Melee defence by 1\nLinked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nStun 4 (Trigger) = Use 2 Advantage, causes 4 strain damage\nUnwieldy 3 (Passive) = If Agility is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\n","For the purposes of gameplay the double bladed lightsaber is treated as only having one crystal which takes up two of the weapons hard points. When purchasing attachments for this weapon each attachment cost is double the listed price (including crystals). Requires 2 hands to wield.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Training Lightsaber","Lightsaber","6","-","Engaged",1,5,400,null,6,"Stun Damage","Stun Damage (Passive) = causes strain not wounds","A training saber is in actuality a basic lightsaber with a weaker crystal (Kathracite or danite) and a weaker power power generator. Crystal counts as two of the weapons hard points.","FaD","Core"]
["Training Stick","Lightsaber","+1",5,"Engaged",2,0,35,null,3,"Accurate 1, Disorient 1, Stun Damage","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nDisorient 1 (Trigger) = Use 2 Advantage, target disoriented 1 rounds (target +1 setback on skill checks)\nStun Damage (Passive) = causes strain not wounds","This weapon appears to be a harmless cane. Add ⬛⬛⬛ to a character's Perception or Vigilance checks to discern this weapon's true nature.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Broadsaber","Lightsaber","7",2,"Engaged",1,2,11000,null,"10","Breach 1, Sunder, Unwieldy 3","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nUnwieldy 3 (Passive) = If Agility is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\n","When installing a lightsaber crystal into a broadsaber, increase the damage of that crystal by 1","FaD","Knights of Fate (Warrior Sourcebook)"]
["Contained Energy Axe","Lightsaber","+3",2,"Engaged",4,3,7500,null,"8","Breach 1, Cumbersome 3, Sunder, Vicious 3","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nVicious 3 (Crit) = +30 to crit hit roll","Does not use a Light saber crystal, May use appropriate melee weapon attachments, may not use lightsaber attachments","FaD","Knights of Fate (Warrior Sourcebook)"]
["Great Lightsaber","Lightsaber","7",2,"Engaged",2,3,12000,null,"10","Breach 1, Cumbersome 3, Sunder","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nadditional hit\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\n","When installing a lightsaber crystal into a great lightsaber, increase the damage of that crystal by 1","FaD","Knights of Fate (Warrior Sourcebook)"]
["Lightfoil","Lightsaber","5",2,"Engaged",1,1,9850,null,"10","Breach 1, Defensive 2, Sunder","Breach 1 (Passive) = Ignore 1 armour or 10 soak\nDefensive 2 (Passive) = Increase Melee defence by 2\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\n","When installing a lightsaber crystal into a lightfoil, Reduce the damage of that crystal by 1","FaD","Knights of Fate (Warrior Sourcebook)"]

{"sheet":"Armor","index":7,"n_rows":104,"n_cols":20,"rows_kept":104,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["ARMOR"]
[]
["Armour And Clothing"]
["Name","Defence","Soak","Price","Restricted","Encum","Hard Pts","Rarity","Ability","Book Set","Source","Column12","Column13","Column14","Column15","Column16","Column17","Column18","Column19","Column20"]
["Adverse Environment Gear",0,"1",500,null,2,1,1,"Player Characters with proper environment gear may ignore ⬛ imposed by the environment that they are in, this only applies if their gear is appropriate for the current environment","AoR, EotE, Fad","Core"]
["Armoured Clothing",1,"1",1000,null,3,1,6,"Requires a Average (dd) Perception Check to detect that a individual is wearing armoured clothing.","AoR, EotE, Fad","Core"]
["Heavy Battle Armour",1,"2",5000,"( R )",6,4,7,"N/A","AoR, EotE, Fad","Core, Keeping the Peace (Guardian Sourcebook)"]
["Heavy Clothing",0,"1",50,null,1,0,0,"N/A","AoR, EotE, Fad","Core"]
["Laminate Armour",0,"2",2500,null,4,3,5,"N/A","AoR, EotE","Core"]
["Personal Deflector Shield",2,"0",10000,null,3,0,8,"Completely deflects/blocks sustained blaster fire but can only be used for short periods, Typically, a PDS can be used for 10 minutes and then requires a 3 hour recharge at a proper facility. When in use the GM may spend any y the user has generated to have the shield run out of power for the remainder of the encounter","AoR, EotE","Core"]
["Padded Armour",0,"2",500,null,2,0,1,"N/A","AoR, EotE, Fad","Core"]
["Banal Apparel",0,0,25,null,0,0,0,"Opposing character upgrade the difficulty of any checks made to identify the wearer once","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Cargo Clothing",0,0,30,null,1,0,0,"May carry up to three items of encumbrance 1 or lower without those items counting towards his encumbrance value","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Diplomat's Robes",0,0,400,null,2,0,6,"when claiming diplomatic authority, accessing classified data and using organizational status to bypass normal protocol add ⬜ .","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Flare Jacket",0,1,1500,null,3,0,8,"Once per encounter a character can trigger charges in the jacket as a manoeuvre, each character within short range (besides the wearer) must make a Hard (ddd) Vigilance check, each character who fails is staggered for 1 round, plus 1 additional round per ttt.","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Hauling Harness",1,1,1000,null,3,2,6,"Increases Encumbrance capacity by 6, also upgrade the difficulty of any combat check the wearer makes twice","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Holographic Costume",1,0,750,null,2,0,8,"Can imitate the look of up to 10 preloaded outfits, recording a new outfit that is on hand takes 10 minutes and a Easy (d) Computers check, a outfit not on hand requires a Daunting (dddd) Computers Check","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Lector's Outfit",0,1,525,null,2,1,6,"Add ⬜ to any social check involving a large group of listeners, characters words can be heard clearly at considerable distances","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Noble Regalia",0,0,750,null,1,3,7,"Downgrade the difficulty of any social checks when interacting with nobility and their subordinates once","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Performer's Attire",0,0,50,null,0,0,4,"Add ⬜ to any checks to perform or otherwise attract attention.","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Powered Capacitive Armour",1,1,3000,"( R )",4,2,8,"Gain +1 soak and +1 defence but wearer loses their free manoeuvre during each of their turns","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Resplendent Robes",0,1,500,null,2,0,5,"As long as a character wearing resplendent robes purposefully draws attention to themselves, each of his allies in medium range adds ⬜ to Perception, Skulduggery and Stealth checks.","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Second Skin Armour",1,1,2000,null,2,0,7,"Add ⬛⬛ to a character's Perception checks to notice second skin armour on the wearer","AoR","Desperate Allies (Diplomats Sourcebook)"]
["A/KT Shockrider Crash Suit",0,2,3000,null,2,1,3,"Reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of 1), reduces damage dealt to wearer by fires and weapons with Burn quality 1.","AoR","Stay On Target (Ace Sourcebook)"]
["A/KT Wing commander Armoured Flight Suit",1,1,1500,null,3,1,6,"Reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of 1), reduces damage dealt to wearer by fires and weapons with Burn quality 1.","AoR","Stay On Target (Ace Sourcebook)"]
["Polis Massan bodysuit",0,1,300,null,1,1,6,"Increases Encumbrance capacity by 1, contains a head mounted multidirectional glow rod.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Leviathan Power Armour",2,2,15000,null,8,1,8,"Any character wearing this when it was not made for them upgrades the difficulty of Agility and Brawn based checks once. A leviathan suit is fully sealed and has an integrated respirator and automatically possesses the following attachments: A heating system, Enhanced optics suite, strength enhancement system, one Mon Cal Defences Mini torpedo launcher and one Salus DF-D1 Duo-Flechette rifle. These attachments cannot be removed","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Verpine Fiber Ultramesh Armour",0,1,3000,null,3,2,5,"As a manoeuvre the wearer may power up or down the armour, while powered up the wearer gains +2 defence. However, any character may spend aa or x from a combat check to cause it to run out of power and cannot be powered back up until the end of the encounter","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Beast-Hide Armour",0,1,300,null,3,0,2,"When wearing this armour the character gains a automatic a on Coercion checks and a automatic t on charm checks, GM may prevent wearer from attending high society events on high culture worlds such as Coruscant but automatically invited to events on a Rim world","EotE, FaD","Dangerous Covenants (Hired Gun Sourcebook)\nSavage Spirits (Seeker Career)"]
["Charge Suit",0,2,2000,null,3,0,6,"Any attacks made against a wearer of this suit that generate y are automatically hit back dealing 8 damage to the original attackers strain threshold, if the original attack generates tt the attacker is disoriented for one round. Wearing a charge suit counts as being equipped with chock gloves (Brawl; Damage +0; Critical 5; Range [Engaged]; Stun 3).","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Flak Vest",0,1,300,null,3,1,2,"Wearer gains +1 soak whenever the  wearer suffers from a Blast quality","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Powered Armour",1,3,9000,"( R )",3,3,9,"Increases Brawn by 1 (does not increase soak or wound threshold) and also increases Athletics by 1. Deduct ⬛⬛ from all Perception, Surveillance, Vigilance, and combat checks due to darkness, Smoke, or similar environmental factors that obscure vision. Comes equipped with Vacuum-Sealed life support system for 1 hour of protection to vacuum or toxic environments and a inbuilt commlink. Armour has enough power for 12 hours of use, should the suit run out of power for any reason its encumbrance becomes 12 and defence becomes 0 and loses all previously mentioned benefits, takes 5 minutes to equip the armour or 2.5 if assisted by another character","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Protector 1 Combat Armour",1,2,5500,"( R )",4,3,7,"N/A","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Steelskin Armour",0,3,6500,"( R )",8,1,7,"All Brawn and agility based checks while wearing this armour gain ⬛. If Staggered or disoriented from a weapon quality, reduce the rounds staggered or disoriented by 1","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Enviro-suit",0,2,750,null,2,1,2,"Suffer ⬛ to any Agility or Perception based checks while wearing the suit, Sealed suit eight hours survivability in hostile environments e.g. vacuum","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Shockrider Crash Suit",0,2,3000,null,2,1,3,"reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of 1), reduces damage dealt to wearer by fires by 1.","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Tracker Utility Vest",0,0,100,null,"-",1,2,"Increases wearers encumbrance threshold by 2","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Mountaineer Armour",1,1,1800,null,3,2,6,"Grants ⬜⬜ to all Athletics skill checks made to climb or rappel","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Creshaldyne Riot Armour",1,1,1850,"( R )",3,1,6,"Comes with a breath mask to filter airborne toxins and gases, in addition when staggered or disoriented, the wearer reduces the duration of the effect by one round, to a minimum of one","EotE","Far Horizons (Colonist Sourcebook)"]
["Kamperdine Armoured Jackets",0,2,6200,null,1,0,7,"Add a to any successful Charm, Deception or Negotiation check the character makes","EotE","Far Horizons (Colonist Sourcebook)"]
["Reinforced Environment Gear",0,1,850,null,2,2,4,"Ignore ⬛ imposed by environmental conditions, Grants ⬜ to Resilience checks to resist toxic atmospheres or airborne toxins","EotE","Far Horizons (Colonist Sourcebook)"]
["Blast Vest",0,1,200,null,3,1,3,"Armour gains +2 soak when the wearer suffers damage from a slugthrower or other projectile.","EotE","Fly Casual (Smuggler Sourcebook)"]
["Mimetic Suit",1,1,8000,"( R )",2,2,8,"Upgrade ability of stealth checks twice while worn and active, GM may spend ttt or y to have the suit run out of power and stop functioning until it is replaced","EotE","Fly Casual (Smuggler Sourcebook)"]
["Smuggler's Trenchcoat",1,1,1650,null,3,0,7,"Checks to find hidden items in the trenchcoat while being worn are opposed by skulduggery of wearer. Coat can conceal up to 2 encumbrance worth of items.","EotE","Fly Casual (Smuggler Sourcebook)"]
["Hutt Shell Armour",2,2,25000,"( R )",6,4,9,"Hutt Shell armour allows a Hutt to ignore the effects of the Awkward and Ponderous abilities (if he possess either or both of these), does not have to spend additional manoeuvres when navigating difficult terrain due to use of repulsorlift technology.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Sakiyan Shadowsuit",0,1,2500,null,1,1,8,"Grants ⬜⬜ to Stealth checks","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Cloaking Coat",0,1,550,"( R )",4,1,8,"Upgrade the difficulty of all checks to detect an individual wearing a cloaking coat using sensors or electronic forms of detection twice, Droids with an intellect characteristic lower than the character's ranks in the computers skill are also affected in the same way when trying to detect the character.","EotE","Special Modifications (Technician Sourcebook)"]
["Mechanics Utility Suit",0,2,1175,null,5,1,3,"Wearing counts as having a tool kit","EotE","Special Modifications (Technician Sourcebook)"]
["Merr-Sonn N-57 Armour",0,2,3000,null,5,5,6,"As a manoeuvre the wearer may recharge an energy weapon or device that has run out of power or ammunition in the manner of an extra reload/power pack","EotE","Special Modifications (Technician Sourcebook)"]
["SoroSuub p-14 Hazardous Industry Suit",0,2,1000,null,7,2,4,"Counts as a breath mask. Adds ⬜⬜ to Resilience checks to resist heat, cold, radiation and other hostile environmental conditions. Wearer does not suffer the effects of burn or disorient item qualities. When wearer suffers strain in order to take an extra manoeuvre, he suffers 1 additional strain.","EotE","Special Modifications (Technician Sourcebook)"]
["Catch Vest",0,2,300,null,1,0,3,"Soak value of 2 against damage from energy based weapons only. Provides 1 soak from all other forms of damage","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Nomad Greatcoat",0,1,100,null,1,0,4,"Deduces the difficulty of resilience checks made to resist the effects of extreme cold by one and removes ⬛ added to checks due to extreme cold","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Type III \"Berethron\" Armour",1,1,1250,null,3,3,6,"N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Combat Flight Suit",1,0,3000,null,4,2,6,"can survive up to 24 hours in hard vacuum","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Armoured Robes",1,2,4500,"( R )",5,2,8,"Highly illegal on any imperial world","FaD","Core"]
["Concealing Robes",0,1,150,null,1,0,2,"Add ⬛ to notice or recognize someone wearing these robes","FaD","Core"]
["Cresh Luck Armour",0,2,1000,null,4,1,5,"The wearer of Cresh luck armour adds automatic a to Vigilance checks.","FaD","Keepers of the Peace (Guardian Sourcebook)"]
["Jedi Battle Armour",1,2,7500,"( R )",5,5,9,"A character wearing Jedi battle armour fitted for somebody else adds ⬛⬛ to all Combat checks. A suit of Jedi battle armour can be fitted to a new wearer with a Hard (ddd) Mechanics check that takes an hour to complete. Jedi battle armour is eligible to be sealed against the vacuum and other hazardous environments.","FaD","Keepers of the Peace (Guardian Sourcebook)"]
["Jedi Temple Guard Armour",2,1,12000,"( R )",4,3,10,"The armoured mask contains a helmet comlink and an in helmet\nscanner.","FaD","Keepers of the Peace (Guardian Sourcebook)"]
["Jedi Training Suit",0,2,400,"( R )","4/6",0,9,"Unless the integrated weights are removed, a Jedi training suit has an encumbrance of 6. Removal of these weights, which requires an Easy (d) Mechanics check, reduces the suit's encumbrance to 4. At the GM's  discretion, training while wearing the weights might help a character  develop physical fitness or adapt to high-gravity environments.","FaD","Keepers of the Peace (Guardian Sourcebook)"]
["Kav-Dann Power Armour",2,2,13500,"( R )",4,6,7,"Like many other varieties of powered armour. a Kav-Dann suit is space worthy and includes a full life support suite that can be modified for most alien physiologies. A wearer can survive for four hours in a vacuum or unbreathable atmosphere. and gains ⬜ to checks to resist the effects of radiation. The helmet incorporates a long range comlink and a basic visual package that allows the wearer to remove  ⬛  caused by to darkness. smoke, or other environmental factors that might affect vision from all Perception. Vigilance. and Combat checks. Kav -Dann power armour increases the wearer's Brawn by 1 so long as it remains powered, though this bonus does not increase the user's soak or wound threshold. The listed encumbrance of 4 reflects the bulk of the armour when powered. If the suit loses power for any reason. the encumbrance increases to 12. defence is reduced to 0. and the bonus to Brawn is lost. Donning a suit of Kav-Dann power armour takes ten minutes, though this time can halved if the wearer is assisted.","FaD","Keepers of the Peace (Guardian Sourcebook)"]
["Koromondian Half-Vest",1,1,500,null,3,0,5,"Whenever a character wearing a Koromondain half-vest suffers a Critical Injury. the armour suffers minor damage (or becomes damaged by one additional step if it is already damaged","FaD","Keepers of the Peace (Guardian Sourcebook)"]
["Riot Armour",0,2,950,null,3,2,4,"N/A","FaD","Keepers of the Peace (Guardian Sourcebook)"]
["Alliance Light Stealth Armour",0,2,2200,"( R )",3,2,7,"Adds ⬜ to the wearer's stealth checks","AoR","Forged in Battle (Soldier Career)"]
["Imperial Hazard Trooper Armour",0,3,18000,"( R )",4,3,8,"Provides protection against radiation, acids, toxic chemicals, extreme pressures or vacuums, once active the armours internal life support and power systems allow the wearer to survive for 24 hours. Armour incorporates a high powered comlink able to communicate from the ground to low orbit and is equipped with a multi-frequency targeting and acquisition system which removes ⬛ due to darkness, smoke or similar environmental factors that obscure vision from the wearers perception, vigilance and combat checks.\nDue to description of armour, I suggest GM's impose a increased difficulty on all strength and athletics checks for characters without a brawn of 4 or a cybernetic enhancement increasing brawn and/or a Neuromachine Interface.","AoR","Forged in Battle (Soldier Career)"]
["Imperial Storm Commando Armour",0,2,5000,"( R )",4,4,9,"Removes ⬛ due to darkness, smoke or similar environmental factors that obscure vision from all perception, vigilance and combat checks. Additionally, storm commando armour adds ⬛ to other characters perception checks to detect the wearer","AoR","Forged in Battle (Soldier Career)"]
["Karflo Thinsuit",0,1,1200,null,0,0,6,"a character equipped with a thinsuit removes ⬛⬛ imposed by the environment in which they are currently operating their checks, Purifies standard atmosphere for up to six hours and provides one hour of internal power.","AoR","Forged in Battle (Soldier Career)"]
["Rebel Heavy Battle Armour",1,2,6000,"( R )",5,5,8,"comes pre equipped with a helmet mounted breath mask and respirator","AoR","Forged in Battle (Soldier Career)"]
["Crash Gear",0,1,550,null,1,1,3,null,"FaD","Endless Vigil (Sentinel Career)"]
["G-Suit",0,1,2000,null,2,1,3,"A character wearing a G-suit reduces the strain cost to perform a second Pilot Only manoeuvre during a turn by 1","FaD","Endless Vigil (Sentinel Career)"]
["Pit Crew Coveralls",0,1,150,null,1,1,2,"Reduces damage suffered from fires and weapons with the Burn quality by 1. In addition increases the characters encumbrance threshold by 1","FaD","Endless Vigil (Sentinel Career)"]
["Zephyr Stealth Suit",1,1,5500,"( R )",2,1,8,"Upgrades the ability of any stealth checks made once.","FaD","Endless Vigil (Sentinel Career)"]
["Chitin Armour",0,2,600,null,4,1,6,"A character wearing a suit of chitin armour adds automatic a to their coercion checks and automatic t on their charm checks. The Game Master may determine that the armour provides further benefits or drawbacks depending on the situation.","FaD","Savage Spirits (Seeker Career)"]
["Creshaldyne Survivalist Armour",0,1,550,null,3,2,6,"Wearing a suit of Survivalist armour increases the wearer's encumbrance threshold by 1.","FaD","Savage Spirits (Seeker Career)"]
["Armoured Drop Suit",1,1,7500,null,6,2,7,"THIS ARMOR CAN FLY!, As a manoeuvre the wearer of this armour can engage his flight systems to function as a Silhouette 0, Speed 2, Handling +2, System strain Threshold 3 vehicle that requires Piloting (Planetary) to operate. Further, while the wearer is conscious to guide them self down the wearer does not suffer any fall damage.","EotE","No Disintegrations (Bounty hunter Career)"]
["Hunter's Trophy Armour (Completed)",0,2,2000,"( R )",4,1,9,"This Version is if a character wishes to buy this armour outright.\nA character wearing trophy armour suffers ⬛ to Charm checks, but gains ⬜⬜ to Coercion checks due to intimidating appearance. At GM Discretion, Charm checks made to impress or persuade other characters of wearer's prowess may receive ⬜⬜ instead of ⬛","EotE","No Disintegrations (Bounty hunter Career)"]
["Hunter's Trophy Armour (Custom Made)",0,2,1000,"( R )",4,1,6,"This Version is if a character has a suitable hide already and wishes a artisan to craft the armour.\nA character wearing trophy armour suffers ⬛ to Charm checks, but gains ⬜⬜ to Coercion checks due to intimidating appearance. At GM Discretion, Charm checks made to impress or persuade other characters of wearer's prowess may receive ⬜⬜ instead of ⬛","EotE","No Disintegrations (Bounty hunter Career)"]
["Mandalorian Armour",1,2,6000,"( R )",6,5,"8/Special","Can be bought as standard armour or can be purchased with specific attachments already installed, if so increase the rarity by 1 or to the rarity of the rarest installed attachment if it would be higher, also the base price of the suit is increased by the cost of the attachments.","EotE","No Disintegrations (Bounty hunter Career)"]
["Biogel Suit",0,2,350,null,6,0,1,"`+1 soak when wearer suffers damage from Brawl weapons or Bludgeoning Melee Weapons, Character also adds ⬛ to any Brawn or Agility based checks while wearing this armour.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Formal Council Armour",0,2,8000,"( R )",5,2,10,"Add aa to Negotiation checks when interacting with individuals who hold Jedi in high regards. At the GM's discretion the character may add aa to Coercion checks when interacting with individuals who hate or fear the Jedi (like representatives of the Galactic Empire)","FaD","Disciples of Harmony (Consular sourcebook)"]
["Individual Field Disruptor",1,0,9500,"( R )",0,0,7,"If the field of the field disruptor contacts another energy field the other field ceases to offer any defence as long as the two fields intersect.  If a character wearing an active field enters engaged range with a droid, the droid suffers 5 Stun damage. If the field enters engaged range with any other electronic device, the device shorts out and becomes inactive for the remainder of the encounter. If the wearer makes a melee attack while the field is active the wearer counts as being armed with a Melee weapon with +2 damage and the Stun Damage item quality.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Reflect Body Glove",0,3,2500,null,2,0,5,"After a successful combat check against the wearer has been resolved the reflect body glove's soak is reduced by one to a minimum of zero. The reflect body glove's soak may be restored to its original value after making a successful Average (dd) Mechanics check","FaD","Disciples of Harmony (Consular sourcebook)"]
["SeaScape Diving Suit",0,2,400,null,3,2,2,"Can provide six hours of Atmosphere to an air breather as well as water and nutrition supplements, wearer does not duffer movement penalties for traveling through water.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Alliance Engineer's Helmet and Vest",0,1,75,null,1,0,1,"While worn counts as having 1 rank or an additional rank in the Durable Talent","AoR","Fully Operational (Engineer Sourcebook)"]
["EOD-Mk II Armour",0,4,5300,null,8,0,6,"Due to its extremely thick padding and ponderous form, characters wearing EOD-MK II armour lose their free movement. UPGRADE OPTIONS (no hard points used) Integrated load-bearing gear reduces the suit's encumbrance by 3, and costs an additional 700 credits with a rarity of 3. The data link allows the wearer to control a single EOD remote (for controlling a EOD-MK IV Explosives Disposal remote droid), and costs an extra 300 credits with a rarity of 4.","AoR","Fully Operational (Engineer Sourcebook)"]
["Fabricators' Protective Gear",0,1,450,null,1,0,1,"Soak value of 3 against weapons with the Blast quality (only when quality is activated) and can ignore the effects of fires or acids of rating 1 or 2","AoR","Fully Operational (Engineer Sourcebook)"]
["Pioneer Armour",0,1,200,null,2,1,4,"Pioneer armour increases a wearer's encumbrance threshold by 3.","AoR","Fully Operational (Engineer Sourcebook)"]
["Sith Pain Harness",0,2,3500,"( R )",2,0,9,"As an incidental, suffer one wound to add an automatic s to the next Discipline check during the current round, then suffer 1 Conflict","FaD","Unlimited Power (Mystic Sourcebook)"]
["Timber Cuirass",1,2,4000,null,4,1,5,null,"FaD","Unlimited Power (Mystic Sourcebook)"]
["Waterweave",2,1,6500,null,7,1,5,"While submerged the armour's encumbrance changes to 0","FaD","Unlimited Power (Mystic Sourcebook)"]
["Ancient Battle Armour",0,2,3750,null,6,1,9,"While worn by a force sensitive character this armour gains Defence 1","FaD","Knights of Fate (Warrior Sourcebook)"]
["MK 1 Katarn-Class Commando Armour",1,2,6500,"( R )",4,3,8,"Helmet is equipped with an integrated combat scanner, an encrypted communications suite and an on board combat computer that monitors the conditions of any nearby allies wearing Katarn-class armour. It also has an integrated breath mask and six hours oxygen supply. Also increases the wearer's encumbrance threshold by 3. In addition remove ⬛ from all perception and survival checks made by the wearer","FaD","Knights of Fate (Warrior Sourcebook)"]
["Phase 1 ARC trooper Armour",1,2,5000,"( R )",4,2,8,"Remove ⬛ from all perception checks made by the wearer and this armour provides all the benefits of a hardened comlink. In addition increase the wearer's encumbrance threshold by 3","FaD","Knights of Fate (Warrior Sourcebook)"]
["Climbsuit",0,1,1450,null,2,2,4,"Comes with integrated harness that includes load bearing straps and 300-meter retractable spool of high-tensile climbing line, wearing this suit upgrades the ability to climb or rappel down a surface once, it also reduces the damage and strain suffered rom falling by 5 and reduces any related critical injury results from falling by 10.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Mk 1 NightStalker Suit",0,2,4800,"( R )",2,1,9,"Adds a automatic s to Stealth checks and adds a t to social skill checks","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Mk IX Personal Mimetic Concealment Suit",1,1,800,"( R )",2,1,8,"Requires power to gain any effects, power lasts for an hour of use until recharged, Upgrade the ability of all Stealth checks made by the wearer twice. In addition, the Game master may spend ttt or y on any Stealth check made by the wearer while it is active to have the power pack run dry","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
["Tack"]
["Name","Defence","Soak","Price","Restricted","Encumb","Hard Points","Rarity","Ability","Book Set","Source","Column2"]
["Caballerin-Series Riding Tack",0,0,250,null,2,0,4,"Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback riding penalties.","AoR","Stay on Target (Ace Sourcebook)"]
["Capari-series Padded Beast Armour",0,2,2500,null,4,0,5,"Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback riding penalties.","AoR","Stay on Target (Ace Sourcebook)"]
["Destri-series Laminate Beast Armour",0,4,8500,null,7,1,7,"Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback riding penalties. Lowers the Agility of the beast by 1 to a minimum of 1.","AoR","Stay on Target (Ace Sourcebook)"]
["H-Series Megafauna Carriage",1,0,5500,null,5,2,7,"Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback riding penalties. Can only be equipped on a beast with a  silhouette of at least 3 and brawn of at least 5, can be equipped with one or 2 Gunnery or vehicle scale weapons following usual restrictions for silhouettes","AoR","Stay on Target (Ace Sourcebook)"]
["Anipro Layered Beast Armour",1,1,2500,null,4,0,5,null,"FaD","Savage Spirits (Seeker Career)"]

{"sheet":"Gear and Equipment","index":8,"n_rows":505,"n_cols":10,"rows_kept":505,"cut":false,"hidden":false,"merged":[[439,0,439,3],[461,0,461,3],[0,0,0,4],[3,0,3,1],[331,0,331,3],[352,0,352,3],[360,0,360,3]]}
["Gear and Equipment"]
[]
[]
["Communications Equipment"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Added Order","Column2"]
["3-MAL Secure Comlink",250,null,"0",4,"Comlink transmit up to medium range on the planetary scale. Encryption adds ⬛ to any check made to intercept and unscramble the signal. Monitoring a standard clear frequency on civilized worlds can add ⬛⬛ to Knowledge checks related to current events or conditions at the GM's discretion","AoR","Forged in Battle (Soldier Sourcebook)",1]
["Atgar Artillery Remote ",400,null,"1",7,"A character can link a single Gunnery weapon to an Atgar Artillery Remote with a Hard(ddd) Computers check or a Average (dd) Computers check  if the weapon is Atgar Spacedefense corporation model. Linked weapon gains the Inaccurate 2 quality and the holder of the remote can fire the weapon from up to medium range.","AoR","Forged in Battle (Soldier Sourcebook)",2]
["Collar-Amp",50,null,"0",1,"Allows users voice to be heard up to long or extreme range (dependant on terrain and other environmental conditions), add 100 credits for a version that hooks into sound systems or entertainment sound systems which improves sound quality","EotE","Far Horizons (Colonist Sourcebook)",3]
["Comlink (Handheld)",25,null,0,0,"Allows communication up to distances around 100 kilometres","AoR, EotE, Fad","Core",4]
["Comlink (Long Range)",200,null,2,1,"Allows communication across a planet, to orbiting structures, and possibly interplanetary (within the same star system)","AoR, EotE, Fad","Core",5]
["DH77 Headcomm",400,"( R )","0",3,"Subject to interference from explosions, ion engines and jamming, constant shifting encryption adds ⬛⬛⬛ to any attempt to intercept and unscramble the signal","AoR","Forged in Battle (Soldier Sourcebook)",6]
["Encryption Module",1250,null,"3",6,"Attaches to comlinks or hypertranscivers to encode messages sent, much larger and more sophisticated than a simple comm scrambler the encryption module uses extremely complex algorithms and ciphers to code transmissions. It is nearly impossible to break the codes used so it requires a decryption key to understand but attempts can still be made with a Formidable (ddddd) computers check and also requires proper equipment such as a ship's mainframe or a class one droid.","EotE","Suns of Fortune (Corellian Sector Sourcebook)",7]
["False Voice Transmitter",1400,null,"4",6,"Provided a good voice sample, can replicate any voice. When impersonating another individual the user can upgrade the ability of his Charm, Coercion, Deception, Leadership and Negotiation checks once.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)",8]
["Hardened Comlink",450,null,"3",4,"Planet-wide and planet to orbit communications with military grade encryption, adds an automatic ff to decode and a automatic ss to any checks made to broadcast through a com jammer (FaD:Knights of fate version says only one s and only one f)","EotE, FaD","Dangerous Covenants (Hired Gun Sourcebook)\nKnights of Fate",9]
["Holo-Messenger",250,null,0,4,"Used mostly for messages. Plays a holographic recording or transmission.","AoR, EotE, Fad","Core",10]
["HoloNet Relay",75000,null,"15",7,"Allows user to communicate with the HoloNet (it is highly regulated and mostly militarized by the empire though) can be blocked by jamming and/or environmental factors.","EotE","Far Horizons (Colonist Sourcebook)",11]
["Hyper transceiver",1000,null,"5",3,"Able to transmit up to 100 light years, normally used for ships sending messages or distress signals.","EotE","Suns of Fortune (Corellian Sector Sourcebook)",12]
["Intergraded Public Address System",200,null,"4",4,"Loudspeaker installed in a backpack or carrying case for addressing large crowds anywhere","AoR","Desperate Allies (Diplomats Sourcebook)",13]
["Polis Massan Voicebox",50,null,"1",6,null,"AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)",14]
["PTP Link",100,null,"2",7,"Lower tech communication range of 25 kilometres. A encryption device can be purchased for 1,000 credits for near undetectable transmission of messages","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)",15]
["Remote Activation Controller (Long range)",1500,null,"0",7,"Activates a vehicle or starship and starts pre-flight checks so user can make a quick getaway                                                                                ","EotE","Suns of Fortune (Corellian Sector Sourcebook)",16]
["Remote Activation Controller (Short range)",300,null,"0",4,"Activates a vehicle or starship and starts pre-flight checks so user can make a quick getaway                                                                                ","EotE","Suns of Fortune (Corellian Sector Sourcebook)",17]
["Verpine Comlink",250,null,"1",6,"Picks up on Verpine telepathic communications and can broadcast secret messages using said link, range 100 kilometres.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)",18]
["Com-Scan",5000,"( R )","10",6,"A character can Triangulate the location and movement of a known comlink or transceiver with an Average (dd) Computers check. The device functions out to close range on planetary scale. Prevailing atmospheric conditions or excessive background signals can reduce its efficacy.","EotE","No Disintegrations (Bounty Hunter Sourcebook)",19]
["Earbud Comlink",75,null,"0",5,"Activated by touching ones ear, or clicking ones teeth, This has a far shorter range than of a normal commlink due to tiny power cell and can only work to a maximum range of long, Noticing someone wearing a earbud comlink requires a Hard (ddd) Perception check.","AoR","Cyphers and Masks (Spy Sourcebook)",20]
[]
["Drugs and Poisons"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Order Added","Column3"]
["Antidote Set",250,null,"1",5,"When used reduce the difficulty of any check to resist a poison by two (to a minimum of Easy (d)), if character does not know what poison was used he/she must make a Hard  (ddd) Knowledge (Underworld) check to make a educated guess on the poison to benefit from this item","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Dendriton Toxin (1 dose)",125,"( R )","0",7,"Has a Daunting (dddd) difficulty, if the target fails the check the poison inflicts 1 strain at the end of his next turn, 3 strain at the end of the subsequent turn and 5 strain at the turn after that one (ignoring soak) in addition the target suffers ⬛ to any check he attempts under the effects of the poison, each t he generates on those checks inflicts 1 additional strain (ignores soak), The GM may spend y on the initial Resilience check to make the target make another check against the poison at the end of his third turn or suffer an additional 5 strain","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Dioxis Gas (1 dose)",100,"( R )","0",6,"A single dose has a Hard (ddd) difficulty, 2 or more doses have a Daunting                        (dddd) difficulty, if the target fail the check the poison inflicts 5 wounds (ignoring soak) in addition each t generated inflicts 2 strain on the target (ignores soak), target becomes overwhelmed by nausea and muscle spasms cause by the choking gas. Gas lingers in the air for up to 3 rounds unless dissipated by high winds","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Poisoner's Ring",500,"( R )","0",7,"As an action make a opposed Skulduggery check against any onlookers' Vigilance to deposit one dose of any GM approved poison to a targets meal of beverage without being noticed","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Raquor Venom (1 dose)",150,"( R )","0",7,"Has a Daunting (dddd) difficulty, if the target fails the check the poison staggers the target for 2 rounds and for each t generated inflicts 2 strain on the target (ignores soak), GM may spend y to Immobilize the target for 2 rounds. Can be Liquid or Gas (gas reducing the difficulty by one)","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Synthetic Anaesthetic (1 dose)",35,null,0,4,"Used to render subject unconscious, a single dose has an Average (dd) difficulty check while two ore more doses have a Hard (ddd) difficulty check. The poison inflicts 5 strain if the target fails the check, if the check generates one or two t , the target must also give up his free manoeuvre during his next turn, if three or more t is generated he/she is staggered during his/her next turn, Finally the GM can spend y to make the target test against the poison again during the next round to see if the poison remains in the subjects system","AoR, EotE, Fad","Core"]
["Synthetic Neuropralytic (1 dose)",75,"( R )",0,6,"Immobilizes the target, any dosage size has a Hard (ddd) difficulty check, if the target fails the check they are immobilized for three rounds, in addition on each t generated 1 strain is inflicted on the target, the GM can spend y to make the target test against the poison again during the next round","AoR, EotE, Fad","Core"]
["Synthetic Neurotoxin (1 dose)",50,"( R )",0,6,"If the target fails a Average (dd) check for a single dose or a Hard (ddd) check for multiple doses, the target suffers 5 wounds, in addition for each t one strain is suffered, the GM may spend one y to have the target test against the poison during the next round.","AoR, EotE, Fad","Core"]
["SleepPack (1 Dose)",250,null,"0",3,"If target is aware and unwilling the wielder must make a Hard (ddd) Brawl or  Melee combat check against the target instead of inflicting damage, if successful the target must immediately resist the effects of the medications that flood the system as a poison (with a Resilience check). Any sized dose has a Hard (ddd) difficulty and failure inflicts 10 strain.","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Sulfer Inhaler (10 Doses)",200,null,"0",3,"Only effective for Devaronians. As a manoeuvre inhale a does of the drug, the character suffers 2 strain and adds ⬛ to any Brawn or Agility he makes until the end of the encounter. Additional doses inflict more strain but do not give additional bonuses. Unpleasant for non-Devaronians","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Affide Crystal",500,"( R )","0",8,"(Suicide pill usually in a false tooth) This is a poison that requires a upgraded Daunting cddd Resilience check to overcome when ingested. The poison inflicts 10 wounds and a Critical Injury on a failed check. Each t generated adds +40 to the roll for the Critical Injury result. Gms may spend ttt or y to kill a target instantly, leaving no opportunity for resuscitation. ","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Cyanoxis D-570",50,null,"1",4,"Administered through food and/or drink, once ingested the poison usually takes about a week to kill. A character who has injested this can make a hard ddd resilience check to overcome. On a failed check, the poison inflicts 2 wounds and 2 strain immediately, plus 1 wound and 1 strain per day for ten days or until the target succumbs to death. Each t generated inflicts 1 additional strain per day. y can be spent to increase the number of days the poison stays in effect by one.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Skirtopanol",500,"( R )","0",8,"Requires a hard ddd Resilience check to overcome. On a failed check, the drug inflicts 5 strain and the difficulty of all checks the target makes to resist charm or coercion for the remainder of the encounter is upgraded once. In addition, each t generated on the original check inflicts 2 strain on the target. finally, the GM can spend y to make the target check against the drug again during the next round as it remains in their system.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Vutalamine",125,null,"0",5,"known as \"Vue,\"a single dose lasts 24 hours, during that time the character upgrades the ability of any checks made to resist stress or fear once. In addition the difficulty of ranged (light) and ranged (heavy) checks made at long or extreme range is reduced by one. at the GMs discretion, frequent use can lead to impaired judgement and memory loss, imposing a permanent ⬛ on Intellect and Cunning based checks","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
[]
["Cybernetic Enhancements and Replacements"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Cybernetic Arms (mod V and VI)",10000,null,"-",6,"Mod V Cyberarms provide +1 Brawn, while Mod VI Cyberarms provide +1 Agility. If replacing both arms they must both be the same Mod and stat modifiers do not stack","AoR, EotE, Fad","Core"]
["Cybernetic Brain Implant",10000,null,"-",6,"Provides +1 Intellect, Comes with Commlink and Computer access link","AoR, EotE, Fad","Core"]
["Cybernetic Eyes",7500,null,"-",6,"Provides +1 Vigilance and Perception","AoR, EotE, Fad","Core"]
["Cybernetic Legs (Mod II and III)",10000,null,"-",6,"Mod II Cyberlegs provide +1 Brawn and Mod III cyberlegs provide +1 agility. BOTH legs must be replaced to receive these benefits.","AoR, EotE, Fad","Core"]
["Cybernetic Weapon Implant",4000,null,"-",7,"Houses a retractable light blaster pistol that cannot be dropped, removed or disarmed","AoR, EotE, Fad","Core"]
["Cyber scanner Limb",4000,null,"-",7,"Medium range detection showing nearby motion, lifeforms, energy signatures and other common targets as desired","AoR, EotE, Fad","Core"]
["Immune Implant",5000,null,"-",6,"Provides wearer +1 Resilience","AoR, EotE, Fad","Core"]
["Implant Armour",7500,null,"-",6,"Provides +1 Soak","AoR, EotE, Fad","Core"]
["Prosthetic Replacement (Limb)",2000,null,"-",4,"Replaces a lost limb","AoR, EotE, Fad","Core"]
["Prosthetic Replacement (Organ)",1000,null,"-",4,"Replaces a lost organ","AoR, EotE, Fad","Core"]
["Neuro-Saav Cyborg/Droid Interface",600,null,"-",4,"Direct connection to a droids communication port. When hooked up to a hostile droid upgrade the ability of all its computer checks once when attempting to access information","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Swift 78B Vessel Courier System",5000,null,"-",6,"Used to transport sensitive data in a small dataport that is secured usually beneath the courier's hairline secured by synthflesh.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Appraiser's Eye",700,null,"-",7,"Adds an automatic a on negotiation and streetwise checks to buy or sell items","EotE","Fly Casual (Smuggler Sourcebook)"]
["Cybernetic Cavity",775,"( R )","-",3,"Provides 1 rank of the Hidden Storage talent","EotE","Fly Casual (Smuggler Sourcebook)"]
["Digital Lockpick",2750,"( R )","-",5,"provides 1 rank of the Bypass Security talent ","EotE","Fly Casual (Smuggler Sourcebook)"]
["Adrenal Implant",2250,null,"-",5,"Provides 1 rank of the Rapid Recover Talent","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Cybernetic Reflexes",2750,null,"-",5,"Provides 1 rank of the Rapid Reaction Talent","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Cybernetic Respirator",2000,null,"-",4,"Provides user the same benefits of a breath mask and respirator and adds 1 rank of the Blooded Talent","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Gank Comm Implant",250,null,"-",7,"Inaudible communication with other units, can be subject to jamming","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Implanted Cyberjack",3750,null,"-",6,"once per check, a character with an implanted cyberjack may suffer 2 strain to decrease the difficulty of a Computers check to disable a security device or slice into a computers system by one.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Neuromachine Interface",3500,null,"-",6,"Allows control of a vehicle by thought, vehicle must have a control device installed, pilot using this link may use his coordination skill in place of the pilot (Planetary/Space) skill","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Q-22 Retinal Tracker",2500,null,"-",6,"Provides an automatic a on gunnery and Ranged (Heavy) checks.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Repulsor Fist",4750,null,"-",7,"Provides one rank in the Defensive Stance talent and counts as a Brawl weapon with a Damage of 8, Critical of 3, and the Concussive 1 and Slow-Firing 2 qualities, can only be used once every 3rd round otherwise the repulsor fist acts as a normal unarmed melee attack.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Biofeedback Regulator",3000,null,null,8,"Increases the characters cybernetic implant cap by two. Does not count to implant cap. Limit 1 Regulator per person. Droids unable to use","EotE","Special Modifications (Technician Sourcebook)"]
["Escape Circuit",1000,null,null,6,"(Droids only) Resisting a restraining bolt now only requires a Easy (d) Discipline check instead of the normal difficulty. The droid may spend aa from a check made to resist a restraining bolt to overload the bold rendering it entirely useless","EotE","Special Modifications (Technician Sourcebook)"]
["Networked Slicing uplink",1250,null,null,7,"(Droids only) Counts as a set of slicer gear. When droid is slicing or assisting with slicing tasks, add ⬛ to Computers check to identify the user slicer based on these activities, such as Trace user action.","EotE","Special Modifications (Technician Sourcebook)"]
["Neural Recorder",250,null,null,8,"Make a Easy (d)Discipline check to recall information gained while the recorder was running. Recorded data can be copied to a more common external storage device using a included connection port","EotE","Special Modifications (Technician Sourcebook)"]
["Surge Override Switch",1000,null,null,6,"Once per encounter a character can make a Average (dd) Discipline check to reactivate any number of cybernetic implants that have been overloaded by Ion weapons. Each reactivated implant causes 2 strain to the user","EotE","Special Modifications (Technician Sourcebook)"]
["Avionics Interface",8000,null,"-",6,"Requires at least 1 rank in piloting (Planetary) and/or (Space) gains +1 rank to the appropriate piloting skill when flying a starship or airspeeder..","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Cortex Bomb",1200,"( R )",null,6,"Upon hearing, seeing or speaking a pre-determined code a person with a implanted cortex bomb will be killed, this does no damage to the surrounding area…. Anyone watch that movie \"Scanners (1981)\"","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Cyber Disguise",18000,"( R )",null,8,"Gives advantages of a disguise kit, also grants user two ranks in Indistinguishable. This can change general features like eye or hair colour and even skin colour (do the whole Michael Jackson thing) grow hair and/or beard, With the GMs permission one could even impersonate someone of another similar shaped species (human, chiss, pantoran) it cannot change physical attributes like number of arms, size, horns. \nTo impersonate a specific person (provided they are of similar size and shape) one must make a thorough study of the subject then make a Hard (ddd) Deception check to set the disguise.\nChanging can take up to 1 to 3 rounds, the more detailed the disguise the longer it takes either minutes or hours.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Lockbreaker Hand",2200,"( R )",null,6,"Provides a rank in Bypass Security Talent and adds ⬛ to Skulduggery and Computers checks made to defeat locks","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Multi-Tool Hand",650,null,null,4,"Provides all the benefits of a tool kit \"Go go gadget screwdriver\"","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Pain Damper",1800,null,null,6,"Upgrade the ability of all checks made to resist pain or physical torture once.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Retinal Implant",1250,"( R )",null,6,"With a few minutes of studying a retinal pattern and a Average(ddd) Perception check, Retinal implants can fool most retina scanners with an Easy (d) Cool Check, More advanced scanners can have a increased difficulty up to a maximum of Hard (ddd)","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Vessel Implant",900,null,null,4,"Subdermal data storage, with a fiber optic cable that can plug into nearly any datapad or computer, the implant is non networked and can not be sliced unless user is incapacitated of the implant is removed, Finding a vessel implant on a character requires a Daunting (dddd) Perception check","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Vocal Emulator Implant",1300,null,null,5,"Changing or disguising a characters voice takes one round, to mimic the voice of a specific individual the user must make a intensive study of the subject by listening to recordings, hearing the individual deliver a long speech etc. and make a Hard (ddd) Deception Check to nail down the individuals voice, speech patterns and inotations.","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
[]
[]
["Scanning, Detection and Surveillance Equipment"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Electrobinoculars",250,null,"1",1,"Long distance or Low light Perception checks to identify an object may remove ⬛ from the check","AoR, EotE, Fad","Core"]
["General Purpose Scanner",500,null,"2",3,"Detect motion up to long distance; life-forms, energy signals and other common targets up to extreme distance / Intercept comlink transmissions","AoR, EotE, Fad","Core"]
["Hand Scanner",100,null,"0",2,"Detect detailed information about target or surroundings such as poisons, weaknesses, etc. up to short distance.","AoR, EotE, Fad","Core"]
["Macrobionoculars",75,null,"1",2,"Magnify targets up to 10 km.","AoR, EotE, Fad","Core"]
["Scanner Goggles",150,null,"0",3,"\"When worn, scanner goggles allow the wearer to see normally in dark conditions.\" Its suggested for balance to replace that to this \"Remove ⬛ due to low or poor light.\"","AoR, EotE, Fad","Core"]
["Surveillance Tagger",175,"( R )","0",4,"Must be physically attached to target. Detect targets location, direction and rate of movement up to around 100 km","AoR, EotE, Fad","Core"]
["Authentication Tools",100,null,"1",5,"A character using Authentication tools adds ⬛⬛ to checks to determine if a document has been falsified","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Concealed Recorder",175,null,"0",3,"Add ⬛⬛ To a character's Perception checks to find a concealed recorder on a person's body","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Security Sweeper",400,null,"1",6,"Make a Average (dd) Computers check to detect an area for any espionage tools and its location, if well hidden make a opposed Mechanics skill of the one who placed the device","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Combat Scanner",2000,null,"1",6,"Allows user to see normally in dark conditions and can track motion, heat and metal, adds ⬛⬛ to any checks made to attempt to decode and understand transmissions from the combat scanner to other combat scanners (FaD:Knights of fate version says remove ⬛⬛ to checks due to darkness)","EotE, FaD","Dangerous Covenants (Hired Gun Sourcebook)\nKnights of Fate (Warrior Sourcebook)"]
["Demolitions Scanner",300,null,"1",4,"Allows user to detect concealed explosive devices and adds ⬛ to any checks to do so","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Recon Remote",250,null,"1",3,"Remote droid used for Recon and surveillance, 20 kilometre range.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Long-Range Terrain Scanner",850,null,"6",6,"Requires a Average (dd) Computers check on the part of the operator. Maps produced add ⬛ to any survival check made to navigate using the map plus an automatic s for every two a gained on the computers check","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Ground-Penetrating Sensor Pack",950,null,"5",7,"Used to find things underground","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Life Form Scanner",900,null,"4",5,"Detects up to half a kilometre away for lifeforms, Requires either an Average (dd) Survival Check or a Hard (ddd) Education or computers check to ensure the device is properly calibrated","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Hunting Goggles",600,null,"0",5,"Grant ⬛ to any Perception skill checks made to locate prey. Removes ⬛⬛ imposed due to concealment, darkness or fog and mist from all Ranged (Light) and (Heavy) checks","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Forensic Kit",450,null,"4",4,"Adds an automatic s to all Perception checks made by the user to spot and gather evidence.","EotE","Far Horizons (Colonist Sourcebook)"]
["Holoscanner","2,000-10,000",null,"10-100",5,"Reduce the difficulty of Perception or Vigilance checks to discover concealed items on a person or in a container or vehicle by two, typically a scanner cannot scan an item or group of items with an encumbrance higher then its own","EotE","Fly Casual (Smuggler Sourcebook)"]
["Hyperwave Signal Interceptor",10500,null,"5",8,"Range of 10 light years, can pickup and receive hyper communications and detect the smallest fluctuations in hyperspace, skilled operators can track vessels through hyperspace, providing several minutes warning prior to a ship exiting or giving the user a fairly good idea of the general course and direction of a vessel in hyperspace.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Weapon Detection Goggles",750,null,"1",5,"Add ⬛⬛ To a character's Perception checks to find a concealed weapon on a person's body","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["PX-7 Heat Sensor",250,null,"3",7,"A PX 7 heat sensor adds ⬛⬛ to Perception checks to find heat-emitting objects within short range and adds ⬛ to Mechanics checks to remove Critical Hits from starships and Critical Injuries from droids.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Veridicator 200",4000,null,"1",8,"A character wearing a Veridicator 200 adds ⬛⬛ to checks to discern whether another character is lying or omitting significant information and adds ⬛⬛  to checks to ascertain another character's mental state","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Low Feedback Scanner",700,null,"4",5,"Detects radiation sources of silhouette of 1 or larger within a short range, life forms within medium range, power sources within long range and Comms signals within extreme range. Extend the range of detection by 1 range for every silhouette size by which the target's size exceeds silhouette 1.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["SE-Vigilant Automated Sensor",3000,null,"2",4,"1.6 meter collapsible post with sensors, first detects audio and visual and once it senses something it triggers a second scan commences with infrared, electromagnetic and other forms of scanning and relays the data to the users datapad. Can be left to operate by itself for long periods of time due to use of a solar panel.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Infrabinoculars",350,null,"1",5,"A character using Infrabinoculars can see through up to two meters of wall, possibly allowing surveillance of a whole building at once. Walls made of dense materials or constructed to shield their interiors may impose one or more  on Perception checks to see inside, at GM's discretion","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Infrabinoculars (with Long-Range sensors)",500,null,"1",6,"A character using Infrabinoculars can see through up to two meters of wall, possibly allowing surveillance of a whole building at once. Walls made of dense materials or constructed to shield their interiors may impose one or more  on Perception checks to see inside, at GM's discretion. Can also be switched to a long range view equivalent  to that of electrobinoculars.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Microdroid Listener",1500,"( R )","0",6,"Can follow a set of pre-programmed instructions from their owner, returning after a set period of time or upon detection of a specific keyword or audio cue. The microdroid does not broadcast their surveillance data and they can be quite difficult to detect until they return. Planting this device without being noticed requires an opposed Skulduggery vs Vigilance check, Once in place a character must make a Daunting (dddd) Vigilance check to locate it even when she is specifically searching for one. Has a self destruct mode in case of tampering.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["TaggeCo Privacy 7 Audio Curtain",500,null,"4",5,"Device comprises of two matched rods, Users can plant the rods onto nearly any horizontal surface in order to create a sound-dampening field between them, multiple sets of rods can enclose a conversation or the user can place them at a physical gap such as an open door or the entry to an enclosed booth at a tapcafe.\n\nCharacters attempting to listen in on a conversation which is being obscured by one or more audio curtains must make a Hard (ddd) Perception check to understand anything being said, The GM can spend t or y to have the character misunderstand key words or phrases","FaD","Endless Vigil (Sentinel Sourcebook)"]
["BioScan",2000,null,"1",1,"Using a Bioscan to scan an area for life signs grants  to any Perception checks opposing Stealth. Using the device to verify a person's identity requires an Average (dd) Computers check and a biometric identifier for comparison. The GM may modify this difficulty based upon any unusual anatomical characteristics of the target's species","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["HoloNet Homing Beacon",500,null,"0",3,"Can be attached to any ship, so long as the device is not noticed and removed or if the ship is traveling outside known systems the owner of the Homing Beacon can track the ship with no checks required.","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Tracker's Goggles",600,null,"0",5,"Grant ⬛ to any Perception skill checks made to locate prey. Removes ⬛⬛ imposed due to concealment, darkness or fog and mist from all Ranged (Light) and (Heavy) checks","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Applied Imaging B310 Micro-Imager",5250,null,"2",2,"A Micro imager adds ⬛⬛ to any Perception, Knowledge (Lore) or Knowledge (Education) checks for which magnification of fine details can contribute to the research at hand.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Dalabar SDS-632 Surveillance Detector",450,null,"1",3,"A surveillance detector adds ⬛⬛ to any Perception of Vigilance checks to attempt to identify the presence of a bug within short range of the user","FaD","Disciples of Harmony (Consular sourcebook)"]
["Fabritech 7000 Geoscanner",4800,null,"2",3,"A Geoscanner adds ⬛ to any perception, lore or education checks related to studying the subterranean environment within medium range of the user","FaD","Disciples of Harmony (Consular sourcebook)"]
["Paradour Enterprises Signature Scent Synthesizer",1500,null,"1",4,"Using a signature scent synthesizer prior to a discussion removes ⬛⬛ from the first Charm, Coercion or Negotiations check made during the encounter.","FaD","Disciples of Harmony (Consular sourcebook)"]
["SuriTech Foodstuffs Ez1 Analyser",300,null,"1",3,"Examines any food or drink to determine whether it is safe for consumption.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Mine Detector",350,null,"1",4,"Using a mine detector to locate concealed mines requires a Hard (ddd) Computers or Average (dd) Vigilance check with appropriate modifications for environmental conditions such as weather. flora, rough terrain, or the composition of the ground. On a successful check, all mines and other explosive devices within medium range are revealed to the user.","AoR","Fully Operational (Engineer Sourcebook)"]
["SE-90 Scanner",675,null,"1",6,"Using an SE-90 requires an Average (dd) Computers check modified according to construction materials and environmental interference per the GM's discretion. A character who succeeds can see through walls or bulk heads up to short range until the end of the encounter or the scanner is moved.","AoR","Fully Operational (Engineer Sourcebook)"]
["Shipboard Systems Scanner",145,null,"1",4,"A shipboard system scanner removes ⬛ from checks to remove system strain from starships and vehicles.","AoR","Fully Operational (Engineer Sourcebook)"]
["Surveyor's Equipment",700,null,"6",8,"Surveyor's equipment adds ⬛⬛ to a character's Perception checks when determining locations on a planet's surface, measuring distances, plotting settlements or bases, and creating detailed planetary maps.","AoR","Fully Operational (Engineer Sourcebook)"]
["Surveillance Scanner",750,null,"2",5,"Used to check rooms for bugs or search for hidden observers or electronic surveillance, can detect and locate comms signals, electromagnetic fields, ect. Have a range of close on planetary scale or long on personal scale, using this scanner upgrades the ability of checks made to locate bugs, sweep rooms for hidden cameras, pick up data streams or engage in counter surveillance activities once.","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
["Medical Equipment"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Bacta (Litre)",20,null,"1",1,"For bacta tank. Replaces used bacta.","AoR, EotE, Fad","Core"]
["Bacta (Tank)",4000,null,"12",1,"Recovers 1 wound per 2 hrs of use. If incapacitated 1 wound every 6 hrs| Every 24 hrs PCs can make resilience check to heal 1 crit injury","AoR, EotE, Fad","Core"]
["Emergency Medpac",100,null,"1",1,"Allows characters to use the Medicine skill to heal others without penalty (AoR:C pg 232/ EotE:C pg 219)","AoR, EotE, Fad","Core"]
["Medpac",400,null,"2",2,"In addition to effects of Emergency Medpack the Medpack grants ⬛ to all Medicine Skill Checks","AoR, EotE, Fad","Core"]
["Stimpack",25,null,"0",1,"Requires one manoeuvre to use on self or other, Immediately heals 5 wounds, a second stimpack heals 4 wounds, third 3 wounds and so on, six stimpacks in a single day has no effect","AoR, EotE, Fad","Core"]
["Synthskin/Sythflesh",10,null,"-",1,"(Unknown)","AoR, EotE, Fad","Core"]
["XV-38 Veterinary Kit",600,null,"3",3,"The PLAV allows a user to perform medical procedures on all manner of creatures much like a medpac for a humanoid, grants ⬛ to all medicine, survival and knowledge (Xenology) skill checks to analyse and/or treat these creatures","AoR","Stay on Target (Ace Sourcebook)"]
["XV-09 Chemical Restraint Harness",1200,null,"2",5,"Requires a Hard (ddd) Survival Check to fit a harness properly on a animal, this difficulty can be reduced by 1 with a successful Knowledge (Xenology) check. If successful, the XV-09 grants ⬛⬛ to any survival checks made to control a beast wearing the harness in addition, creatures that are successfully pacified gain ⬛ to any discipline checks. GMs can spend any t generated by the initial survival check to trigger side effects caused by drugs and are left to the GMs discretion, ttt or y can be used to reflect a catastrophic reaction","AoR","Stay on Target (Ace Sourcebook)"]
["Cerebral Stabilizer",2200,null,"3",7,"Apply to a patient within one round of suffering a critical injury, may be applied to a character suffering from a \"Bleeding Out\" or \"The End is Nigh\" critical injury or even a character who has died during the current round. Applying the device requires an Average (dd) Medicine check. Once applied the character is stabilized, if he died he is brought back to life and counts as suffering a gruesome injury (and all its effects) otherwise the critical injury effects are cancelled, though he suffers from the injury himself","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Military Medpac",400,null,"2",3,"If user has no ranks in Medicine the user counts as having 1 rank in medicine when using this medpack, also removes medicine check penalty.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Medical Backpack",450,null,"2",4,"Allows characters to use the Medicine skill to heal others without penalty. Grants ⬛ to all Medicine checks made using Medical Backpack and decreases the difficulty of any Medicine checks to heal Critical Injuries by 1 to a minimum of Easy (d)","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Blood Scanner",400,null,"1",5,"As an action. a character with a blood scanner may make an Easy (d) Medicine check to identify foreign elements (including poisons) in a blood sample. In addition to allowing the character to treat any present toxins with the proper antidote. The extensive information about the patient's health adds automatic aa to the next Medicine check the character makes to treat the patient.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Med-Aid Patch",20,null,"1",4,"When making a Medicine check to heal wounds from a character. A character can expend up to one med-aid patch to add automatic s+a to the results of the check. A character cannot use more than one med-aid patch per check.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Nullicaine",25,null,"0",2,"Character may apply Nullicaine to themselves or an engaged character by making an Easy (d) Medicine check and choosing 1 Easy (d), Average (dd) or Hard (ddd) Critical injury the target is currently suffering, if successful target suffers 3 strain and ignores the chosen critical injury until the end of the encounter","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Stimstick",5,null,"0",2,"A character who chews a stimstick removes ⬛ from their discipline, Perception, Resilience or Vigilance checks to stay awake or notice something due to fatigue or lack of sleep until the end of the encounter, at the end of the encounter the character suffers 1 strain.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Military Traumapac",50,null,"1",3,"A traumapac only allows a character to use the Medicine skill to attempt to remove Critical Injuries from others without penalty.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Healer's Kit",0,null,"2",0,"Must be made by the character with a Hard (ddd) Survival check.  Allows the character to use the medicine skill to heal themselves or others without penalty. GM may spend y on a Medicine check when a character is using a healer's kit to indicate that some or all of the medicinal items have been exhausted and the kit cannot be used again until restocked with a  Average (dd) Survival Check.","FaD","Savage Spirits (Seeker Sourcebook)"]
["XV-20 Portable Veterinary Kit",500,null,"2",5,"Allows an individual to treat a wounded or ill creature without penalty. Additionally the kit gains ⬛ to all medicine, survival and knowledge (xenology) skill checks made to diagnose or treat such animals","FaD","Savage Spirits (Seeker Sourcebook)"]
["Antishock Blanket",250,null,"2",2,"When a character uses an antishock blanket to help heal a Critical Injury, the character may reduce the difficulty of the Medicine check made to heal the injury by one to a minimum of Easy (d).","FaD","Disciples of Harmony (Consular sourcebook)"]
["Bioscan",5000,null,"1",2,"A character using a bioscan can remove ⬛⬛ from any Medicine checks the character makes.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Plasma Protein Replicator",5500,null,"3",4,"When a character uses a plasma protein replicator to help heal a Critical Injury, the character adds automatic s to the Medicine check made to heal the injury","FaD","Disciples of Harmony (Consular sourcebook)"]
["Spray Plasto-Cast",35,null,"1",1,"A character can make an Easy (d) Medicine check to apply a spray plasto-cast to a limb that has been crippled or disabled due to a critical injury. If successful  the critical injury heals automatically after one week of narrative time.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Toxin Detector",125,null,"1",4,"detects toxins and poisons in food, drink and even in the environment, Simple red/green indicators or subtle vibration to alert user to presence of dangerous substances, often built into bracelets or other jewellery for maximum subtlety.","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
["Security, Infiltration and Espionage Equipment"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["\"Knack\" Restraining Bolt",750,"( R )","0",8,"Allows for secret commands to be sent or triggered on droids, PC droids can attempt to resist a \"Knack\" restraining bolt like a regular restraining bolt","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Advanced Flesh Camouflage Kit",2500,"( R )","2",7,"Drastically change appearance to a genetic level even fooling bioscanners, requires a Formidable (ddddd) Perception Check to see through it","AoR, EotE, Fad","Core"]
["AL-DR8 Grav-Binders",300,null,"1",7,"Breaking free from grav binders requires a Formidable (ddddd) Athletics check (due to the restrictive effects of the artificially raised gravity on the whole body, a character cannot slip free of gravbinders using flexibility alone).","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Binders",25,null,"0",0,"Requires a Daunting (dddd) Athletics or Coordination check to escape","AoR, EotE, Fad","Core"]
["BlackOps/Outlaw Data Breaker",1000,"( R )","1",6,"Add ⬛⬛ to any Computers check made to slice computers, add ⬛ to any attempts to locate use of a data breaker in a computer system due to \" noise \" (highly illegal)","AoR, EotE, Fad","Core"]
["Cargo Scanner",300,null,"1",4,"Make a Average (dd) Computers check to increase the available encumbrance capacity of a planetary vehicle or starship with a silhouette of 3 or my by 10 percent (rounding up) thanks to more efficient organization ","EotE","Fly Casual (Smuggler Sourcebook)"]
["Com Jammer",400,null,"4",3,"Countering a com jammer requires a computers check, difficulty is determined to the proximity","AoR, EotE, Fad","Core"]
["Com Scrambler",1000,null,"4",3,"Adds ⬛⬛ to any checks made to decode and understand and encrypted transmission","AoR, EotE, Fad","Core"]
["Data Dead Drop",150,"( R )","0",7,"Characters trying to find something hidden within a data dead drop must make a Daunting (dddd) Perception Check, or at the GMs discretion if an unaware character may use Vigilance instead","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Dataspike",100,"( R )","1",3,"May expend one spike to attempt to disable a security program as a manoeuvre (rather then an action). Reduce the difficulty of the subsequent computer check to disable the program by 2, to a minimum of simple (-) after one use the data spike become useless","AoR, EotE","Cyphers and Masks (Spy Sourcebook)\nSpecial Modifications (Technician Sourcebook)"]
["Diplomatic Authorization",10000,"( R )","0",8,"A character with Diplomatic Authorization adds a automatic aa to all social checks involving members of a foreign government, can often get access to individuals and services that would be otherwise unavailable","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Disguise Kit",100,null,"2",4,"Skulduggery check to see if disguise works. Difficulty decided by GM. Possibly opposed check depending on who's being fooled.","AoR, EotE, Fad","Core"]
["Ealewon A-212 Tracing Console",3000,null,"12",6,"Computer checks to slice a system with one of these attached suffer a ⬛ due to the difficulty of avoiding notice, a defending slicer using the console gains ⬛⬛ to computers checks to identify any intruder.","EotE","Special Modifications (Technician Sourcebook)"]
["Electronic Lock Breaker",1000,"( R )","1",5,"Qualifies the user for the \"Right Tool For the Job\" benefit for computer skill based locks, adds ⬛ to computer checks for locks","AoR, EotE, Fad","Core"]
["Explosive Shackles",500,"( R )","2",6,"Shackles requires a Daunting (dddd) Skulduggery check to remove without the key, if character fails the shackles detonate, inflicting 10 wounds on the wearer and each character in engaged range (ignores soak)","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["False Credentials",800,"( R )","0",7,"Requires a successful Hard (ddd) Computers check or a Daunting (dddd) Perception check (without equipment) to recognize credentials as fakes","EotE","Fly Casual (Smuggler Sourcebook)"]
["Falsified Credentials",800,"( R )","0",7,"Characters using scanners require a successful Hard (ddd) Computers check to recognize credentials as fake ( or a Daunting (dddd) Perception check without equipment)","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Fingerprint Masque",1000,"( R )","0",7,"Depending on the scanner checking the fingerprints may fool scanner with any Cool or Deception check at GMs discretion up to Hard (ddd) depending on how advanced the scanner is, if biometric scanner operator has reason to be suspicious it may require a opposed social skill check vs the operator's computers skill. The operator must make a Daunting (dddd) Perception check to notice a fingerprint masque on a persons fingers","EotE, AoR","Fly Casual (Smuggler Sourcebook)\nCyphers and Masks (Spy Sourcebook)"]
["Forgery Tools",650,"( R )","2",8,"Assists in the creations of creating fake documents and identity cards","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Lockpicking Tools",50,"( R )","1",8,"for non electronic locks or out of power electric locks","EotE","Fly Casual (Smuggler Sourcebook)"]
["MCI-100 Magnacuffs",100,null,"1",4,"Requires a Formidable (ddddd) Coordination Check, they are too strong to break though brute force","EotE","Far Horizons (Colonist Sourcebook)"]
["Palm Stunner",500,"( R )","1",4,"A character can use a palm stunner on a unaware target with an opposed Skulduggery vs Resilience check. A successful check automatically incapacitates a minion, or deals 12 damage to the strain threshold of a rival or nemesis, in addition, each s on the Opposed stealth check increases the damage dealt by 1","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Personal Stealth Field",20000,"( R )","1",9,"Cannot be detected by sight, any attempts to detect by scent, motion or sound make a skill check at a Formidable (ddddd) difficulty, any t or y generated may be used by the GM to indicate the field flickering or failing all together","AoR, EotE, Fad","Core"]
["Personal Transponder",100,null,"0",4,"Picking up a personal Transponder's signal accurately enough to find its exact location within close range on planetary scale requires an Average (dd) Computers Check. Increase the difficulty of this check by two for each planetary scale range band beyond close, to a maximum of extreme range at the planetary scale.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Restraining Bolt",35,null,"0",0,"Works on NPC's, But PCs can make a Daunting (dddd) Discipline check to shake off the effects","AoR, EotE, Fad","Core"]
["Scramble Key",750,"( R )","1",4,"Attempts to guess an access code at incredible speeds to gain access  through a electronic lock (simple locks within 5 minutes of application, more complicated locks at GM's discretion adding more time and/or triggering relevant alarms). Users may attempt to speed up the process with a Daunting (dddd) Skulduggery check  relying on pure intuition to select the correct code, failure immediately triggers any relevant alarms. Force-sensitive characters may make a force power check as part of this check adding either s or a for each 🌓 generated","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Shadowcloak",2500,"( R )","2",6,"Discerning any identifiable features of a character wearing a shadowcloak requires a Daunting (dddd) Perception Check | (Cyphers and mask info follows); works best when static, normally attached to chairs/furniture, can operate for an hour but then has to cool of for four, if wearer has performed a move manoeuvre in the round (or was moved by some other means) the check to discern features is reduced to Hard (ddd)","EotE, AoR","Fly Casual (Smuggler Sourcebook)\nCyphers and Masks (Spy Sourcebook)"]
["Signature Modulation Pad",250,"( R )","2",7,"Add ⬛⬛ to checks attempting to acquire the user's slicing signature.","EotE","Special Modifications (Technician Sourcebook)"]
["Signet Ring",750,null,"0",7,"A character who possesses a signet ring (even if stolen) automatically adds  aa to checks to establish his/her identity (even assumed identity)","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Skifter",500,"( R )","0",6,"While gambling  a character with a skifter gains ⬛ to skulduggery checks to cheat","EotE","Fly Casual (Smuggler Sourcebook)"]
["Slicer Gear",500,null,"2",4,"Qualifies the user for the \"Right Tool For the Job\" benefit for computer slicing, adds ⬛ to computer checks for slicing computers","AoR","Core"]
["Stun Cuffs",100,null,"0",5,"Breaking free from stun cuffs requires a Daunting (dddd) Athletics or Coordination check. The GM may spend tt or y on the check to have the character suffer 4 strain this ignores soak).","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Thalassian Security Collar",300,"( R )","1",5,"Collar Requires a Daunting (dddd) Skulduggery check to remove without the key, if character fails the wearer suffers 2 strain and 1 wound (ignores soak) and becomes Disoriented for 5 rounds.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Holographic Disguise Matrix",10000,"( R )","1",9,"A character using this item can effectively impersonate the visual appearance of whomever the device has previously recorded. This device adds ⬛⬛ to the user's Deception checks to impersonate the target and adds ⬛⬛ to onlookers Perception checks to detect the imposter.","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Saline Pump",2500,null,"1",7,"Clawdite use only, Add ⬛ to Clawdite's checks to pass as another person using their species ability, and ⬛ to other characters checks to the Clawdite's physiological deception.","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Holographic Image Disguiser",1100,null,"2",6,"Projects a high resolution, pre-rendered image that completely covers a target, image is very lifelike with movements, breathing, blinking twitchs, but can only be used for one pre-rendered image, droids, cameras and scanners can see through this disguise. Unless plugged into a external power supply it can only run for a few minutes. Does not modulate voice. Disguise must be the same size as the target or larger, detecting a HID by eye alone requires a Daunting (dddd) Perception Check. Droids or people using mechanical methods of viewing the user only require an Average (dd) Perception Check","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Vid-Vox Scrambler",2400,null,"2",8,"Scramblers affect all electronic by jamming audio, video and holographic recording devices within a four meter radius. A Daunting (dddd) Perception check can be made to attempt to overhear a pertinent part of a conversation from within the jamming bubble, using a recording device requires a Daunting (dddd) Computers check, but that will be incomplete or spotty at best, devices outside the bubble cannot detect anything at all.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Concealed Escape Kit",450,null,"0",7,"Normally in the heel/sole of a boot or shoe, it contains multiple tools to help escape small cells or restraints, a typical kit includes wire cutters, durasteel file, a length of slicewire, miniature memory stick, small maps of the area (player should actively update this or be left with a map from somewhere else or even another planet), a single use laser cutter (works for one round or just enough time to cut through a lock or a bar or two).\nUpgrade the ability of all mechanics and Skulduggery checks made to escape confinement once.\nMost kits in shoes/boots come with a  flexible monoknife that has the following profile: (Melee; Damage +1; Critical 3; Range [Engaged]; Pierce 1).\nUpgrade the difficulty of checks to detect a concealed escape kit twice. ","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Lockpick Set",50,"( R )","1",6,"Counts as a tool kit for the purposes of opening mechanical and simple electrical locks","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Redirection Crystal",500,"( R )","?",9,"Setting up a redirection Crystal requires a Hard (ddd) Skulduggery check, Due to its size, hitting a redirection crystal requires a Hard (ddd) Ranged (light) or (heavy) check, if player manages to hit the crystal it has the following profile (Damage 9; Critical 4; Range [Short]; Limited Ammo 1), after firing this item is destroyed immediately","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
["Survival Gear"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Breath Mask/Respirator",25,null,1,1,"Allows user to breath and operate in environments and atmospheres that are not normally hospitable for them.","AoR, EotE, Fad","Core"]
["Crash Survival Kit",300,null,5,2,"Contains essential gear: Thermal Cloak, knife, beacon, 2 comlinks, wire, rations, emergency medpac, 2 respirators, water, glow rod, flare gun, high strength microfiber, and some kits are customized with small, hidden blasters to avoid detection.","AoR, EotE, Fad","Core"]
["Field Ration Packs",5,null,0,0,"One use item. Used as basic or emergency food.","AoR, EotE, Fad","Core"]
["Spacesuit",100,null,4,1,"Sealed suit for operating in space (dependant on oxygen supply).","AoR, EotE, Fad","Core"]
["Tent",100,null,4,1,"Allows basic shelter from the elements.","AoR, EotE, Fad","Core"]
["Thermal Cloak",200,null,2,1,"Removes up to ⬛⬛ from any checks made to handle extreme heat or cold","AoR, EotE, Fad","Core"]
["Camouflage Netting (Roll)",100,null,4,2,"Adds Automatic ff to all checks made to detect items concealed by it, one roll can conceal one object up to silhouette 2, two rolls conceal one object up to silhouette 3 and three rolls can conceal one object up to silhouette 4, anything silhouette 5 or larger is too large to conceal by camo netting alone. (FaD:Knights of Fate version says only 1 f)","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Camouflage Paint",40,null,0,2,"Adds Automatic f to all checks made to detect items concealed by it, only works on items or individuals with a silhouette of 1 or smaller","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Canteen",7,null,1,1,"1.5 litres of liquid can be held and comes equipped with a filtration system","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Field Goggles",5,null,0,0,"Protects eyes from sun, wind, dust and other airborne debris.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Field Rations",10,null,0,2,"Can survive one week on one ration","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Fire Paste",3,null,0,1,"Starts Fires with minor chemical combustion","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Food Preparation System",20,null,3,1,"Camping hotplate","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Holographic Ghillie Suit",800,null,1,8,"Increases difficulty to locate the wearer by 1 as long as the wearer remains immobile.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["TaunTaun Pup Tent",30,null,3,2,"can ignore temperatures up to -20 degrees","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Syntherope (20 Meters)",5,null,1,1,"rope","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Electro-snare",50,null,1,5,"Make survival check, conceal with GM determined difficulty, animal or sentient makes opposed perception check against the survival skill of character who set snare, if undetected fires a powerful stun blast once it enters engaged range automatically hitting and dealing 10 stun damage to targets strain threshold but does not ignore soak, plus 2 additional damage per s scored on the initial survival check","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Portable Survival Shelter",200,null,2,4,"No matter the weather environment the inside of this shelter remains a comfortable temperature, packs down to the size of a large datapad","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Electric Perimeter Fence",800,null,6,5,"Anyone or thing coming into contact with the fence suffers the effects of a stun grenade.","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Personal Distress Beacon",50,null,"-",1,"Anyone Searching for an individual with an active distress beacon gains ⬛⬛ to any Perception, Computers or Surveillance checks made in the course of the search","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Field Kitchen",500,null,5,4,"Setup takes 30 minutes, once done grants ⬛⬛ to any Survival or Education skill checks made to store, identify, cook or sterilize consumables.","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Field Dressing Kit",300,null,3,5,"Grants ⬛ to any survival skill checks made to harvest meat, organs or bones from a prey animal","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Biome Generator",9000,null,45,4,null,"EotE","Far Horizons (Colonist Sourcebook)"]
["Elysium Atmospheric Processor",4500000,null,10000,7,"Produces breathable air and clean water","EotE","Far Horizons (Colonist Sourcebook)"]
["FasClean Atmospheric Reactive Damper",200000,null,300,5,"Scrubs carbon dioxide from the air","EotE","Far Horizons (Colonist Sourcebook)"]
["GX-8 Water Vaporator",2000,null,12,2,"Provides fresh, safe water","EotE","Far Horizons (Colonist Sourcebook)"]
["A99 Aquata Breather",100,null,0,7,"Once the two-hour air supply is depleted. the unit cannot be recharged","FaD","Keeping the Peace (Guardian Sourcebook)"]
["InstaMist Generator",150,null,5,4,"As an action. a character may activate an lnstaMist generator to fills an area out to short range of the generator with a heavy fog. Heavy fog adds  ⬛⬛⬛   to Ranged (Light), Ranged (Heavy), Gunnery  and Perception checks against targets obscured by it. and adds ⬛⬛⬛ to Stealth checks made by characters concealed by it. The heavy fog lasts for three rounds. At the GM's discretion. windy conditions can cause it to become fog or mist (see page 219 of the Force and Destiny Core Rulebook) or reduce the time it takes for tile vapour to disperse entirely. The generator comes with five vapour cartridges. Additional vapour cartridges cost 10 credits each. and other cartridges vary in price based on their function.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Jedi Utility Belt",1000,"( R )",0,8,"A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac. a Jedi multi-tool, a slim glow rod. a comlink. and an aqua breather. A number of empty pouches are concealed along the belt's interior side. allowing the wearer to hide small items. In addition, a standard lightsaber can be securely hung from the belt for easy access. In addition to potentially containing the supplies listed above. a Jedi utility belt increases the wearer's encumbrance threshold by 1.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Luma Flare",50,null,1,4,"As an action. a character may make an Easy (d) Gunnery check to launch a luma flare into the air to provide light. If he succeeds and the flare has room to travel into the air. the flare completely illuminates an area out to long range from the location it was fired. If he fails or does not have room to fire it, the flare still ignites, but it but does not travel into the air. Instead, it remains at ground level. illuminating an area out to short range. Whether he succeeds or fails. the flare's illumination continues for five rounds. after which time it burns out.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Condenser Unit",300,null,2,2,"The device can gather enough water each day to sustain one person, and its battery lasts six months","AoR, Fad","Forged in Battle (Soldier Sourcebook)\nKnights of Fate (Warrior Sourcebook)"]
["Entrenching Tool",20,null,1,1,"Allows user to dig holes and trenches (see Fortifications on page 83 of \"Forged in battle\"), an entrenching tool counts as a small improvised weapon that deals +2 damage instead of +1 and has a Crit Rating of 4 and does not break","AoR","Forged in Battle (Soldier Sourcebook)"]
["Portable Power Generator",500,null,10,2,"A portable generator can recharge a depleted piece of equipment as a manoeuvre, or a droid or larger piece of machinery in an hour. Additionally, a portable power generator can allow an engaged character to ignore an \"out of ammo\" result in the same manner as an extra reload","AoR","Forged in Battle (Soldier Sourcebook)"]
["Pretormin Plastent",300,null,3,2,"Sleeping in a Plastent removes ⬛⬛ from the users checks to resist hostile temperatures while sleeping, and downgrades the difficulty of any such checks once.","AoR","Forged in Battle (Soldier Sourcebook)"]
["Beast call",100,null,1,3,"Using a beast call does not require a skill check but the beat being targeted must make an Average (dd) Discipline check to resist the lure of the device, Recording a new  call to the mechanism's memory requires an Average (dd) Computers check","FaD","Savage Spirits (Seeker Sourcebook)"]
["Pannier Modular Cargo Handling System",500,null,0,5,"Can only be worn by riding or working animals of a silhouette 2 or larger. Increases the creatures encumbrance threshold by 6.","FaD","Savage Spirits (Seeker Sourcebook)"]
["Pannier Modular System Extra Cargo Container",350,null,0,4,"Adds on to the Pannier modular Cargo Handling system for beasts, adds an additional 3 encumbrance to the threshold for each additional cargo container added to the system to a maximum increase of 12","FaD","Savage Spirits (Seeker Sourcebook)"]
["Riding Tack",100,null,3,4,"Tack can only be worn by riding or working animals, Tack allows a character to ride the beast without suffering the bareback riding penalty","FaD","Savage Spirits (Seeker Sourcebook)"]
["Saddlebags",25,null,0,4,"Can only be worn by riding animals, they increase the animals encumbrance threshold by 4.","FaD","Savage Spirits (Seeker Sourcebook)"]
["Survival Equipment INC. Flashfire Camp Stove",60,null,2,4,"Lightweight camp stove","FaD","Savage Spirits (Seeker Sourcebook)"]
["Survival Equipment INC. Mess Kit",10,null,0,3,"Pots, pans, plate, cup and eating utensils all in one compact unit.","FaD","Savage Spirits (Seeker Sourcebook)"]
["Water Purifier",50,null,1,2,"Kills micro-organisms , deadly viruses and toxins in ten minutes","FaD","Savage Spirits (Seeker Sourcebook)"]
["Czerka BC-7 Environmental Cacoon",2000,null,3,4,"Reduces the difficulty of Resilience checks made to resist efforts of extreme cold or heat by 3. It also removes ⬛⬛⬛ added to checks due to extreme heat or cold, for as long as the user remains within it.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Kamperdine Clothing Specialists Body Glove",700,null,2,4,"Worn under clothing or armour, Removes ⬛ from any checks due to temperatures outside those of the wearer's preferred environment.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Pretormin Environmental WPR-60",100,null,4,1,"Purifies enough water for one person to drink per day.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Training Weights",100,null,3,3,"Wearing this adds  to all brawn and Agility based checks and to all combat checks, if worn through entire game session increase the amount of XP the character receives for the session by 1 (if no checks were made during the session with the weights GM can decide not to award that XP)","FaD","Knights of Fate (Warrior Sourcebook)"]
[]
["Tools and Electronics"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Climbing Gear",50,null,"1",2,"Allows user to scale walls or tall structures. Includes wire and grappling hook/adhesion pads","AoR, EotE, Fad","Core"]
["Datapad",75,null,"1",1,"Used to store data, manifests, reports and could download data from larger computer networks.","AoR, EotE, Fad","Core"]
["Emergency Repair Patch",25,null,"0",1,"One time use that can be used to gain the normal bonus for having the \"right tools for the job\" of repairing droids, requires a manoeuvre when applied to droids and heals up to 3 wounds. Can only use up to 5 patches a day with the 6th being ineffective","AoR, EotE, Fad","Core"]
["Extra Reload",25,null,"1",1,"Allows a character to reload after that character experiences a \"out of ammo\" y result by spending a manoeuvre","AoR, EotE, Fad","Core"]
["Fusion Cutter",175,null,"2",2,"Can be used as a close-quarters weapon with a range of engaged, dealing 5 Damage, Critical rating of 3, Breach 1, Burn 3, Sunder and Vicious 3 weapon quality's","AoR, EotE, Fad","Core"]
["Fusion Lantern",150,null,"2",2,"Provides light, heat, and a portable power source.","AoR, EotE, Fad","Core"]
["Glow Rod",10,null,"1",0,"Flashlight","AoR, EotE, Fad","Core"]
["Military Field Manual",25,null,"1",4,"With GMs permission may be used to add ⬛ to any task","AoR, EotE, Fad","Core"]
["Tool Kit",350,null,"4",2,"Can be used make mechanics checks to repair devices and to \"heal\" droids","AoR, EotE, Fad","Core"]
["Cultural Etiquette Manual",35,null,"0",3,"A Character with a Cultural Etiquette Manual adds automatic a to social checks made to interact with members of the culture to which the manual pertains","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Communications Media Manipulator",400,null,"6",6,null,"AoR","Desperate Allies (Diplomats Sourcebook)"]
["Expensive Jewellery",2000,null,"0",7,"Adds a automatic a to Charm and Deception skills but when other characters attempt to recall a character wearing expensive jewellery they add ⬛ to those checks","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Insider's Guide",25,null,"0",2,"Add a automatic a to any check to find a specific location or service within the region","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Merr-Sonn 'Rider' Ascension Pistol",275,null,"1",4,"As an action make a Average (dd) Ranged (Light) check to fire a grappling hook onto a object at medium range, as an action he may reel in the cord pulling himself to the target or an unsecured object to himself. To pull up a passenger as well make a Average (dd) Athletics Check to avoid losing grip of the pistol or partner","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Sound dampener",600,null,"2",7,"add ⬛⬛ to checks to detect noise coming out of area of sound dampeners use","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Species Database",150,null,"2",2,"Add ⬛⬛ to Knowledge (Xenology) checks","AoR","Desperate Allies (Diplomats Sourcebook)"]
["AG/I mk.III Targeting Goggles",1000,null,"1",5,"Increase the silhouette of a target by one when making a gunnery check targeting a starship or vehicle","AoR","Stay on Target (Ace Sourcebook)"]
["Custom Tool Kit",700,null,"5",5,"Add ⬛ to any skill check made to maintain or repair an item, Computer, weapon, vehicle or starship, if tools were not made for the user add a ⬛ instead","AoR","Stay on Target (Ace Sourcebook)"]
["Workshop Manual",100,null,"1","Vehicle Rarity","Using the manual allows the character to downgrade the difficulty of any checks to maintain or repair the vehicle or starship for the which the manual is made for.","AoR","Stay on Target (Ace Sourcebook)"]
["Aratech R82 Jump Boots",2000,null,"2",6,"Allows user to function as a Silhouette 1, Speed 2, Handling -1, System Strain Threshold 3 vehicle that can only operate in atmosphere, max altitude of 35 meters, Requires piloting (planetary) to operate.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Mon Calamari Organic Gill",200,null,"1",5,"Allows user to breath underwater, placed over mouth and prevents speech which can be overcome with waterproof microphone and earphones. Only lasts a couple of weeks before the organic gill begins to die. Due to a allergic reaction Sullustans are unable to use the organic gill.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Verpine Bond Gauntlets",250,null,"1",6,"With GMs permission may grant ⬛ to checks made to handle volatile materials or perform delicate work such as computers, mechanics for repairs and skulduggery checks to pick locks or disable traps due to the increased stability the gauntlets provide","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Verpine Headband",500,null,"1",6,"A Character wearing this headband does not become incapacitated by exceeding his/her strain threshold, instead for each strain he/she suffers over their threshold they also suffer a wound and is disoriented for as long as the excess strain exists.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Jet Pack",4500,null,"2",7,"Allows the user to function as a Silhouette 1, Speed 2, Handling 0, System Strain threshold 3 vehicle that can only operate in atmosphere, requires piloting (planetary) to operate","EotE","Core"]
["Concealment Holster",40,null,"0",3,"Add ⬛ to perception checks to discover the presence of the concealed weapon, may only hold light blaster pistols or holdout blasters","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Entrenching Tool",20,null,"1",1,"Allows user to dig holes and entrenchments, Counts as a small improvised weapon that deals +2 Damage instead of +1, has a Crit Rating of 4, and does not break due to any y or t","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Beast call",100,null,"1",3,"Targeted beast must make a Average (dd) Discipline check to resist the call","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Burning Gel",150,null,"1",5,"Can be used as a weapon that deals 10 damage, Burn 5 and Pierce 5 weapon quality's (range; engaged) and at GMs discretion may require a Mechanics check","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Chem Lure",125,null,"1",4,"Targeted beast must make a Hard (ddd) Discipline check to resist.","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Excavator's Precision Tool Kit",500,null,"5",7,"N/A","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Audio/Visual Translator",750,null,"1",3,"Grants ⬛ To any Lore or Intellect checks made to decipher or translate an unknown language","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Mercantile Datapad",250,null,"1",3,"Specific  to the Rim they are for, grants a ⬛ to any Negotiation skill checks made to buy and sell goods.","EotE","Far Horizons (Colonist Sourcebook)"]
["Musical Instrument (Common)","50-100",null,"1-5",2,"Cheap beginners instrument","EotE","Far Horizons (Colonist Sourcebook)"]
["Musical Instrument (High Quality)","500-1,500",null,"1-5",4,"Advanced musicians instrument","EotE","Far Horizons (Colonist Sourcebook)"]
["Musical Instrument (Legendary)",20000,null,"1-5",10,"Experts instrument created to provide the best sound possible","EotE","Far Horizons (Colonist Sourcebook)"]
["Thunderhead PES",2500,null,"10",4,"Portable Entertainment System","EotE","Far Horizons (Colonist Sourcebook)"]
["Ardos Disk",10000,null,"1",5,"Upon displaying an ardos disk, a character adds ⬛⬛ to any Charm or Negotiation skill checks made with Hutts or their henchmen or servants. In general, most Hutts will honour the implicit significance of the ardos disk and refrain from overtly harming or hindering the bearer, however, if the disk bears the sigil of a rival clan the GM can upgrade the difficulty of any Charm or Negotiation skill checks with the Hutt in question once instead, Rival clans will give you safe passage through their space but don't expect warm treatment","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Credit Cleaner",2500,null,"12",7,"Requires a Formidable (ddddd) computers check to trace money cleaned","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["MicroData Pocket Attaché",800,null,"1",6,"Requires a Daunting (dddd) Computers check to slice into the pocket attaché, unsuccessful attempts wipe the data stored on the pad","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["CZ-88 Heavy Loader Arm",1500,null,"30",3,"Lifts objects, has an Athletics skill of 1 and Brawn of 5 (if unassisted it rolls cdddd for Athletics checks). Can be installed onto a vehicle of silhouette 3 or larger as an attachment.","EotE","Special Modifications (Technician Sourcebook)"]
["Mechanical Dianoga",225,null,"4",4,"Removes ⬛⬛ from checks to remove system strain from starships and vehicles","EotE","Special Modifications (Technician Sourcebook)"]
["Merr-Sonn VX-A Intelligent Toolbox",2500,null,"3",6,"Counts as a tool kit and reduces time required for repairs, crafting and other mechanics related tasks by 50%","EotE","Special Modifications (Technician Sourcebook)"]
["OR-Series Tech Recycling Station",1500,null,"10",5,"Add ⬛⬛ to Perception and Mechanics checks to scavenge parts or raw materials, can complete the task in 50% of the time or 25% with UTINNI! Talent. Additionally a character may recover supplies worth half of the material price from any failed crafting check to a maximum of the full value.","EotE","Special Modifications (Technician Sourcebook)"]
["Repulsor Clamp",250,null,"3",1,"Can hold a single object of 10 encumbrance or less aloft. Also removes ⬛ from checks to repair hull trauma and critical hits on starships and vehicles","EotE","Special Modifications (Technician Sourcebook)"]
["Anti-Grav Chute",450,null,"1",5,"Character takes no damage or strain from falls.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["EVA Powersuit",1500,null,"12",7,"Ignores penalties for moving in zero gravity (and can move in zero gravity under power from its inbuilt thrusters)","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Gravity Belt",500,null,"-",6,"Funnily there is no data on this item in the book or anywhere so it doesn’t exist… The gravity of this situation escapes FFG","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Jedi Multi-Tool",700,"( R )","2",9,"In addition to counting as a tool kit for the purposes of being able to perform most Mechanics checks (see page 189 of the Force and Destiny Core Rulebook), a Jedi multi-tool adds automatic a to checks to build, modify or repair lightsabers","FaD","Keeping the Peace (Guardian Sourcebook)"]
["WJ 880 Blinding Helmet",10,"( R )","3",8,"A character wearing a WJ-880 blinding helmet adds ⬛⬛⬛ to Combat checks (and any other checks that rely on sight). At the GM's discretion, training while wearing such a helmet might help a character to develop his perception of the Force that shapes and guides the universe around him","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Adamite Signet Ring",500,null,"0",8,"Signifies to anyone on Weik that the character wearing the ring is one of the Paladins of the Adamite Tower, possessing a signet ring under false pretences earns the lasting enmity of all Paladins and their allies","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Bardottan Chronoscanner",1200,null,"0",2,"estimates what century the manufacture of a item is","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Sporting Macrobinoculars",250,null,"1",2,"Recording capability, Remove b imposed due to long range or poor light","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Thermal Cutter",125,null,"2",3,"Used for cutting through ice and snow, Can be used as a weapon with the following profile (Melee; Damage 4, Critical 4, Range [Engaged], Burn 1, Inaccurate 2)","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Vergence Starchart",1000,null,"0",10,"A Vergence star chart (if it is real), shows the location or one vergence (chosen by the GM). To read the chart correctly, the character must make a Hard ( ddd ) Astrogation check with ⬛⬛ a on a check can be spent to determine whether or not the chart is real.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Disaster Relief Kit",250,null,"2",2,"Can sustain the basic needs of four individuals of most known species for a week, or potentially up to ten days with careful rationing.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Foot Speeder",2000,null,"4",4,"Allows a person to function as a silhouette 1, Speed 1, Handling -1, System strain Threshold 4 vehicle that can only operate in atmosphere and requires piloting (Planetary) to operate. It has a flight ceiling of five meters.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Repulsor Assist Unit",620,null,"1",3,"A character using a repulsor assist unit reduces the difficulty to climb by 2 (to a minimum of 0). A repulsor assist unit can also be attached to cargo to reduce the encumbrance value of the cargo by 7.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Urban Compass",125,null,"1",1,"Users remove ⬛⬛ from checks due to unfamiliarity with the city, traffic or other avoidable travel hazards. Additionally the urban compass can turn up information on local establishments and customs granting ⬛ to checks to find information about the city's operation, various landmarks of note and businesses of all types","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Microaxial Starmapper Handheld Navicomputer",3500,null,"1",8,"Using this Navicomputer grants a character ⬛⬛ to all Astrogation checks, Can be reduced by one ⬛ if the navicomputer has been outside the HoloNet range for an extended period of time","FaD","Savage Spirits (Seeker Sourcebook)"]
["Surveyor's Tools",500,null,"6",6,"Adds ⬛ to a characters perception checks when plotting specific locations on a planet's surface, measuring distances or creating detailed maps. Larger kits may ad ⬛⬛ at GM's discretion.","FaD","Savage Spirits (Seeker Sourcebook)"]
["Weapon Maintenance Kit",450,null,"2",3,"Before purchase player must specify the type of kit (Blaster, Slugthrower, etc.) . Each provides ⬛⬛ to any Mechanics checks made to repair maintain or modify a weapon, but only for that specific class of weapon.","FaD","Savage Spirits (Seeker Sourcebook)"]
["Rocket Boots",2500,null,"2",8,"Allows the user to function as a Silhouette 1, Speed 1, Handling -3, System Strain threshold 3 vehicle that can only operate in atmosphere, requires piloting (planetary) to operate. At the end of each round of activation, the rocket boots suffer 1 system strain as their fuel depletes.","EotE","No Disintegrations (Bounty Hunter Sourcebook)"]
["Consolidated Learning Systems Transliterator",1200,null,"1",3,"Removes ⬛⬛ from any Charm, Coercion or Negotiation checks that are added due to linguistic difficulties or misunderstandings.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Data Goggles",250,null,"1",1,"At beginning of an encounter, a character may select one knowledge skill. For the remainder of the encounter the character adds an automatic s to all checks he makes using that skill while wearing the data goggles. The GM may rule that a character needs to obtain specialized data files to upload into the data goggles before using them.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Hologoggles",6000,null,"1",6,"When purchasing a set of hologoggles, a character selects one non-combat skill. That skill now counts as a career skill as long as the character owns the goggles (at gm's discretion the goggles must be used for several hours, a day or even several months to gain this bonus), only good for one skill and can only have the bonus of one effect at a time.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Synoptic Teacher",8500,null,"1",4,"Player Character makes a Hard (ddd) Discipline check. Success means the user counts having one skill of the users choice at Rank 3 for the remainder of the session (or a few days within the session), Failure means the users strain threshold is halved for the remainder of the session instead. By spending a y during the check GM can cause the player character \"minor neural scarring\" at which point the user can no longer use the synoptic teacher.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Foamcast",25,null,"1",2,"Foamcast adds ⬛ to checks to repair structures and vehicle hulls. The GM may spend t on such checks to indicate the foamcast dispenser can is depleted. A can of foamcast can be made into an improvised explosive with a Hard (ddd) Mechanics check. When used in this way, a can of foamcast has the following profile: Mechanics; Damage 4; Critical 5; Range (Short); Blast 4, Ensnare 4, Inferior, Prepare 2. f on the Mechanics check means the can ruptures and covers the user in foamcast","AoR","Fully Operational (Engineer Sourcebook)"]
["Model 40 Field Repulsor Hoist (set of 6)",550,null,"3",6,"The Model 40 can lift a vehicle as large as silhouette 4 up to two meters off the ground. When suspended, the vehicle can be pushed, pulled, or rotated (slowly) in any direction via an Athletics check with a difficulty equal to the vehicle's silhouette.","AoR","Fully Operational (Engineer Sourcebook)"]
["PSF Mk III Power Fence",10000,null,"10",7,"Power fences provide a energy wall that can prevent objects or energy beams from passing through it. Power fences can be destroyed by either attacking the energy walls with ion weapons or by attacking the amplification pylons with regular energy or slugthrowing weapons. When attacked. power fences have the following profile: Defence 2. Armour 2. Wound Threshold (pylons) 15. Strain Threshold (energy wall) 20.","AoR","Fully Operational (Engineer Sourcebook)"]
["Tool Belt",500,null,"3",5,"The wearer counts as having a tool kit, .Once per encounter, the wearer may draw a tool from the tool belt as an incidental.","AoR","Fully Operational (Engineer Sourcebook)"]
["\"Breaker\" Heavy Hydrospanner",250,null,"3",2,"Using a Breaker adds an automatic a to Mechanics checks. When used as a weapon, a Breaker heavy hydrospanner has the following profile: Melee; Damage + 2; Critical 4; Range (Engaged); Cumbersome 3, Disorient 1, Inaccurate 1.","AoR","Fully Operational (Engineer Sourcebook)"]
["Demolitions Tool Kit",400,null,"4",3,"A demolitions tool kit counts as a tool kit for checks involving preparing, setting, or defusing explosives. When using it for these checks, the wielder may spend aaaa to remove y.","AoR","Fully Operational (Engineer Sourcebook)"]
["DF-15 Fusion Generator",550,null,"4",4,"As a manoeuvre, a character may use a DF-15 to recharge an energy weapon or device that has run out of power or ammunition in the manner of an extra reload/power pack","AoR","Fully Operational (Engineer Sourcebook)"]
["Engineer's Hammer",350,null,"2",2,"Using an engineer's hammer adds ⬛⬛ to any checks made to build or demolish structures. When used as a weapon, it has the following profile: Melee; Damage + 3; Critical 5; Range (Engaged); Cumbersome 3, Disorient 1, Knockdown.","AoR","Fully Operational (Engineer Sourcebook)"]
["EOD Kit",400,null,"4",5,"An EOD kit adds automatic aa on any checks made to detect and disarm or otherwise neutralize explosive compounds and devices.","AoR","Fully Operational (Engineer Sourcebook)"]
["Pioneer Squad Tool Kit",4000,null,"25",5,"The tools and equipment included in a pioneer squad tool kit adds ⬛⬛ on checks made to clear land, build structures, set up obstacles, set up or disable explosives, or engage in other construction or engineering tasks in the field.","AoR","Fully Operational (Engineer Sourcebook)"]
["Powered Entrenching Tool",625,null,"5",4,"A character using a powered entrenching tool gains automatic s on checks to build structures.","AoR","Fully Operational (Engineer Sourcebook)"]
["Vibro-Pickaxe",650,null,"5",3,"A vibro-pickaxe requires two hands to use and adds automatic ⬛ to checks involving breaking rocks, ground clearing, and similar activities. When used as a weapon, it has the following profile: Melee; Damage +2; Critical 2: Range [Engaged]; Cumbersome 4, Pierce 3, Sunder, Vicious 1.","AoR","Fully Operational (Engineer Sourcebook)"]
["Mem-Stik",30,null,"0",2,"Its like a USB drive, stores data for datapads, can be used for dead drops","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Slicewire",200,null,"1",7,"Multipurpose cutting tool and makeshift weapon, meter long monofiliament cable contained within a carbonite rod, can cut through nearly any material from flesh and bone to duranium and plasteel, also available in spools in lengths of up to 100 meters, can be used for traps, snares and strung across corridors or alleys at neck height to catch pursuers unaware, can be dangerous to ones self as others, when used as a weapon it has the following profile; (Brawl; Damage +2; Critical 2; Range [Engaged]; Pierce 2, Vicious 3) if user fails a brawl check when using this weapon the GM can spend ttt or y to inflict the weapons full damage onto the user."]
[]
["Load Bearing, Carrying and Storage Equipment"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Backpack",50,null,"-",0,"increases the wearers encumbrance threshold by 4","AoR, EotE, Fad","Core"]
["Load-Bearing Gear",100,null,"-",3,"increases the wearers encumbrance threshold by 3","AoR, EotE, Fad","Core"]
["Utility Belt",25,null,"-",0,"increases the wearers encumbrance threshold by 1","AoR, EotE, Fad","Core"]
["Sleight Box",400,"( R )","2-20",6,"False bottom box, hidden items can take up half the encumbrance of the box size, a character must make a Daunting (dddd) Perception check or at GMs discretion an unaware character might use Vigilance instead","AoR","Desperate Allies (Diplomats Sourcebook)"]
["Military Belt Pouch",10,null,"-",0,"Can hold two items that have encumbrance 0 and user can draw these items as an incidental.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Military Backpack",60,null,"-",0,"increases user's encumbrance capacity by 6, but has the cumbersome 2 quality.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Modular Backpack",75,null,"-",1,"Increases the wearers encumbrance threshold by 3","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Modular Backpack Extra Pouch",15,null,"-",1,"Adds onto the modular backpack and adds 1 point of encumbrance threshold for every pouch (Max 3)","EotE","Enter the Unknown (Explorer Sourcebook)"]
["MK.III Modular Backpack",15,null,0,1,"Increases the wearer's encumbrance Threshold by 2.","FaD","Savage Spirits (Seeker Sourcebook)"]
["MK.III Modular Backpack Extra Pouch",15,null,0,1,"Adds on to the MK III Modular backpack, increasing the wearer's encumbrance by 1 for each pouch added (max of 6)","FaD","Savage Spirits (Seeker Sourcebook)"]
["Surveyor's Bag",50,null,"-",1,"Increases the wearers encumbrance threshold by 2","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Spacer's Duffel",50,null,"-",0,"Increases the wearers encumbrance threshold by 2 but also have the Cumbersome 3 Quality","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Specimen Container","10-150",null,"0-5","1-3","used to carry specimens","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Shift Coffer",2500,null,"5",7,"Sizes vary but most store about 10 encumbrance. Require a Formidable (ddddd) Perception Check to find due to light bending technology, Requires a Hard (ddd) Skulduggery check to pick","EotE","Fly Casual (Smuggler Sourcebook)"]
["Magna-Lock Safe",1000,null,"12","5","Requires a Formidable (ddddd) Skulduggery check to pick","EotE","Fly Casual (Smuggler Sourcebook)"]
["Wizard Pouch",50,null,"-","4","Increase encumbrance threshold by 1","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Modular Backpack Frame",10,null,null,"2","A frame that can hold two of the following at extra cost.\n\n-Temperature Control Unit (500 credits, Encumbrance 2, Rarity 3): This Unit comes with a specialized bodysuit that attaches to the module's cooling or heating system, removing up to ⬛⬛ from the users checks to resist extreme heat or cold\n-Power Unit (250 credits, Encumbrance 3, Rarity 3): This portable power unit can recharge a depleted piece of equipment as an action, or a droid or larger piece of machinery in two hours, Once per encounter it can allow the wearer of the backpack to ignore an \"out of ammo\" result in the same manner as an extra reload.\n-Comms Unit (500 credits, Encumbrance 2, Rarity 4): This pack functions as a Comms hub, routing Alliance communications up to long range on the planetary scale. Its encryption adds ⬛⬛ to checks made to unscramble the signal.\n-Sensor Unit (3,000 credits, Encumbrance 2, Rarity 3): This unit features a raised rotating dish not unlike the similar, smaller unit common to astromech droids. The sensor feeds a wrist- mounted touchscreen and can be set to alert a soldier to movement nearby, or scan the area in general up to long range. In addition to receiving narrative benefits such as advance warning of movement, the wearer adds automatic a to vigilance checks\n-Oxygen Unit (300 credits, Encumbrance 3, Rarity 3): This unit can provide an additional 12 hours of oxygen when connected to any rebreather, breath mask or environmentally sealed suit.\n-Storage Unit (25 credits, Encumbrance -, Rarity 2): This empty module has a variety of pockets and pouches designed to store survival gear, spare blaster gas canisters, power packs, field rations and a variety of other pieces of equipment used by the Rebel Alliance. This unit increases the wearer's encumbrance capacity by 3.","AoR","Forged in Battle (Soldier Sourcebook)"]
["Agents bag",200,null,"2","7","Many different versions and uses, some are shielded from sensors, some have hidden compartments, explode if opened without a proper combination entered, some have pouches for knives, listening bugs, scanners… Talk to the GM and discuss thoroughly what this bag will do for you, gear attachments in the customization and modifications tab can help with ideas.","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
["Recreation/Entertainment"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Chance Cubes",1,null,"0",0,null,"EotE","Core"]
["Dejarik Table",350,null,"10",1,null,"EotE","Core"]
["Sabacc Deck",40,null,"0",0,null,"EotE","Core"]
["Marked Sabacc Deck",500,"( R )","1",6,"Players using a marked Sabacc deck gain ⬛ to Deception checks when gambling. Noticing a marked deck requires a Hard (ddd) or Daunting (dddd) Perception check depending on the quality of the deck (higher quality costs 1,000 credits)","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Loaded Chance Cubes",100,"( R )","1",5,"Characters using these cubes may add up to ⬛⬛ to Deception checks when gambling. Noticing that chance cubes are weighted requires a Formidable (ddddd) Perception check on the first roll but decreases by one for each subsequent roll.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
[]
["Droids"]
["Item","Price","Restricted","Stats","Rarity","Ability","Book set","Source","Column2","Column3"]
["R7 Astromech",11000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 11\nM DEFENSE - 0\nR DEFENSE - 0",6,"Skills: Astrogation 3, Computers 3, Cool 2, Mechanics 3, Piloting (Space) 2.\nTalents: Galaxy Mapper 1 (remove ⬛ from all Astrogation checks, and Astrogation checks take 50% less time), Hold Together (spend one Destiny Point to\nmake a Hold Together incidental immediately after a the droid's starship takes damage. The droid's controlling character explains why the apparently serious\ndamage was in fact superficial, and the damage from the attack becomes system strain instead). \nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins).\nEquipment: Arc Welder (Melee; Damage 3; Critical - ; Range [Engaged]; Stun Damage), built-in repair and diagnostic suite (counts as tool kit).","AoR","Stay on Target (Ace Sourcebook)"]
["Q7 Astromech",6500,null,"BRAWN - 1\nAGILITY - 2\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 9\nM DEFENSE - 0\nR DEFENSE - 0",8,"Skills: Astrogation 3, Computers 3, Cool 2, Mechanics 2, Piloting (Space) 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins).\nEquipment: On-board repair and diagnostic suite (counts as tool kit).","AoR","Stay on Target (Ace Sourcebook)"]
["CT-4 Medical Droid (Rival)",20000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 2\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 8\nM DEFENSE - 0\nR DEFENSE - 0",8,"Skills: Computers 1. Discipline 1, Knowledge (Xenology) 3, Medicine 3, Perception 2.\nTalents: Bacta Specialist 2 (patients heal 2 additional wounds when they heal wounds via bacta tanks or long-term care), Surgeon 1 (when making a Medicine check to help a character heal wounds, the target heals I additional wound).\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons or toxins).\nEquipment: Built-in diagnostic and surgical tools (counts as medpac as well as stimpack that can be used once per session), synthflesh applicator (can administer application of synthflesh five times per session).","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Q4 Borer Droid (Minion)",2000,null,"BRAWN - 1\nAGILITY - 2\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 3\nM DEFENSE - 0\nR DEFENSE - 0",5,"(For searching for ore)\nSkills (group only): Perception, Ranged (Light). Talents: None.\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons or toxins).\nEquipment: Heavy-duty drilling laser (Ranged [Light]; Damage 6; Critical 3; Range [Engaged]; Pierce 4), rock-scanning sensors (⬛⬛ to Perception checks made to locate ore deposits).","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Roche J9 Worker Drone (Rival)",7000,null,"BRAWN - 1\nAGILITY - 2\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 2\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 11\nM DEFENSE - 0\nR DEFENSE - 0",3,"Used for menial tasks or translation and analysis. \nSkills: Charm 1, Knowledge (Education) 4, Knowledge (Xenology) 3, Negotiation 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons or toxins).\nEquipment: Olfactory and microwave sensors (add ⬛⬛ to Perception checks).","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Roche Saik-Series Protocol Droid (Rival)",10000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 2\nWILLPOWER - 2\nPRESENCE - 2\nSOAK VALUE - 2\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Charm 3, Knowledge (Education) 2, Knowledge (Xenology) 3, Negotiation 3.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons or toxins).\nEquipment: None.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["SoroSuub G2 Repair Droid (Repair Droid)",6000,null,"BRAWN - 1\nAGILITY - 2\nINTELECT - 2\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 2\nSOAK VALUE - 1\nW THRESHOLD - 6\nM DEFENSE - 0\nR DEFENSE - 0",5,"Designed for shipboard repair. \nSkills: Astrogation 2, Computers 3, Knowledge (Core Worlds) 1, Knowledge (Outer Rim) 1, Mechanics 3, Piloting (Space) 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons or toxins).\nEquipment: None.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["SoroSuub Wanderer Scout Survey Droid (Rival)",2500,null,"BRAWN - 2\nAGILITY - 4\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",6,"Used as scouts and collectors of indigenous wildlife. \nSkills: Perception 3, Ranged (Light) 1, Stealth 2, Survival 3.\nTalents: Hunter 1 (adds ⬛ to all skill checks when interacting with wild beasts and animals, including combat checks. This character adds +20 to all Critical Injury rolls against animals), Swift (does not suffer usual penalties for moving through difficult terrain). \nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater and in vacuum; immune to poisons and toxins).\nEquipment: Stun blaster (Ranged [Light]; Damage 6; Critical -; Range [Short]; Stun Damage).","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Cybot Galactica K-9 Series Hunting Droid (Rival)",7500,null,"BRAWN -  2\nAGILITY - 3\nINTELECT - 1\nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 5\nW THRESHOLD - 9\nM DEFENSE - 0\nR DEFENSE - 0",6,"Skills: Brawl 3. Perception 3, Stealth 3, Survival 3.\nTalents: Hunter 2 (adds ⬛⬛ to all skill checks when interacting with wild beasts and animals, including combat checks. This character adds + 20 to all Critical\nInjury rolls against animals) .\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins).\nEquipment: Teeth and claws (Brawl; Damage 5; Critical 5; Range Engaged; Pierce 1 ). Built-in Fabritech \"Hound\" sensor suite (allows the droid to see in dim and dark conditions and to hear sounds far above and below a human's range of hearing at great distances. Add ⬛ to any Perception or Survival checks).","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Cybot Galactica/KDY All Terrain Exploration Droid (Rival)",8900,null,"BRAWN - 1\nAGILITY - 3\nINTELECT - 1\nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 4\nW THRESHOLD - 15\nM DEFENSE - 0\nR DEFENSE - 0",5,"Skills: Coordination 2. Perception 3, Ranged (Heavy) 1, Vigilance 3.\nTalents: Outdoorsman 2 (remove ⬛⬛ from checks to move through terrain or manage environmental effects. Decrease overland travel time by half). \nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins).\nEquipment: Forward-mounted blaster (Ranged [Heavy]; Damage 9: Critical 3: Range [Medium]: Stun Setting). Fabritech \"Surveyor\" mapping-and-surveying suite (can create maps of terrain features within ten kilometres. transmit information to ships in orbit, scan through up to fifty meters of earth or rock, and analyse environment for any dangerous conditions. In addition, add ⬛⬛ to all Perception and Vigilance checks made by the droid). ","EotE","Enter the Unknown (Explorer Sourcebook)"]
["JC Series Pilot Droid (Rival)",15000,null,"BRAWN - 1\nAGILITY - 3\nINTELECT -  2\nCUNNING -  1\nWILLPOWER -  1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 5\nM DEFENSE - 0\nR DEFENSE - 0",7,"Skills: Cool 2. Piloting (Planetary) 2, Piloting (Space) 2, Ranged (Light) 1 .\nTalents: Full Throttle (may make a Hard (ddd) Piloting check to increase top speed of vehicle by 1 for one round).\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins).\nEquipment: Light pop-up blaster (Ranged [Light]; Damage 5; Range [Short]; Critical 4; Stun Setting).","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Merendata KLC Series Exchequer Droid (Rival)",10000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT -  3\nCUNNING -  1\nWILLPOWER -  1\nPRESENCE - 3\nSOAK VALUE - 2\nW THRESHOLD - 8\nM DEFENSE - 0\nR DEFENSE - 0",5,"\"Merchants best friend\"\nSkills: Charm 2, Computers 2, Cool 2, Negotiation 2.\nTalents: Wheel and Deal 2 (when selling goods legally, gain 20% more credits). Abilities: Droid (does not need to breathe. eat. or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins).\nEquipment: Mercantile computer with holonet connection (add ⬛ to all Negotiation checks while in the Outer Rim and ⬛⬛ to Negotiation checks while in the Core) .","EotE","Enter the Unknown (Explorer Sourcebook)"]
["87-RM Scout Collector (Rival)",6000,null,"BRAWN - 4\nAGILITY - 1\nINTELECT -  2\nCUNNING -  1\nWILLPOWER -  1\nPRESENCE - 1\nSOAK VALUE - 8\nW THRESHOLD - 20\nM DEFENSE - 1\nR DEFENSE - 1",6,"Skills: Knowledge (Xenology) 4, Perception 3. \nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins). Silhouette 3. Hoverer (floats up to several meters in the air and may move through difficult terrain without spending additional manoeuvres).\nEquipment: Grapple arms (Brawl; Damage 6; Critical 5; Range [Engaged]; Ensnare 3), cryostorage bay .","EotE","Enter the Unknown (Explorer Sourcebook)"]
["Wanderer Scout Surveyor (Rival)",2500,null,"BRAWN - 2\nAGILITY - 4\nINTELECT -  1\nCUNNING -  1\nWILLPOWER -  1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",6,"Skills: Perception 3. Ranged [Light] 1. Stealth 2. Survival 3.\nTalents: Hunter 1 (adds ⬛ to all skill checks when interacting with wild beasts and animals, including combat checks. This character adds + 20 to all Critical Injury rolls against animals). Swift (does not suffer usual penalties for moving through difficult terrain). \nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins).\nEquipment: Stun blaster (Ranged [Light]; Damage 8,\nCritical-; Range [Short]; Disorient 3, Stun Damage)","EotE","Enter the Unknown (Explorer Sourcebook)"]
["AC Series Law Enforcement Droid (Rival)",9600,"( R )","BRAWN - 3\nAGILITY - 1\nINTELECT -  2\nCUNNING -  2\nWILLPOWER -  1\nPRESENCE - 1\nSOAK VALUE - 5\nW THRESHOLD - 14\nM DEFENSE - 2\nR DEFENSE - 2",5,"Skills: Coercion 2, Discipline 2, Melee 2, Piloting (Planetary) 2, Streetwise 3, Vigilance 3.\nTalents: Nobody's Fool 1 (the difficulty of any Charm, Coercion, or Deception checks made against the droid are upgraded once).\nAbilities: None.\nEquipment: Stun baton (Melee; Damage 5; Critical 6; Range [Engaged); Disorient 2, Stun Damage), riot shield (Melee; Damage 3; Critical 6; Range [Engaged]; Cumbersome 3, Defensive 2, Deflection 2, Disorient 1), binders, built-in commlink.","EotE","Far Horizons (Colonist Sourcebook)"]
["DZ-70 Fugitive Tracker (Rival)",9800,"( R )","BRAWN - 2\nAGILITY - 1\nINTELECT - 1\nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 4\nW THRESHOLD - 12\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Ranged (Light) 2, Stealth 2, Survival 3, Vigilance 2. \nTalents: Adversary 1 (upgrade all combat checks targeting this character once), Expert Tracker 2 (Remove ⬛⬛ from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal).\nAbilities: None.\nEquipment: Blaster Pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Stun Setting), Ionization Blaster (Ranged [Light]; Damage 10; Critical 5; Range [Short]; Disorient 5, Stun Damage [Droid Only]).","EotE","Far Horizons (Colonist Sourcebook)"]
["Cgyrowheel 1.42.08 series recycling droid (Minion)",6500,null,"BRAWN - 3\nAGILITY - 3\nINTELECT - 0\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 4\nW THRESHOLD - 4\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Athletics, Coordination (Group Only).\nTalents: None.\nAbilities: None.\nEquipment: Cleaning devices, grabber claws.","EotE","Far Horizons (Colonist Sourcebook)"]
["Mini-Med (Minion)",900,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 0\nSOAK VALUE - 2\nW THRESHOLD - 1\nM DEFENSE - 0\nR DEFENSE - 0",3,"Skills: None.\nTalents: None.\nAbilities: Surgeon's Aid (When a minion group of one or more Mini-Meds performs the Assist manoeuvre to help a character with a Medicine check, that character counts as having + 1 rank in the Surgeon talent per Mini-Med in the group.) Silhouette 0.\nEquipment: None.","EotE","Far Horizons (Colonist Sourcebook)"]
["SDMN Series Session Droid (Rival)",4000,null,"BRAWN - 1\nAGILITY - 2\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 3\nSOAK VALUE - 3\nW THRESHOLD - 7\nM DEFENSE - 0\nR DEFENSE - 0",5,"Skills: Charm 2, Cool 2, Computers 2, Coordination 2, Deception 2.\nTalents: Plausible Deniability 1 (remove ⬛ from all Coercion and Deception checks made by the character), Smooth Talker (Charm) 2 (character may spend x to gain ss to any Charm check).\nAbilities: Backup Entertainer (When a SDMN Session Droid performs the Assist manoeuvre to help a character make a check as part of a performance, that character adds automatic aa to the results instead of the usual benefits).\nEquipment: None.","EotE","Far Horizons (Colonist Sourcebook)"]
["Generic Remote (Minion)",400,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 5\nM DEFENSE - 0\nR DEFENSE - 0",2,"Skills (Group Only): Perception.\nTalents: None.\nAbilities: Droid (docs not need to breathe, eat. Or drink and can survive in vacuum or underwater; immune to poisons or toxins), Silhouette 0.\nEquipment: None.","EotE","Special Modifications (Technician Sourcebook)"]
["Butterbug Remote (Minion)",700,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 3\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills (Group Only): Mechanics, Melee.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink. it can survive in vacuum or underwater; immune to poisons or toxins), Vulnerable to Blasts (add ⬛⬛ to checks made with weapons with the Blast quality targeting minion groups of butterbug remotes), Silhouette 0.\nEquipment: Micro-tools and drills (Melee; Damage 2; Critical 3; Range (Engaged]; Pierce 2)","EotE","Special Modifications (Technician Sourcebook)"]
["Service Patch Remote",900,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 5\nM DEFENSE - 0\nR DEFENSE - 0",3,"Skills (Group Only): Computers, Mechanics.\nTalents: Technical Aptitude 1 (computer-related tasks take 25% less time).\nAbilities: Droid {does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons or toxins). Silhouette 0.\nEquipment: Built-in toolkit.","EotE","Special Modifications (Technician Sourcebook)"]
["Shield Remote (Minion)",1100,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 6\nM DEFENSE - 1\nR DEFENSE - 1",5,"Skills (Group Only): Vigilance.\nTalents: Body Guard l (once per round, a shield remote may suffer 1 wound to take the Body Guard manoeuvre to protect an engaged ally; until the end of the shield remote's next turn, upgrade the difficulty of all combat checks targeting the protected ally once).\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons or toxins). Silhouette 0\nEquipment: General purpose scanner.","EotE","Special Modifications (Technician Sourcebook)"]
["Industrial Automation Hologlide J57 Cam Droid (Minion)",null,null,"BRAWN - 1\nAGILITY - 3\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 0\nW THRESHOLD - 2\nM DEFENSE - 0\nR DEFENSE - 0",3,"Skills (group only): Perception, Vigilance.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons and toxins), Flyer (the cam droid can fly).\nEquipment: Holocam.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Fire Suppression Droid (Minion)",null,null,"BRAWN - 2\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 2\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills (group only): Athletics.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons and toxins), Firefighter (may make an Average (dd) Athletics check to extinguish a fire; success extinguishes the fire within a number of\nrounds determined by the GM, and additional successes may reduce the time needed to extinguish the fire. Particularly large or dangerous fires may require more difficult checks at the GM's discretion), Fire Resistant (immune to fire damage or damage from\nweapons with the Burn quality).\nEquipment: Fire suppression equipment.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["GV/3 Series Guardian Droid (Rival)",8000,null,"BRAWN - 3\nAGILITY - 1\nINTELECT - 1\nCUNNING - 2\nWILLPOWER - 2\nPRESENCE - 1\nSOAK VALUE - 5\nW THRESHOLD - 15\nM DEFENSE - 1\nR DEFENSE - 0",7,"Skills: Brawl 3. Perception 3, Ranged (Light ) 2. Vigilance 2.\nTalents: None.\nAbilities: Droid (does not need to breathe. eat. or drink, and can survive in vacuum or underwater; immune to poisons or toxins). Loyalty Imprint (add D lo all checks made to defend its designated master). Olfactory Sensor Suite (reduces the difficulty of scent-based Perception checks by 1 ).\nEquipment: Retractable blade incisors (Brawl; Damage 5; Critical 3; Range [Engaged]; Ensnare 1 ). Retractable light blaster (Ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun setting).","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Marksman-H Combat Training Remote (Minion)",350,null,"BRAWN - 1\nAGILITY - 3\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 1\nW THRESHOLD - 3\nM DEFENSE - 1\nR DEFENSE - 1",5,"Skills (group only): Perception, Ranged (Light).\nTalents: None.\nAbilities: Droid (does not need to breathe. eat. or drink, and can survive in vacuum or underwater ; immune to poisons or toxins). Hoverer (does not need to spend extra manoeuvres to navigate difficult terrain), Silhouette 0.\nEquipment: Micro stun blaster (Ranged [Light]: Damage 1; Critical -; Range (Short]; Stun Damage).","FaD","Keeping the Peace (Guardian Sourcebook)"]
["RMD-20 \"Eye in the Sky\"",500,null,"BRAWN - 1\nAGILITY - 3\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 1\nW THRESHOLD - 3\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills (group only): Perception, Vigilance.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink. and can survive in vacuum or underwater; immune to poisons or toxins). Hoverer (does not need to spend extra manoeuvres to navigate difficult terrain). Silhouette 0.\nEquipment: Recording holocam.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["3PX-Series Protocol Droid (Rival)",7750,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 2\nSOAK VALUE - 2\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Charm 1, Knowledge (Education) 3, Knowledge (Outer Rim) 3, Knowledge (Xenology) 3, Negotiation 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), etiquette and protocol (3PX-series protocol droids allow allies to add ⬛ to any Negotiation checks or other checks made to negotiate or mediate).\nEquipment: None.","AoR","Desperate Allies (Diplomat Sourcebook)"]
["5YQ-Series Protocol Droid (Rival)",5500,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 2\nSOAK VALUE - 2\nW THRESHOLD - 9\nM DEFENSE - 0\nR DEFENSE - 0",3,"Skills: Charm 1, Knowledge (Education) 1, Knowledge (Core Worlds) 1, Knowledge (Lore) 1, Knowledge (Outer Rim) 1, Knowledge (Underworld) 1, Knowledge (Warfare) 1, Knowledge (Xenology) 1.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), etiquette and protocol (5YQ-series protocol droids allow allies to add ⬛ to any Negotiation checks or other checks made to negotiate or mediate).\nEquipment: None.","AoR","Desperate Allies (Diplomat Sourcebook)"]
["CZ-Series Communications/Business Droid (Rival)",9000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 2\nSOAK VALUE - 2\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Knowledge (Education) 3, Knowledge (Core Worlds) 2, Negotiation 4, Perception 1.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), etiquette and protocol (CZ-series communications/business droids allow allies to add ⬛ to any Negotiation checks or other checks made to negotiate or mediate).\nEquipment: Inbuilt datapad, long-range comlink.","AoR","Desperate Allies (Diplomat Sourcebook)"]
["M-3PO-Series Military Protocol Droid (Rival)",12000,"( R )","BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 2\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 14\nM DEFENSE - 0\nR DEFENSE - 0",5,"Skills: Discipline 1, Knowledge (Education) 3, Knowledge (Warfare) 3, Vigilance 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), military analyst (M-3PO-series military protocol droids allow allies to add ⬛ to any Knowledge (Warfare) checks that benefit from an understanding of logistics or military procedure).\nEquipment: None.","AoR","Desperate Allies (Diplomat Sourcebook)"]
["TC-Series Protocol Droid (Rival)",10000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 2\nSOAK VALUE - 2\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Charm 2, Knowledge (Education) 3, Knowledge (Xenology) 3, Negotiation 1, Perception 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), etiquette and protocol (TC-series protocol droids allow allies to add ⬛ to any Negotiation checks or other checks made to negotiate or mediate), advanced language module (when encountering a new species or language not in its databases, a TC- series protocol droid may make an Easy [d] Knowledge [Education] check to learn enough of the new dialect to communicate).\nEquipment: None.","AoR","Desperate Allies (Diplomat Sourcebook)"]
["LRD-Series Envoy Droid (Rival)",15000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 2\nCUNNING - 1\nWILLPOWER - 2\nPRESENCE - 3\nSOAK VALUE - 2\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",5,"Skills: Charm 2, Knowledge (Education) 2, Negotiation 2, Perception 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), rhetorical mimic (may make Charm, Deception, and Negotiation checks using the characteristics and skills of its master; such checks suffer ⬛⬛ due to the imperfect mimicry, and the droid does not benefit from any relevant talents that its master possesses).\nEquipment: None.","AoR","Desperate Allies (Diplomat Sourcebook)"]
["LOM-Series Protocol Droid (Rival)",8500,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 2\nPRESENCE - 2\nSOAK VALUE - 2\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",5,"Skills: Charm 2, Knowledge (Education) 3, Knowledge (Outer Rim) 2, Knowledge (Xenology) 3, Negotiation 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), etiquette and protocol (LOM-series protocol droids allow allies to add ⬛ to any Negotiation checks or other checks made to negotiate or mediate), insectoid appearance (LOM-series protocol droids allow allies to remove ⬛ from Negotiation checks or other checks made to negotiate or mediate when dealing with insectoid species).\n Equipment: None","AoR","Desperate Allies (Diplomat Sourcebook)"]
["Antiquated battle Droid (Minion)",6500,null,"BRAWN - 2\nAGILITY - 2\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 4\nW THRESHOLD - 4\nM DEFENSE - 0\nR DEFENSE - 0",5,"Skills (group only): Ranged (Heavy).\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins.).\nEquipment: Blaster rifle (Ranged (Heavy); Damage 9; Critical 3; Range (Long), Stun setting).","AoR, EotE","Core Rulebook"]
["Assassin Droid (Nemesis)",65000,"( R )","BRAWN - 4\nAGILITY - 3\nINTELECT - 3\nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 7\nW THRESHOLD - 19\nS THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 1",8,"Skills: Coercion 3, Computers 4, Gunnery 5, Mechanics 3, Melee 3, Ranged (Heavy) 5, Ranged (Light) 5, Piloting (Planetary) 3, Piloting (Space) 3, Vigilance 2. \nTalents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Barrage 3 (add three to the damage of all Gunnery or Ranged attacks at medium or long range), Point Blank 3 (add 3 damage to all Ranged (Heavy) or Ranged (Light) attacks made at short or engaged range).\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins.).\nEquipment: Light repeating blaster (Ranged (Heavy); Damage 11; Critical 3; Range [Long]; Auto-fire, Cumbersome 4, Pierce 1), built-in light blaster pistol (Ranged (Light); Damage 5; Critical 3; Range (Medium); Stun Setting), built-in missile tube (Gunnery; Damage 20; Critical 3; Range (Extreme); Blast 10, Breach 1, Cumbersome 3, Guided 3, Limited Ammo 6), built in razor- claws (Melee; Damage 6; Critical 4; Range (Engaged)).","AoR, EotE","Core Rulebook"]
["Astromech Droid (Rival)",8250,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 11\nM DEFENSE - 0\nR DEFENSE - 0",3,"Skills: Astrogation 3, Computers 3, Cool 2, Mechanics 2, Piloting (Space) 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins.).\nEquipment: Arc welder (Melee; Damage 3; Critical -; Range [Engaged]; Stun Damage), built-in repair tools (counts as tool kit).","AoR, EotE","Core Rulebook"]
["Maintenance Droid (Minion)",7500,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 3\nM DEFENSE - 0\nR DEFENSE - 0",3,"Skills (group only): Mechanics.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins.).\nEquipment: Arc welder (Melee; Damage 3; Critical Range [Engaged]; Stun Damage) built-in repair tools (counts as tool kit as well as emergency repair kit that can be used once per session).","AoR, EotE","Core Rulebook"]
["Medical Droid (Rival)",12000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 2\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Discipline 1, Medicine 3, Perception 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum or underwater. Immune to poisons or toxins.).\nEquipment: Built-in diagnostic and surgical tools (count as medpac as well as stimpack that can be used once per session).","AoR, EotE","Core Rulebook"]
["Protocol Droid (Rival)",8000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 2\nSOAK VALUE - 3\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Charm 2, Knowledge (Education) 3, Knowledge (Xenology) 3, Negotiation 2, Perception 1.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins.), etiquette and protocol (protocol droids allow allies to add ⬛ to any Negotiation checks or other checks made to negotiate or mediate).\nEquipment: None.","AoR, EotE","Core Rulebook"]
["Security Droid (Rival)",9600,null,"BRAWN - 2\nAGILITY - 2\nINTELECT - 1\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 5\nW THRESHOLD - 14\nM DEFENSE - 0\nR DEFENSE - 0",5,"Skills: Ranged (Light) 3, Vigilance 3.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum or underwater. Immune to poisons or toxins.).\nEquipment: Built-in blaster pistol (Ranged (Light); Damage 6; Critical 3; Range [Medium]; Stun Setting), Snare launcher (Ranged (Light); Damage -; Critical -; Range (Short); Ensnare 5, Limited Ammo 1).","AoR, EotE","Core Rulebook"]
["T-Series Tactical Droid (Rival)",8000,"( R )","BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 2\nWILLPOWER - 2\nPRESENCE - 3\nSOAK VALUE - 3\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",8,"Skills: Cool 3, Discipline 2, Knowledge (Warfare) 3, Leadership 3, Perception 2, Vigilance 2.\nTalents: Field Commander (as an action, may make an Average (dd) Leadership check; three allies may immediately suffer 1 strain to perform a free manoeuvre).\nAbilities: Droid (does not need to breathe, eat, or drink, and can survive indefinitely underwater and in vacuum; immune to poisons and toxins), CDE-T Tactical Computer (T-Series tactical droids adds ⬛⬛ when making Leadership and Knowledge [Warfare] checks).\nEquipment: None."]
["IG-100 MagnaGuard (Nemesis)",90000,"( R )","BRAWN - 5\nAGILITY - 4\nINTELECT - 2\nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 8\nW THRESHOLD - 20\nS THRESHOLD - 14\nM DEFENSE - 1\nR DEFENSE - 2",10,"Skills: Athletics 3, Brawl 3, Coordination 4, Melee 4,\nPerception 3, Vigilance 3.\nTalents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Durable 2 (MagnaGuards may reduce Critical Injury results they suffer by 20, to a  minimum of 1), Parry 4 (when struck by a melee attack but before applying soak, suffer 3 strain to reduce damage by 6), Pin (as an action, upon a successful opposed Athletics check against an engaged opponent, immobilize that opponent until the end of the MagnaGuard’s next turn; may spend any x on check to increase duration one round).\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins).\nEquipment: Electrostaff (Melee; Damage 9; Critical 3; Range [Engaged]; Cortosis, Cumbersome 3, Defensive 1, Linked 1, Stun setting, Unwieldy 3), armour plating (+2 soak, +1 defence).","FaD","Core Rulebook"]
["Interrogation Droid (Rival)",9600,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 2\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 7\nM DEFENSE - 0\nR DEFENSE - 0",8,"Skills: Coercion 4, Medicine 3, Perception 2, Ranged (Light) 3.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Hoverer (interrogation droids have repulsor lifts that allow them to hover slightly off the ground; when hovering, they do not have to spend additional manoeuvres when navigating difficult terrain), Silhouette 0.\nEquipment: Built-in acid jet (Ranged [Light]; Damage 5; Critical 2; Range [Short]; Burn 2), built-in sonic torture device (Ranged [Light]; Damage 5; Critical –; Range [Short];  Concussive 3, Stun Damage), built-in interrogation drug syringe.","FaD","Core Rulebook"]
["Probe Droid (Rival)",13700,"( R )","BRAWN - 2\nAGILITY - 3\nINTELECT - 2\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 5\nW THRESHOLD - 15\nM DEFENSE - 0\nR DEFENSE - 1",7,"Skills: Perception 4, Ranged (Light) 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Hover (when hovering, does not have to spend additional manoeuvres when navigating difficult terrain; otherwise, does\nnot allow probe droid extra capabilities beyond those of a normal, walking character), Self-Destruct Mechanism (should the probe droid’s mission become compromised, it may self-destruct as an out of turn incidental; this explosion does 10 damage to engaged characters).\nEquipment: Built-in heavy blaster pistol (Ranged [Light]; Damage 7; Critical 3; Range [Medium]; Stun setting), holo-messenger, life-form scanner, long-range terrain scanner.","FaD","Core Rulebook"]
["BD10-Series Assay Support Droid (Rival)",8500,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 4 \nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 3\nSOAK VALUE - 3\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",5,"Skills: Charm 2, Knowledge (Outer Rim) 3, Negotiation 2.\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Outland Etiquette and Protocol (BD10-Series droids allow allies to add ⬛ to any Negotiation checks or other checks made to negotiate or mediate in the Outer Rim)\nEquipment: None","FaD","Disciples of Harmony (Consular sourcebook)"]
["BL0-Series Non-Lethal Combat Droid (Rival)",5000,null,"BRAWN - 3\nAGILITY - 2\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 2\nSOAK VALUE - 5\nW THRESHOLD - 12\nM DEFENSE - 1\nR DEFENSE - 1",6,"Skills: Brawl 3, Cool 2, Coordination 1, Ranged (Light) 1, Resilience 2.\nTalents: None.\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: 2 Stun Grenades (Ranged [Light]; Damage 8; Critical -; Range [Short]; Blast 8, Disorient 3, Limited ammo 1, Stun Damage), 2 Built-in Stun whips (Melee; Damage 5; Critical -' Range [Short]; Stun 3), Built-in armour plating (+1 defence, +1 soak).","FaD","Disciples of Harmony (Consular sourcebook)"]
["ED-V8 Series Envoy Droid (Rival)",8000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",7,"Skills: Knowledge (Education) 2, Knowledge (Outer Rim) 3, Negotiation 4, Perception 1.\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Non-humanoid Etiquette and Protocol (ED-V8-Series droids allow allies to add ⬛ to any Negotiation checks or other checks made to negotiate or mediate with any non-humanoid species).\nEquipment: None","FaD","Disciples of Harmony (Consular sourcebook)"]
["P2F Hostile Environment Remote (Minion)",3500,null,"BRAWN - 1\nAGILITY - 2\nINTELECT - 1\nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 4\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills (group only): Athletics, Cool, Perception, Resilience. \nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Built in long range comlink, built in holoprojector, scanner suite.","FaD","Disciples of Harmony (Consular sourcebook)"]
["SBD Series Assistance and Rescue Droid (Rival)",7500,null,"BRAWN - 2\nAGILITY - 3\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 3\nSOAK VALUE - 4\nW THRESHOLD - 14\nM DEFENSE - 0\nR DEFENSE - 0",3,"Skills: Cool 1, Coordination 2, Mechanics 1, Medicine 2, Perception 3.\nTalents: Keen Eyed 2 (Droid removes ⬛⬛ from Perception checks. Checks made to search a specific area take 50% less time than usual.).\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Built in long range comlink, 2 emergency medpacs, built in general purpose scanner, built in physician's kit, 8 stimpacks, built in tool kit.","FaD","Disciples of Harmony (Consular sourcebook)"]
["TRD-2 Sparring Droid (Rival)",7750,null,"BRAWN - 3\nAGILITY - 3\nINTELECT - 2\nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 6\nW THRESHOLD - 15\nM DEFENSE - 2\nR DEFENSE - 0",6,"Skills: Athletics 2, Brawl 3, Coordination 1, Lightsaber 3, Melee 3, Ranged (Heavy) 2.\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Combat Training (TRD-2-Series sparring droids allow any character who has spent at least one hour practicing with them to increase their melee defence rating by 2 for the remainder of the session)\nEquipment: Double bladed training saber (Lightsaber; Damage 6; Critical -; Range [Engaged]; Linked 1, Stun damage, Unwieldy 3), Stun cannon (Ranged [Heavy] Damage 8; Critical -; Range [Medium]; Stun Damage), Z6 Riot control baton (Melee; Damage 5; Critical 5; Range [Engaged]; Cortosis, Disorient 2, Stun Damage)","FaD","Disciples of Harmony (Consular sourcebook)"]
["TTS20-Series Dialectic Droid (Rival)",5400,null,"BRAWN - 2\nAGILITY - 1\nINTELECT - 3\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 4\nSOAK VALUE - 3\nW THRESHOLD - 8\nM DEFENSE - 0\nR DEFENSE - 0",7,"Skills: Charm 2, Cool 1, Deception 2, Knowledge (Core Worlds) 1 Knowledge (Education) 1, Negotiation 3, Perception 2, Streetwise 1.\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),Master of Rhetoric (TTS20-Series droids allow allies to add ⬛⬛ to any opposed presence or willpower based checks or other checks made to negotiate or mediate in the Outer Rim).\nEquipment: None","FaD","Disciples of Harmony (Consular sourcebook)"]
["DTS series Dismantler droid",40000,null,"BRAWN - 5\nAGILITY - 3\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 3\nPRESENCE - 2\nSOAK VALUE - 7\nW THRESHOLD - 15\nM DEFENSE - 0\nR DEFENSE - 1",6,"Skills: Computers 3, Mechanics 4, Perception 3, Ranged (Heavy) 1.\nTalents: Adversary 1, Gearhead 1, Solid Repairs 2\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),  Flying (sidebar in \"Chapter VI: Conflict and Combat in the core rulebook), Silhouette 2\nEquipment: Cutting Torch (Ranged [Heavy]; Damage 10; Critical 3, Range [Short]; Blast 5, Breach1, Burn 3, Sunder, Vicious 2), Dismantling manipulators (Brawl; Damage 4, Critical 4, Range [Engaged]; Sunder), Built in repair tools (counts as a tool kit and an emergency repair kid that can be used once per session)"]
["ID9 Seeker Droid",4500,"( R )","BRAWN - 1\nAGILITY - 3\nINTELECT - 1\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 5\nM DEFENSE - 0\nR DEFENSE - 0",7,"Skills: Computers, Coordination, Melee, Stealth\nTalents: None \nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Flying (sidebar in \"Chapter VI: Conflict and Combat in the core rulebook), Silhouette 0\nEquipment: Shock Prod (Melee; Damage 5; Critical 5; Range [Engaged]; Disorient 2, Stun damage), Ion Disruptor (Melee; Damage 5; Critical 4; Range [Engaged]; Ion)"]
["IG-RM Series Enforcer Droid",23000,null,"BRAWN - 3\nAGILITY - 3\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 3\nPRESENCE - 2\nSOAK VALUE - 5\nW THRESHOLD - 13\nM DEFENSE - 0\nR DEFENSE - 0",6,"Skills: Brawl 3, Coercion 3, Cool 2, Melee 3, Perception 3, Ranged (Heavy) 3, Vigilance 4\nTalents: Adversary 1, Body Guard 2\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: DLT-18 Heavy blaster rifle (Ranged [Heavy]; Damage 10; Critical 3; Range [Long]; Auto-fire; Cumbersome 3)"]
["KX Series Enforcer Droid",50000,"( R )","BRAWN - 4\nAGILITY - 3\nINTELECT - 3\nCUNNING - 3\nWILLPOWER - 2\nPRESENCE - 2\nSOAK VALUE - 7\nW THRESHOLD - 15\nS THRESHOLD - 12\nM DEFENSE - 0\nR DEFENSE - 0",8,"Skills:  Brawl 3, Coercion 4, Computers 3, Cool 3, Perception 3, Ranged (Heavy) 3, Ranged (Light) 3, Vigilance 3\nTalents: Adversary 2, Nobody's fool 2\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: None"]
["MSE- Series Maintenance Droid",200,null,"BRAWN - 1\nAGILITY - 2\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 3\nM DEFENSE - 0\nR DEFENSE - 0",2,"Skills (Group only): Computers, Mechanics, Perception \nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Silhouette 0\nEquipment: Built in repair tools (counts as tool kit and emergency repair kit that can be used once per session), comlink, retractable manipulators"]
["BT - Series Ordnance Droid",13500,"( R )","BRAWN - 3\nAGILITY - 1\nINTELECT - 3\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 7\nW THRESHOLD - 15\nM DEFENSE - 0\nR DEFENSE - 0",6,"Skills: Gunnery 1, Mechanics 2\nTalents:  None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Built in tool kit, built in ordnance loading computer (adds ⬛ to checks made to work on ordnance delivery systems or with explosive devices or compounds"]
["EG-6 Power Droid",3800,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 2\nCUNNING - 1\nWILLPOWER - 2\nPRESENCE - 1\nSOAK VALUE - 4\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",2,"Skills (group only): Computers, Mechanics \nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Built-in DF-15 fusion generator (see page 47 AoR Fully Operational), spectrometer, multi-spectral scanner, manipulator arm, power diagnostics package (removes ⬛ to checks made to remove system strain from vehicles or starships)."]
["EOD-MK IV Remote",500,"( R )","BRAWN - 1\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 2\nM DEFENSE - 0\nR DEFENSE - 0",6,"Skills (group only): Mechanics, Perception, Vigilance\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Demolitions scanner (add ⬛ to checks made to locate explosive compounds or devices), built-in EOD tool kit (see page 48 AoR Fully Operational), controlled demolition device (as an action, the remote can detonate a single explosive device at engaged range, destroying the remote and the explosive and inflicting damage as per the explosive's normal rules)."]
["GT - Series Construction Droid",17500,null,"BRAWN - 3\nAGILITY - 2\nINTELECT - 2\nCUNNING - 1\nWILLPOWER - 2\nPRESENCE - 1\nSOAK VALUE - 4\nW THRESHOLD - 13\nM DEFENSE - 0\nR DEFENSE - 0",4,"Skills: Computers 2, Mechanics 3, Perception 1.\nTalents: Natural Tinkerer (once per session, may reroll anyone Mechanics check).\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Fusion cutter (Melee; Damage 5; Critical 3; Range [Engaged); Breach 1, Burn 3, Sunder, Vicious 3), built-in construction tools (counts as a tool kit). I-C4a droid interface programming suite."]
["RH - Series Research Droid",11000,null,"BRAWN - 1\nAGILITY - 1\nINTELECT - 3\nCUNNING - 2\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 0",8,"Skills: Computers 2, Knowledge (Core Worlds) 2, Knowledge (Education) 3, Knowledge (Lore) 2, Knowledge (Xenology) 3.\nTalents: Natural Scholar (once per session, may reroll anyone Knowledge check).\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Built-in science database (adds automatic a to Knowledge checks and adds automatic aa when assisting with a Knowledge check in addition to the standard assistance benefits)"]
["ASP-19 Battle Droid",80000,"( R )","BRAWN - 4\nAGILITY - 4\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 3\nPRESENCE - 2\nSOAK VALUE - 6\nW THRESHOLD - 16\nS THRESHOLD - 12\nM DEFENSE - 2\nR DEFENSE - 0",9,"Skills: Brawl 2, Coercion 3, Lightsaber 2, Melee 2, Ranged (Heavy) 2, Vigilance 3.\nTalents: Adversary 1 (upgrade the difficulty of all attacks made against this target once). Feint 2 (after missing a target with a Brawl, Lightsaber, or Melee check, spend x or aaa to upgrade the difficulty of the opponent's next combat check against the character twice)\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Breakaway Systems (reduce the difficulty of any\nMechanics or Computers checks made to repair this droid by one, to a minimum of Easy (d). Difficulty Setting (a character may perform a manoeuvre to adjust the droid's Brawl, Melee, and Lightsaber skills to a minimum of 1 or maximum of 3).\nEquipment: Retractable vibroblade (Melee; Damage 6: Critical 2; Range [Engaged]; Defensive 2. Pierce 3. Vicious 1). Training lightsaber [Lightsaber; Damage 6; Critical -; Range (Engaged); Stun Damage).","FaD","Knights of Fate (Warrior Sourcebook)"]
["SR-Series Scout/Observation Droid",13000,"( R )","BRAWN - 2\nAGILITY - 3\nINTELECT - 3\nCUNNING - 3\nWILLPOWER - 3\nPRESENCE - 2\nSOAK VALUE - 4\nW THRESHOLD - 13\nM DEFENSE - 0\nR DEFENSE - 0",6,"Skills: Athletics 2, Computers 3, Knowledge (Warfare) 3, Perception 4, Ranged (Heavy) 2, Stealth 4, Vigilance 3\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Flyer (can fly), Forward Observer (while observing a target. the SR-series droid may perform a manoeuvre to upgrade the ability of the next Gunnery or Ranged [Heavy] check an ally makes this turn against that target). Optical Camouflage System (when activated the OCS upgrades the ability of all Stealth checks the SR-series droid makes twice) .\nEquipment: Blaster  scout carbine (Ranged [Heavy]; Damage 6; Critical 3; Range [Medium]; Auto-fire. Stun setting). on-board optical camouflage system, on-board optics/observation suite, on-board Comms suite with holotransceiver","FaD","Knights of Fate (Warrior Sourcebook)"]
["WSW Mk III \"Harrier\" Combat Remote",6000,"( R )","BRAWN - 1\nAGILITY - 3\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 3\nW THRESHOLD - 8\nM DEFENSE - 0\nR DEFENSE - 0",6,"Skills: (group only): Perception. Ranged (Heavy]. Ranged [light],Vigilance.\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Repeating blaster (Ranged [Heavy]; Damage 10; Critical 3; Range [Long]; Auto-fire). Stun blaster (Ranged [light]; Damage 9; Critical 3; Range (Short); Stun Damage)","FaD","Knights of Fate (Warrior Sourcebook)"]
["AC1-Series Surveillance Droid",1100,null,"BRAWN -  1\nAGILITY - 2 \nINTELECT - 1 \nCUNNING - 1  \nWILLPOWER - 1 \nPRESENCE - 1 \nSOAK VALUE - 2 \nW THRESHOLD - 8 \nS THRESHOLD - 8  \nM DEFENSE - 0 \nR DEFENSE - 0 ",4,"Skills: (group only) Perception, Ranged (light), Stealth\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Flying\nEquipment: Light blaster pistol (Ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun setting), High-intensity spotlight, Holotransiver suite","AoR","Cyphers and Masks (Spy Sourcebook)"]
["E522 Assassin Droid",61000,"( R )","BRAWN -  5\nAGILITY  -  4 \nINTELECT - 3 \nCUNNING - 3 \nWILLPOWER - 3 \nPRESENCE - 2 \nSOAK VALUE - 5 \nW THRESHOLD - 20 \nS THRESHOLD - 12 \nM DEFENSE - 0 \nR DEFENSE - 1 ",8,"Skills: Brawl 3, Coercion 4, Computers 2, Gunnery 3, Mechanics 2, Melee 3, Ranged (Light) 4, Vigilance 4\nTalents: Adversary 2 (upgrade difficulty of all combat checks against this droid twice), Barrage 2 (add 2 damage of all gunnery, Ranged (light) and (heavy) attacks made at medium or long range), Brace 2 (as a manoeuvre, remove up to ⬛⬛ added due to environmental conditions from next skill check), Point Blank (add 4 to the damage of all ranged (light) and (heavy) attacks made at engaged or short range)\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Combat Computer (add ⬛⬛ to all combat checks\nEquipment: Heavy repeating blaster (Gunnery; Damage 15; Critical 2; Range [Long]; Auto-fire, Cumbersome 5, Pierce 2, Vicious 1), Ion Blaster (Ranged [light]; Damage 10; Critical 5; Range [Short]; Disorient 5, Ion), Needler gun (ranged [light]; Damage 5; Critical -; Range [Short]; Peirce 3), Mini-missile pack - Uses planetary scale (Gunnery; Damage 4;Critical 4; Range [Short]; Blast 2, Breach 2, guided 3, Limited Ammo 2, Slow-Firing 1)","AoR","Cyphers and Masks (Spy Sourcebook)"]
["LSx-Series Slicer Droid",19000,"( R )","BRAWN -  1\nAGILITY - 2 \nINTELECT - 4 \nCUNNING - 3 \nWILLPOWER - 2  \nPRESENCE - 2 \nSOAK VALUE - 3 \nW THRESHOLD - 10 \nS THRESHOLD - 10 \nM DEFENSE - 0 \nR DEFENSE - 0 ",8,"Skills: Computers 4, Cool 3, Deception 3, Discipline 2, Mechanics 2, Perception 4, Skulduggery 3, Stealth 2\nTalents: Adversary 1 (upgrade the difficulty of all attacks against this droid once), Code-Breaker 2 (Remove ⬛⬛ from checks made to decrypt codes or encrypted comms; reduce the difficulty of computers checks made to break codes or decrypt comms by one), Defensive Slicing 2 (add ⬛⬛ to any attempts to slice into a computer or system controlled by this character)\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: Scomp-Spiker (melee; Damage 8; Critical 4; Range [Engaged]; Burn 3, Slow-Firing 3, Stun setting), Built-in slicer gear.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["M4-series Messenger Droid",6500,null,"BRAWN - 1 \nAGILITY - 2 \nINTELECT - 2 \nCUNNING - 3 \nWILLPOWER - 3 \nPRESENCE - 2 \nSOAK VALUE - 4 \nW THRESHOLD - 20 \nS THRESHOLD - 20 \nM DEFENSE - 0 \nR DEFENSE - 0 ",6,"Skills: Cool 2, Perception 3, Ranged (Light) 1, Resilience 3, Skulduggery 3, Stealth 3, Vigilance 2\nTalents: Durable 2 (Reduce all Critical Injury results by 20, to a minimum of 1)\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Flyer\nEquipment: Light Blaster pistol (ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun Setting[, Holo-projector, Holorecorder, Small locking storage compartment (holds items totalling up to 3 encumbrance)","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Q-Signal Messenger Drone",50500,null,"BRAWN - 1 \nAGILITY - 2 \nINTELECT - 2 \nCUNNING - 2 \nWILLPOWER - 1 \nPRESENCE - 1 \nSOAK VALUE - 2 \nW THRESHOLD - 8 \nS THRESHOLD - 8 \nM DEFENSE - 0 \nR DEFENSE - 0 ",6,"Skills: Astrogation 1, Perception 2, Piloting (Space) 2, Stealth 2\nTalents: None\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment:  Messenger Drone Vehicle (Silhouette 2, speed 0, Handling +0, Defence Fore/Port/Starboard/Aft 0/-/-/0, Armor 2, HT Threshold 15, SS Threshold 10, hyperdrive: primary class 2, Navicomputer: None, Sensor Range: None, Encumbrance capacity: 10, Passenger capacity: 0,  Price/Rarity: 12,000 credits/5, Customization hard points 1, Weapons: None, Additional rules upgrade checks to detect this vessel twice, add 2 setback if the vessel did not move this round).","AoR","Cyphers and Masks (Spy Sourcebook)"]
["RA-7 Protocol Droid",12000,"( R )","BRAWN - 2 \nAGILITY - 1 \nINTELECT - 3 \nCUNNING - 3 \nWILLPOWER - 2 \nPRESENCE - 2 \nSOAK VALUE - 3 \nW THRESHOLD - 10 \nS THRESHOLD - 10 \nM DEFENSE - 0 \nR DEFENSE - 0 ",6,"Skills: Deception 2, Knowledge (Education) 3, Knowledge (Xenology) 3, Negotiation 3, Perception 4, Skulduggery 3, Stealth 2, Vigilance 3.\nTalents: Adversary 1 (Attacks made against this droid are upgraded once), Plausible Deniability 2 ( Remove ⬛⬛ from Coercion and Deception checks)\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins), Etiquette and Protocol (droid allows allies to add ⬛ to all Negotiation checks and other checks made to negotiate or mediate)\nEquipment: None","AoR","Cyphers and Masks (Spy Sourcebook)"]
["RM-Series Military Intelligence Droid",43000,"( R )","BRAWN - 4 \nAGILITY - 3 \nINTELECT - 3 \nCUNNING - 4 \nWILLPOWER - 4 \nPRESENCE - 2 \nSOAK VALUE - 8 \nW THRESHOLD -18 \nS THRESHOLD - 10 \nM DEFENSE - 0 \nR DEFENSE - 1 ",7,"Skills: Computers 3, Cool 2, Deception 3, Knowledge (Warfare) 4, Mechanics 4, Perception 4, Ranged (Heavy) 4, Skulduggery 3, Stealth 3, Vigilance 2.\nTalents: Adversary 2 (Attacks against this droid are upgraded twice)\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),Improvised Explosive Device (Once per session, can make an Average (dd) Mechanics check to build an explosive device out of available materials that deals 11 damage plus 1 for every s on the mechanics check; Can spend x to increase damage by 2; GM can spend y to have the explosive device detonate immediately in the users face).\nEquipment: Heavy blaster Rifle (Ranged [Heavy]; Damage 10; Critical 3; Range [Long]; Auto-fire, Cumbersome 3), ion blaster (Ranged [Light]; Damage 10; Critical 5; Range [Short]; Disorient 5, Ion) Built-In Demolitions kid (acts as tool kit), Built0in sensory and recording equipment.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["TS-Series Interrogation Droid",58000,"( R )","BRAWN - 2 \nAGILITY - 3 \nINTELECT - 4 \nCUNNING - 4 \nWILLPOWER - 3 \nPRESENCE - 2 \nSOAK VALUE - 4 \nW THRESHOLD - 12 \nS THRESHOLD - 12 \nM DEFENSE - 0 \nR DEFENSE - 0 ",9,"Skills: Coercion 4, Knowledge (Education) 3, Knowledge (xenology) 4, Mechanics 3, Medicine 4, Perception 4, Skulduggery 3.\nTalents: Adversary 1 (Attack rolls made against this droid are upgraded by one)\nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),Interrogation subroutine (once per session, can reroll a Coercion or Medicine check while interrogating or torturing subjects).\nEquipment: Medical tool hands (Brawl; Damage 4; Critical 2; Range [Engaged]; Burn 1, Disorient 1, Pierce 2, Vicious 2), Chem injector hypo, two high intensity miniature spotlights, on-board medical scanner, built-om ,ed[ac, 4 stimpacks.","AoR","Cyphers and Masks (Spy Sourcebook)"]
[null,null,null,"BRAWN - \nAGILITY - \nINTELECT - \nCUNNING - \nWILLPOWER - \nPRESENCE - \nSOAK VALUE - \nW THRESHOLD - \nS THRESHOLD - \nM DEFENSE - \nR DEFENSE - ",null,"Skills: \nTalents: \nAbilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins),\nEquipment: "]
[]
[]
["Relics, Focuses, Fetishes, Holocrons and Ancient Talsimans"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Demon Mask",4000,null,"1",10,"Dark side force users with this item increase their wound threshold by 2. Any Discipline checks to resist fear caused by a character wearing a demon mask adds ⬛ equal to that of the character's force rating","FaD","Core"]
["Holocron",100000,null,"1",10,"Extremely rare and often the goal of a long campaign, Requires a Hard (ddd) Knowledge (Lore) check to activate the device and summon the gatekeeper, GM has complete discretion on what benefits and how long of study it would take to gain said benefits would be but generally two skills, determined by the holocron (GM) become career skills for the holocron's user as long as it remains in the users possession (see Table 2-7: Holocron Skills on page 109 of Force and Destiny Core Rulebook for examples)","FaD","Core"]
["Meditation Focus",4000,null,"1",10,"Light Side paragons with this item increases their strain threshold by 2.","FaD","Core"]
["Talisman of Iron Fists",8000,null,"1",10,"Wearer of this item gains Cortosis quality for the characters armour and brawl attacks. Brawl attacks also gain Pierce X where X is the users force rating. (Force Users only)","FaD","Core"]
["Bardottan Sphere",50000,null,null,"10","Increase force rating by 1, Sacrifice a force user with a force rating of a minimum of 1 to increase your force rating by the same rating but generates 5 conflict at the end of a session if used in addition to the act of sacrificing someone to the sphere","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Crown of Verity",6000,null,null,"9","A Force-sensitive character who dons the Crown of Verity automatically fails all Deception checks while wearing it. At the same time, they gain automatic sss on any checks to detect lies or determine whether someone is telling the truth.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Dram of Orphne",9000,null,null,"8","A Force-sensitive character who possesses the Dram of Orphne heals 1 additional strain at the end of an encounter. A Force-sensitive character who possesses the Dram of Orphne also heals 1 additional wound when benefiting from natural rest. Finally, when making a Medicine check to heal another character, any character with the Dram of Orphne may add ⬛ to the check.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Dolina Ring Seeds",18000,null,null,"10","A Force-sensitive character who possesses a dolina ring seed may perform one free Move manoeuvre during each of his turns. This Move manoeuvre may be in addition to any other manoeuvres performed this turn and can allow the character to perform three manoeuvres in a turn. (The user also ignores the ring seed’s weight.)","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Eyes of Laqasa",2000,null,null,"10","When wearing the Eyes of Laqasa, Force-sensitive characters remove all ⬛ imposed due to darkness, concealment, camouflage, or similar effects, and can see normally as if in normal daylight.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Grimoire of Syclos the Lame",4000,null,null,"10","Studying the Grimoire of Syclos the Lame for at least one hour allows a Force-sensitive character to add C to all Force power checks or checks involving Force talents when dealing with creatures detailed in the Grimoire. The bonus lasts until the end of the game session. (What creatures the bonus applies to is ultimately up to the GM, as some creatures may not be covered in the Grimoire.)\nHowever, until the end of the game session, the difficulty of all fear checks made while confronting these creatures is upgraded twice. Any Conflict generated by a y result on a fear check is doubled.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Herder's Gauntlet",8000,null,null,"9","A Force-sensitive character who wears the Herder’s Gauntlet counts as possessing the Move basic power, and may make a Move Force power action as a manoeuvre. A character who does so may not attack an opponent with this use of the Force power (what constitutes an attack is ultimately up to the GM, but should include disarming or incapacitating opponents as well as dealing damage).","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Master Lodaka's Lightsaber",20000,"( R )",null,"10","Master Lodaka’s Lightsaber is a weapon with the following profile: (Lightsaber; Damage 10; Critical 1; Range [Engaged]; Breach 1, Sunder, Vicious 2).\nMaster Lodaka’s Lightsaber has an encumbrance of 1 and zero hard points. Attacks made with this lightsaber ignore the Cortosis quality. It also cannot be shut down due to contact with refined cortosis.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Taradon's Helm",11000,null,null,"10","A Force-sensitive character who possesses Taradon’s Helm may reroll one C when making checks that involve piloting or using a starship or vehicle. If there is some question as to whether the check involves piloting or using a starship or vehicle, the GM is the final arbiter.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Tear of the Elders",7500,null,null,"9","Once per game session, when a Force-sensitive character hold the Tear of the Elders, the character may make a force power check and spend 2 light or dark side power to detect one threat the PC is likely to encounter during the current game session. GM has final say on what the threat is and how the character perceives it, either clearly or metaphorical sense e.g. a battalion of storm troopers metaphorically could be a solid white wall that is impossible to penetrate.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Dai Bendu Holocron",125000,null,"1","10","Took a few reads to understand but the basics of it is, need to be a force sensitive to use (don’t have to be strong in force to use it) GM decides how long this will take but should be a very long while for study, Select a characteristic, must complete 4 lessons by doing discipline checks with increasing difficulty from average dd to hard ddd to daunting dddd to formidable ddddd. Once all 4 lessons are complete in a characteristic (tract is what the book calls it) character may (once per day) upgrade the ability dice pool of any single check related to that characteristic by two steps. Player may once completed all 4 lessons in a characteristic may move onto another keeping the same benefit they have acquired","FaD","Unlimited Power (Mystic Sourcebook)"]
["Lasan Chronicles of the Three",3000,null,"0","7","Spend 1 hour and successfully pass a Hard (ddd) check with one of the following skills to receive a bonus that can be used once in your current session.\nKnowledge (Lore): Add ⬛ to any one Knowledge skill check\nPerception: Once with a combat skill check a character may reroll one d of their choice\nDiscipline: Remove ⬛ on any single skill check your character makes","FaD","Unlimited Power (Mystic Sourcebook)"]
["Thisspiasian Puzzle Ring",500,null,"1","8","Make a hard ( ddd ) Discipline check, failure heals 2 strain, success grants the character a vision learning one thing that involves them that may (at GM's discretion) come to pass in the next week. After the puzzle is solved it falls apart and cannot be used again until a new puzzle is purchased","FaD","Unlimited Power (Mystic Sourcebook)"]
["Vision Cubes",1000,null,"0",6,"While performing a check (including force power checks) a character may use this item to divine the future, if the check results in having at least one uncanceled a the character adds s and 🌕 to the results as well, if the check results in having at least one uncanceled t, the character instead adds f and z to the results, if no t or a it does nothing other then maybe look impressive ","FaD","Unlimited Power (Mystic Sourcebook)"]
["Vurk Meditation Orb",1000,null,"2",6,"Meditate with this for an hour and for the next 24 hours after meditation a character may suffer 2 strain to add 🌓 to the results of the next check to use the Alter or Battle Meditation force powers","FaD","Unlimited Power (Mystic Sourcebook)"]
[]
["Illegal Drugs (Don’t do drugs kids)"]
["Item","Price","Restricted","Encum","Rarity","Ability","Book set","Source","Column2","Column3"]
["Avabush Spice (dose)",25,"( R )","0",6,"User can only upgrade one d to a c on any given check, when user attempts to lie or conceal the truth the GM upgrades any one d in the dice pool into a c, lasts for one scene or combat encounter.","EotE","Core"]
["Avabush Spice (100 dose cargo container)",2000,"( R )","3",7,"Same as single dose","EotE","Core"]
["Booster Blue (dose)",10,"( R )",0,5,"User may upgrade the ability of any Agility, Intellect or cunning related check he undertakes once, however user may not remove strain at the end of any scenes or encounters for the remainder of the session","EotE","Core"]
["Booster Blue (100 dose cargo container)",750,"( R )",3,6,"Same as single dose","EotE","Core"]
["Death Sticks (1 dose)",5,"( R )",0,1,"basically cigarettes, lasts for one scene or combat encounter and adds ⬛ to any task the character attempts, may also reduce characters connection to the force in certain ways","EotE","Core"]
["Death Sticks (100 dose cargo container)",250,"( R )",3,2,"HELLO CHAIN SMOKERS!!!","EotE","Core"]
["Glitterstim (dose)",100,"( R )",0,7,"Adds three ⬛ to all perception and vigilance checks for the remainder of a scene, may at GMs discretion grant telepathic abilities.","EotE","Core"]
["Glitterstim (100 dose cargo container)",5000,"( R )",5,8,"Same as single dose","EotE","Core"]
["Lesai (dose)",500,"( R )",0,9,"User does not require sleep and may remove strain as if they did sleep provided user did not engage in any stressful activities (such as combat intense mental effort or emotionally charged discussion), after 24 hours of not taking the drug user starts to feel very sleepy.","EotE","Core"]
["Lesai (100 dose cargo container)",7500,"( R )",2,10,"Same as single dose","EotE","Core"]
["Yarrock (1 dose)",350,"( R )",0,8,"Fear checks count automatically as succeeding , User must add ⬛ to any willpower or presence related checks for the remainder of the session.","EotE","Fly Casual (Smuggler Sourcebook)"]
["Yarrock (100 dose cargo container)",20000,"( R )",3,9,"Same as single dose","EotE","Fly Casual (Smuggler Sourcebook)"]
["Impact (Dose)",125,"( R )","0",6,"Lasts for one encounter and allows the user to upgrade the ability of any Agility based checks until the end of the encounter, after the effects of impact wear off the character suffers       to any Agility, cunning or intellect based checks for the remainder of the game session.","EotE","Fly Casual (Smuggler Sourcebook)"]
["Impact (100 dose cargo container)",10000,"( R )","5",7,"Same as single dose","EotE","Fly Casual (Smuggler Sourcebook)"]
["Muon Gold (dose)",50,"( R )","0",6,"adds ⬛ to all cunning and presence based checks until the end of the encounter, at GMs discretion, repeated use of the spice can cause cognitive impairment imposing temporary or lasting ⬛ to a characters intellect and cunning based checks.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Muon Gold (100 dose cargo container)",4000,"( R )","3",6,"Same as single dose","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Nala Tree Frog (12 Frogs)",15,null,"1",5,"Tastes good to hutts","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Marcan Herb (1 dose)",20,null,"1 ",4,"Mild Narcotic  normally bought and sold in hutt space","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Marcan Herb (100-dose cargo container)",1750,null,"25",5,"Same as single dose","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Ryll (1 dose)",50,null,"1",4,"ignore the effects of a single easy or average critical injury result until the end of the scene, 2 doses allow character to ignore a hard critical injury until the end of the scene or combat encounter instead, after the effects end the user suffers the critical injury as normal and also suffers ⬛⬛ on all checks the character makes until the end of the game session.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Ryll (100 dose cargo container)",4500,null,"25",5,"Same as single dose","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Gunjak spice (1 dose)",75,null,"1",5,"Increases the users brawn by 1 to a maximum of 6 until the end of scene or combat encounter, additionally, each dose a character consumes upgrades the difficulty of agility, intellect and cunning related checks once until the game session ends.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Gunjak spice (100 dose cargo container)",7000,null,"25",6,"Same as single dose","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Neutron Pixie (1 dose)",100,null,"1",6,"Grants the user an automatic aa on Agility and willpower related  checks until the end of the encounter. Once effects end the character suffers a automatic t on all brawn, intellect and cunning related checks for the remainder of the game session.","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Neutron Pixie (100 dose cargo container)",8500,null,"25",7,"Same as single dose","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Corellian Whiskey (Bottle)",25,null,"1",2,"N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Corellian Whiskey (25 Bottle case)",500,null,"20",2,"N/A","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Whyren's Reserve (Bottle)",100,null,"1",4,"Same as Corellian whiskey but aged 20 years and often traded on the black market","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Whyren's Reserve (20 Bottle case)",1500,null,"10",5,"Same as Corellian whiskey but aged 20 years and often traded on the black market","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Ji Rikknit (dose)",50,null,"0",6,"No benefits, if character tries the narcotic they make a Easy (d) Resilience check or gain 1 value addiction obligation","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Ji Rikknit (100 dose cargo Container)",3000,null,"5",7,"Same as single dose","EotE","Suns of Fortune (Corellian Sector Sourcebook)"]
["Nannarium Root (dose)",200,null,"0",6,"Character may upgrade the ability of any intelligence or cunning related check once, causes 2 strain. Dose lasts about an hour"]
["Ryshcate (Cake)",10,null,"0",2,"Cake for special occasions, alcohol used in baking it"]
["Frangawl Force Powder (1 dose)",2000,"( R )","0",10,"Use as a manoeuvre, Gain 10 conflict  and adds an automatic zz to the PC's next Force Power check","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Longsight (1 dose)",650,"( R )","0",8,"Injected as a manoeuvre, Increase users willpower by 1 until the end of the encounter, however at the beginning of each of the users turns until the end of the encounter suffers 2 strain","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Sulfer Inhaler (10 doses)",120,null,"0",3,"Suffer 2 strain and add ⬛ to any brawn or agility checks the user makes until the end of the encounter, Additional doses inflict more strain but do not give any additional bonuses, Dose is ineffective and unpleasant for any race other than Devarorians.","FaD","Nexus of Power (Force Worlds Sourcebook)"]
["Karrak Spice (1 dose)",80,"( R )","0",7,"Removes  added to checks from pain or illness for 12 hours but imposes a t on all checks for 24 hours, Force users who take the drug receive both effects but for twice the duration as well as count their force rating as one lower while active.","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Karrak Spice (100 dose cargo container)",6400,"( R )","5",null,"Same as single dose","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Questioner-9 (1 dose)",300,"( R )","0",null,"After a delay of 5 minutes after application of the serum the victim upgrades the difficulty of all checks to withhold information or resist manipulation (including resisting force powers such as influence) by 1 for the next 24 hours","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Questioner-9 (100 cargo dose container)",24000,"( R )","5",null,"Same as single dose","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Yaladai Spice (1 dose)",1000,"( R )","0",null,"Lasts one encounter, when a character under the effects of the spice suffers strain they suffer three less strain to a minimum of 1 (does not apply to voluntary strain loss), Additionally a force user under the effects of yaladai spice can add c to any force power checks they make, when they do the spice doubles any strain and conflict suffered for using 🌑 to generate 🌓","FaD","Endless Vigil (Sentinel Sourcebook)"]
["Yaladai Spice (100 dose cargo container)",80000,"( R )","5",null,"Same as single dose","FaD","Endless Vigil (Sentinel Sourcebook)"]

{"sheet":"Customization and Modifications","index":9,"n_rows":190,"n_cols":12,"rows_kept":190,"cut":false,"hidden":false,"merged":[[0,0,0,7],[133,0,133,2],[177,0,177,2],[81,0,81,2],[2,0,2,2]]}
["Customization and Modifications"]
[]
["Weapon Attachments"]
["Name","Price","Restricted","Encumb","HP","Rarity","Notes","Base Modifiers","Modification Options","Book Set","Source","Column1"]
["Augmented spin barrel",1750,null,null,2,4,"Can only be used with Blaster Rifles and Heavy Blaster Rifles,","Increases Damage by +1, Adds ⬛ to all Mechanics checks when performing maintenance","2 damage +1 Mods, 1 Weapon Quality (Accurate +1) Mod, 1 Weapon Quality (Pierce +1) Mod.","AoR, EotE","Core"]
["Balanced Hilt",1500,null,null,2,5,"Only applied to melee bladed Weapons","Grants the weapon the Accurate (+1) Quality","1 Weapon Quality (Accurate +1) Mod, 1 Decrease encumbrance of weapon by one to a minimum of one Mod","AoR, EotE","Core"]
["Bipod Mount",100,null,null,1,1,"Takes one preparation Manoeuvre to set up, only attached onto rifles, carbines and light repeating blasters","Decrease weapon's Cumbersome rating by 2 when firing from prone or crouched position (or can otherwise brace with bipod)","None","AoR, EotE, Fad","Core"]
["Blaster Actuating Module",500,null,null,1,4,"Only used on Ranged (Light) blaster pistols","Increases weapon damage by 1, adds ⬛ to all checks made when using this weapon","2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.","AoR, EotE","Core"]
["Filed Front Sight",25,null,null,1,0,"Average (dd) Mechanics Check when applying modification yourself, otherwise listed price is used to pay someone else to add it, Pistols only","Innate Talent (Quick Draw), Increases difficulty of combat checks to hit targets at ranges beyond short range by 1.","1 Decreases the difficulty of checks to conceal the weapon by 1 Mod.","AoR, EotE","Core"]
["Forearm Grip",250,null,null,1,1,"Blaster rifles and Carbines or weapon of equivalent size (but not heavy rifles)","Decreases the additional difficulty of making Ranged (Heavy) checks while engaged to an d rather then an additional dd","1 Innate Talent (Point Blank Rank +1) Mod, 1 Weapon Quality (Accurate +1) Mod.","AoR, EotE","Core"]
["Marksman Barrel",1200,null,null,2,4,"Blaster Rifles Only, hard to conceal","Increase Weapon's range by one band, Weapon gains Cumbersome 2 quality.","2 Weapon quality (Accurate +1) Mods, 1 Innate Talent (Sniper Shot) Mod.","AoR, EotE","Core"]
["Mono-Molecular Edge",1000,null,null,1,5,"Bladed weapons only","Decreases Weapons Crit rating by 1 to a minimum of 1","2 Weapon Quality (Pierce +1) Mods.","AoR, EotE, Fad","Core"]
["Multi-Optic Sight",2000,null,null,1,3,"Any Ranged Weapon","Removes up to ⬛⬛ on any checks to use this weapon due to smoke, darkness or other environmental conditions that obstruct vision","2 Skill (perception) Mods","AoR, EotE, FaD","Core, \nSavage Spirits (Seeker Career)"]
["Serrated Edge",50,null,null,1,1,"Any Melee bladed weapons","Grants the weapon the Vicious (+1) Quality","None","AoR, EotE, Fad","Core"]
["Shortened Barrel",250,null,null,1,4,"Only Applied to Ranged (Light) Pistol Weapons","Reduce difficulty of checks to conceal weapon by 1, Reduces range band by one to a minimum of short, if already short add ⬛ to attack checks","1 Innate Talent (Quick Draw) Mod","AoR, EotE","Core"]
["Spread Barrel",1725,null,null,2,4,"Blaster Rifle and carbines only","Grants Weapon Quality Blast (4), Reduces weapon's range band by one to a minimum of engaged.","2 Blast +1 Mods","AoR, EotE","Core"]
["Superior Weapon Customization",5000,null,null,1,6,"Any Weapon except limited use weapons e.g. grenades","Grants Weapon the Superior Quality (+1 damage, add an automatic a to checks using this weapon). (Can only be applied once)","None","AoR, EotE, Fad","Core"]
["Telescopic Optical Sight",250,null,null,1,1,"Any Ranged Weapon that could logically benefit from a sight","Reduces the difficulty of ranged combat checks at long and extreme range by one.","None","AoR, EotE, Fad","Core"]
["Tripod Mount",250,null,null,2,3,"Ranged (Heavy) and Gunnery Weapons only, requires two preparation manoeuvres to set up.","Decreases weapon's Cumbersome rating by 3 when set up, May not move weapon except to pivot once tripod is set up.","2 Weapon Quality (Cumbersome -1) Mods","AoR, EotE, Fad","Core"]
["Under-Barrel Flame Projector",3000,"( R )",null,2,5,"Only applyable to a rifle sized weapon","Enables weapon to fire using the following profile at the users choice; (Ranged (Heavy); Dam 10; Crit 2; Range [Short]; Burn 5, Blast 2) Adds Cumbersome (+1) to weapon.","None","AoR","Core"]
["Under-Barrel Grenade Launcher",2000,"( R )",null,2,5,"Only applyable to a rifle sized Ranged (Heavy) weapons.","Enables Weapon to Fire Grenades, This uses the grenades profile, but uses the Ranged (Heavy) skill to fire and has medium range. Adds Cumbersome (+1) to weapon and increases encumbrance by 2, Grenades remain as Limited Ammo 1","5 Quality (Limited Ammo +1) Mods.","AoR","Core"]
["Weapon Harness",500,null,null,2,2,"Ranged (Heavy) and Gunnery weapons only.","Decreases Cumbersome rating by 2","1 Innate Talent (Brace) Mod","AoR, EotE, Fad","Core"]
["Weapon Sling",100,null,null,1,0,"Ranged (Heavy) Weapons only","Decreases Cumbersome rating by 1","1 Innate Talent (Quick Draw) Mod","AoR, EotE, Fad","Core"]
["Weighted Head",250,null,null,2,3,"Bludgeoning Brawl and Melee weapons only","Damage +1","1 Damage +1 Mod, 1 Weapon Quality (Concussive +1) Mod","AoR, EotE, Fad","Core"]
["Blaster Suppressor",750,"( R )","-",1,5,"Blaster Pistols only","Adds ⬛⬛ to any perception or vigilance checks made to locate a concealed shooter firing a silenced blaster","None","AoR, EotE","Strongholds of Resistance (Alliance Worlds Sourcebook), Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Weapon Signature Reduction",1000,null,0,1,6,"Only effective on weapons with a encumbrance rating of 3 or less","Increase difficulty of checks using scanners to search for this weapon by 2. Add ⬛ to all mechanics checks for maintenance on this weapon.","None","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["SoroSuub True-Site System",500,null,0,1,4,"Requires a logical need for a weapon sight","Allows shooter to aim as a incidental once per round at short range. Decrease the difficulty of perception checks to locate shooter in low light conditions by 1.","1 Weapon Quality (Accurate +1) Mod.","AoR","Strongholds of Resistance (Alliance Worlds Sourcebook)"]
["Bowcaster Automatic Re-cocker",500,null,null,1,3,"Must be build by the owner with a Average (dd) mechanics check or the weaponsmith who built the weapon","Removes reloading manoeuvre requirement from bowcaster","1 Weapon Quality (Auto-Fire) Mod.","EotE","Core"]
["Bowcaster Accelerator Enhancement",250,null,"-",1,4,"Must be build by the owner with a Average (dd) mechanics check or the weaponsmith who built the weapon","Increase weapon damage by one point","2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.","EotE","Core"]
["Gene-Lock",500,null,"-",1,7,"Any Weapon except simple weapons that have no moving parts or technology","Weapon only works for its owner","Self-Destruct. The weapon detonates if an unauthorized user tries to fire it, inflicting one Critical Injury on the unauthorized user (roll normally to determine the Critical Injury). The weapon is destroyed if it self destructs. (DUH!)","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Laser sight",500,null,"-",1,5,"available on any ranged (light) or (heavy) weapon, target may be alerted if they were otherwise unaware of the shooter","Gain Automatic a on successful combat checks with this weapon","None","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Pistol Grip",400,null,"-",1,3,"available to any Ranged (Heavy) blaster rifle, Blaster Carbine or slugthrower that does not poses the cumbersome quality.","Weapons skill changes to Ranged (Light) but a ⬛ is added to any combat check while firing the weapon one handed, weapons range is reduced to medium if longer.","None","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Secondary Missile System",3000,null,3,3,6,"Only useable with Ranged (Heavy) weapons, holds a single rocket","Enables the weapon to fire rockets or missiles. This uses the missiles profile (including range) and requires the Gunnery skill to use, Adds Cumbersome (+2) quality to the weapon, increases encumbrance by +3. Must be reloaded to fire again.","None","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Wrist Mount",275,null,"-",2,5,"Only available to Ranged (Light) weapons","The weapon can be worn on the user's wrist, allowing him to use his hands without interference.","None","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Overcharge Valve",1500,"( R )",null,2,6,"Apply to any blaster or energy weapon that could logically be benefitted","as an incidental, the wielder may have the weapon gain the Prepare 1 quality and increases its damage by 4 for the next attack he makes with it, after firing the weapon runs out of ammunition.","none","EotE","Fly Casual (Smuggler Sourcebook"]
["Paired Weapons","300 (for pair)",null,null,"1 (Per weapon)",3,"requires a pair of one handed weapons melee or ranged","Must be applied to two weapons at the same time. Reduces the a required to hit with the secondary weapon when two weapon fighting with this pair of weapons by 1","None","EotE","Fly Casual (Smuggler Sourcebook"]
["Set Trigger",450,null,null,1,4,"hair trigger, can be applied to any Ranged (Light), Ranged (Heavy)","Adds automatic st to the first combat check made with this weapon each encounter","1 adds additional automatic s to first combat check made with this weapon each encounter Mod.","EotE","Fly Casual (Smuggler Sourcebook"]
["Underslung Scattergun",750,"( R )",null,3,5,"only applyable to pistol and rifle sized weapons","Enables weapon to be used as the following profile at users choice (Ranged [Heavy], Damage 6; Range [Short]; Blast 5, Knockdown, Limited Ammo 1). Adds Cumbersome (+1) to weapon ","none","EotE","Fly Casual (Smuggler Sourcebook"]
["Poison Reservoir",400,"( R )",null,1,5,"Only for Melee and Brawl bladed weapons","Allows user to store 1 dose of any poison (at GMs discretion), as a manoeuvre the weapons wielder may douse the blade in the stored poison. Until the end of his next turn, whenever the wielder successfully attacks a target with the weapon (whether or not he deals damage) the target also suffers the effects of the selected poison.","4 Increase the number of a poison the reservoir can hold by 1 Mods.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Custom Grip",500,null,"-",1,6,"Any weapon","Remove ⬛ from all combat checks. If not owner add ⬛⬛ to all combat checks","1 Weapon Quality (accurate +1) Mod","EotE","Special Modifications (Technician Sourcebook)"]
["Enhanced Xciter",1500,null,"-",2,6,"Any Blaster","Decrease critical rating by 1 to a minimum of 1. GM may spend yy to cause the blaster to explode destroying it and inflicting an automatic Critical Injury on the wielder.","3 Weapon Quality (pierce +1) Mod","EotE","Special Modifications (Technician Sourcebook)"]
["Gyrostabilizer",1000,null,"-",2,6,"Any Ranged (Heavy) or Gunnery Weapon. Single user can use a weapon that would normally require team of two","Decrease Cumbersome Quality by 1","3 Decrease Cumbersome quality by 1 Mods. 1 innate talent (Barrage) Mod","EotE","Special Modifications (Technician Sourcebook)"]
["Integrated Scanner",675,null,"-",2,5,"Any Ranged (Heavy) Weapon","Mod adds a General purpose scanner. Wielder adds an automatic aa to initiative checks while weapon is drawn.","2 Remove  ⬛ from initiative checks Mods.","EotE","Special Modifications (Technician Sourcebook)"]
["Optimized Energy Cell",100,null,"-",1,5,"Any Energy weapon","GM requires an additional t to the normal results to make the weapon run out of ammunition.","None","EotE","Special Modifications (Technician Sourcebook)"]
["Overcharged Actuating module",650,null,"-",1,7,"Any Pistol or Carbine","Increase weapon damage by +1. GM may spend tt on any combat check made with this weapon to have it become damaged one step","1 Damage +1 Mod","EotE","Special Modifications (Technician Sourcebook)"]
["rapid-recharge Xciter",750,null,"-",1,7,"Any Blaster","Weapon gains the Auto-Fire quality and the Inaccurate 3 quality","2 Decrease Inaccurate quality by 1 Mods","EotE","Special Modifications (Technician Sourcebook)"]
["Removed Safety Features",250,null,"-",0,2,"Any Ranged (Light) or (Heavy) that could logically have elements to remove","Adds ⬛ to the first combat check made with the weapon during an encounter. GM may spend tt or y from any combat check to have the weapon misfire; running out of ammunition and inflicting 4 strain on the wielder","None","EotE","Special Modifications (Technician Sourcebook)"]
["Secondary Ion Blaster",400,null,2,2,6,"Any Ranged (Heavy) Weapon","Enables the weapon to fire using the following profile at the users choice: (Ranged [Heavy]; Dam 10; Crit 5; Range [Short]; Disorient 5, Ion) Adds Cumbersome (+1) to the weapon and increases encumbrance by 1.","2 Increase ion blaster's damage by +1 Mods","EotE","Special Modifications (Technician Sourcebook)"]
["Sonic Scope",1500,null,"-",1,8,"Any Ranged (Heavy) Weapon","Character may observe and target enemies who are completely hidden by solid objects that the weapon can penetrate. At GMs discretion, target may receive additional defence or even soak to reflect shooting through a solid object.","1 Skill (Cool) Mod, 1 Skill (Vigilance) Mod, 2 Innate Talent (Precise Aim) Mods.","EotE","Special Modifications (Technician Sourcebook)"]
["Stripped Down",250,null,-1,3,4,"Any Ranged (Light) or (Heavy) weapon","Decrease the weapons encumbrance by 1 (Minimum 1), Add ⬛ to a characters perception checks to find the weapon when it is hidden.","2 Decrease encumbrance by 1 (Minimum 1) Mods","EotE","Special Modifications (Technician Sourcebook)"]
["Under Barrel Grapnel Launcher",500,null,2,2,3,"Any Ranged (Light) or (Heavy) weapon that could logically have a grapnel launcher mounted on it.","May make a Average (dd) Ranged (Light) check to secure the grappling hook to an object within medium range, on success as an action user may reel in the cord. Pulling another character the user must make an Average (dd) Athletics check to avoid losing grip on partner or gun. Increases encumbrance by 2.","None","EotE","Special Modifications (Technician Sourcebook)"]
["Vibro Bayonet",300,null,1,1,3,"Any Ranged (Heavy) weapon that could logically mount a bayonet","Enables weapon to be used in melee combat with the following profile at users choice (Melee; Damage +1; Crit 2; Range [Engaged]; Pierce 2, Inaccurate 1, Vicious 1).","2 Increase Melee weapons damage by 1 Mods.","EotE","Special Modifications (Technician Sourcebook)"]
["Blaster Energy Dampener",750,"( R )","-",1,4,"Any Ranged (Light) or (Heavy) blaster weapons","Increase difficulty of checks made to detect this weapons fire by 1. Decrease weapon damage by 1","1 Add ⬛ to checks made to detect this weapons fire Mod.","FaD","Core"]
["Night Vision Scope",500,null,"-",1,3,"any ranged weapons with exception to single use weapons that would not realistically benefit from a scope","Remove up to ⬛⬛ on any checks to use this weapon due to darkness","None","FaD","Core"]
["ShadowSheath",1500,"( R )","-",1,5,"Any weapon with an encumbrance of 2 or less","Increase the difficulty of any checks made to detect the sheath or the weapon it holds by two","None","FaD","Core"]
["Stun Pulse",250,null,null,1,4,"Any Bludgeoning melee or brawl weapon","Weapon gains the Stun 2 quality","3 Item Quality (Stun +1) Mods","FaD","Core"]
["Energy Overclock Setting",500,null,0,3,5,"Any Vibroweapon or other powered melee or brawl weapon","Once per turn as a manoeuvre, the wielder may activate the overclock setting to grant the weapon Vicious 3 (or increase the value of its Vicious quality by + 3) until the end of the round If the wielder generates ttt or y on a combat check with the weapon before the end of the next round, the weapon overheats or shorts out, and ceases to function entirely until the end of the encounter.","1 Add automatic a to Combat checks with this weapon Mod, 1 Activate attachment as an incidental Mod.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Force Attuned Resonator",1000,"( R )",0,2,8,"Any Ranged (Light) or (Heavy) weapon that has a trigger.","A character must possess a Force rating of 1 or higher and knowledge of how the resonator mechanism works in order to operate this weapon","1 Innate Talent (Prescient Shot) Mod","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Integrated Illuminator",200,null,1,1,4,"Any ranged weapon that could logically benefit from a spotlight","Removes up to ⬛⬛ due to darkness on any checks to use this weapon against targets within short range","1 Increase spotlight range to medium Mod, 2 Item Quality (Disorient + 1) Mods.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Magnetic Weapon Tether",250,null,0,1,2,"Any one hand weapon that could logically benefit from a weapon tether.","During his turn, the wielder may recover the weapon as an incidental so long as he is engaged with it","1 Innate Talent (Quick Draw) Mod","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Shield Discharge Pack",800,null,1,1,5,"Any Shield or Buckler","When the wielder of the shield suffers a hit from a Melee. Brawl, or Lightsaber Combat check. after the attack is resolved, the character may spend tt or y to cause the attacker to suffer 3 strain (this ignores soak)","2 Item Quality (Disorient + I) Mods. 1 Innate Talent (Defensive Stance) Mod.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Beam Splitter",1250,"( R )",0,3,5,"Any blaster","Grants weapon quality Blast with a value equal to half of the weapon's damage (rounded up), Reduces weapon's range by one range band to a minimum of engaged","2 weapon quality (Disorient +1) Mods","AoR","Forged in Battle (Soldier Career)"]
["Built in Blaster Sight",150,null,0,1,4,"Any Blaster","Remove ⬛ added by the Called Shot use of the Aim manoeuvre form Ranged (Light) and Ranged (Heavy) Checks","None","AoR","Forged in Battle (Soldier Career)"]
["Galven Pattern Resequencing",1000,null,0,2,5,"Blaster Pistols and Heavy Blaster Pistols","Increases weapon damage by 1, adds automatic tt to all combat checks made using this weapon","2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.","AoR","Forged in Battle (Soldier Career)"]
["Environmental Adaptation Kit",100,null,0,1,2,"Any Ranged Weapon","Prevents a weapon from breaking down as a result of a specific type of environment","None","FaD","Savage Spirits (Seeker Career)"]
["Hunting Barrel",1200,"( R )",1,3,4,"Blaster rifles only","Increases weapon's range by one range band, adds cumbersome (+2) quality to the weapon and increases encumbrance by +1","2 Item Quality (Accurate +1) Mods, 1 Innate Talent (Lethal Blows) Mod.","FaD","Savage Spirits (Seeker Career)"]
["Motion Tracker",1000,null,0,2,5,"Ranged (Heavy) Weapons only","Remove ⬛ due to the target's movement or use of the Guarded Stance manoeuvre","1 Innate Talent (Precise Aim) Mod.","FaD","Savage Spirits (Seeker Career)"]
["Slugthrower Suppressor",100,"( R )",1,1,4,"Ranged (Light) and Ranged (Heavy) slugthrower weapons only","Adds ⬛⬛ to any perception or vigilance checks made to locate a concealed shooter firing a silenced Slugthrower","None","FaD","Savage Spirits (Seeker Career)"]
["Marked-Target Firing Lock",900,null,null,1,4,"Any Ranged Weapon that does not have Autofire or Blast quality","As an incidental designate a target while performing the Aim manoeuvre. This weapon will only fire at that designated target, All combat checks against that target cancel one additional t for every a. Only 1 target may be designated at a time, disengaging a lock requires a manoeuvre.","1 Cancel an additional t Mod","EotE","No Disintegrations (Bounty Hunter Career)"]
["Shock Pulse Emitter",1500,null,null,2,5,"Any Melee or Brawl Weapon","Grant weapon the Stun (+2) quality","2 weapon quality (Disorient +1) Mods","EotE","No Disintegrations (Bounty Hunter Career)"]
["Under-Barrel Micro-Rocket Rack",1200,"( R )","+3",3,6,"Any Ranged Weapon","Enables Weapon to fire 1 loaded micro-rocket. Adds the Cumbersome (+1) Quality to weapon, and increases Encumbrance by 3. As micro rockets are Limited Ammo 1 weapons, the launcher has the Limited Ammo 1 quality, and thus must be reloaded with a new micro-rocket to be fired again.","2 Mount 1 additional micro-rocket Mods, 2 Remove ⬛ from checks to fire micro-rockets from this attachment Mods.","EotE","No Disintegrations (Bounty Hunter Career)"]
["Droid Brain Detonator",1000,null,null,0,4,"Any grenade or explosive","The explosive's detonator is controlled by a droid brain that can activate under any predetermined circumstances its owner dictates. For instance \"If I die delete my browser history then avenge me!\"","None","AoR","Fully Operational (Engineer career)"]
["Droid Targeting System",3200,null,null,3,5,"Any personal ranged weapon","Upgrade ability on Ranged combat checks made with this weapon once.","Add ⬛ to one Ranged combat check per encounter Mod, 1 Suffer 3 strain to remove y from Ranged combat check Mod.","AoR","Fully Operational (Engineer career)"]
["Grenade Cling",70,null,null,0,2,"Any grenade or explosive","Grenade attaches to target and requires an Average (dd) Athletics check to remove. Target cannot avoid the blast regardless of delay or  throw weapon back at the attacker","Increase damage by 1 to stuck target Mods, 2 Increase difficulty to remove adhered grenade once Mods.","AoR","Fully Operational (Engineer career)"]
["Proximity Detonator",120,null,null,0,3,"Any grenade or explosive","The weapon detonates when a being or creature with a size of at least silhouette 1 comes within short or engaged range, as determined by the user when placed. At the CM's discretion, other sources of movement within range may cause the device to detonate.","None","AoR","Fully Operational (Engineer career)"]
["Ordnance Impeller",500,null,null,0,4,"Any grenade or explosive of encumbrance 3 or less","The explosive is able to hover over land at roughly the rate of a character on foot. Includes a holocam and remote-control unit, allowing for operation and detonation of the mobile explosive from up to extreme range, intervening materials may decrease this distance. Any skill checks to operate the mobile explosive use Computers or Piloting (Planetary) (character's choice).","Add ten-meter maximum altitude Mod.","AoR","Fully Operational (Engineer career)"]
["Componentization",1150,null,null,2,5,"Any weapon with an encumbrance of 2 or less","Allows weapon to be broken down into pieces and disguiesed as other items, any part gets damaged or goes missing the entire weapon is useless. A character must make a Formidable (ddddd) Mechanics or Skulduggery check to deduce the items are weapon parts.","None","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Lightweight Frame",650,null,null,1,3,"Any Weapon","Reduces a weapons encumberance by 1 to a minimum of 1","1 Reduce a weapons encumberance by 1 to a minimum of 1 mod","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Scanner-Proof Hardware",1000,"( R )",null,2,6,"Any Weapon","Weapon cannot be detected by standard weapon-detecting technologies. Characters using advanced scanners must make a Hard (ddd) Computers check to find the weapon, has no effect on physical searches. In combat checks a GM may spend tt or y to render the weapon inoperable requring a major repair before it can be used again","1 Reduce a weapons encumberance by 1 to a minimum of 1 mod","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Xciter Overcharge",1100,"( R )",null,2,7,"Any Blaster","As an incidental, the wielder may have the weapon gain the Prepare 1 quality and increases its damage by 4 for the next attack he makes with it, after firing the weapon runs out of ammunition. GMs may spend ttt or y from a combat check when this overcharge is used to cause the weapon to explode and deal full damage to the shooter (weapon is lost obviously)","None","AoR","Cyphers and Masks (Spy Sourcebook)"]
[]
["Armour Attachments"]
["Name","Price","Restricted","Encum","HP ","Rarity","Notes","Base Modifiers","Modification Options","Book Set","Source","Column2"]
["Cortosis Weave",10000,null,null,2,8,"None","Armour Gains the Cortosis Quality","None","AoR, EotE","Core"]
["Enhanced Optics Suite",1750,null,null,1,3,"Built into a Helmet","Removes up to ⬛⬛ added to Perception, Vigilance and other combat skill checks due to darkness, smoke, or other environmental effects that obscure vision","1 Skill (vigilance) Mod","AoR, EotE","Core"]
["Heating System",1000,null,null,1,3,"None","Reduces the Difficulty of Resilience checks made to resist the effects of extreme cold by one, Removes up to ⬛⬛ added to checks to extreme cold","None","AoR, EotE, Fad","Core"]
["Optical Camouflage System",5500,null,null,2,6,"Can be attached to any armour but is useless on laminate and plastoid heavy armour","Upgrades the ability of all Stealth checks twice while wearing this armour","Innate Talent (Master of Shadows) Mod, 1 Skill (Stealth) Mod","AoR, EotE FaD","Core, Savage Spirits (Seeker Career)"]
["Strength Enhancing System",5500,null,null,2,4,"Only with laminate armour or similar full-body hard armour suits","Increases Wearer's Brawn by one point while wearing this armour. (does not increase soak or wound threshold)","2 Skill (Athletics) Mods, 2 Innate Talent (Brace) Mods.","AoR, EotE","Core"]
["Superior Armour Customization",5000,null,null,1,6,"None","Gives armour the Superior quality (Soak +1, Encumbrance -1). (Can only be applied once)","None","AoR, EotE, Fad","Core"]
["Thermal Shielding System",1000,null,null,1,3,"Installed on any medium or heavy armour that covers the entire body and can be sealed.","Reduces the difficulty of Resilience checks made to resist the effects of extreme heat by one, Removes up to ⬛⬛ added to checks to extreme heat or fire","None","AoR, EotE, Fad","Core"]
["Vacuum Sealed",1000,null,null,1,3,"can only be applied to laminate and battle armour.","Allows user to ignore the effects of Vacuum or poisonous atmospheric environments for up to 10 minutes","None","AoR, EotE","Core"]
["Integrated Med-Systems",2500,null,1,2,7,"any armour that covers the majority of the wearers body (subject to GM's discretion)","Once per session user may activate the attachment as an incidental, counting as one use of a stimpack, additionally, all medicine checks made to heal the wearer gain ⬛.","2 all successful medicine checks made to heal wounds the wearer is suffering heal one additional wound Mods.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Weapon Mount",1000,null,null,2,6,"Required weapon to be modified as well with 1 hard point. Can mount any ranged (Light) or (Heavy) weapon with an encumbrance of 4 or less (subject to GM's discretion)","Mounts a single weapon on the armour allowing the wearer to aim and fire it without using his hands or arms (** Predator anyone? **)","None","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Commlink",200,null,null,0,1,"long range comlink placed in a helmet","long range comlink placed in a helmet","None","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Integrated Scanner",1000,null,null,1,4,"Any Helmet","While wearing this helmet the user benefits from a general purpose scanner and adds ⬛ to perception checks made to detect movement or hidden enemies","1 Skill (Perception) Mods.","EotE, FaD","Dangerous Covenants (Hired Gun Sourcebook)"]
["Range Finder",1500,null,null,1,6,"Any Helmet","Innate Talent (Sniper Shot)","1 Innate Talent (Sniper Shot) Mod","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Targeting System",3000,null,null,1,7,"Any Helmet","User adds ⬛ to all Ranged attacks at long or extreme range","1 Innate Talent (Natural Marksman) Mod.","EotE","Dangerous Covenants (Hired Gun Sourcebook)"]
["Threat Monitor",750,null,"-",1,4,"Equipable on any armour and is usually integrated into the helmet, visor or other place where the user can easily see it at all times.","Adds an automatic a to initiative checks.","1 Innate Talent Quick Strike Mod, 2 Add automatic a to Initiative checks Mods.","EotE","Lords of Nal Hutta (Hutt Space Sourcebook)"]
["Amphibious Modification",500,null,null,1,4,"Nearly any suit of armour that could be converted into an amphibious suit and could have an air tank attached, comes with retractable flippers to provide humanoids improved mobility in water. ","Provides 5 hours of air (or gas) but does not protect against vacuum. Removes ⬛ from physical checks due to underwater conditions.","2 Increase oxygen supply by two hours Mods","EotE","Special Modifications (Technician Sourcebook)"]
["Custom Fit",400,null,null,1,3,"Any Armour","Remove ⬛ from Athletics and Stealth checks while wearing the armour","1 Remove an additional ⬛ from Athletics and Stealth checks while wearing the armour Mod","EotE","Special Modifications (Technician Sourcebook)"]
["Integrated Ascension Gear",350,null,null,2,3,"Any Armour","Make an Average (dd) Ranged (Light) check to secure the grappling hook to an object within medium range, on success as an action may reel cable in. Pulling another character with him requires an Easy (d) Athletics check","None","EotE","Special Modifications (Technician Sourcebook)"]
["Integrated Slicer Gear",750,null,null,3,6,"Any Armour","Counts as having Slicer Gear. Adds ⬛ to all checks made by others to correctly identify that the character is slicing","1 Innate Talent (Technical Aptitude) Mod.","EotE","Special Modifications (Technician Sourcebook)"]
["Ion Shielding",2000,null,null,1,7,"Any armour with soak 2 or higher","Increase the armour's soak by 3 against weapons with the Ion Quality","Increase Ranged and Melee defence by 1 against weapons with the Ion Quality Mod","EotE","Special Modifications (Technician Sourcebook)"]
["Radiation Shielding",500,null,null,1,3,"Only with laminate armour or similar full-body hard armour suits that can be fully sealed","Add ⬛⬛ to Resilience checks to resist radiation","2 Increase armour's Soak by 1 against damage caused by radiation Mods.","EotE","Special Modifications (Technician Sourcebook)"]
["Reinforced Gauntlets",250,null,null,2,2,"Any armour with soak 2 or higher","Gauntlets count as a weapon with the following profile (Melee; Damage +1; Crit 4; Range [Engaged]; Disorient 3)","1 Innate Talent (Durable) Mod","EotE","Special Modifications (Technician Sourcebook)"]
["Self-Repair Systems",3000,null,null,2,6,"For any Armour with Melee or Ranged defence 1 or higher","Once per encounter, as a manoeuvre the wearer can have the armour attempt to repair itself or provide assistance to a character on a check to repair it; it counts as having an intellect of 2 and 2 ranks in Mechanics skill for the check. In addition there is no cost to repair the armour, whether utilizing only the automatic repair functionality or performing the repair personally.","None","EotE","Special Modifications (Technician Sourcebook)"]
["Biofeedback System",3300,null,null,2,5,"Any Full body armour suit","Increase characters strain threshold by 4 while wearing this armour","1 Innate Talent (Rapid Recovery) Mod","FaD","Core"]
["Energy Dispersion System",500,null,null,1,4,"Any Armour","When using the wearer's Soak to reduce damage dealt to the wearer's strain threshold, count the soak value as 2 higher","None","FaD","Core"]
["Armour Spikes",500,null,2,3,2,"Any Armour that covers the arms or legs","Increase the armour's encumbrance by 2. When the wearer suffers a hit from a Melee, Brawl or Lightsaber Combat check, after the attack is resolved, the character may spend ttt or y to automatically inflict one hit for 6 damage on the attacker.","3 Increase the damage attackers\nSuffer by + 1 Mods. 1 lnnate Talent (Intimidating) Mod.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Hardened",900,null,2,2,4,"Power Armour only","Prevents deactivation of power armour by electromagnetic or ion weapons.","None","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Kiirium Coating",2500,null,1,2,7,"armour that has hard or solid parts around which the alloy can be coated. such as with laminate armour, heavy battle armour","Adds + 1 soak to armour against blaster and flame attacks","2 Decreases the difficulty of Resilience checks made to resist the effects of fire and extreme heat by 1 Mods.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Low-Friction Coating",750,null,0,1,5,"armour that has hard or solid parts around which the alloy can be coated. such as with laminate armour, heavy battle armour","Increases the armour's melee defence by +1. Adds ⬛⬛ to Mechanics checks to modify or maintain the armour","1 Skill (Coordination +1) Mod.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Quick Shed",650,null,0,1,4,"Only applied to armour with an encumbrance of 3 or higher.","As a Manoeuvre the wearer may shed the armour. Armour removed in this fashion must be reassembled before the wearer can don it again, reassembly requires several minutes and an Average (dd) Mechanics check.","None","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Reactive Plating",2000,null,4,4,6,"armour of soak 2 or higher only","Increase armours encumbrance by 4. The first time the wearer of this armour is hit by an attack each encounter, reduce the damage he suffers by 10; the armour suffers minor damage and loses this benefit until fully repaired.","3 Reduce the armour's encumbrance by 1 Mods.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Reflec Shadowskin",1200,"( R )",0,1,6,"Armour of soak 2 or lower only","Adds an automatic a to Stealth checks.","1 Innate Talent (Stalker) Mod. 2 Add ⬛ to perception checks to see the wearer Mod.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Stun Matrix",1750,null,1,1,3,"Any Armour that could logically benefit from having a stun matrix added","Increase the armour's encumbrance by 1. When the wearer suffers a hit from a Melee, Brawl or Lightsaber combat check after the attack is resolved the character may spend tt or y to disorient the attacker for 2 rounds","1 Wearer may spend ttt or y from the combat check to immobilize the attacker for 1 round Mod, 1 wearer may spend y from the combat check to stagger the attacker for 1 round Mod.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Passive Foliage Suit",75,null,0,1,2,"Any armour that can logically integrate patches and tie-lines","Adds ⬛ to any Perception or Vigilance checks made to detect a character in appropriate environments who is wearing this armour","None","FaD","Savage Spirits (Seeker Career)"]
["Water Reclamation System",500,null,0,2,4,null,"Upgrades the ability of any Resilience and Survival checks made in dry or hot environments due to scarcity of water twice.","None","FaD","Savage Spirits (Seeker Career)"]
["Integrated Holsters",300,null,"+4",2,4,"Any Armour","Increases encumbrance by 4. The character may holster up to 2 weapons of Encumbrance 3 or lower in the armour. While holstered, these weapons do not count towards the character's encumbrance value.","2 Add  to other characters perception checks to find weapons stored in the armour Mods, 3 holster up to 1 additional weapon of Encumbrance 3 or lower in the armour Mods, 1 innate talent (Quick Draw) Mod","EotE","No Disintegrations (Bounty Hunter Career)"]
["Micro-Rocket Armour Mounting",800,"( R )","+3",2,6,"Any Armour","Enables user to fire 1 loaded micro-rocket without needing to perform a manoeuvre to draw. Increases encumbrance by 3. As micro rockets are Limited Ammo 1 quality, this modification must be reloaded with a new micro-rocket to be fired again.","5 Mount 1 additional micro rocket Mods, 1 Remove  from checks to fire micro-rockets from this attachment Mod","EotE","No Disintegrations (Bounty Hunter Career)"]
["Repulsor-Assisted Lifting",1000,null,"-",2,3,"only with Laminate armour and other full-body hard armour suits","Add 5 to wearer's Brawn score for the purposes of determining Encumbrance threshold.","2 Add 1 to wearer's Brawn score for the purposes of determining Encumbrance threshold mods, 2 skill (Athletics) Mods.","EotE","No Disintegrations (Bounty Hunter Career)"]
["Tracking System",1000,null,"-",1,7,"Any Armour","Upgrade the ability of checks to track a designated target once. The wearer may designate a target by spending a manoeuvre while maintaining line of sight to the target, or through sensor and communication equipment such as a surveillance tagger. Only a single target can be designated at a time.","1 Skill (Vigilance) Mod, 1 Skill (Survival) Mod.","EotE","No Disintegrations (Bounty Hunter Career)"]
["Automated Weapon Mounting",3000,"( R )",0,2,5,"Any Armour but weapon must also be modified taking up 1 hard point","Allows the character to mount a single Ranged (Light) or (Heavy) or Melee weapon of encumbrance 3 or less (subject to the GM's discretion) on the character's armour. Once per encounter, the character can spend a manoeuvre to make a combat action with this weapon without using his/her hands or arms. The difficulty of combat checks made with the mounted weapon are upgraded once","1 Add ⬛ to combat checks instead of increasing difficulty Mod, 2 Increase allowable weapon encumbrance by 1 Mods.","AoR","Fully Operational (Engineer Sourcebook)"]
["Droid Brain Defence System",5000,null,0,3,6,"Generally for power armour but can be used for anything really","Increase armours defence by 1","1 Increase defence by 1 when taking Guarded Stance manoeuvre Mod.","AoR","Fully Operational (Engineer Sourcebook)"]
["Repulsor Pack",2500,null,0,2,4,"Any Armour","Allows the user to function as a speed 1, handling - 1 , system strain threshold 2 vehicle that can only operate in atmosphere and has the same silhouette as the operator. It has a maximum altitude of 75 meters, and the operator's Coordination skill is used for any relevant checks.","1 Increase handling by 1 Mod.","AoR","Fully Operational (Engineer Sourcebook)"]
["Utility Arm",2000,null,0,2,3,"Any Armour","Provides the character with an additional mechanical arm that can function as one of the character's normal limbs, although it does not provide the character with additional actions or manoeuvres. The utility arm adds ⬛ to Mechanics checks and may modify other checks at the CM's discretion.","1 Add ⬛ to Mechanics checks Mod, 1 Spend 1 strain to gain an additional free manoeuvre per turn (character still may not perform more than two manoeuvres) per turn Mod.","AoR","Fully Operational (Engineer Sourcebook)"]
["Armor Insert",450,null,null,0,3,"Any Armor/clothing with a defense no greater than 0 and a soak of 1 or less","Turns any article of clothing into armored clothing. Characters can notice the inclusion of armor inserts in clothing by making a Average (dd) Perception Check","1 Increase soak by 1 mod, 1 increase defence by 1 mod, 1 increase difficulty of check to notice inclusion to Hard (ddd) mod.","AoR","Cyphers and Masks (Spy Sourcebook"]
["Boot Blade",100,null,null,0,5,"Any Armor","Provides the wearer with a retracable fighting blade with the following profile: (Melee; Damage +1; Critical 3; Range [Engaged])","1 Reduce weapons critical rating by 1 to a minimum of 1 mod, 2 item quality (Pierce +1) mods, 1 item quality (Vicious +1) mod.","AoR","Cyphers and Masks (Spy Sourcebook"]
["Jump Boots",1200,null,null,1,6,"Any armor with an encumberance of 4 or less. (only 1 use then needs refilling which costs 100 credits and 30 minutes)","Reduces difficulty of all Athletics checks made to jump up or over obstacles by 1.","1 reduce difficulty of all athletics checks to jump up or over obstacles by 1 mod, 1 allow wearer to fly for a total of 1 minute or 3 rounds mod.","AoR","Cyphers and Masks (Spy Sourcebook"]
["Reflec Adaptive Skin",3500,"( R )",null,2,7,"Any Armor","Upgrade the ability of all Stealth checks once while wearing reflec-coated armor.","2 add ⬛ to stealth checks while wearing reflec-coated armor mods.","AoR","Cyphers and Masks (Spy Sourcebook"]
["Scannerweave",1800,"( R )",null,2,6,"Any Armor","Upgrades the ability of all opposed Stealth checks made against sensor and scanner operators once.","None","AoR","Cyphers and Masks (Spy Sourcebook"]
["Stealth Field Generator",3800,"( R )",null,2,7,"Any Armor (but cannot move faster than a walk while active or it loses its effect)","Upgrades the difficulty of all opposed perception checks to spot the warer once.","2 add ⬛ to opposed perception checks to notice the wearer mod.","AoR","Cyphers and Masks (Spy Sourcebook"]
[]
["Lightsaber Attachments and Crystals"]
["Name","Price","Restricted","Encumbrance","HP Required","Rarity","Notes","Base Modifiers","Modification Options","Book Set","Source","Column2"]
["Barab Ingot",15000,"( R )",null,2,8,"Lightsaber crystal","Changes Lightsabers base damage to 8 and critical rating to 3. in addition, lightsaber gains Breach 1, Burn 1 and sunder weapon quality's.  Benefits lost if crystal is taken out","2 Item Quality (burn +1) Mods, 2 Item Quality (Vicious +1) Mods","FaD","Core"]
["Curved Hilt",1000,null,null,1,6,"Upgrade","Adds automatic a to successful lightsaber combat checks when engaged with a single opponent","1 Item Quality (Defensive +1) Mod","FaD","Core"]
["Dantari Crystal",12000,"( R )",null,2,9,"Lightsaber crystal","Changes Lightsabers base damage to 7 and critical rating to 2, Lightsaber gains Breach 1 and sunder weapon qualities. When making a force power check as part of a combat check, a character using a lightsaber with a dantari crystal may spend a force point to recover 2 strain. Benefits lost if crystal is taken out","1 Decrease Weapon's critical rating by 1 to a minimum of 1 Mod, 2 Damage +1 Mods.","FaD","Core"]
["Dragite Gem",14000,"( R )",null,2,7,"Lightsaber crystal","Changes Lightsabers base damage to 7 and critical rating to 3. in addition, lightsaber gains Breach 1, Disorient 1 and sunder weapon quality's.  Benefits lost if crystal is taken out","2 Item Quality (Disorient +1), 2 Item Quality (Concussive +1) Mods, 1 damage +1 Mod.","FaD","Core"]
["Dual-Phase Modification",4500,null,null,2,6,"Upgrade","May Change blade length once per encounter as an incidental. The next attack that turn made by the character using this weapon ignores the target's melee defence","None","FaD","Core"]
["Extended Hilt",3800,null,null,1,7,"Upgrade","Increase Weapon's damage by 1","1 Item Quality (Vicious +1) Mod.","FaD","Core"]
["Ilum Crystal",9000,"( R )",null,2,10,"Lightsaber crystal","Changes Lightsabers base damage to 6 and critical rating to 2. in addition, lightsaber gains Breach 1 and sunder weapon quality's.  Benefits lost if crystal is taken out","2 Item Quality (Vicious +1) Mods, 4 Damage +1 Mods, 1 Decrease weapon's critical rating by 1 to a minimum of 1 Mod.","FaD","Core"]
["Krayt Dragon Pearl",15000,"( R )",null,2,10,"Lightsaber crystal","Changes Lightsabers base damage to 9 and critical rating to 1. in addition, lightsaber gains Breach 1, Vicious 1 and sunder weapon quality's.  Benefits lost if crystal is taken out","3 Item Quality (Vicious +1) Mods, 1 Damage +1 Mod.","FaD","Core"]
["Lorrdian Gemstone",9600,"( R )",null,2,8,"Lightsaber crystal","Changes Lightsabers base damage to 7 and critical rating to 2. in addition, lightsaber gains Breach 1, Defensive 1 and sunder weapon quality's.  Benefits lost if crystal is taken out","1 Item Quality (Defensive +1) Mod, 2 Item Quality (Deflection +1) Mods.","FaD","Core"]
["Mephite Crystal",10000,"( R )",null,2,10,"Lightsaber crystal","Changes Lightsabers base damage to 8 and critical rating to 2. in addition, lightsaber gains Breach 1 and sunder weapon quality's. Force Sensitive characters using force powers to sense their surroundings automatically detect a lightsaber using a mephite crystal if it is in range of the power. Benefits lost if crystal is taken out","3 damage +1 Mods, 1 Decrease the weapon's Critical Rating by 1 to a minimum of 1 Mod, 1 Item quality (Vicious +1) Mod","FaD","Core"]
["Sapith Gem",18000,"( R )",null,2,10,"Lightsaber crystal","Changes Lightsabers base damage to 7 and critical rating to 2. in addition, lightsaber gains Breach 1 and sunder weapon quality's.  Benefits lost if crystal is taken out","1 Item quality (Breach +1) Mod, 2 Damage +1 Mods, 1 decrease the weapons critical rating by 1 to a minimum of 1 Mod.","FaD","Core"]
["Superior Hilt Personalization",5000,null,null,1,6,"Upgrade","Grants the lightsaber the Superior quality","None","FaD","Core"]
["Training Lightsaber Emitter",100,null,null,2,6,"Training crystal","Changes Lightsabers base damage to 6 and critical rating to -. in addition, lightsaber gains the Stun Damage weapon quality.  Benefits lost if crystal is taken out","None","FaD","Core"]
["Cyclic Crystal Array",1500,"( R )",0,2,8,"Upgrade","Allows installation of a second lightsaber crystal at no additional hard point cost. Whenever the wielder ignites the lightsaber, he chooses one of the crystals to be the active crystal that produces the blade, any other crystals installed have no effect. As a manoeuvre, while the lighsaber is not ignited. the wielder may switch any one lightsaber crystals in the hilt to be the active crystal that produces the blade.","Install a third lightsaber crystal at no additional hard point cost Mod.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Kimber Stone",6500,"( R )",0,2,8,"Lightsaber crystal","Installing a kimber stone changes a lightsaber's base damage to 9 and its critical rating to - The lightsaber gains the Stun Damage quality. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.","2 Damage + I Mods, I Item Quality [Concussive + 1) Mod, 2 Item Quality (Disorient + 1) Mods.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Sorian Crystal",16000,"( R )",0,4,9,"Lightsaber crystal","Installing a sorian crystal changes a lightsaber's base damage to 6 and its critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities Whenever the lightsaber is used with the Parry talent, add ⬛  to the next Combat check made against the attacker before the end of the next round. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.","3 Damage + 1 Mods. 1 Innate Talent (Parry) Mod, 1 Item Quality (Disorient + 1) Mods.","FaD","Keeping the Peace (Guardian Sourcebook)"]
["Damping Emitter",2000,null,null,1,null,"Upgrade","As a Manoeuvre the wielder of the lightsaber may adjust the device to deal Stun damage, While the lightsaber is set to deal Stun damage it decreases the damage it deals by 2, Increases its critical rating by 1 and loses the Breach quality, Adjusting the lightsaber to normal settings requires another manoeuvre","2 Stun Damage +1 Mods.","FaD","Endless Vigil (Sentinel Career)"]
["Overcharged Power Cell",500,null,null,1,6,"Upgrade","The wielder of this lightsaber can spend a on a combat check to increase the damage dealt by 1 and the GM can spend tt to decrease the damage dealt by 1","None","FaD","Endless Vigil (Sentinel Career)"]
["Pistol Hilt",750,null,null,2,5,"Upgrade","When the Lightaber is not ignited the wielder may fire the pistol using the following profile (Ranged [Light], Damage 6, Critical 3, Range [Short], Stun Damage)","None","FaD","Endless Vigil (Sentinel Career)"]
["Reflex Grip",4000,null,null,2,8,"Upgrade","When a character uses the Parry or Reflect incidentals with a lightsaber that has a reflex grip installed the character suffers 1 additional strain but counts their ranks in Parry and Reflect as 1 higher.","1 Item Quality (Defensive +1) Mod, 1 Item Quality (Deflection +1) Mod","FaD","Endless Vigil (Sentinel Career)"]
["Shien Reverse Grip Customization",100,null,null,1,6,"Upgrade","Wielder adds a to all Lightsaber (Cunning) checks made with this lightsaber, but adds t to all other Lightsaber checks","None","FaD","Endless Vigil (Sentinel Career)"]
["Etaan Crystal",12000,"( R )",null,1,9,"Lightsaber crystal","Installing this crystal changes a lightsabers base damage to 6 and critical rating to 2 and the lightsaber gains the breach 1 and sunder weapon qualities, if the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating. In addition while the Etaan crystal is installed in the lightsaber, if the character wielding the lightsaber uses the improved Reflect talent to inflict an automatic hit, increase the damage dealt by that hit by 2","1 Item Quality (Vicious +1) Mod, 2 Damage +1 Mods, 1 Decrease weapons critical rating by 1 to a minimum of 1 Mod, 1 Innate Talent (Parry) Mod, 1 Innate Talent (Reflect) Mod","FaD","Endless Vigil (Sentinel Career)"]
["Ghostfire Crystal",14000,"( R )",null,1,9,"Lightsaber crystal","Installing this crystal changes a lightsabers base damage to 6 and critical rating to 2 and the lightsaber gains the breach 1 and sunder weapon qualities, if the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating. In Addition while the Ghostfire Crystal is installed in the lightsaber the wielder may spend aaaa or x to prevent the target from using the Parry talent to reduce damage from this attack","2 Item Quality (Defensive +1) Mods, 2 Damage +1 Mods.","FaD","Endless Vigil (Sentinel Career)"]
["Nishalorite Stone",12500,"( R )",null,2,8,"Lightsaber crystal","Installing a Nishalorite Stone changes a lightsaber's base damage to 7 and its critical rating to 3. In addition the lightsaber gains the breach 1 and sunder weapon qualities, if the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating. Additionally a force-sensitive character with this lightsaber in their possession adds automatic a to any of their checks to locate their position, navigate terrain or find power sources or active technology.  ","1 Innate Talent (Planet Mapper) Mod, 2 Item Quality (Disorient +1) Mods, 1 Item Quality (Vicious +1) Mod","FaD","Savage Spirits (Seeker Career)"]
["Varpeline Crystal",14000,"( R )",null,2,9,"Lightsaber crystal","Installing this crystal changes a lightsabers base damage to 8 and critical rating to 3 and the lightsaber gains the breach 1, vicious 1 and sunder weapon qualities, if the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating. When Spending x to inflict a critical injury, the character may spend an additional x if the character does so they automatically inflicts the maimed critical injury on their target instead of the critical injury they would have inflicted","2 Item Quality (Vicious +1) Mods, 1 Damage +1 Mod.","FaD","Savage Spirits (Seeker Career)"]
["Blade Drain",4000,"( R )",0,2,9,"Upgrade","When making a combat check targeting an opponent with a lightsaber, the character may spend x to reduce the opponent's lightsaber's base damage by one for the remainder of the encounter. If the combat check generates ttt, the blade collapses as the power supply fails and may not be reignited until the character's next turn.","2 Item Quality (Defensive +1) Mods.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Hilt-Masking Kit",null,null,"As Mask",1,"As Mask","Upgrade","When attached to a lightsaber, this attachment adds ff to any attempts to find or identify the lightsaber as a lightsaber","2 Increase the number of f added by one Mods.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Pommel Cap",3000,null,0,1,2,"Upgrade","When attached to a lightsaber hilt , the weapon gains the Stun 2 item quality. In addition, a single small item with an encumbrance value of zero may be stored in the pommel cap, with GM approval","2 Item Quality (Stun +1) Mods.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Stun Blaster Attachment",750,null,1,3,5,"Upgrade","Enables weapon to fire using the following profile at the user's choice (ranged [light]; Damage 5; Critical - ; Range [Short]; Stun damage, Unwieldy +2) Attachment may not be used while Saber is ignited.","1 Damage +1 Mod, 1 Decrease Unwieldy rating by one to a minimum of 1 Mod, 2 Item Quality (Disorient +1) Mods.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Cracked Crystal","-","( R )",0,2,10,"Lightsaber crystal","Installing this crystal changes a lightsabers base damage to 6 and critical rating to 2 and the lightsaber gains the breach 1, Vicious 2 and sunder weapon qualities, When a character wielding this lightsaber makes a Force power check, add 🌑 to the check. When the Force sensitive character's Morality rises to 70 or more this crystal has been reclaimed; it no longer provides 🌑 and it loses the Vicious item quality, though it continues to function as above in all other respects. If the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating.","2 Damage + 1 Mods, 1 Decrease weapon critical rating by one to a minimum of 1, 1 Item Quality (Vicious +1) Mod.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Corrupted Crystal","-","( R )",0,2,9,"Lightsaber crystal","Installing this crystal changes a lightsabers base damage to 7 and critical rating to 3 and the lightsaber gains the Breach 2, Vicious 1 and Sunder weapon qualities, If a combat check made with this lightsaber results in y, the GM may cause the crystal to shatter, after which the lightsaber loses these qualities and reverts to its previous base damage and critical rating. If the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating.","1 Decrease the weapon's critical rating by one to minimum of 1 Mod, 2 Item Quality (Vicious +1) Mod.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Seeker Crystal",16000,"( R )",0,2,9,"Lightsaber crystal","Installing this crystal changes a lightsabers base damage to 7 and Critical Rating to 2 and the lightsaber gains the Breach 1 and Sunder weapon qualities, Force-Sensitive characters making a Perception of Vigilance check may add aa to the check for purposes of detecting whether a hiding being is present within short range. If the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating.","1 Damage +1 Mod, 1 Increase check range to medium Mod.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Solari Crystal",16000,"( R )",0,3,9,"Lightsaber crystal","Installing this crystal changes a lightsabers base Damage to 7 and Critical Rating to 2 and the lightsaber gains the Breach 1, Defensive 1 and Sunder weapon qualities, A Force sensitive character may reduce the amount of strain suffered when taking the Reflect incidental by one. Should a Force-sensitive user's Morality ever fall below 50, the lightsaber loses these qualities  and reverts to its previous base damage and critical rating. If the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating.","1 Damage +1 Mod, 1 Item Quality (Defensive +1) Mod, 1 Deduce cost of Improved reflect by t Mod.","FaD","Disciples of Harmony (Consular sourcebook)"]
["Thisspiasian Stabilizing Coils",5500,null,0,1,5,"Upgrade","When making an attack, remove one ⬛.","None","FaD","Unlimited Power (Mystic Sourcebook)"]
["Tholothian Heartwood Hilt",8000,null,0,1,7,"Upgrade","Increase encumbrance rating by 1. Attacks made add 2 s to the roll however, the GM may spend tttt or y generated by checks made with this weapon to cause it to become damaged by one step","None","FaD","Unlimited Power (Mystic Sourcebook)"]
["Walking Stick Hilt Disguise",2500,null,0,1,6,"Upgrade","This weapon is completely indistinguishable from a regular walking stick, a character must pass a Formidable ( ddddd ) Perception or Vigilance check to notice that it is not. The weapon also gains the inaccurate item quality or increases that value by 1","1 Decrease the value of the weapons Inaccurate item quality by 1","FaD","Unlimited Power (Mystic Sourcebook)"]
["Tainted Nightsister Crystal",13000,"( R )",0,2,10,"Lightsaber crystal","Installing this crystal changes a lightsabers base damage to 6 and critical rating to 2 and the lightsaber gains the breach 1,sunder, disorient 3, and Vicious 4 weapon qualities, if the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating. ","1 Damage +1 Mod, 1 Item Quality (Disorient +1) Mod","FaD","Unlimited Power (Mystic Sourcebook)"]
["Unstable Kyber Crystal",16000,"( R )",0,2,10,"Lightsaber crystal","Installing this crystal changes a lightsabers base damage to 6 and critical rating to 2 and the lightsaber gains the breach 1 and sunder weapon qualities, if the crystal is removed the lightsaber loses these qualities and reverts to its previous base damage and critical rating. In addition A character may spend a single manoeuvre communing with he crystal and attempting to harness its power. If the character does this they increase their current Force rating by 1. This increase persists until they use the extra C to fuel a force talent or Force power. However, until the end of the encounter, the GM may spend tttt or y generated by the characters' checks to have the fault cause the lightsaber to sputter and fail. in this case the lightsaber deactivates and may not be ignited for one hour.","None","FaD","Unlimited Power (Mystic Sourcebook)"]
["Cracked Jedha Crystal",8000,"( R )","-",3,7,"Lightsaber crystal","Installing this crystal changes a lightsaber's damage to 7 and critical rating to 3, and the lightsaber gains the Breach 1, Inaccurate 2, Sunder, and Vicious 1 qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.","3 Item Quality (Vicious + 1) Mods. 2 Damage + 1 Mods, 1 Item Quality (Inaccurate -1) Mod, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod.","FaD","Knights of Fate (Warrior Sourcebook)"]
["Flickerphase Blade",5000,null,"-",1,4,"Upgrade","Decrease the lightsaber's damage by 2 and add the Inaccurate 2 quality (or increase the existing quality by 1). When attacking with this lightsaber, targets cannot use the Parry incidental to reduce the damage of the attack","1 Item Quality (Inaccurate -1) Mod, 1 Damage + 1 Mod","FaD","Knights of Fate (Warrior Sourcebook)"]
["Reinforced Magnetic Shielding",4000,null,"-",1,5,"Upgrade","The lightsaber loses the Breach quality and gains the Concussive 1, Knockdown, and Pierce 1 qualities.","1 Item Quality (Concussive + 1 ) Mod, 2 Item Quality (Disorient + 1) Mods, 1 Item Quality [Pierce + 1 ) Mod.","FaD","Knights of Fate (Warrior Sourcebook)"]
[]
["Gear Attachments"]
["Name","Price","Restricted","Encumbrance","HP Required","Rarity","Notes","Base Modifiers","Modification Options","Book Set","Source","Column2"]
["Comlink bug",150,"-","-",0,4,"Planted in a comlink","Broadcasts all incoming and outgoing signals from a comlink to a remote listener at medium range.","None","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Concealed Climbing Cord",100,"-","-",0,2,"Normally placed in belts or other load bearing straps","Grants the user a length of climbing cord with a grappling hook, counts for having the right tool fo rthe job for climbing and repelling","None","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Dart Gun",200,"-","-",0,4,"Normally in cylindrical items","Enables the item to fire a single dart with the following profile: (Ranged [Light]; Damage 2; Critical 5; Range [Short]; Limited ammo 1, Pierce 1)","None","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Hidden Compartment",50,"-","-",0,3,"Can hold items with an encumbrance of 0, larger items can have larger compartments that hold items of encumbrance 1 or 2.","Adds a small hidding compartment to a personal item, minding the compartment requires a thorough once-over and a Hard (ddd) Perception check.","1 Upgrade difficulty of perception check required to disco ver compartment once mod.","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Holo Converter",600,"-","-",0,6,"Changes holoprojector's outgoing signal changing user to change their species, age gender ect, can store 4 different alter egos in its database","Allows a user to create disguises within holographic recording/projecting systems","2 add once additional alter ego to the database mods","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Subminiature Holocam",300,"-","-",0,5,"Normally in glasses or jewlery or datapads, can only record a handful of still images or a few minutes of video, all in low resolution, max range of 3 meters.","Allows a user to take still images and record holos unobtrusively","none","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Retractable Garotte",200,"-","-",0,6,"normally in comlink, bracelet briefcase or nearly any small item","Equips an item with a retractable garrote (see weapons under garrote)","None","AoR","Cyphers and Masks (Spy Sourcebook)"]
["Self-Destruct System",550,"-","-",0,5,"Normally in bags","Equips the item with a single use explosive self-destruct system that inflicts 5 damage to all characters within engaged range","3 increase damage by 2 mods, 1 increase range to short mod","AoR","Cyphers and Masks (Spy Sourcebook)"]
[null,null,"-","-"]
[null,null,"-","-"]
[null,null,"-","-"]

{"sheet":"Starships","index":10,"n_rows":343,"n_cols":24,"rows_kept":343,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["Starships"]
[]
[]
["Starfighters"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["T-65B \"X-WING\"\nMulti-Role Starfighter",3,5,"+1","1/-/-/1",3,10,10,"T-65B X-wing","Incom Corporation","Primary; Class 1\nBackup; None","Astromech Droid Socket","Close","1 Pilot",10,0,120000,null,5,1,"S-foil-mounted medium laser cannons (Fire\nArc Forward; Damage 6; Critical 3; Range [Close];\nLinked 3)\n\nForward-mounted proton torpedo launchers (Fire\nArc Forward; Damage 8; Critical 2; Range [Short];\nBlast 6, Breach 6, Guided 2, Limited Ammo 6, Linked\n1, Slow-Firing 1).",null,"AoR\nFaD","Core"]
["A-7 Hunter Interceptor",3,5,"+2","0/-/-/0",2,6,7,"A-series","Kuat Drive Yards","None","None","Close","1 Pilot",4,0,80000,null,6,1,"Forward mounted laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1 ).",null,"EotE","DC:65"]
["A-Type Stiletto",3,4,0,"1/-/-/1",2,10,12,"A-type Stiletto","Nubia Star Drives, Inc.","None","None","Medium","1 Pilot",8,0,90000,null,7,0,"Forward mounted long-nosed laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Accurate 1).\n\nForward mounted hunter killer concussion missile launcher (Fire Arc Forward; Damage 7; Critical 3; Range [Short]; Accurate 1, Blast 4, Breach 4, Guided 4, Limited Ammo 1).",null,"EotE","SoF:107"]
["A/SF-01 \"B-Wing\" Heavy Fast Attack Starfighter",3,4,-1,"2/-/-/1",3,15,6,"A/SF-01 B-Wing","Slayn & Korpil","Primary; Class 2\nBackup; None","Yes","Close","1 Pilot",15,0,150000,null,6,1,"Hardpoint-mounted light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion,\nLinked 2).\n\nHardpoint-mounted heavy laser canon (Fire Arc Forward; Damage 6; Critical 3; Range [Short]).\n\nForward-mounted proton torpedo launchers (Fire Arc\nForward; Damage 8; Critical 2; Range [Short]; Blast 6,\nBreach 6, Guided 2, Limited Ammo 8; Linked 1, Slow-\nFiring 1).\n\nCockpit hardpoint-mounted autoblasters (Fire Arc\nForward; Damage 3; Critical 5; Range [Close]; Auto-fire).",null,"AoR","A-CRB:268"]
["Alpha-3 Nimbus \"V-Wing\" Interceptor",3,4,"+2","1/-/-/0",2,10,8,"A3-Nimbus","Kuat Systems Engineering","None","Astromech Droid Socket","Close","1 Pilot, \n1 AstroMech",5,0,70000,null,7,2,"Port and starboard wing-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 3).\n\nForward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 4, Slow-Firing 1).",null,"AoR","SoT:57"]
["Blade-32 Superiority Fighter",3,4,-2,"0/-/-/0",4,12,8,"Blade-32","Tarrvin-on-Kallik","Primary; Class 3\nBackup; None","Yes","Close","1 Pilot, \n1 Aft Gunner",10,1,60000,null,7,1,"Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3: Range [Close]; Linked 1).\n\nAft-mounted twin light laser cannons (Fire Arc Aft; Damage 5; Critical 3: Range [Close]: Linked 1 ).\n\nForward mounted twin concussion missile launchers (Fire Arc Forward; Damage 6: Critical 3; Range [Short]; Blast 4. Breach 4, Guided 3, Limited Ammo 10, Linked 1, Slow-Firing 1).\n",null,"FaD","KtP:60"]
["BTL-A4 Y-Wing Attack Starfighter",3,4,0,"1/-/-/1",3,12,10,"BTL Y-Wing","Koensayr Manufacturing","Primary; Class 1\nBackup; None","Astromech Droid Socket","Close","1 Pilot",10,0,80000,null,4,1,"Turret-mounted twin light ion cannons (Fire Arc Forward (Fire Arc All for S3 Variants]; Damage 5;\nCritical 4; Range [Close]; Ion, Linked 1).\n\nForward-mounted medium laser cannons (Fire Arc\nForward; Damage 6; Critical 3; Range (Close); Linked 1).\n\nForward-mounted proton torpedo launchers (Fire Arc\nForward; Damage 8; Critical 2; Range [Short]; Blast 6,\nBreach 6, Guided 2, Limited Ammo 8, Linked 1, Slow-\nFiring 1).",null,"AoR\nEotE\nFaD","A-CRB:268, E-BGR:43, E-CRB:257, F-CRB:257"]
["BTL-S3 Y-Wing Attack Starfighter",3,4,0,"1/-/-/1",3,12,10,"BTL Y-Wing","Koensayr Manufacturing","Primary; Class 1\nBackup; None","Astromech Droid Socket","Close","1 Pilot, \n1 Gunner",10,0,80000,null,4,1,"Turret-mounted twin light ion cannons (Fire Arc Forward (Fire Arc All for S3 Variants]; Damage 5;\nCritical 4; Range [Close]; Ion, Linked 1).\n\nForward-mounted medium laser cannons (Fire Arc\nForward; Damage 6; Critical 3; Range (Close); Linked 1).\n\nForward-mounted proton torpedo launchers (Fire Arc\nForward; Damage 8; Critical 2; Range [Short]; Blast 6,\nBreach 6, Guided 2, Limited Ammo 8, Linked 1, Slow-\nFiring 1).",null,"AoR\nEotE\nFaD","A-CRB:268, E-CRB:257, F-CRB:257"]
["BTS-A2 \"H-Wing\" Long-range Strike Starfighter",3,3,-2,"2/-/-/1",4,15,12,"BTS-A2 H-wing","Koensayr Manuracturing","Primary; Class 1\nBackup; None","Yes","Short","1 Pilot, \n2 System operators",15,1,225000,null,6,1,"Turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).\n\nForward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).\n\nForward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 12, Linked 1, Slow-Firing 1).",null,"AoR","SoT:54"]
["CL-1C Lancet Interceptor",3,5,"+1","1/-/-/0",2,6,8,"CL-1c","Corellian Engineering Corporation","Primary; Class 1\nBackup; None","Yes","Short","1 Pilot",4,1,55000,null,5,0,"Forward-mounted linked medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).",null,"EotE","SoF:108"]
["Cloakshape Fighter",3,4,0,"0/-/-/0",3,10,8,"CloakShape","Kuat Systems Engineering","None","None","Close","1 Pilot",12,0,38000,null,4,3,"Forward Mounted Light Laser Cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1), \n\nForward Mounted Concussion Missile Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Linked 1, Limited Ammo 6, Slow-Firing 1 ).","Already equiped with a \"Cruich Engineering Stabilizer Conversion Kit\", If it is removed the ships handling becomes -1 and customization hard points increase to a total of 4.","EotE","E-CRB:254"]
["Cutlass-9 Patrol Fighter",3,3,0,"1/-/-/1",2,8,8,"Cutlass","SoroSuub Corporation","Primary; Class 2\nBackup; None","Yes","Close","1 Pilot",12,0,40000,null,4,3,"Two forward mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).\n\nForward mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 8, Linked 1, Slow-Firing 1).","High-Output Ion Turbine: +1 speed, -1 system strain threshold (this has already been factored into the Cutlass-9’s profile and cost, and occupies one of the ship’s hard points).","EotE","MPQ:78"]
["Delta-12 Skysprite",3,4,"+1","1/-/-/1",3,10,8,"D-12","Kuat Systems Engineering","None","Astromech Droid Socket","Short","1 Pilot",8,1,85000,null,8,3,0,null,"FaD","F-CRB:259"]
["Delta-6 System Defense Starfighter",3,4,"+1","1/-/-/0",2,6,5,"Delta-6","Kuat Systems Engineering","None","None","Close","1 Pilot",8,0,30000,null,4,2,"Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).",null,"FaD","F-CRB:258"]
["Delta-7 Aethersprite Interceptor",3,5,"+2","1/-/-/0",2,7,7,"Delta-7","Kuat Systems Engineering","None","Astromech Droid Socket","Close","1 Pilot, \n1 AstroMech",4,0,78000,null,6,2,"Forward-mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).",null,"FaD","F-CRB:259"]
["E-7 E-Wing Multi-Role Starfighter",3,5,1,"1/-/-/1",3,14,8,"E-Wing","FreiTek Incorporated","Primary; Class 1\nBackup; None","Astromech Droid Socket","Close","1 Pilot, \n1 AstroMech",8,0,160000,null,8,1,"Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 2).\n\nForward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 8, Linked 1, Slow-Firing 1",null,"AoR","SoT:52"]
["H-60 Tempest Heavy Bomber",4,3,-1,"1/-/-/1",4,22,12,"H-60 Tempest","Slayn & Korpil","None","None","Close","1 Pilot, \n1 System operator",12,0,172000,null,5,2,"Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3).\n\nForward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).\n\nForward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 1 2, Slow-Firing 1).\n\nVentral-mounted proton bomb bay—can only be used against surface targets or capital ships (Fire Arc Down; Damage 7; Critical 2; Range [Close]; Blast 7, Breach 8, Limited Ammo 1 2).",null,"AoR","SoT:53"]
["HH-87 Starhopper Starfighter",3,4,1,"1/-/-/0",4,10,8,"HH-87 Starhopper","MandalMotors","Primary; Class 1\nBackup; None","Yes","Short","1 Pilot",6,0,50000,null,4,2,"Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 5; Range [Close]; Linked 1).",null,"EotE","LoNH:114"]
["HLAF-500 Starfighter",3,4,1,"1/-/-/1",2,8,8,"HLAF-500","Corellian Engineering Corporation","Primary; Class 2\nBackup; None","Yes","Short","1 Pilot",6,0,70000,null,5,1,"Forward-mounted linked light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted linked proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2, Limited Ammo 4, Linked 1, Slow-Firing 1).",null,"EotE","SoF:108"]
["Koensayr AD-1S Moduilar Multi-role Starfighter",3,3,0,"0/-/-/0",2,5,8,"AD-1S","Koensayr Manufacturing","None","None","None","1 Pilot",10,2,25000,null,7,8,0,"SPECIAL RULE\nMagnetic Module Rails: Adding or removing a\nvehicle attachment from a Koensayr AD· IS Modular Multi-Role Starfighter takes ten minutes and requires a successful Average (dd) Mechanics check. Each s. on the check reduces the time required by 1 minute (to a minimum of 1 minute). and each t inflicts 1 system strain on the vehicle.\n\nCUSTOM ATTACHMENT LIST\n (too many to put all details here so... get the book look it up)\n-Cargo Pod\n-Fine-Tuned Microthrusters\n-Hyperdrive Module\n-Shield Generator Module\n-Sublight Boost Thrusters\n\nFunny how a \"Fighter\" does not have any weapons... (fkc ton of hard points though)\n","EotE","SM:62"]
["LAF-250 Starfighter",3,4,0,"1/-/-/0",2,8,8,"LAF-250","Corellian Engineering Corporation","None","None","Short","1 Pilot",6,0,60000,null,4,1,"Forward-mounted linked light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).",null,"EotE","SoF:108"]
["M12-L Kimogila Heavy Starfighter",4,4,-1,"2/-/-/0",3,16,14,"M12-L Kimogila","MandalMotors","Primary; Class 2\nBackup; None","Yes","Short","1 Pilot",20,0,150000,null,5,2,"Forward-mounted triple heavy laser cannons (Fire Arc Forward; Damage 6; Critical 3: Range [Short); Linked 2).\n\nForward-mounted proton torpedo launcher (Fire Arc For ward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2. Limited Ammo 8, Slow-Firing 1)\n or\nForward-mounted concussion missile launcher (Fire\nArc Forward; Damage 6: Critical 3; Range [Short]: Blast 4.\nBreach 4, Guided 3 , Limited Ammo 12, Slow-Firing 1).",null,"FaD","KtP:60"]
["MandalMotors M3-A Scyk Interceptor",3,5,"+2","1/-/-/0",2,6,8,"M3-A Scyk","MandalMotors","Primary; Class 2\nBackup; None","Yes","Short","1 Pilot",4,0,55000,null,4,2,"Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 5; Range [Close]; Linked 1)\nor \nforward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1) \nor\n forward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2, Limited Ammo 4, Slow- Firing 1) \nor \nforward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 5; Range [Short]; Breach 4, Blast 4, Guided 5, Limited Ammo 6, Slow-Firing 1).",null,"EotE","LoNH:113"]
["Miy'til Starfighter",2,4,"+1","1/-/-/1",2,7,7,"Miy'til","Olanji/Charubah","Primary; Class 1\nBackup; None","Astromech Droid Socket","Close","1 Pilot",5,0,210000,null,8,1,"Forward-mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3: Range [Close]; Linked 1)\n\nForward-mounted concussion missile launcher (Fire\nArc Forward; Damage 6; Critical 3: Range [Short]: Blast 4, Breach 4. Guided 3. Limited Ammo 1. Slow-Firing 1) .",null,"FaD","KtP:61"]
["Modified Cloakshape Starfighter",3,4,0,"0/-/-/0",3,10,8,"CloakShape","Kuat Systems Engineering","None","None","Close","1 Pilot",12,0,38000,null,4,0,"Forward mounted light laser cannons (Fire Arc Forward; Range Close; Damage 5; Critical Hit 3; Linked 1).\n\nForward mounted ion cannons (Fire Arc Forward; Range Close; Damage 5; Critical Hit 4; Ion, Linked 1).",null,"AoR","SoF:144"]
["Modified TIE Bomber",3,3,-1,"0/-/-/0",3,9,8,"TIE Series","Sienar Fleet Systems","None","None","Close","1 Pilot",10,0,110000,"X",5,2,"Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Short], Linked 1).",null,"AoR","OS:45"]
["Preybird-Class Starfighter",3,4,-1,"1/-/-/1",3,10,9,"Preybird","SoroSuub","Primary; Class 3\nBackup; None","Yes","Close","1 Pilot, \n1 Gunner",8,0,84000,null,8,1,"Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)\n\nOne forward mounted and one aft mounted concussion missile launcher (Fire Arc Forward or Aft. Damage 6, Critical 3; Breach 4. Blast 4. Guided 3. Limited Ammo 6, Slow-Firing 1 ).",null,"EotE","DC:66"]
["R-41 Starchaser",3,4,0,"1/-/-/0",2,6,8,"R-41 Starchaser","Hoersch-Kessel Drive, Inc.","Primary; Class 2\nBackup; None","Yes","Close","1 Pilot",6,0,55000,null,7,2,"Wingtip-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion).\n\nForward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 8, Slow-Firing 1).",null,"AoR","SoT:55"]
["R60 \"T-Wing\" Interceptor",3,6,-1,"1/-/-/0",2,8,7,"R-60 T-wing","Hoersch-Kessel Drive, Inc.","Primary; Class 3\nBackup; None","Yes","Close","1 Pilot",5,0,95000,null,7,1,"Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1). \n\nForward-mounted proton torpedo launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 2, Slow-Firing 1).",null,"AoR","SoT:56"]
["RZ-1 \"A-Wing\" Light Interceptor",3,6,"+3","1/-/-/0",2,6,6,"RZ-1 \"A-Wing\"","Incom/Alliance Underground Engineering","Primary; Class 1\nBackup; None","Yes","Medium","1 Pilot",4,0,150000,null,6,1,"Forward-mounted light laser cannons (Fire\nArc Forward; Damage 5; Critical 3; Range [Close];\nLinked 1).\n\nForward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4 ; Breach 4, Guided 3, Limited Ammo 6, Linked 1, Slow-Firing 1).","Special Equipment: Miradyne Ltd. 4X-Phantom Sensor Jammer. Blocks all sensors within range, counting its ship or vehicle's silhouette as one smaller when being fired at. Immediately notifies all ships in a star system, or within one hundred kilometers if planetside, to the ship or vehicle's existence.","AoR","A-CRB:266"]
["StarViper M-2",3,4,1,"2/-/-/2",2,14,7,"StarViper M-2","MandalMotors","Primary; Class 2\nBackup; None","Yes","Close","1 Pilot",12,0,160000,null,7,0,"Quad arm-mounted light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 3).\n\nForward-mounted light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion).","Maneuvering Mode: As a maneuver, the pilot may switch into or out of maneuvering mode. When in maneuvering mode, the StarViper M-2 increases its speed and handling by 1. However, its arm-mounted light laser cannons change their Fire Arc to “Forward.”.\n\n\"Launch alert vipers\" Battlestar Galactica","EotE","MPQ:81"]
["Tallanx-class Stealth Fighter",3,5,2,"1/-/-/1",1,10,6,"Tallanx","Gimmellian Shipworks","Primary; Class 1\nBackup; None","Yes","Close","1 Pilot",6,0,120000,"X",9,2,"Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 5; Range [Close]; Linked 1).","CUSTOMIZATIONS\nGimmellian Stealth Device: Reduces the range band of enemy ships’ passive sensors by 1 (to a minimum of close range) for detecting the Tallanx. In order to function, all power from shields and weapons must be channeled into the cloaking device. Rerouting power takes one action.\nElectronic Countermeasures Suite: Blocks sensors within range when active, counting the Tallanx’s silhouette as 2. Immediately notifies all ships in a star system, or within 100 kilometers if planetside, to the Tollonx’s existence.","AoR","SoR:117"]
["Tam Blackstar's TIE Hunter",3,6,3,"1/-/-/1",1,6,10,"TIE Series","Sienar Fleet Systems","Primary; Class 1\nBackup; None","Yes","Close","1 Pilot",4,0,100000,"X",7,0,"Turret-mounted twin light ion cannons\n(Fire Arc All; Damage 5; Critical 4; Range [Close];\nIon, Linked 1).\n\nForward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted proton torpedo launchers (Fire Arc\nForward; Damage 8; Critical 2; Range [Short]; Blast 6,\nBreach 6, Guided 2, Limited Ammo 8, Linked 1, Slowfiring 1).",null,"AoR","OaA:42"]
["TIE/AG \"Aggressor\" Starfighter",3,4,1,"0/-/-/0",3,10,8,"TIE-series","Sienar Fleet Systems","None","None","Close","1 Pilot,\n1 Weapon system operator",7,0,75000,"X",9,0,"Turret-mounted twin light laser cannons (Fire Arc Port, Starboard, Rear; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).",null,"AoR","SoT:57"]
["TIE/D \"Defender\" Multi-Role Starfighter",3,4,"+2","1/-/-/1",3,10,10,"TIE Series","Sienar Fleet Systems","Primary; Class 2\nBackup; None","Yes","Close","1 Pilot",5,0,300000,"X",8,0,"Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3).\n\nCockpit-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).\n\nCockpit-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 6, Linked 1, Slow-Firing 1).",null,"AoR","A-CRB:271"]
["TIE/HU \"Hunter\" Multi-role Starfighter",3,5,"+2","1/-/-/1",2,9,12,"TIE-series","Sienar Fleet Systems","Primary; Class 2\nBackup; None","Yes","Close","1 Pilot",6,0,275000,"X",9,0,"Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted launchers firing either concussion missiles (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 12, Linked 3, Slow-Firing 1) or proton torpedoes (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 12; Linked 3, Slow-Firing 1).\n\nVentral-mounted proton bomb release chute—can only be used against surface targets (Fire Arc Down; Damage 7; Critical 2; Range [Close]; Blast 7, Breach 8, Limited Ammo 16, Linked 1).",null,"AoR","SoT:58"]
["TIE/IN Interceptor",3,6,3,"0/-/-/1",0,6,10,"TIE Series","Sienar Fleet Systems","None","None","Close","1 Pilot",4,0,75000,"X",5,0,"Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3).",null,"AoR","A-BGR:43, A-CRB:270, OaA:43"]
["TIE/IT Interdictor Starfighter",3,4,-2,"1/-/-/1",3,18,12,"TIE-series","Sienar Fleet Systems","None","None","Close","1 Pilot",10,0,253000,"X",7,0,"Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted launchers firing either concussion\nmissiles (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 12, Linked 3, Slow-Firing 1) or proton torpedoes (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 12; Linked 3, Slow-Firing 1).\n\nVentral-mounted proton bomb release chute—can\nonly be used against surface targets (Fire Arc Down;\nDamage 7; Critical 2; Range [Close]; Blast 7, Breach 8,\nLimited Ammo 16, Linked 1).",null,"AoR","SoT:59"]
["TIE/LN Starfighter",3,5,3,"0/-/-/0",2,6,8,"TIE Series","Sienar Fleet Systems","None","None","Close","1 Pilot",4,0,50000,"X",4,0,"Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).",null,"AoR\nEotE\nFaD","A-BGR:43, A-CRB:270, OaA:44, E-BGA:26, E-CRB:257, BtR:78, F-CRB:261"]
["TIE/PH \"Phantom\" Multi-role Stealth Starfighter",3,5,2,"1/-/-/0",2,8,10,"TIE-series","Sienar Fleet Systems","Primary; Class 1\nBackup; None","Yes","Close","1 Pilot,\n1 co-pilot",8,0,365000,"X",9,0,"Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 4).","Has Cloaking Device: Activating the cloaking device on a TIE phantom requires the pilot to spend an action. A Daunting (dddd) Perception or Vigilance check is required to detect the ship, Once detected any attacks made agains the phantom while the cloaking device remains active counts its silhouette as 0.\n\nUsing the cloaking device reduces its speed by 3 and it cannot use any scanners, comms or weapons while active.\n\nDeactivating the device requires a  maneuver.\n\nWhen entering combat with this device the pilot must say \"Today is a good day to die\" (Star trek anyone?)","AoR","SoT:60, SoR:127"]
["TIE/SA Tactical Bomber",3,4,0,"0/-/-/0",3,9,8,"TIE Series","Sienar Fleet Systems","None","None","Close","1 Pilot",10,0,110000,"X",5,0,"Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted launchers firing either concussion missiles (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 12, Linked 1, Slow-Firing 1) \nOR\nProton torpedoes (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 12; Linked 1, Slow-Firing 1).\n\n Ventral-mounted proton bomb release chute—can only be used against surface targets (Fire Arc Down; Damage 7; Critical 2; Range [Close]; Blast 7, Breach 8, Limited Ammo 16)",null,"AoR","A-CRB:272"]
["V-19B Dart Personal Flyer",3,4,"0","1/-/-/1",3,14,8,"V-19B Dart","Slayn & Korpil","Primary; Class 2\nBackup; None","Yes","Medium","1 Pilot,\n1 co-pilot",30,2,60000,null,7,1,0,null,"FaD","DoH:60"]
["Z-95-AF4 Headhunter",3,4,1,"1/-/-/0",3,9,8,"Headhunter","Incom/Subpro","Primary; Class 1\nBackup; None","None","Close","1 Pilot",8,0,55000,null,4,2,"Wingtip Mounted Light Laser Cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1 ), Forward \n\nMounted Concussion Missile Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 6, Linked 1, Slow-Firing 1 ) .",null,"AoR\nEotE","OaA:21, E-CRB:258, BtR:35*"]
["Z-95-AF4-H \"Heavy-95\" Multi-role Starfighter",3,4,0,"2/-/-/0",4,12,8,"Heavy-95","Incom/SubPro","Primary; Class 12\nBackup; None","Astromech Droid Socket","Close","1 Pilot",6,0,85000,null,5,1,"Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted alternating-fire concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 8).",null,"AoR","SoT:56"]
["Mandalorian Protectorate Starfighter",3,6,"+3","0/-/-/0",2,12,10,"Fang Fighter","MandalMotors","Primary; Class 2\nBackup; None","Yes","Close","1 Pilot",2,0,120000,null,9,1,"Forward mounted twin light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)\n\nForward mounted retractable proton torpedo launcher (Fire arc forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited ammo 1, Slow-Firing 1)","Narrow Attack Profile: When an enemy ship at close range targets a protectorate starfighter, it counts this ships silhouette as 1 lower (to a minimum of 1) for the attack purposes of determining the difficulty of the attack","EotE","ND:59"]
["G-1A Heavy Starfighter",3,4,"-1","2/-/-/1",3,14,12,"G-1A","Byblos Drive Yards","Primary; Class 2\nBackup; Class 10","Yes","Short","1 Pilot\n1 Co-pilot/gunner",25,3,130000,null,7,4,"Forward-mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).\n\nForward mounted twin Concussion missile launchers (Fire arc forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 4, Linked 1, Slow Firing 1",null,"EotE","ND:59"]
["Kihraxz Light Starfighter",3,4,"0","1/-/-/0",2,10,6,"Kihraxz","TransGalMeg, Inc","Primary; Class 3\nBackup; None","Yes","Close","1 Pilot",7,0,65000,null,6,5,"Twin Wing-Mounted light blaster cannons (Fire arc forward; Damage 4; Critical 4; Range [Close]; Linked 1)\n\nOne forward-mounted concussion missile launcher (Fire arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 2, Slow Firing 1)\n\nOne forward mounted light ion cannon (Fire arc forward; Damage 5; Critical 4; Range [Close]; Ion)","Custom Attachment: Vaksai Modification Package\nChanges armor to 3, Handling to +1 and aft Defence to 1 - Mod Options; 1 Replace twin wing mounted light blaster cannons with twin light laser cannons mod, 1 increase fore defense by 1 mod, 3 increase system strain threshold by 1 mod\nREQUIRED HARDPOINTS: 2\nCOST FOR MOD: 45,000 credits, Rarity 7\n","EotE","ND:60"]
["IE-440 \"Nighthawk\" Multi-Role Starfighter",3,5,"+2","1/-/-/1",1,10,10,"IE-440 \"Nighthawk\"","Koensayr corporation","Primary; Class 2\nBackup; Class 12","Yes","Short","1 Pilot",5,1,124800,null,7,4,"Concealed forward mounted proton torpedo launcher (Fire arc forward, Damage 8; Critical 2; Range[Short], Blast 6, Breach 6, Guided 2, Limited Ammo 2, Slow-Firing 1)\n\nForward mounted twin light laser cannon (Fire arc forward; Damage 5, Critical 3, Range [Close]; Linked 1)",null,"AoR","C&M:62"]
["Arc-40B Scout-Reconnaissance Fighter",3,4,"-1","1/-/-/1",3,14,8,"ARC-40b","Kuat Drive Yards","Primary; Class 2\nBackup; Class 8","Astromech Droid Socket","Medium","1 Pilot, 1 Co-Pilot/sensor operator, 1 Gunner",10,0,85000,null,7,2,"Two forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)\n\nTwo forward mounted concussion missile launchers (Fire arc forward; Damage 6; Critical 3; Range [Short]; Blast 4; Breach 4; Guided 3; Limited Ammo 4; Linked 1; Slow Firing 1)\n\nAft turret mounted twin light blaster cannons (Fire Arc Aft, Port Starboard; Damage 4; Critical 4; Range [Close]; Linked 1)",null,"FaD","SS:57"]
["Slayn & Korpil v-19 Torrent Starfighter",3,4,"+2","0/-/-/0",3,10,9,"V-19 Torrent","Slayn & Korpil","Primary; Class 1\nBackup; None","Yes","Short","1 Pilot",6,0,75000,null,4,1,"Two forward mounted laser cannons (Fire arc forward; Damage 6; Critical 3; Range [Close]; Linked 1).\n\nForward mounted concussion missile launcher (Fire arc forward; damage 6; Critical 3; Range [Short]; Blast 4; Breach 4; Guided 3; Limited Ammo 12; Slow-Firing 1)",null,"Fad","SS:58"]
["AO-2 Cometstrike-Class Orbital Assault Pod",4,2,"-5","0/-/-/0",5,12,6,"AO-2 Cometstrike","Cygnus Spaceworks","None","None","Short","1 Pilot (optional)",20,14,30000,null,5,1,"Forward and aft pintle-mounted heavy repeating blasters- these weapons use personal scale, not planetary scale (Fire Arc Forward or Aft; Damage 15; Critical 2; Range [Long]; Auto-fire, Pierce 2, Vicious 1).","Orbital Assault: The assault pod's profile represents the use of its repulsor engine after its initial descent. During the initial descent the pod is speed 8, but it cannot significantly alter its trajectory.","FaD","KoF:56"]
["ARX-T3 \"Suncutter\" Light Interceptor",3,5,"+2","1/-/-/0",3,8,6,"ARX-T3","Koensayr Manufacturing","Primary; Class 1\nBackup; None","Astromech Droid Socket","Short","1 Pilot, \n1 AstroMech",5,0,110000,null,6,1,"Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; linked 1).\n\nForward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Cntical 2; Range [Short]; Blast 6, Breach 6, Guided 2; limited Ammo 3; Slow-Firing 1).",null,"FaD","KoF:58"]
["H-22A \"D-Wing\" Heavy Attack Boat",4,3,"-2","2/-/-/1",4,20,14,"D-Wing","Incom Corporation","Primary; Class 2\nBackup; None","Yes","Short","1 Pilot\n2 gunners",120,12,145000,null,6,1,"Dorsal turret-mounted twin heavy laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Short]; Linked 1).\nForward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; linked 1).\n\nWing-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range (Short); Blast 6, Breach 6, Guided 2. Limited Ammo 6. Linked 1. Slow-Firing 1.\n\nVentral turret-mounted auto-blasters (Fire Arc Aft. Port.\nand Starboard; Damage 3: Critical 5; Range [Close]; Autoblaster, Linked 3).",null,"FaD","KoF:58"]
["TIE/RP",3,4,"+1","1/-/-/1",3,18,10,"TIE Series","Sienar Fleet Systems","None","None","Medium","1 Pilot\n1 Comms Operator",30,10,100000,"X",6,0,"Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; linked 1).","Electronic Countermeasures: The TIE Reaper's sophisticated comm systems add ⬛⬛ to checks to spoof missiles or jam enemy Communications. In addition, upgrade the difficulty of Computers checks to bypass a TIE Reaper's jamming once.","FaD","KoF:59"]
["Mandalorian Protectorate \"Fang\" Starfighter",3,6,"+3","1/-/-/1",2,10,10,"Fang Fighter","Kuat Systems Engineering","Primary; Class 1\nBackup; None","Yes","Medium","1 Pilot",4,0,175000,null,8,1,"Wing-mounted medium laser cannons (Fire Arc\nForward; Damage 6 ; Critical 3; Range [Close]; Linked 3) \n\nForward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6; Breach 6; Guided 2; Limited Ammo 6; Linked 1; Slow-Firing 1) .",null,"FaD","UP:62"]
["Punworcca 116-Class interstellar Sloop",3,3,"-3","2/-/-/2",1,20,15,"Punworcca 116","Huppla Pasa Tisc Shipwrights Collective","Primary; Class 1\nBackup; Class 15","Yes","Short","1 Pilot",20,2,240000,null,9,2,"84 miniature tractor beam projectors, collectively\nforming a light tractor beam (Fire Arc All; Damage: - ; Range close]: Tractor 2).","Let Out The Sail: When the Punworcca 116 has its massive sail unfurled, its silhouette is increased from 3 to 5. Its port and starboard defenses are lowered from 2 to 0. Without the sail unfurled, though, the primary hyperdrive cannot be used, If the sail is damaged the primary hyperdrive is inoperable forclng the use of an extremely sub-standard class 15 backup drive.","FaD","UP:62"]
["Prototype B6",3,4,"-1","1/-/-/1",3,18,4,"Prototype B6","Hand Built Prototype","Primary; Class 3\nBackup; None","Yes","Close","1 Pilot\n1 gunner",10,0,"Not for sale",null,"Not for Sale",1,"S-foil mounted auto-blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Autofire; Linked 1)\n\nCockpit mounted medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close])\n\nForward mounted proton torpedo launcher (Fire Arc forward; Damage 8; Critical 2; Range [Short]; Blast 6; Breach 6; Guided 2; Limited Ammo 2; Slow Firing 1)\n\nForward mounted light ion cannon (Fire arc forward; Damage 5; Critical 4; Range [Close]; Ion)\n\ncomposite laser weapon (Fire Arc forward; Damage 10; Critical 3; Range [Short]; Breach 3; Slow-Firing 2; Vicious 3)","Unique starfighter, cannot be bought","DoR","RE:125"]
["TIE/MG Mining Guild Starfighter",3,4,"+3","0/-/-/0",2,6,6,"TIE Series","Sienar Fleet Systems","None","None","Close","1 Pilot",2,0,40000,"X",6,0,"Forward mounted light laser cannons (Fire arc forward; dDamage 5; Critical 3; Range [Close]; Linked 1)",null,"DoR","RE:125"]
["TIE/SK Striker Multi-Role Fighter",3,6,"+3","1/-/-/0",2,7,9,"TIE Series","Sienar Fleet Systems","None","None","Close","1 Pilot",4,0,50000,"X",6,0,"Twin Forward mounted light laser cannon (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)\n\nHull and wingtip mounted heavy blaster cannons (Fire arc forward; Damage 5; Critical 4; Range [Close]; Linked 3)","Optimized for Atmosphere: While in space, the handling of the TIE/sk switches to (+0) and speed to (4)\n\nMulti-role fighter: The TIE/sk can also be fitted to deploy proton bombs in a ground assault role from a ventral-mounted ejector, These explode with the following profile: (Fire Arc All; Damage 8; Critical 2; Range [Close]; Blast 6, breach 6)","DoR","RE:125"]
[]
["Patrol Boat"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Bloodblade",4,4,-1,"2/-/-/1",4,18,10,"Firespray","Kuat Systems Engineering","Primary; Class 3\nBackup; Class 15","Yes","Short","1 Pilot,\n2 Guards",40,6,80000,null,4,0,"Forward mounted auto-blasters (Fire Arc Forward; Range Close; Damage 3; Critical Hit 5; Auto-fire).\n\nForward mounted light tractor beam projector (Fire\nArc Forward; Range Close; Damage --; Critical Hit --;\nTractor [2]).","Predictive Targeting Array: When making an autofire attack with the ship's auto-blasters, do not increase the difficulty of the attack by one.","EotE","SoF:143*"]
["Firespray-31 System Patrol Craft",4,4,0,"1/-/-/1",4,15,12,"Firespray","Kuat Systems Engineering","Primary; Class 3\nBackup; Class 15","Yes","Short","1 Pilot,\n2 Guards",40,6,80000,null,4,4,"Forward Mounted Auto-Blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; AutoFire), \n\nForward Mounted Light Tractor Beam Projector (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)",null,"EotE","E-BGR:43*, E-CRB:255"]
["GAT-12H Skipray Blastboat",4,4,-1,"2/-/-/1",4,20,15,"Skipray","Sienar Fleet Systems","Primary; Class 2\nBackup; Class 15","Yes","Short","1 Pilot,\n1 Co-Pilot,\n1 sensor / comms operator,\n2 Gunners",20,0,150000,null,6,2,"Triple Forward Mounted Light ion Cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; ion, Linked 2) \n\nDorsal Turret Mounted Twin Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1) \n\nForward Mounted Proton Torpedo Launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2, Limited Ammo 5, Slow-Firing 1)\n\nForward Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 8, Slow-Firing 1).",null,"EotE","E-CRB:259"]
["Imperial Customs Frigate",4,3,-2,"2/-/-/1",4,28,18,"Customs Frigate","Rendili StarDrive","Primary; Class 2\nBackup; Class 15","Yes","Medium","1 Customs inspector / Captain, \n1 Pilot, \n1 Engineer,\n1 communications officer,\n5 Gunners,\n2 Customs agents/staff",140,10,"(R) 140,000","X",6,2,"Two forward, two aft, one starboard, and one port heavy laser cannons (Fire Arc Fore or Aft or Starboard or Port; Damage 6; Critical 3; Range [Short]).\n\nForward-mounted light tractor beam emitter (Fire Arc Forward; Damage —, Critical -; Range [Short]; Tractor 3).","\"I do not concent to any searches and seizures of my craft officer\" -Smuggler who has watched too much holonet","EotE","FC:54"]
["Incom A-24 Sleuth-Class Scout Ship",3,4,1,"1/-/-/0",2,10,10,"Sleuth","Incom Corporation","Primary; Class 1\nBackup; Class 9","Yes","Medium","1 Pilot",20,1,45000,null,6,3,"Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1 ) .",null,"EotE","EtU:59"]
["Incom A-36 Pathfinder-Class Force Reconnaissance Vessel",4,4,0,"1/-/-/1",3,16,16,"Pathfinder","Incom Corporation","Primary; Class 2\nBackup; Class 12","Yes","Medium","1 Pilot,\n1 Co-pilot,\n1 Sensor tech, \n1 Gunner",40,4,135000,null,7,2,"Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1 ).\n\nDorsal turret-mounted light ion cannon (Fire Arc All; Damage 8; Critical 4; Range [Close]; Ion).\n\nForward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 8).","Tracking Computer: Make an Average (dd) Computers check, if successful all combat checks made by ships weapons against a pre designated target upgrades the ability of their checks once, if the computers check rolls sss or x an additional target may be designated","EotE","EtU:60"]
["JM-5000 Jumpmaster Long Range Scout",4,4,1,"1/-/-/0",2,14,8,"JumpMaster","Corellian Engineering Corporation","Primary; Class 3\nBackup; Class 15","Yes","Extreme","1 Pilot",30,1,55000,null,5,2,"Forward Mounted Light Laser Cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close])",null,"EotE","OaA:71, E-CRB:256"]
["Loronar E-9 Explorer-Class Armed Long-Range Scout Vessel",4,3,-1,"1/-/-/1",4,25,14,"Explorer","Loronar Corporation","Primary; Class 1\nBackup; Class 12","Yes","Medium","1 Pilot,\n1 Co-pilot,\n1 Engineer,\n1 Loadmaster",60,4,120000,null,6,4,"One Dorsal and one ventral turret mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3, Range [Close]; Linked 1)","Engineering Access: Grants  to any Mechanics or Computers skill checks to those working on internal systems like hyperdrive, computers, sensors and so on.","EotE","EtU:61"]
["MandalMotors M22-T Krayt Gunship",4,4,-1,"2/-/-/2",4,24,18,"M22-T Krayt","MandalMotors","Primary; Class 1\nBackup; Class 12","Yes","Short","1 Pilot, \n1 Gunner",20,2,185000,null,6,2,"Dorsal turret-mounted twin heavy laser cannons (Fire Arc All; Damage 6; Critical 5; Range [Short]; Linked 1).\n\nForward-mounted triple medium ion cannons (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion, Linked 2).\n\nForward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 5; Range [Short]; Breach 4, Blast 4, Guided 5, Limited Ammo 16, Slow-Firing 1).",null,"EotE","LoNH:114"]
["PB-950 Patrol Boat",5,3,-2,"2/1/1/1",4,34,22,"PB-950","Corellian Engineering Corporation","Primary; Class 3\nBackup; Class 12","Yes","Medium","1 Pilot,\n1 Co-pilot/navigator,\n2 Gunners",150,8,150000,null,5,3,"Aft turret-mounted quad laser cannon (Fire Arc Aft, Port, and Starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).\n\nPort and starboard turret-mounted medium ion cannons (Fire Arc Fore and Port or Fore and Starboard; Damage 6; Critical 4; Range [Short]; Ion).\n\nForward concussion missile launcher (Fire Arc Forward;\nDamage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 8, Slow-firing 1).",null,"EotE","SoF:110"]
["PPB Pocket Patrol Boat",3,4,0,"1/-/-/1",2,10,7,"PPB","Corellian Engineering Corporation","None","None","Long","1 Pilot, \n1 Sensor officer/gunner",12,0,70000,null,5,2,"Dorsal turret-mounted heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short]; Slow-Firing 1).",null,"EotE","SoF:109"]
["Regulator-Class Patrol Vessel",4,4,0,"2/-/-/1",3,18,14,"Regulator-class","Sienar Fleet Systems","None","None","Medium","1 Pilot, \n1 Co-pilot/engineer",18,6,110000,null,6,2,"Forward Mounted Twin Linked Light Ion Cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)\n\nDorsal Turret Mounted Quad Laser Cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate, Linked 3).",null,"EotE","FH:55"]
["The Diligent",5,3,-2,"2/1/1/1",4,34,22,"PB-950","Corellian Engineering Corporation","Primary; Class 1\nBackup; Class 12","Yes","Medium","1 Pilot,\n1 Co-pilot/navigator,\n2 Gunners",180,8,125000,null,5,3,"Aft turret-mounted quad laser cannon (Fire Arc Aft, Port, and Starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).\n\nPort and starboard turret-mounted medium ion cannons (Fire Arc Fore and Port or Fore and Starboard; Damage 6; Critical 4; Range [Short]; Ion).\n\nForward concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 8, Slow-firing 1).",null,"EotE","SoF:127"]
["Aggressor Assault Fighter",4,5,"-1","2/-/-/1",2,25,15,"Patrol Boat/Aggressor","Trilon Inc","Primary; Class 2\nBackup; Class 8","Yes","Short","1 Pilot, \n1 Co-pilot",20,8,160000,null,6,3,"Forward mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close] Linked 1)\n\nForward mounted twin medium ion cannon (Fire arc forward; Damage 6; Critical 4; Range [Short]; Ion, linked 1)\n\nForward mounted light tractor beam projector (Fire arc forward; Damage -; Critical -; Range [Close]; Tractor 2)","Safety Limiters: As a maneuver, the pilot of an Aggressor Starfighter can shut off the automatic safety limiters and additional inertial dampers. This changes the crafts Handling to +3, but whenever the pilot performs a piloting maneuver, each character aboard suffers 3 strain. Droids and, at the GMs discretion, characters with 4 or more cybernetic enhancements suffer only 1 strain each time instead.","Eote","ND:58"]
["Far*Reach Reconnaissance Ship",4,3,"-1","2/-/-/1",3,20,18,"Far*Reach-Class","Loronar Corporation","Primary; Class 2\nBackup; Class 12","Yes","Extreme","1 Pilot, 1 co-pilot, 1 engineer, 3 sensor operators.",65,2,60000,null,7,3,"Dorsal turret mounted twin light laser cannons (Fire arc all; Damage 5; Critical 3; Range [Close]; Linked 1)",null,"FaD","SS:57"]
["SS-54 Light Assault Gunship",3,3,"+1","1/-/-/0",2,18,14,"SS-54","Botajef Shipyards","Primary; Class 2\nBackup; Class 12","Yes","Short","1 Pilot, \n1 Co-pilot",30,"6 to 10",110000,null,6,2,"Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6: Critical 3; Range [Close]; Linked 3)\n\nDorsal turret-mounted light laser cannons (Fire Arc Aft;\nDamage 5; Critical 3; Range [Close]; Linked 1)",null,"FaD","SS:58"]
["Auzituck-Class Gunship",4,3,"0","2/-/-/1",3,20,18,"Auzituck-Class","Appazanna Engineering Works","Primary; Class 2\nBackup; Class 12","Yes","Short","1 Pilot,\n1 Co-pilot,\n1 Gunner",10,8,95000,null,7,3,"Dorsal twin medium laser cannon (Fire Arc forward; Damage 6; Critical 3, Range [Close]; Linked 1)\n\nPod-mounted twin medium laser cannons (Fire arc forward and starboard or forward and port; Damage 6; Critical 3; Range [Close]; Linked 1)",null,"DoR","RE:123"]
[]
[]
["Shuttle"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Curich-Class Shuttle",5,3,0,"1/1/1/1",3,38,18,"Curich","Sienar Fleet Systems","Primary; Class 2\nBackup; Class 12","Yes","Short","1 Pilot, \n1 Co-pilot/engineer,\n1 Gunner",300,50,130000,"X",5,2,"Dorsal turret-mounted heavy blaster cannons (Fire Arc All; Damage 5; Critical 4; Range [Close], Linked 1).",null,"AoR","DA:61"]
["Kappa-Class Shuttle",4,3,0,"1/-/-/1",4,25,15,"Kappa","Sienar Fleet Systems","Primary; Class 2\nBackup; Class 18","Yes","Short","1 Pilot,\n1 Co-pilot,\n2 Gunners",150,40,80000,"X",6,2,4,null,null,"DitW:20"]
["Kappa-Class Shuttle",4,3,0,"1/-/-/1",4,28,14,"Kappa","Republic Sienar Systems","Primary; Class 2\nBackup; Class 18","Yes","Short","1 Pilot,\n1 Co-pilot,\n2 Gunners",250,40,110000,"X",5,2,"Dorsal turret-mounted heavy blaster cannons (Fire Arc All; Damage 5; Critical 4; Range [Close], Linked 1), \n\nTwo wing-mounted auto-blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-fire).",null,"AoR","DA:63"]
["Lambda-Class T-4A Long Range Shuttle",4,3,0,"2/-/-/1",4,25,15,"Lambda","Sienar Fleet Systems and Cygnus Spaceworks","Primary; Class 1\nBackup; Class 10","Yes","Short","1 Pilot, \n1 Co-pilot, \n1 Navigator, \n1 Gunner,\n1 Comms operator,\n1 Engineer",200,20,140000,"X",6,2,"Two forward-mounted twin light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1).\n\nTwo forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1). \n\nAft retractable twin light blaster cannons (Fire Arc Aft; Damage 4; Critical 4; Range [Close]; Linked 1).",null,"AoR\nEotE\nFaD","A-BGR:43*, A-CRB:273, E-CRB:256, F-CRB:260"]
["Sentinel-Class Landing Craft",4,3,-1,"2/-/-/2",5,25,15,"Sentinel","Sienar Fleet Systems and Cygnus Spaceworks","Primary; Class 1\nBackup; Class 10","Yes","Short","1 Pilot, \n1 Co-pilot, \n1 Navigator, \n1 Gunner,\n1 Comms operator,\n1 Engineer",200,20,140000,"X",6,2,"Forward-mounted light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1).\n\nForward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nAft retractable twin light blaster cannons (Fire Arc Aft; Damage 4; Critical 4; Range [Close]; Linked 1).","Apparently can carry speederbikes or even a AT-ST walker (provided you have no passengers","AoR","A-CRB:273"]
["Shuttle Pod",2,4,0,"0/-/-/0",1,4,6,"ISP-6","Cygnus Spaceworks","None","None","Close","1 Pilot",8,0,15000,"X",6,1,2,null,null,"DitW:20"]
["T-6 Shuttle",4,3,"+1","1/-/-/0",3,25,15,"T-6","Slayn & Korpil","Primary; Class 3\nBackup; None","Yes","Medium","1 Pilot,\n1 Co-pilot",80,4,100000,null,7,2,0,null,"FaD","DoH:60"]
["Caisson-Class Engineering Troop Carrier",4,3,"-1","1/-/-/1",5,25,15,"Caisson-Class","Corellian Engineering Corporation","Primary; Class 3\nBackup; 12","Yes","Short","1 Pilot, \n1 Co-pilot, \n1 Comms operator,",110,40,190000,null,6,2,"One port and one starboard ventra l turret-mounted twin medium laser cannons (Fire Arc Port, Forward, and Aft or Starboard, Forward, and Aft: Damage 6: Critical 3: Range [Close]: Linked 1)\n\nOne aft-mounted twin auto-blaster (Fire Arc Aft: Damage 3: Critical 5: Range [Close]: Auto-fire, Linked 1)",null,"AoR","FO:58"]
["Cygnus Spaceworks ETA-Class Shuttle",4,3,"0","2/-/-/1",3,17,12,"ETA-Class","Cygnus Spaceworks","Primary; Class 2\nBackup; 12","Yes","Short","1 Pilot,\n1 Co-pilot",100,10,100000,null,6,2,"Triple forward mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 2)","Undicurs Aboard: Eta-class shuttles can carry up to four Undicur jumpspeeders in addition to its listed encumbrance and passenger capacities, Two of these speeder bikes are included as part of the ships standard purchase price.\nUndicur Jumpspeeder (Sill 2; Speed 2; Hand;0, Def; 0/-/-/0; Armor 0; HT 2; ST 2; Crew 1; Passenger 0; Price 3000/6; Weapons 0).","FaD","EV:62"]
["Delta-Class T-3 Shuttle",4,3,"0","2/-/-/1",4,30,20,"Delta-Class","Sinar Fleet Systems","Primary; Class 1\nBackup; Class 10","Yes","Short","1 Pilot, \n1 Co-pilot, \n1 Navigator, \n1 Gunner,\n1 Comms operator,\n1 Engineer",250,30,160000,"X",6,2,"Forward mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close], Linked 1).\n\nWing mounted heavy laser cannons (Fire arc forward; Damage 6; Critical 3; Range [Short]; Linked 2)",null,"DoR","RE:124"]
[]
["Transport"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Action VI Bulk Transport",5,2,-3,"2/1/1/1",2,40,20,"Action VI","Corellian Engineering Corporation","Primary; Class 3 \nBackup: Class 20","Yes","Medium",20,10000,5,200000,null,5,4,0,null,"EotE","E-CRB:260*"]
["Armos Modular Transport",6,2,-2,"2/1/1/1",4,65,45,"Armos","SoroSuub","Primary: Class 2\nBackup: Class 15","Yes","Extreme","150 Officers and Enlisted Crew",10000,1000,780000,null,8,4,0,null,"EotE","FH:59"]
["CSS-1 Corellian Star Shuttle",5,3,-2,"2/2/2/1",4,30,22,"CCS-8","Corellian Engineering Corporation","Primary: Class 2, Backup: Class 12","Yes","Medium","1 pilot\n1 co-pilot\n1 navigator\n2 communications officers\n3 engineers",1000,200,325000,null,6,4,0,null,"EotE","SoF:110"]
["GR-75 Medium Transport (Rebel Transport)",5,3,-3,"1/1/1/1",3,20,18,"GR-75","Gallofree Yards, Inc."," Primary: Class 4\nBackup: Class 15","Yes","Medium","1 pilot\n1 co-pilot\n1 engineer\n1 cargo master\n3 mates/crew",1000,100,180000,null,4,2,0,null,"EotE","E-CRB:261"]
["Mobquet Medium Transport",5,1,-4,"1/1/1/1",3,40,28,"MMT","Mobquet Swoops and Speeders","Primary: Class 2\nBackup: Class 15","Yes","Short","1 Pilot\n1 co-pilot/engineer\n2 gunner/crew",5000,90,275000,null,5,5,"Retractable fore and aft turret-mounted medium laser cannons (Fire Arc Forward, Port, and Starboard or Aft, Port, and Starboard; Damage 6; Critical 3; Range [Close]), \nor\n Retractable fore and aft light turbolasers (Fire Arc Forward, Port, and Starboard or Aft, Port, and Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow-Firing 1).",null,"Eote","FC:57"]
["Space Master Medium Transport",5,2,-4,"1/1/1/1",2,25,25,"Space Master","Kuat Drive Yards","Primary: Class 4\nBackup: Class 15","Yes","Medium","1 Captain\n1 Pilot\n1 co-pilot\n2 engineers\n1 Cargo master\n3 mates/crew",800,0,150000,null,4,2,"One Dorsal and One Ventral Turret Mounted Dual Light Laser Cannon Turret (Fire Arc All; Damage 5; Critical 3, Range [Close]; Linked 1)",null,"EotE","E-CRB:262"]
["Star Galleon Armed Transport",6,1,-2,"2/2/2/2",5,85,18,"Star Galleon","Kuat Drive Yards","Primary: Class 2\nBackup: Class 15","Yes","Medium","150 Officers and Enlisted Crew",10000,300,"(R) 1,500,000","X",7,2,"Five Port and Five Starboard Mounted Retractable Medium Turbolasers (Fire Arc Port or Starboard; Damage 9; Critical 3; Range [Long]; Slow Firing 1, Breach 4)\n\nForward Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Slow-Firing 1).",null,"EotE","A-CRB:442, E-CRB:265"]
["TL-18B Medium Transport",4,3,-1,"2/-/-/0",4,22,16,"TL-18B","Suwantek Systems","Primary: Class 2\nBackup: Class 10","Yes","Medium","1 Pilot\n1 Co-pilot\n1 Liaison officer",400,4,157000,null,7,5,"Two Forward turret mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]",null,"FaD","DoH:61"]
["Ubrikkian Industries Seltiss-2 Caravel",4,3,"-1","2/-/-/2",4,30,18,"Seltiss-2","Ubrikkian Industries","None","None","Short","1 Pilot\n1 Co-pilot\n2 Gunners\n4 Servants",200,12,550000,null,6,4,"One port and one starboard retractable turret-mounted medium laser cannon (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 6; Critical 5; Range [Close]).",null,"EotE","LoNH:115"]
["Xiytiar-Class Heavy Transport",5,2,-3,"1/1/1/1",2,35,20,"Xiytiar","TransGalMeg Industries","Primary: Class 3\nBackup: Class 16","Yes","Short","1 Pilot\n1 Co-pilot\n1 Loadmaster\n1 Engineer\n6 Technicians",2000,12,200000,null,5,4,0,null,"EotE","EtU:63"]
["Y164 Slave Transport",5,3,-2,"1/1/1/1",4,35,20,"Y164","Rendili StarDrive","Primary: Class 3\nBackup: Class 15","Yes","Short","1 Pilot\n1 Co-pilot\n1 Navigator\n2 Gunners\n 10 Guards",120,1200,245000,null,6,3,"Dorsal and ventral turret-mounted quad light laser cannons (Fire Arc All; Damage 5; Critical 5; Range [Close]; Accurate, Linked 5).",null,"EotE","LoNH:115"]
["YZ-775 Medium Transport",5,2,-3,"1/1/1/1",4,34,25,"YZ-775","Corellian Engineering Corporation","Primary: Class 1\nBackup: Class 12","Yes","Medium","1 Captain\n1 Pilot, 1 Co-pilot\n2 Engineers\n1 Cargo Master\n2 Gunners",850,0,500000,null,3,2,"One dorsal turret-mounted twin light turbolaser\n(Fire Arc All; Damage 9; Critical 3; Range [Medium];\nBreach 2, Slow-Firing 1).\nOne port and one starboard turret-mounted twin\nmedium laser cannon (Fire Arc Forward, Port and Aft\nor Forward, Starboard, and Aft; Damage 6, Critical 3;\nRange [Close]).\nTwo forward-mounted proton torpedo launchers\n(Fire Arc Forward; Damage 8; Critical 2; Range\n[Short]; Breach 6, Blast 6, Guided 2, Limited Ammo 8, Slow-Firing 1 ).\n",null,"EotE","DC:68"]
["Jedi Sojourner",4,4,"+1","2/-/-/2",3,24,14,"Sojourner","Kuat Systems Engineering","Primary: Class 1\nBackup: Class 12","Yes","Long","1 Pilot",20,6,120000,null,8,3,"Forward-mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; linked 1)\n\nDorsal turret-mounted light laser cannon (Fire Arc All; Damage 5, Critical 3, Range [Close])",null,"FaD","UP:62"]
["Sheathipede-Class Transport Shuttle",4,3,"+1","1/-/-/1",4,25,15,"Sheathipede-Class","Haor Chall Engineering","Primary: Class 1\nBackup: Class 10","Yes","Short","1 Pilot\n1 Co-pilot\n1 Comms Operator\n1 Engineer",150,8,120000,null,6,2,0,null,"FaD","UP:63"]
["KST-100 Kestrel Light Executive Transport",3,4,"+1","1/-/-/1",2,25,250,"KST-100","Corelian Engineering Corperation","Primary: Class 3\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot",70,4,120000,null,7,4,"Forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)",null,"DoR","RE:124"]
["UT-60D U-Wing Troop Transport",4,4,"+1","2/-/-/1",2,20,18,"UT-60D","Incom Corporation","Primary: Class 2\nBackup: Class 10","Yes","Close","1 Pilot\n1 Co-pilot\n2 Door Gunners",25,8,65000,null,6,3,"Forward mounted twin medium laser cannon (Fire arc forward; Damage 6; Critical 3; Range [Close]; Linked 1).\n\nPort and Starboard hatches can be fitted with one pintie mounted weapon manned by door gunner troops - this mounted weapons profile uses personal scale, not planetary scale: \nHeavy ion blaster (Fire Arc All; Damage 13; Critical 5; Range [Medium]; Ion) \nOR\nLight repeating blaster (Fire Arc All; Damage 20; Critical 2; Range [Long]; Auto-fire, Pierce 1)",null,"DoR","RE:127"]
[]
["Freighter"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Barloz-class Medium Freighter",4,3,-2,"1/-/-/1",2,26,12,"Barloz-class","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/navigator",170,4,70000,null,5,4,"Dorsal-mounted light laser cannon (Fire Arc Forward:\nDamage 5; Critical 3; Range [Close]).",null,"FaD","KtP:61"]
["CEC HWK-1000 Light Freighter",4,5,1,"1/-/-/1",3,18,15,"HWK-1000","Corellian Engineering Corporation","Primary: Class 1\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/navigator",100,4,120000,null,10,5,0,null,"EotE","FC:59"]
["CorelliSpace Gymsnor-3 Light Freighter",4,3,-3,"1/-/-/1",1,26,14,"Gymsnor-3","CorelliSpace","Primary: Class 2\nBackup: Class 15","Yes","Short","1 Pilot\n1 Co-pilot/navigator",160,4,80000,null,6,4,"Turret-mounted medium laser cannon (Fire Arc Forward, Port, and Starboard; Damage 6; Critical 3; Range [Close]).","Modular Cockpit: As an action, the pilot may disconnect the cockpit, abandoning the rest of the vessel. The craft’s silhouette becomes 2 and its encumbrance capacity becomes 10.  Anything in the back of the ship (potentially including systems and attachments) is left behind.\nMust say \"Screw you guys, Im going home!\" to activate","EotE","FC:58"]
["CorelliSpace Gymsnor-4 Light Freighter",4,3,-2,"1/-/-/1",3,20,18,"Gymsnor-4","CorelliSpace","Primary: Class 2\nBackup: Class 15","Yes","Short","1 Pilot\n1 Co-pilot/Engineer",160,4,95000,null,6,5,"Turret-mounted medium laser cannon (Fire Arc Forward, Port, and Starboard; Damage 6; Critical 3; Range [Close]).","Modular Cockpit: As an action, the pilot may disconnect the cockpit, abandoning the rest of the vessel. The craft’s silhouette becomes 2 and its encumbrance capacity becomes 10.  Anything in the back of the ship (potentially including systems and attachments) is left behind.\nMust say \"Prepare for emergency saucer speration... Engage!\" to activate","EotE","FC:59"]
["D-Type Stealth Freighter",4,2,-3,"2/-/-/2",3,22,24,"D-Type Stealth Freighter","Nubia Star Drives, Inc.","Primary: Class 3\nBackup: Class 25","Yes","Short","1 Pilot\n1 System engineer",125,3,200000,null,7,0,0,"STEALTH SYSTEMS\nThe D-type benefits from state-of-the-art stealth systems that render it almost invisible to passive and active scanners. The ship will not register on passive scanners that are short range or further away from it (only passive scanners at close range can pick it up). In addition, increase the difficulty of any checks made to detect the vessel by 2.","EotE","SoF:110"]
["Darvro-class Light Freighter",4,4,0,"1/-/-/1",2,18,114,"Darvro","Gimmellian Shipworks","Primary: Class 1\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot\n1 Gunner",120,4,"(R) 250,000","X",9,4,"Forward-mounted medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]).\n\nDorsal turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).\n\nRear-mounted light tractor beam (Fire Arc Rear; Damage -; Critical -; Range [Close]; Tractor 2).","CUSTOMIZATIONS\nGimmellian Stealth Device: Reduces the range band of enemy ships’ passive sensors by 1 (to a minimum of close range) for detecting the Darvro. In order to function, all power from shields and weapons must be channeled into the cloaking device. Rerouting power takes one action.\nElectronic Countermeasures Suite: Blocks sensors within range when active, counting the Darvro’s silhouette as 3. Immediately notifies all ships in a star system, or within 100 kilometers if planetside, to the Darvro's existence.","AoR","SoR:118"]
["Ghtroc 720 Light Freighter",4,3,-2,"1/-/-/1",5,28,15,720,"Ghtroc Industries","Primary: Class 2\nBackup: Class 15","Yes","Medium","1 Pilot\n1 Co-pilot",200,10,112000,null,8,4,"Dorsal turret mounted twin light laser cannon (Fire arc All; Damage 5; Critical 3; Range [Close] Linked 1)",null,"EotE","EtU:62"]
["GX1 Short Hauler",4,2,-2,"1/-/-/1",2,24,15,"GX1 Short Hauler","Lantillian ShipWrights","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/engineer\n2 Steward/cargo hand",200,6,85000,null,5,5,"Dorsal turret-mounted heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short]).",null,"EotE","FC:56"]
["HT-2200 Medium Freighter",5,2,-2,"1/1/1/0",5,35,14,"HT-2200","Corellian Engineering Corporation","Primary: Class 3\nBackup: Class 15","Yes","Short","1 Pilot\n1 Co-pilot\n1 Engineer\n1 Loadmaster",800,8,140000,null,5,5,"One dorsal and one ventral turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).",null,"EotE\nFaD","FH:56,\n F-CRB:264"]
["HWK-290 Light Freighter",3,4,1,"1/-/-/1",2,18,18,"HWK-290","Corellian Engineering Corporation","Primary: Class 2\nBackup: None","Yes","Short","1 Pilot\n1 Co-pilot",75,2,70000,null,7,5,0,null,"EotE\nFaD","FH:56,\nF-CRB:263"]
["ILH-KK Citadel-Class Light Freighter",4,3,-1,"2/-/-/1",4,30,16,"Citadel","Koensayr Manufacturing","Primary: Class 2\nBackup: Class 15","Yes","Medium","1 Pilot\n1 Co-pilot\n1 Engineer",95,14,200000,null,6,4,"Forward Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical3; Range [Close]; Linked 1)\n\nPort and Starboard Turret Mounted Twin Light Ion Cannons (2) (Fire Arc forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)\n\nForward Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short] Breach 4, Blast 4, Guided 3, Limited Ammo 6, Slow-Firing 1)\n\nForward Mounted Medium Tractor Beam Projector (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 4)",null,"EotE","E-CRB:260"]
["Nightflyer",4,3,1,"2/-/-/1",4,25,18,"YT-2400","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 12","Yes","Medium","1 Pilot",95,6,160000,null,5,0,"Dorsal and Ventral Turret-Mounted Twin Medium Laser Cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1 ).",null,"EotE","BtR:30"]
["Penumbra Stealth Freighter",5,3,-1,"1/1/1/1",2,19,12,"Penumbra-class","Brennkeyes Syndicate","Primary: Class 4\nBackup: Class 20","Yes","Short","1 Pilot\n1 Co-pilot\n1 Gunner",90,4,100000,null,9,0,"Forward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion. Linked 1)","Fragile Stealth Systems: The Penumbra benefits from stealth systems that render it difficult to detect. Reduce the range band of enemy ships passive sensors by one (to a minimum of close range for detecting this vessel. Increase the difficulty of checks to detect this vessel with active scanners by one while it is traveling at speed 2 or lower. These benefits are lost if the Penumbra·s current hull trauma is 5 or higher","FaD","KtP:62"]
["Simiyiar Light Freighter",4,3,0,"1/-/-/1",4,20,16,"Simiyiar","Mon Calamari Shipyards","Primary: Class 2\nBackup: Class 15","Yes","Medium","1 Pilot\n1 Co-pilot",90,5,165000,null,6,4,"Dorsal turret-mounted twin light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted light ion cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion).",null,"FaD","F-CRB:264"]
["Starlight-class Light Freighter",4,3,-1,"1/-/-/1",3,20,16,"Starlight-class","Rendili StarDrive and Surron StarTech","Primary: Class 2\nBackup: Class 15","Yes","Short","1 Pilot\n1 Co-pilot/navigator",85,6,69995,null,5,4,"Turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 5; Range [Close]).",null,"EotE","FC:56"]
["Starwind Pleasure Yacht",5,3,-2,"2/1/1/1",3,25,20,"Starwind","Kuat Drive Yards","Primary: Class 1\nBackup: Class 15","Yes","Medium","1 Pilot\n1 Co-pilot\n1 Engineer\n2 Gunners",85,10,210000,null,6,2,"One Dorsal and One Ventral Turret Mounted Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; Range [Close])",null,"EotE","E-CRB:263"]
["Suwantek TL-1200 Transport",5,3,-3,"1/1/1/1",3,26,15,"TL-1200","Suwantek Systems","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot\n1 Engineer\n3 Crew",600,8,170000,null,6,4,"One port and one starboard turret mounted medium laser cannon (Fire Arc Forward Aft, and Port or Forward, Aft, and Starboard; Dam age 6; Critical 3; Range [Close]).",null,"EotE","LoNH:115"]
["Wayfarer-Class Medium Freighter",5,3,-2,"1/1/1/2",4,32,20,"Wayfarer","Kuat Systems Engineering","Primary: Class 2\nBackup: Class 14","Yes","Short","1 Pilot\n1 Co-pilot\n1 Engineer\n1 Cargomaster\n6 Crew",850,6,120000,null,5,5,"Dorsal Quad Laser Cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Accurate, Linked 3).",null,"EotE","E-CRB:263"]
["YG-4210 Light Freighter",4,2,-2,"2/-/-/1",3,30,10,"YG-4210","Corellian Engineering Corporation","Primary: Class 3\nBackup: Class 13","Yes","Medium","1 Pilot\n1 Co-pilot",120,12,85000,null,7,4,"Dorsal-mounted twin light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1 ).",null,"EotE","EtU:64"]
["YG-4400 Light Freighter",4,4,-1,"1/-/-/2",3,21,14,"YG-4400","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 16","Yes","Short","1 Pilot\n1 Co-pilot/Gunner",75,2,110000,null,5,2,"Aft Concussion Missile Launcher (Fire arc Aft; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 5, Slow-Firing 1)",null,"EotE","SoF:112"]
["YKL-37R Nova Courier",4,3,0,"1/-/-/1",3,24,18,"YKL-37R Nova Courier","Gallofree Yards, Inc.","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/engineer",100,6,130000,null,6,5,"One dorsal and one ventral turret- mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).\n\nOne forward and one aft concussion missile launcher (Fire Arc Forward or Aft; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 6, Slow-Firing 1).",null,"EotE","FC:56"]
["YT-1000 Light Freighter",4,3,-1,"1/-/-/1",2,20,14,"YT-1000","Corellian Engineering Corporation","Primary: Class 3\nBackup: Class 16","Yes","Short","1 Pilot\n1 Co-pilot/engineer",150,4,75000,null,5,5,"Dorsal turret-mounted twin light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close] ; Linked 1 ).",null,"EotE","EtU:64"]
["YT-1200 Light Freighter",4,2,-1,"1/-/-/1",3,19,11,"YT-1200","Corellian Engineering Corporation","Primary: Class 3\nBackup: Class 15","Yes","Medium","1 Pilot\n1 Co-pilot",150,6,90000,null,5,5,"One Ventral Turret Mounted Twin Light Laser Cannon (Fire Arc All; Damage 5; Critical 3; Range (Close]; Linked 1).",null,"EotE","FH:57"]
["YT-1210 Light Freighter",4,4,-1,"1/-/-/1",2,20,12,"YT-1210","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 16","Yes","Short","1 Pilot\n1 Gunner",100,4,120000,null,5,3,"Dorsal-mounted twin light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1 ).",null,"EotE","SoF:112"]
["YT-1300 Light Freighter (millennium falcon's model)",4,3,-1,"1/-/-/1",3,22,15,"YT-1300","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/engineer",165,6,100000,null,4,6,"One Dorsal and One Ventral Turret Mounted Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).",null,"EotE","E-CRB:264"]
["YT-2000 Light Freighter",4,3,0,"1/-/-/1",3,24,14,"YT-2000","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/engineer",170,7,120000,null,5,5,"Dorsal and ventral turret-mounted twin medium laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1).",null,"EotE","FC:60"]
["YT-2400 Light Freighter",4,3,0,"1/-/-/1",4,25,18,"YT-2400","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/engineer",140,6,130000,null,5,5,"Dorsal and Ventral Turret Mounted Twin Medium Laser Cannons (Fire Arc All; Damage 6; Cnttcal 3; Range [Close]; Linked 1 ).",null,"EotE","E-CRB:265"]
["YV-560 Light Freighter",4,3,0,"1/-/-/1",3,20,20,"YV-560","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 12","Yes","Long","1 Pilot\n1 Co-pilot/engineer",80,5,120000,null,7,4,"Dorsal-mounted twin medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close!; Linked 1 ).",null,"EotE","EtU:66"]
["YV-929 Light Freighter",4,3,-1,"2/-/-/1",4,23,15,"YV-929","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot\n2 Gunners",80,6,380000,null,6,1,"Two triple light blaster cannons (Fire Arc Forward and Port, or Forward and Starboard; Damage 4; Critical 4; Range [Close]; Linked 2).\n\nTurret-mounted twin light ion cannon (Fire Arc Forward; Port and Starboard; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).\n\nTwo forward and one rear-mounted concussion missile launchers (Fire Arc Forward or Rear; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Linked 1, Limited Ammo 10)\n","Lore Wise, this ship draws a lot of attention from Imperial customs due to the large amount of weapons and armor this \"light freighter\" has","AoR\nEotE","A-CRB:275*, DC:68"]
["ZH-25 Questor Light Freighter",4,3,-1,"1/-/-/1",3,30,20,"Questor","Starfield Industries","Primary: Class 2\nBackup: Class 15","Yes","Medium","1 Pilot\n1 Co-pilot",100,6,115000,null,6,4,"Ventral turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).",null,"FaD","F-CRB:265"]
["Jadthu-Class Landing Ship",5,3,"-3","1/1/1/-",5,30,15,"Jadthu Class","Republic Sienar Systems","None","None","Short","1 Pilot\n1 Co-pilot\n1 loadmaster\n1 load-assistant\n1 Engineer",800,60,200000,null,5,2,"One dorsal and one ventral turret-mounted twin heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short]; Linked 1).","Arakyd industries Caltrop-5 Chaff Gun: Upgrade the difficulty of all Gunnery checks and checks triggered by the Guided quality made using missiles, rockets or torpedoes targeting the starship once.\nIn addition, it upgrades the difficulty of Piloting checks for other ships within close range once,y on a piloting check may be spent to inflict a Critical Hit on that pilot's Ship.","FaD","KoF:60"]
["LH75 Specialty Live-Haul Freighter",5,2,"-3","1/1/1/-",4,46,25,"LH75 ","Rothana Heavy Engineering","Primary: Class 3\nBackup: Class 15","Yes","Medium","1 Pilot\n1 Co-pilot\n1 loadmaster\n3 load-assistants\n5 cargo tenders\n1 Engineer",1000,90,126000,null,5,3,"One ventral turret·mounted twin medium laser cannon (Fire Arc All; Damage 6: Critical 3: Range [Close]; Linked 1)",null,"FaD","Kof:61"]
["Zeta Class Heavy Cargo Shuttle",4,2,"-3","2/-/-/2",4,35,20,"Zeta-Class","Telgorn Corporation","Primary: Class 3\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot",750,50,95000,"X",7,1,"Forward mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3)",null,"DoR","RE:126"]
[]
["Yacht"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Baudo-class Star Yacht",4,4,1,"1/-/-/1",1,26,10,"Baudo-class","Mendel Baudo Shipyards","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/engineer",60,8,250000,null,9,6,"Turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 5; Range [Close]).",null,"AoR\nEotE","FC:57\nDA:60"]
["CEC WUD-500 Star Yacht",4,4,-1,"1/-/-/1",1,18,14,"WUD-500","Corellian Engineering Corporation","Primary: Class 1\nBackup: Class 8","Yes","Short","1 Pilot,\n1 Co-pilot/navigator",65,6,98500,null,6,5,"Forward-mounted twin blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1).",null,"EotE","FC:55"]
["J-Type Star Skiff",4,4,-1,"2/-/-/2",4,28,18,"J-Type Star Skiff","Nubia Star Drives, Inc.","Primary: Class 1\nBackup: Class 12","Yes","Medium","1 Pilot,\n1 Co-pilot/navigator,\n1 Gunner",90,3,260000,null,7,0,"Two dorsal turret-mounted retractable dual laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1).",null,"EotE","SoF:111"]
["Luxurious-class Yacht",4,4,1,"1/-/-/1",1,25,22,"Luxurious-class","Ghtroc Industries","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-pilot/engineer\n1 Steward",80,12,210000,null,6,4,0,null,"EotE","FH:58"]
["SoroSuub Luxury 3000 Space Yacht",4,3,0,"1/-/-/1",1,30,12,"Luxury 3000","SoroSuub Corporation","Primary: Class 2\nBackup: Class 14","Yes","Short","1 Pilot\n1 Co-pilot/engineer",100,10,120000,null,6,4,0,null,"EotE","E-CRB:262"]
["The Venture",4,3,2,"1/-/-/0",3,20,20,"Courier-class","Nubia Star Drives, Inc.","Primary: Class 2\nBackup: Class 14","Yes","Medium","1 Pilot,\n1 Co-pilot\n1 Engineer\n5 Gunners\n11 Crew",50,25,185000,null,5,3,"Forward-mounted light blaster cannons (Fire Arc Forward; Damage 4; Critical Hit 4; Range [Close); Linked 1),\n\nStarboard- or port-mounted light blaster cannons (Fire Arc Starboard or Port; Damage 4; Critical Hit 4; Range [Close); Linked 1 ) .\n",null,"EotE","JoY:91"]
["Ubrikkian Industries Modified Minstrel-Class Space Yacht",5,3,-1,"2/1/1/2",6,45,28,"Minstrel-Class Space Yacht","Ubrikkian Industries","Primary: Class 2\nBackup: Class 12","Yes","Medium","37 Crew",800,75,1750000,null,7,3,"Three port and three starboard concealed turret-mounted light turbolaser batteries (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow-Firing 1).\n\nThree port and three starboard medium ion cannons (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 6; Critical 4; Range [Short]; Ion), \n\nForward Mounted Heavy Tractor Beam Emitter (Fire Arc Forward; Damage Critical -; Range [Medium]; Tractor 6).","Starfighter Complement: Six starfighters (HH-87s, M3-As, or Z-95s), two shuttles.","EotE","LoNH:116"]
["Tireless Wanderer, Sorosuub Luxury 3000 Space yacht",4,3,0,"1/-/-/1",1,30,12,"Luxury 3000","SoroSuub Corporation","Primary: Class 2\nBackup: Class 14","Yes","Short","1 Pilot\n1 Co-pilot/engineer",100,10,120000,null,6,4,"Forward mounted light laser cannon (Fire arc forward; Damage 5; Critical 3; Range [Close]) ",null,"FaD","GoD:56"]
["H-type Nubian Yacht",4,5,"+1","2/-/-/2",3,30,20,"H-Type","Nubia Star Drives, Incorporated","Primary: Class 1\nBackup: Class  7","Yes","Short","1 Pilot\n1 Co-pilot",75,8,800000,null,7,0,0,null,"FaD","UP:60"]
[]
["Corvette"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Blockade Bandit",5,2,-2,"2/1/1/2",5,50,15,"CR90","Corellian Engineering Corporation","Primary: Class 2","Yes","Long","40 Crew",750,50,700000,null,5,2,"Dorsal and Ventral Turret-Mounted Twin Medium Turbolaser Batteries (Fire Arc All; Damage 11 ; Critical 3; Range [Long]; Breach 3. Linked 1. Slow-firing 1. only one on each side is functional). \n\ntwo Port and two Starboard Turret-Mounted Light Turbolasers (Fire Arc Port and Starboard; Damage 1 O; Critical 3; Range [Medium]; Breach 2. Slow-firing 1 ).","there be stuff wrong with this ship","EotE","BtR:93"]
["CR90 Corvette",5,3,-1,"2/1/1/2",5,50,25,"CR90","Corellian Engineering Corporation","Primary: Class 2","Yes","Long","165 Crew",2500,600,1200000,null,5,4,"One dorsal and one ventral turret-mounted twin medium turbolaser battery (Fire Arc All; Damage 10; Critical 3; Range [Long]; Breach 3, Linked 1, Slow-Firing 1).\n\nTwo port and two starboard turret-mounted light turbolasers (Fire Arc Port and Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow-Firing 1]",null,"AoR\nEotE\nFaD","A-CRB:274, E-CRB:266, F-CRB:266"]
["CR92A Assassin-Class Corvette",5,3,-1,"2/2/2/1",5,55,25,"CR92a","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 16","Yes","Long","150 Crew",1000,60,"(R) 2,500,000","X",6,2,"Three port and three starboard turret mounted twin medium turbolaser batteries (Fire Arc Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 10; Critical 3; Range [Long]; Breach 3, Linked 1, Slow-firing 1).\n\nDorsal and ventral turret mounted quad laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate, Linked 3).\n\nForward proton torpedo launcher (Fire Arc Forward;\nDamage 8; Critical 2; Range [Short]; Breach 6, Blast\n6, Guided 2, Limited Ammo 10, Slow-firing 1).\n\nForward medium tractor beam emitter (Fire Arc Forward; Damage - ; Critical -.; Range [Medium]; Tractor 4).",null,"EotE","SoF:113"]
["Cybershop Ship",5,3,-2,"2/1/1/2",5,50,25,"Modified CR90","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 15","Yes","Long","135 Officers and Crew",1000,220,1300000,null,7,6,"One dorsal and one ventral turret mounted twin medium Lurbolaser battery (Fire Arc All; Damage 10; Critical 3: Range (Long!; Breach 3, Linked 1. Slow-Firing 1 ).",null,"EotE","SM:63"]
["Marauder-Class Assault Corvette",5,3,0,"2/1/1/1",5,65,35,"Marauder","Republic Sienar Systems","Primary: Class 2","Yes","Medium","177 Officers and Crew",175,80,"(R) 3,000,000","X",5,1,"Four Forward Mounted and Four Turret mounted Light Double Turbolasers (Fire Arc Forward or All; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1), \n\nThree Forward Mounted Light Tractor Beam Emitters (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)",null,"EotE","E-CRB:267"]
["Savrip",5,3,0,"1/1/1/1",5,62,35,"Marauder","Republic Sienar Systems","Primary: Class 2","Yes","Medium","120 Officers, Pilots and Crew",175,40,"(R) 0","X",5,0,"Four forward-mounted and four turret mounted light double turbolasers (Fire Arc Forward or All; Damage 9; Critical 3, Range [Medium]; Breach 2, Linked 1, Slow-Firing 1).\n\nForward-mounted light tractor beam emitter (Fire Arc Forward; Damage Critical -; Range [Close]; Tractor 2).\n\nTwo forward mounted medium ion cannons (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion).","Starfighter Complement: Twelve Cutlass-9 patrol fighters.","EotE","MPQ:83"]
["Vigil-Class Corvette",5,3,-1,"2/2/2/1",5,55,35,"Vigil","Kuat Drive Yards","Primary: Class 2\nBackup: Class 10","Yes","Long","200 Officers, Crew and Troops",1800,200,"(R) 3,500,000","X",5,0,"Three dorsal turret-mounted twin light turbolaser batteries (Fire Arc All; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1).\n\nThree dorsal twin heavy laser cannon turrets (Fire Arc All; Damage 6; Critical 3; Range [Short]; Linked 1).\n\nForward-mounted medium tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 4).","Fun fact: This was originally a Fan made ship created by \"Ansel Hsiao\" and was officially made into new cannon material by Jason Fry (a Star Wars author) thanks to Ansels work on the \"Star wars essential guide to warfare\" book… so yeah that’s just so awesome i had to share =D (and the ship looks badass too)","AoR","A-CRB:274"]
["Raider II-Class Corvette",5,4,"-1","2/2/2/2",5,45,25,"Raider I","Kuat Drive Yards","Primary: Class 2\nBackup: Class 15","Yes","Long","15 Officers, 77 enlisted crew",300,30,3000000,"X",7,2,"Chin-mounted Twin light turbolasers (Fire arc forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1)\nThree port and three starboard retractable turret- mounted twin heavy laser cannons (Fire arc forward and port or forward and starboard; Damage 6; Critical 3; Range [Short]; Accurate 2, Linked 1)\nChin-Mounted Ion Cannon (fire arc forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Slow-Firing 2)",null,"AoR","FLT:79"]
["Braha'Tok-Class Gunship",5,3,"-1","2/1/1/1",4,46,25,"Braha'tok","Dornean Braha'ket Fleetworks Conglomerate","Primary: Class 3\nBackup: Class 15","Yes","Long","70 Officers and Crew",300,15,1400000,"X",6,3,"Two forward-mounted proton torpedo launchers\n[Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 3, Slow-Firing 1).\n\nFour forward-mounted concussion missile launchers (Fire Arc Forward: Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 3, Slow-Firing 1].\n\nOne port and one starboard twin light turbolaser (Fire Arc Forward: Damage 9; Critical 3: Range [Medium]; Breach 2, linked 1, Slow-Firing 1).\n\nFour dorsal and four ventral turret-mounted quad laser\ncannons (Fire Arc All; Damage 5: Critical 3; Range [Close];\nAccurate 1; Linked 3)",null,"FaD","KoF:61"]
["Hammerhead Class Corvette",5,3,"-1","3/1/1/1",4,50,25,"Hammerhead","Rendilli Stardrive","Primary: Class 3\nBackup: Class 15","Yes","Medium","35 officers and crew",2000,125,3000000,null,8,4,"Forward moutned Heavy laser cannons (Fire arc forward; Damage 6; Critical 3; Range [Short]; Linked 1)\n\nDorsal turret mounted twin light turbolaser battery (Fire arc All; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow firing 1)","Designed to Ram: when ramming treat the ramming as a minor collision for this vessel and subtract 30 from the roll to resolves its Critical Hit, The enemy vessel always treats this as a major collision and also adds 30 to its critical hit roll.\n\nNOW GO RAM A STAR DESTROYER!!!!!!!!\n","DoR","RE:178"]
[]
["Frigate"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["DP20 Gunship",5,4,-1,"2/2/2/1",5,55,30,"DP20","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 16","Yes","Long","91 Officers and Crew",300,0,3200000,null,6,1,"Eight Turret Mounted Light Twin Turbolaser Batteries (Fire Arc All; Damage 9; Critical 3; Range [Medium]; Breach 4, Linked 1, Slow-firing 1), \n\nSix Retractable Turret Mounted Quad Laser Cannons (Fire Arc All;  Damage 5; Critical 3; Range [Close], Accurate, Linked 3), \n\nTwo Port and Two Starboard Concussion Missile Launchers (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3)",null,"EotE","E-CRB:266"]
["EF76 Nebulon-B Escort Frigate",6,3,-1,"2/2/2/2",6,71,40,"Nebulon-B","Kuat Drive Yards","Primary: Class 2\nBackup: Class 12","Yes","Long","920 Officers, Pilots and Crew",4000,75,"(R) 8,500,000","X",7,2,"Six port and six starboard retractable turretmounted medium turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 10; Critical 3; Range [Long); Breach 3, Slow-Firing 1). \n\nThree starboard, three port, three forward, and three aft retractable turret-mounted light laser cannons (Fire Port or Starboard or Forward or Aft; Damage 5; Critical 3; Range [Close)).\n\nThree forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Medium]; Tractor 6).","Starfighter Complement: 24","AoR\nEotE","A-CRB:278*, E-CRB:268"]
["Flatline and Brilliance",5,3,-1,"3/2/2/2",2,40,20,"Interceptor IV","Corellian Engineering Corporation","Primary: Class 3\nBackup: Class 20","Yes","Medium","20 Crew",10000,5,300000,null,7,4,"One port and one starboard turbolaser cannon batteries (Fire Arc Port or Starboard; Damage 11; Critical 3; Range [Long]; Breach 4; Slow-Firing 2).\n\nForward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 3, Slow- Firing 2).",null,"EotE","MPQ:81"]
["Imperial System Patrol Craft IPV-1",5,3,-1,"2/2/2/1",6,45,20,"IPV-1","Sienar Fleet Systems","None","None","Long","12 Crew",20,10,"(R) 4,000,000","X",5,2,5,null,null,"BtR:93"]
["IR-3F-Class Light Frigate",5,4,-1,"2/2/2/2",3,40,35,"IR-3F","Republic Sienar Systems","None","None","Extreme","20 Officers and Crew",1800,10,1000000,null,6,2,"One ventral turret-mounted twin light turbolaser battery (Fire Arc Forward; Damage 9; Critical 5; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1).\n\nOne dorsal turret-mounted twin light turbolaser battery (Fire Arc All; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing).\n\nOne port and one starboard turret-mounted twin medium laser cannon (Fire Arc Port and Starboard; Damage 6; Critical 3; Range [Close]; Linked 1).",null,"FaD","F-CRB:267"]
["Lancer-Class Frigate",5,2,-1,"2/1/1/1",5,52,34,"Lancer","Kuat Drive Yards","Primary: Class 1\nBackup: Class 15","Yes","Long","800 Officers and Crew",200,40,"(R) 4,760,000","X",7,0,"Four dorsal, four ventral, four port, four starboard, and four forward turret-mounted quad laser cannons (Fire Arc All or Port or Starboard or Forward; Damage 5; Critical 3; Range (Close]; Accurate 1, Linked 3).",null,"AoR","A-CRB:278"]
["MC30c Frigate",6,4,0,"3/2/2/2",5,74,42,"MC30c","Mon Calamari Shipyards","Primary: Class 1\nBackup: Class 15","Yes","Short","820 Officers and Crew",3500,95,"(R) 9,500,000","X",6,3,"Two forward-mounted heavy proton torpedo launchers (Fire Arc Forward; Damage 10; Critical 2; Range [Medium]; Blast 8, Breach 8, Guided 2, Slow-Firing 1).\n\nEight port and eight starboard turret- mounted medium turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1).\n\nFive starboard, five port, three forward, and three aft twin medium laser cannons (Fire Arc Starboard or Port or Forward or Aft; Damage 6; Critical 3; Range [Short]; Linked 1).\n\nTwo starboard, two port, one forward, and one aft cluster bomb launchers (Fire Arc Starboard or Port or Forward or Aft; Damage 6; Critical 3; Range [Close]; Blast 6, Limited Ammo 6).","Cluster Bombs: \nWhenever a ship enters closer range with an MC30c frigate that has dispersed its cluster bombs, it is exposed to the devices. The pilot of such a ship must succeed on a Hard (ddd) Piloting check or suffer a hit for 6 damage. If the pilot generates tt on the check, the GM can have another friendly ship nearby suffer 6 damage as well.","AoR","SoR:118"]
["Munificent-class Command, Control, and Communications Frigate",7,2,0,"3/2/2/2",5,60,55,"Munificent-class","Hoersch-Kessel Drive, Inc","Primary: Class 1\nBackup: Class 10","Yes","Long","1100 Officers, Pilots and Crew",10000,850,12300000,null,9,1,"Two forward-mounted heavy turbolasers (Fire Arc Forward; Damage 11; Critical 5; Range [Long]; Breach 4, Slow-Firing 2).\n\nTwo forward-mounted long-barrelled ion cannons (Fire Arc Forward; Damage 9; Critical 4; Range [Long]; Breach 5, Ion, Slow-Firing 1).\n\nThirteen port and thirteen starboard twin light turbolasers (Fire Arc Port or Fire Arc Starboard; Damage 9; Critical 5; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1).\n\nTen port and ten starboard turret-mounted light turbolasers (Fire Arc All Port or All Starboard; Damage 9; Critical 5; Range [Medium]; Breach 2, Slow-Firing 1).\n\nFour port and four starboard medium flak cannons (Fire Arc Port or Starboard; Damage 5; Critical 3; Range [Short]; Blast 4, Slow-Firing 1, Vicious 4).\n\nTen dorsal, ten ventral, ten starboard, and ten port turret-mounted retractable light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]).","Starfighter Complement: 12 - 36 Starfighters\n\nMassive 1\n\nCommand, Control and Communications Suite: While active upgrade the ability of all Mass Combat checks made once","AoR","LbE:52"]
["Shadow Raptor",6,3,1,"2/2/2/2",6,71,40,"Nebulon-B","Kuat Drive Yards","Primary: Class 2\nBackup: Class 12","Yes","Extreme","683 Officers, Pilots and Crew",3500,225,"(R) 8,500,000","X",7,0,39,null,null,"DitW:13"]
["Starbolt Assault Carrier",6,3,-1,"2/2/2/2",6,75,60,"Starbolt","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 10","Yes","Long","800 Crew",4000,250,"(R) 10,000,000","X",8,2,"Two dorsal turret-mounted heavy turbolasers\n(Fire Arc All; Range [Long]; Damage 11 ; Critical 3;\nBreach 4; Slow Firing 2).\n\nTwo port and two starboard light turbolasers (Fire\nArc Port or Starboard; Damage 9; Critical 3; Range\n[Medium]; Breach 2; Slow Firing 1)\n\nTwo ventral turret-mounted heavy ion cannons (Fire\nArc All; Range Medium; Damage 8; Critical 4; Ion).\n\nForward mounted twin proton torpedo launcher\n(Fire Arc Forward; Range [Short], Damage 8; Critical 2;\nBlast 6, Breach 6, Guided 2, Linked 1, Limited Ammo\n8, Slow-Firing 1 ).\n\nForward-mounted heavy tractor beam emitter\n(Fire Arc Forward; Damage-; Critical-; Range [Short];\nTractor 6).","Starfighter Complement: 24 starfighters, six assault speeders, four troop speeders, two command speeders and two shuttles.","EotE","DC:70"]
["Surveyor-class Reconnaissance Frigate",6,3,-1,"3/2/2/1",6,75,45,"Surveyor-class","Kuat Drive Yards","Primary: Class 1\nBackup: Class 11","Yes","Extreme","900 Officers Pilots and Crew",3700,80,"(R) 9,600,000","X",8,2,"Three dorsal and three ventral turret-mounted light turbolasers (Fire Arc All Dorsal or All Ventral; Damage 9; Critical 5; Range [Medium]; Breach 2, Slow-Firing 1).\n\nTwo port and two starboard turret-mounted medium turbolasers (Fire Arc All Port or All Starboard; Damage 10; Critical 5; Range [Long]; Breach 3, Slow-Firing 1).\n\nThree port and three starboard turret-mounted twin light laser cannons (Fire Arc All Port or All Starboard; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nFour forward-mounted medium ion cannons (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion).\n\nTwo forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 6).","Starfighter Complement: 12 Starfighters\n\nMassive 1\n\nSensor Suite: Upgrade the ability of any Perception or Computers checks made while using the sensors\n\nRun Silent: Add ⬛⬛ to any skill checks made to detect a Surveyor class ship","AoR","LbE:53"]
["Ubrikkian Industries Kossak-Class Frigate",6,3,-2,"2/2/2/1",6,75,45,"Kossak-Class","Ubrikkian Industries","Primary: Class 2\nBackup: Class 12","Yes","Long","975 Officers, Pilots and Crew",3500,90,8300000,null,7,3,"Six port and six starboard turret-mounted medium turbolaser batteries (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1).\n\nFour port, four starboard, and four aft turret-mounted twin light laser cannons (Fire Arc Port or Starboard or Aft; Damage 5; Critical 3; Range [Close]; Linked 1).\n\nFour forward-mounted twin medium ion cannons (Fire Arc Forward, Starboard, and Port; Damage 6; Critical 4; Range [Short]; Ion, Linked 1).\n\nTwo forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Medium]; Tractor 6).","Starfighter Complement: Eight starfighters (HH- 87s, M3-As, or Gl-M4-Cs), four heavy starfighters/ bombers (Ml 2-Ls), three shuttles.","EotE","LoNH:117"]
["Xanter-Class Deep-Space Exploration Frigate",6,1,-2,"2/2/2/2",6,80,32,"Xanter","Rendili Star Drive","Primary: Class 3\nBackup: Class 9\nTertiary: Class 18","Yes","Long","150 Officers, Pilots and Crew",2000,50,3750000,null,7,2,"Two forward-, three port and three starboard-mounted heavy laser cannons (Fire Arc Forward or Port or Starboard; Damage 6; Critical 3; Range [Short]) .\n\nOne port and one starboard turret-mounted twin\nlight turbolasers (Fire Arc Forward and Port or Forward\nand Starboard; Damage 9; Critical 3; Range [Medium];\nBreach 2, Linked 1. Slow-Firing 1 ).\n\nOne ventral turret-mounted twin ion cannon (Fire\nArc All; Damage 7; Critical 4; Range [Medium]; Ion,\nSlow-Firing 1 ).","Starfighter Complement: Six starfighters.","EotE","EtU:67"]
[]
["Scout Ship"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Kaminoan Observation Ship",6,2,-2,"0/0/0/0",2,50,25,"Scout Ship/Observation Platform","Kamino Engineering","Primary: Class 2\nBackup: Class 14","Yes","Extreme",6,2500,20,750000,null,7,6,0,null,"FaD","DoH:65"]
["The Deep Dark",4,3,0,"1/-/-/1",4,25,18,"Skywatcher-class","Sienar Fleet Systems","Primary: Class 1\nBackup: Class 10","Yes","Medium","12 Crew",50,6,"(R) 120,000","X",5,3,"Dorsal and Ventral Turret Mounted Twin Medium Laser cannons (Fire Arc All; Range [Close]; Damage 6; Critical 3; Linked 1)",null,"EotE","BtR:70"]
["Vangaard Pathfinder Scout Ship",4,4,1,"1/-/-/1",2,16,10,"Pathfinder","Vangaard Industries","Primary: Class 3\nBackup: Class 15","Yes","Extreme","1 Pilot\n1 Co-pilot",45,2,45000,null,6,2,"Dorsal turret-mounted light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]).",null,"FaD","F-CRB:260"]
["Ainik Class Scientific Survey Vessel",4,3,"0","2/-/-/1",2,22,10,"Survey Vessel/Ainik-class.","SoroSuub","Primary: Class 3\nBackup: Class 12","Yes","Extreme","1 pilot\n1 co-pilot\n 2 engineers/scientists.",150,6,12000,null,7,3,"Dorsal and ventral turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range (Close(; Accurate 1 , linked 3).\n\nForward-mounted light tractor beam emitter (Fire Arc Forward; Damage -; Critical -; Range (Close(; Tractor 2) .","Research Labs: Add ⬛ to Knowledge [Education] and [Xenology] checks made in this vessel","AoR","FO: 57"]
["Alidade-Class Long Range Survey Ship",5,2,"-1","2/-/-/1",3,35,30,"Alidade Class","Sienar Ships","Primary: Class 3\nBackup: Class 14","Yes","Extreme","1 pilot\n1 co-pilot\n 2 engineers/ long range sensor operators",250,5,150000,null,6,3,"Forward mounted twin medium laser cannons (Fire arc forward; Damage 6; Critical 3; Range [Close]; Linked 1)\n\nDorsal turret mounted twin light ion cannons (Fire arc all; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)",null,"FaD","SS:58"]
[]
["Bulk Freighter"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Action IV Bulk Freighter",5,2,"-2","1/1/1/0",2,35,18,"Action IV","Corellian Engineering Corporation","Primary: Class 3","Yes","Medium","26 Crew",8500,6,150000,null,4,4,"Two medium hull-mounted tractor beams (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 4)",null,"FaD","DoH:61"]
["ISO-One",5,2,-3,"2/1/1/1",2,40,25,"BFF-1 series","Phylon Freight","Primary: Class 3\nBackup: Class 12","Yes","Medium","15 Crew",1000,25,150000,null,4,5,"Dorsal, Ventral, Port and Starboard Turret Mounted Twin Medium Laser Cannons (Fire Arc All: Damage 6, Critical 3, Range [Close] Linked 1)",null,"EotE","BtR:96"]
["ND-47 Stalwart Bulk Freighter",5,2,-2,"2/2/2/2",5,35,15,"Stalwart-class","Nova-Drive","Primary: Class 3\nBackup: Class 12","Yes","Medium","1 Pilot,\n1 Co-pilot\n1 Engineer\n1 Loadmaster",200,10,70000,null,6,2,0,null,"FaD","KtP:62"]
[]
[]
["Light Assault Transport"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["4R3 Light Assault Transport",4,3,-1,"2/-/-/1",3,32,19,"4R3","Telgorn Corporation","Primary: Class 2\nBackup: Class 15","Yes","Medium","1 Pilot,\n1 Co-pilot\n1 Engineer\n2 Gunners",80,16,300000,null,7,4,"Retractable forward mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)\n\nTwo retractable forward mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion. Linked 1 ).\n\nTwo forward mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]: Breach 6. Blast 6, Guided 2. Limited Ammo 7. Slow Firing 1).","Stinger Assault Boarding Tube: If the 4R3 manages to dock with a target. it can cut through the hull of the ship in three rounds.","EotE","DC:67"]
["Surronian Conqueror-Class Assault Ship",4,3,0,"2/-/-/2",4,20,14,"Conqueror","Surronian","Primary: Class 1\nBackup: Class 10","Yes","Medium","1 Pilot,\n1 Engineer\n1 Gunner",80,1,100500,null,9,4,"One dorsal turret-mounted twin heavy laser cannon (Fire Arc Forward; Damage 6: Critical 3; Range [Short]; Linked 1 ).\n\nForward mounted twin light ion cannons (Fire Arc Forward; Damage 5: Critical 4; Range [Close]; Ion. Linked 1 ).",null,"EotE","DC:67"]
[]
["Bulk Cruiser"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Corellian Engineering Corporation Deep Space Recovery Vessel L-2783",5,2,-4,"2/1/1/1",4,55,35,"L-2783","Corellian Engineering Corporation","Primary: Class 4\nBackup: Class 15","Yes","Long","100 Officers and Crew",5000,100,6500000,null,6,7,"Dorsal turret mounted light turbolaser cannon (Fire Arc Dorsal; Damage 9: Critical 3; Range [Medium]; Breach 2, Slow-firing 1 ).\nPort and starboard turret-mounted medium laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Breach 2. Slow-firing 1 ).\nVentral heavy tractor beam (Fire Arc Forward; Range [Short]: Tractor 6).",null,"EotE","SM:64"]
["Rendili Stardrive Neutron Star-Class Bulk Cruiser",7,1,-3,"2/2/2/1",6,80,50,"Neutron Star","Rendili Star Drive","Primary: Class 3\nBackup: Class 20","Yes","Long","2200 Crew",5000,250,2800000,null,4,6,"Ten port, ten starboard and four forward heavy bulk cruiser turbolasers (Fire Arc Port or Starboard or Fore; Damage 11; Critical 3; Range [Long]; Breach 3; Slow Firing 2).\nTen port, ten starboard and five dorsal heavy laser cannons (Fire Arc Port or Starboard or All; Damage 6; Critical 3; Range [Short]).\nTwo forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage-; Critical -; Range [Short]; Tractor 6)","Massive 1: When making an attack targeting this starship, the critical rating of any weapons used counts as 1 higher.","EotE","DC:69"]
[]
["Cruiser"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["End of Days",7,3,-1,"2/2/2/2",8,100,60,"Keldabe","Zann Consortium","Primary: Class 2\nBackup: Class 10","Yes","Long","6000 Crew",8000,1000,200000000,"X",8,4,"Five dorsal, ten port, and ten starboard turret-mounted heavy turbolasers (Fire Arc All or Port or Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Slow-Firing 2).\n\nFive ventral and five port and five starboard heavy ion cannons (Fire Arc All; Damage 7; Critical 4; Range [Medium]; Slow-Firing 1, Ion).\n\nTwo forward-mounted mass driver missile launchers (Fire Arc Forward; Damage 14; Critical 3, Range [Extreme]; Blast 4, Breach 4, Inaccurate 1, Limited Ammo 10, Slow-Firing 2).\n\nFive forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 6).","Starfighter Complement: 36 starfighters.\n\nShield Energy Absorbers: The Keldabe-class cruiser has a set of unique shield absorption devices built into the hull. The technology is difficult to construct, takes up an inordinate amount of space, and can cause critical overloads in systems. Flowever, it does give the cruiser a unique advantage in combat. The absorbers may be activated as a maneuver by one of the crew. Once they are activated, one target vessel within medium range reduces its defense rating on all facings to zero. The system can remain on indefinitely, but at the end of each round in which it has been operational, the cruiser suffers 4 system strain. \n\nMassive 1: When making an attack targeting this starship, the critical rating of any weapons used counts as one higher.","EotE","MPQ:80"]
["Jedi Training Cruiser Crucible",5,3,"-1","2/1/1/2",3,44,28,"Unknown Class","believed to be Rendili Vehicle Corporation","Primary: Class 3","Yes","Extreme","1 Pilot\n1 Engineer",300,10,2000000,"X",10,6,0,"Workshops: The interior of the Crucible was said to have contained several extensive workshops. Younglings spent time in these workshops constructing and repairing their lightsabers as well as learning other lessons involving maintenance and invention, When making Mechanics checks aboard the Crucible, the PCs always count as having the right tools for the job, In addition, once per session each character aboard the ship may make a Hard (ddd) Perception check, if successful, they find one part for constructing a lightsaber woth 1,000 credits or less (the description of the part is up to the GM, but it should be exotic, antique or otherwise distictive).\n\nAncient Databanks: the databanks aboard the Crucible have accumulated a great deal of esoteric information over the years. Characters aboard the ship add automatic sa to any Knowledge (Lore) or Astrogation checks they make.","FaD","DoH:64"]
["Keldabe-Class Battleship",7,3,-1,"2/2/2/2",8,100,60,"Keldabe","Mandal Motors / Zann Consortium","Primary: Class 2\nBackup: Class 10","Yes","Long","6000 Crew",8000,1000,200000000,"X",8,4,"Five dorsal, ten port, and ten starboard\nturret-mounted heavy turbolasers (Fire Arc All or Port\nor Starboard; Damage 11; Critical 3; Range [Long];\nBreach 4; Slow Firing 2).\n\nFive ventral and five port and five starboard heavy\nion cannons (Fire Arc All; Range Medium; Damage 8;\nCritical 4; Ion).\n\nTwo forward mounted mass driver missile launchers\n(Fire Arc Forward; Damage 14; Critical 3. Range\n[Extreme]; Blast 4, Breach 4, Inaccurate 1. Limited\nAmmo 10, Slow-Firing 2).\n\nFive forward-mounted heavy tractor beam emitters\n(Fire Arc Forward; Damage-; Critical -; Range [Short];\nTractor 6).","Shield Energy Absorbers: The Keldabe has a set of unique shield absorption devices built into the hull. The technology is difficult to construct. takes up an inordinate amount of space. and can cause critical overloads in systems. However, it does give the Keldabe a unique advantage in combat. The absorbers may be activated as a maneuver by one of the Keldabe's crew. Once activated, one ship in medium range reduces its defense rating on all facings to zero. The system can remain on indefinitely, but at the end of each round it has been operational. the Keldabe takes 4 system strain.\n\nStarfighter Complement: 36 starfighters.\n\nMassive 1: When making an attack targeting this starship, the critical rating of any weapons used counts as 1 higher.","EotE","DC:69"]
[]
["Small Transport"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Selonian Coneship",3,1,-5,"0/-/-/0",1,8,3,"Coneship","Various Selonian Dens","None","None","None","1 Pilot\n1 Co-Pilot",2,0,5000,null,7,0,0,"Absolute Deathtrap, Nobody flys these if they can help it","EotE","SoF:107"]
["YT-1760 Small Transport",4,4,1,"1/-/-/0",1,17,15,"YT-1760","Corellian Engineering Corporation","Primary: Class 1\nBackup: Class 15","Yes","Short","1 Pilot\n1 Co-Pilot",70,8,80000,null,5,5,"Dorsal Turret Mounted Light Laser Cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]).",null,"EotE","FH:58"]
["KSE Rho-1 Limulus-Class Courier",3,4,"0","1/-/-/1",1,15,14,"Limulus-class","Kuat Systems Engineering","Primary: Class 2\nBackup: Class 10","Yes","Short","1 Pilot\n1 Co-Pilot",6,1,55000,null,8,2,"Twin forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)",null,"FaD","EV:63"]
["Sienar Fleet Systems Legate-Class Courier",4,4,"0","1/-/-/1",2,18,13,"Legate-class","Sienar Fleet Systems","Primary: Class 2\nBackup: Class 8","Yes","Short","1 Pilot\n1 Co-Pilot",15,4,65000,null,6,3,"Twin forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)\nDorsal turret mounted light ion cannon (Fire arc All; Damage 5; Critical 4; Range [Close]; Ion)",null,"FaD","EV:63"]
[]
["Light Freighter"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["G9 Rigger Light Freighter",4,2,-2,"1/-/-/1",2,25,15,"Rigger-class","Corellian Engineering Corporation","Primary: Class 3","Yes","Medium","1 Pilot\n1 Co-Pilot",80,6,55000,null,5,4,"Dorsal auto-blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-fire).\n\nOutrigger turret-mounted light blaster cannon (Fire Arc Forward, Starboard, and Aft; Damage 4; Critical 4; Range [Close]).\n\nVentral wing-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close]).",null,"FaD","F-CRB:262"]
["Lancer-class Pursuit Craft",4,5,"-2","1/-/-/0",2,20,10,"Lancer-class","MandalMotors","Primary: Class 2\nBackup: Class 12","Yes","Short","1 Pilot\n1 Co-Pilot",60,4,120000,null,8,3,"Dorsal turret mounted triple light laser cannon (Fire Arc All Dorsal; Damage 5; Critical 3; Range [Close]; Linked 2)\n\nForward-mounted twin light laser cannon (Fire Arc Forward; Damage 5; Critical'3; Range [Close]; Linked 1)\n\nVentral-mounted light tractor beam projector (Fire Arc All Ventral; Damage —; Critical —; Range [Close]; Tractor 2).","MK.IV FIRE CONTROL SYSTEM\nAs a maneuver, the pilot may activate or ,\ndeactivate the WW FCS. While the system is €\nactive, the ship's forward-mounted twin light\nlaser cannon’s Linked quality increases to 4\nand it gains the Tractor 2 quality, but only this:\nweapon system can be fired.\nif the system is knocked, offline from damage or ion attacks, all weapon systems also immediately go offline.","EotE","ND:61"]
["MC-18 Light Freighter",4,3,0,"2/-/-/1",3,22,16,"MC-18","Mon Calamari Shipyards","Primary: Class 2\nBackup: Class 10","Yes","Short","1 Pilot\n1 Co-Pilot",150,5,140000,null,6,2,"Dorsal turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).","Custom Construction: When acquiring an MC-18 light freighter, choose one attachment that requires a single hard point and add it to the ship at no additional cost. This attachment cannot be removed, and does not count against the ship’s total hard points.","FaD","DA:62"]
["VCX-100 Light Freighter",5,3,-3,"1/1/1/1",3,32,28,"VCX-100","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 14","Yes","Short","1 Pilot\n1 co-pilot/engineer\n1 turret gunner\n1 aft gunner\n2 crew",200,6,155000,null,8,5,"Turret-mounted twin light laser cannon (Fire Arc\nAll; Damage 5, Critical 3. Range [Close]; Linked 1).\n\nAft-mounted twin light laser cannon (Fire Arc Aft; Damage 5; Critical 3; Range [Close]; Linked 1 ).\n\nForward-mounted twin medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).",null,"FaD","KtP:63"]
["YV-666",4,3,"-2","2/-/-/1",3,30,12,"YV-666","Corellian Engineering Corporation","Primary: Class 3\nBackup: Class 14","Yes","Short","1 Pilot\n1 Co-Pilot",200,6,132000,null,6,6,"Dorsal retractable quad laser turret (Fire Arc All Dorsal; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3),\n\nForward mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 5; Range [close]; Linked 1).",null,"EotE","ND:62"]
["Kazellis Class Light Freighter",4,4,"0","1/-/-/0",3,20,15,"Kezellis Class","Kazellis Corporation","Primary: Class 2\nBackup: Class 12","Yes","Medium","1 Pilot\n1 Co-Pilot",100,4,70000,null,6,2,"Dorsal turret mounted quad laser cannon (fire arc all; Damage 5; critical 3; Range [Close]; Accurate 1; Linked 3)",null,"FaD","SS:59"]
["Wander Class Jump Freighter",3,3,"0","1/-/-/1",2,17,17,"Wanderer Class","Mon Calamari Shipyards","Primary: Class 2\nBackup: Class 10","Yes","Medium","1 Pilot\n1 Co-Pilot\n1 Engineer",50,1,65000,null,6,4,"Forward mounted light ion cannon (fire arc forward; Damage 5; Critical 4; Range [Close]; Ion)",null,"FaD","SS:59"]
[]
["Racing Vessel"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["S-Type Racing Sloop",3,6,1,null,null,null,null,"S-Type Racing Sloop","Nubia Star Drives, Inc.",null,"Yes",null,2,20,2,160000,null,7,0,0,null,"EotE","SoF:111"]
[]
["Light Cruiser"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Consular-Class Light Assault Cruiser",5,3,-2,"2/1/1/1",5,46,24,"Consular","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 14","Yes","Long",9,3200,16,3400000,null,5,4,"Forward turret-mounted twin heavy ion cannon (Fire Arc Forward, Port, and Starboard: Damage 7; Critical Hit 4; Range [Medium]; Ion, Linked 1, Slow-Firing 1).\n\nOne port dorsal and one port ventral twin light turbolaser (Fire Arc Port; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1).\n\nOne starboard dorsal and one starboard ventral twin light turbolaser (Fire Arc Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1).","Can be equiped with modular bow pods where there are many variations but most common are the Salon pod for comfort and privacy, the Command pod with powerful sensors and computer systems and a Boarding Pod which is heavily reinforced and designed to deliver a squad of troops to an enemy ship by ramming and then exploding/cutting its way through a hull.","AoR","A-CRB:276"]
["Consular-Class Light Cruiser",5,3,"-2","2/1/1/0",4,46,24,"Consular","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 14","Yes","Extreme",9,4000,25,3000000,null,5,6,0,"Can be equiped with modular bow pods where there are many variations but most common are the Salon pod for comfort and privacy, the Command pod with powerful sensors and computer systems and a Boarding Pod which is heavily reinforced and designed to deliver a squad of troops to an enemy ship by ramming and then exploding/cutting its way through a hull.","FaD","DoH:62"]
["MC40a Light Cruiser",6,2,-1,"3/2/2/3",6,92,56,"MC40a","Mon Calamari Shipyards","Primary: Class 1\nBackup: Class 15","Yes","ROFL, Not specified… assume Long",3770,5000,650,"(R) 15,500,000","X",6,4,"Seven port and seven starboard turret- mounted medium turbolasers (Fire Arc Forward, Aft, and Port, or Forward, Aft, and Starboard; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1).\n\nTwo forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Burst 4, Breach 4, Guided 3, Slow-Firing 1).\n\nFive starboard, five port, four forward, and four aft medium ion cannons (Fire Arc Starboard or Port or Forward or Aft; Damage 6; Critical 4; Range [Short]; Ion).\n\nTwo starboard, two port, one forward, and one aft heavy tractor beams (Fire Arc Starboard or Port or Forward or Aft; Damage -; Critical -; Range [Short]; Tractor 4).","Starfighter Complement: Twelve starfighters.","AoR","SoR:119"]
["Renegade's Blood",5,4,0,"2/1/1/1",5,46,23,"Consular","Corellian Engineering Corporation","Primary: Class 2\nBackup: Class 14","Yes","Long",9,3200,16,3400000,null,5,3,"Two forward turret-mounted twin heavy ion cannons (Fire Arc Forward, Port, and Starboard; Damage 7; Critical Flit 4; Range [Medium]; ion, Linked 1, Slow-Firing 1).\n\nOne port dorsal and one port ventral twin light turbolaser (Fire Arc Port; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1).\n\nOne starboard dorsal and one starboard ventral twin light turbolaser (Fire Arc Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow- Firing 1).\n\nOne dorsal turret-mounted heavy tractor beam projector (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).","Engine Ring Stabilizer: +2 handling (this has already been factored into the Renegade’s Blood’s profile above). This occupies one of the ship’s hard points.\n\nHigh-Output Ion Turbine: +1 speed, -1 system strain threshold (this has already been factored into the Renegade's Blood’s profile above). This occupies one of the ship’s hard points.\n\nModified Advanced Targeting Array: When a char acter fires one of the Renegade’s Blood’s weapons, that character upgrades the ability of the Gunnery check twice. All mounted weapons have the innate talents Sniper Shot (before making a non-thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon’s range by one range band per rank in Sniper Shot, upgrade the difficulty of the attack by one per range band increase). This occupies one of the ship’s hard points.","EotE","MPQ:82"]
["C-ROC Gozanti-Class Light Cruiser",5,3,"-3","3/2/2/1",5,55,40,"Gozanti-Class/C-ROC Type","Corellian Engineering Corporation","Primary: Class 3\nBackup: Class 12","Yes","Medium",12,1800,20,190000,null,8,6,"One dorsal and one ventral retractable quad laser turrets (Fire Arc All; Range Close; Damage\n5; Critical Hit 5; Accurate 1; Linked 3),\n\nTwo port and two starboard retractable twin heavy\nlaser cannons (Fire Arc Port and Starboard; Range\nShort; Damage 6; Critical Hit 3; Linked 1],",null,"EotE","ND:63"]
["Arquitens Class Light Cruiser",6,3,"-2","2/2/2/2",5,60,45,"Arquitens Class","Kuat Drive Yards","Primary: Class 2\nBackup: Class 12","Yes","Medium",750,1200,100,5000000,"X",5,2,"Two dorsal and two ventral turret mounted twin light turbolaser batteries (fire arc all; Damage 9; Critical 3; Range [Medium; Breach 2, Linked 1, Slow firing 1)\n\nFour port and four starboard quad laser batteries (Fire arc port or starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)\n\nFour forward mounted concussion missile launchers (Fire arc forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Slow firing 1)\n\nForward mounted medium tractor beam emitter (Fire arc Forward: Damage -; Critical -; Range [Short]; Tractor 4)","Starfighter Complement: Three TIE-Series fighters, Two Tie series bombers or one sentinel class landing craft\n\nVehicle Complement: Assorted landspeeders, small shuttles and ships boats.","DoR","RE:127"]
[]
["Armed Transport"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Gozanti-Class Armed Transport",5,2,-3,"2/2/2/1",5,50,36,"Gozanti","Gallofree Yards, Inc. and Corellian Engineering Corporation","Primary: Class 3\nBackup: Class 12","Yes","Long",12,1000,12,200000,null,6,4,"One dorsal and one ventral retractable turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3). \n\nTwo port and two starboard retractable twin heavy laser cannons (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short]; Linked 1).\n\nForward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 6, Slow-Firing 1).",null,"AoR\nEotE","A-CRB:277, FC:58"]
[]
["Heavy Cruiser"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Dreadnought-Class Heavy Cruiser",7,2,-2,"1/1/1/1",7,100,40,"Dreadnought","Rendili Star Drive","Primary: Class 4\nBackup: Class 18","Yes","Medium",16000,7500,3000,7200000,null,6,4,"Five forward and five aft medium Dreadnought turbolaser batteries (Fire Arc Forward, Port, and Starboard or Aft; Damage 10; Critical 3; Range [Long]; Breach 3, Linked 1, Slow-Firing 2). \n\nTen port and ten starboard light Dreadnought quad turbolasers (Fire Arc Port or Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 3, Slow-Firing 2).\n\nFive port and five starboard heavy laser cannons (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short]).","Starfighter Complement: 12\nAdditional Rules: Massive 1","AoR","A-CRB:279"]
["Interdictor-Class Heavy Cruiser",7,2,-2,"3/3/3/2",5,75,65,"Interdictor-class","Sienar Fleet Systems","Primary: Class 2\nBackup: Class 12","Yes","Long",2807,6500,80,"(R) 15,400,000","X",8,0,"Five dorsal, five ventral, four port, four starboard, and two aft turret-mounted quad laser cannons (Fire Arc Forward or Port and Forward or Port and Starboard or Aft; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).","Starfighter Complement: 24\n\nAdditional Rules: Massive 1\n\nGravity Well Projectors: Interdictor-class cruisers generate a gravity bubble centered on the ship out to extreme range. Nothing within the bubble can enter hyperspace until it spends the maneuvers to travel past extreme range.\nAs for ships being pulled from hyperspace, the actual effects are largely left to the Game Master’s discretion. Should he so wish, and should the situation warrant, the Came Master may let the players attempt to avoid a gravity well bubble created by an Interdictor, but the characters should have a very good reason for it!\n","AoR\nEotE","A-CRB:280, FC:60"]
["Vindicator-Class Heavy Cruiser",7,3,-1,"3/2/2/2",6,85,55,"Vindicator","Sienar Fleet Systems","Primary: Class 2\nBackup: Class 12","Yes","Long",2551,7500,400,"(R) 10,400,000","X",8,0,"Five dorsal, five port, and five starboard medium turbolasers (Fire Arc Forward, Port, and Starboard, or Forward and Port, or Forward and tarboard; Damage 10; Critical 3; Range (Long); Breach 3, Slow-Firing 1).\n\nFive port and five starboard quad light turbolaser batteries (Fire Arc Forward and Port or Forward and Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 3, Slow-Firing 1).\n\nSix forward, eight port, eight starboard, and eight \naft point defense laser cannons (Fire Arc Forward or \nPort or Starboard or Aft; Damage 5; Critical 3; Range [Close]; Accurate 1).\n\nOne forward, one port, and one starboard heavy tractor beam emitters (Fire Arc Forward or Starboard or Port; Damage -; Critical Hit -; Range [Short]; Tractor 6).","Starfighter Complement: 24\nAdditional Rules: Massive 1","AoR","A-CRB:280"]
[]
["Star Destroyer"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Imperial I-Class Star Destroyer",8,2,-3,"3/3/3/2",10,145,60,"Imperial I","Kuat Drive Yards","Primary: Class 2\nBackup: Class 8","Yes","Long",37085,15000,9700,"(R) 150,000,000","X",7,2,"Ten port and ten starboard heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2).\n\nTen dorsal heavy turbolaser batteries (Fire Arc Forward, Port, and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2). \n\nTen port, ten starboard, and ten forward light Turbolasers (Fire Arc Port, Starboard, or Forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow-Firing 1). \n\nTen port and ten starboard battleship ion cannon turrets (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Slow-Firing 2).\n\nTen ventral battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).\n\nFifteen port and fifteen starboard medium ion cannons (Fire Arc Port or Starboard; Damage 6; Critical 4; Range [Short]; Ion]. Ten heavy tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage -; Critical -; Range [Short]; Tractor 6).\n","Starfighter Complement: 72\nAdditional Rules: Massive 2","AoR","A-CRB:281"]
["The Eternal Wrath",8,2,-3,"3/3/3/2",10,125,65,"Interdictor","Sienar Fleet Systems","Primary: Class 2\nBackup: Class 8","Yes","Long",37085,12500,5000,"(R) 175,000,000","X",8,0,"Five dorsal, five port, and five starboard heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2).\n\nFive port, five starboard, and five ventral battleship ion cannon turrets (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Slow-Firing 2).\n\nTwo heavy tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage - ; Critical —, Range [Short]; Tractor 6).\n","Starfighter Complement: 16 starfighters.\n\nMassive 2","AoR","OaA:75"]
["Victory-Class Star Destroyer",8,1,-3,"2/2/2/2",9,120,50,"Victory II","Kuat Drive Yards","Primary: Class 1\nBackup: Class 15","Yes","Long",6107,6500,1600,"(R) 50,000,000","X",6,4,"Five port and five starboard light quad turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 3, Slow-Firing 1).\n\nTen forward-mounted twin medium turbolasers (Fire Arc Forward; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1).\n\nTen dorsal twin medium turbolasers (Fire Arc Forward; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1). \n\nTwenty assault concussion missile launchers (Fire Arc Forward; Damage 7; Critical 3; Range [Short]; Blast 4, Breach 5, Guided 2, Inaccurate 1, Slow-Firing 1) \n\nTen hull-mounted heavy tractor beams (Fire Arc All; Damage -; Critical Hit -; Range [Short]; Tractor 6).\n","Starfighter Complement: 24\nAdditional Rules: Massive 1","AoR\nFaD","A-CRB:284, F-CRB:267"]
["Gladiator-Class Star Destroyer",7,3,"-2","3/2/2/1",7,90,35,"Gladiator","Kuat Drive Yards","Primary: Class 1\nBackup: Class 8","Yes","Long",1255,5000,1200,34000000,"X",7,2,"Twelve dual turret-mounted light turbo-lasers (Fire Arc Forward, Port and Aft or Forward, Starboard and Aft; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow Firing 1)\n\nThree Port, Three Starboard, and four aft turret-mounted Medium laser cannons (Fire Arc All; Damage 6; Critical 3; Ranged [Close])\n\nTen assult concussion missile launchers {Fire Arc All; Damage 7; Critical 3; Range [Short]; Blast 4, Breach 5, Guided 2, Inaccurate 1, Slow Firing 1)\n\nFour forward, two Port and two starboard medium tractor beams (Fire Arc Forward, Port and Starboard; Damage -; Critical -; Range [Short] Tractor 4)","Starfighter Complement: 24\n","AoR","FLT:78/79"]
[]
["Star Battlecruiser"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Praetor II-Class Star Battlecruiser",9,2,-3,"3/3/3/3",11,185,95,"Praetor II","Kuat Drive Yards","Primary: Class 2\nBackup: Class 16","Yes","Long",109000,78000,14000,"(R) 700,000,000","X",9,1,"Thirty port and thirty starboard turretmounted quad heavy turbolaser batteries (Fire Arc Forward and Port or Forward and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 3, Slow-Firing 2).\n\nTwenty dorsal and twenty ventral turret-mounted twin medium turbolaser batteries (Fire Arc All; Damage 10; Critical 3; Range [Long]; Breach 3, Linked 1, Slow-Firing 1).\n\nTen forward twin long ranged battleship ion cannon batteries (Fire Arc Forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2)\n\nFifteen port and fifteen starboard turret-mounted twin battleship ion cannons (Fire Arc Forward and Port or Forward and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).\n\nTen hull-mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).","Starfighter Complement: 120\nAdditional Rules: Massive 3","AoR","A-CRB:283"]
[]
["Heavy Star Cruiser"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Independence",8,2,-2,"4/4/4/3",10,150,90,"Home One","Mon Calamari Shipyards","Primary: Class 1\nBackup: Class 9","Yes","Long",5400,20000,1200,150000000,null,7,2,"Six forward, twelve port, twelve starboard, and six aft twin heavy turbolaser batteries (Fire Arc Forward, Port, and Starboard or Forward, Port, and Aft or Forward, Starboard, and Aft, or Aft, Port, and Starboard; Damage 11; Critical 5; Range [Long]; Breach 4, Linked 1, Slow-Firing 2),\n\nSix forward, twelve port, twelve starboard, and six aft twin battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard or Forward, Port, and Aft or Forward, Starboard, and Aft, or Aft, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).\n\nSix hull-mounted heavy tractor beams (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).\n","Starfighter Complement: 120 starfighters","AoR","SoR:60"]
["MC80 Liberty Type Star Cruiser",8,2,-2,"3/4/4/3",9,140,80,"Liberty","Mon Calamari Shipyards","Primary: Class 1\nBackup: Class 9","Yes","Long",5400,70000,1200,104000000,null,7,4,"Twelve forward, twelve port, twelve starboard, and twelve aft twin heavy turbolaser batteries (Fire Arc Forward, Port, and Starboard or Forward, Port, and Aft or Forward, Starboard, and Aft, or Aft, Port, and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2).\n\nFive forward, five port, five starboard, and five aft twin battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard or Forward, Port, and Aft or Forward,\n\nStarboard, and Aft, or Aft, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).\n\nSix hull-mounted heavy tractor beams (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).","Starfighter Complement: 36\nAdditional Rules: Massive 2","AoR","A-CRB:284"]
["MC80A Home One type Heavy Star Cruiser",9,2,-2,"4/4/4/4",10,155,90,"Home One type","Mon Calamari Shipyards","Primary: Class 1\nBackup: Class 9","Yes","Long",5480,85000,1200,112000000,null,8,4,"Nine forward, ten port, ten starboard, and seven aft quad heavy turbolaser batteries (Fire Arc Forward, Port, or Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 3, Slow-Firing 2).\n\nTwelve forward, twelve port, and twelve starboard twin battleship ion cannon batteries (Fire Arc Forward, Port and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).\n\nTwenty forward, thirty port, and thirty starboard quad laser cannon batteries (Fire Arc Forward, Port, or Starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).\n\nSix hull-mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).","Starfighter Complement: 120\nAdditional Rules: Massive 3\nInspiring Presence 3: When this starship is engaged with the enemy, all allies gain ⬛⬛⬛ to any Cool or Discipline checks to resist fear caused by comba","AoR","LbE:54"]
["Ithorian Herd Ship",9,2,"-2","3/3/3/3",9,150,80,"Herd Ship","Ithorian Skyyards","Primary: Class 1\nBackup: Class 9","Yes","Long",3000,75000,10000,600000000,null,9,4,"Ten dorsal and ten ventral turret-mounted medium\nturbolaser batteries (Fire Arc All; Damage 10; Critical 3;\nRange [Long[; Breach 3; linked I, Slow-Firing 1).\n\nFour hull-mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical - , Range [Short]; Tractor 6).","Massive 2","FaD","UP:61"]
[]
["Heavy Freighter"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Temple-Class Heavy Freighter",6,1,-3,null,null,null,null,"Temple","Kuat Drive Yards",null,"Yes",null,50,30000,150,950000,null,6,6,0,null,"AoR","A-CRB:443"]
[]
["Escape Pod"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Escape Pod",2,3,-1,null,null,null,null,"Escape Pod","Faberstien-Lago",null,"None",null,1,10,5,5000,null,7,1,0,null,null,"DitW:14"]
["Life Boat",3,3,-2,null,null,null,null,"Life Boat","Faberstien-Lago",null,"Astromech Droid Socket",null,1,50,25,15000,null,7,2,0,null,null,"DitW:14"]
[]
["Droid Operated"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["YQ-400 Monitor-Class System Patrol Ship",4,3,0,"1/0/0/1",2,28,30,"Monitor-class","The Nerfworks","None","None","Long","Droid",0,0,200000,null,8,0,"Dorsal Turret Mounted Twin Linked Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1).\n\nForward Mounted Twin Linked Heavy Ion Cannons (Fire Arc Forward; Damage 7; Critical 4; Range [Medium]; Ion, Linked 1, Slow-firing 1).","Comes with a droid pilot BR:1, AGI:3, INT:2. CUN:3, WIL:1, PRS: 1,\n SKILLS: Cool 2, Gunnery 2, Piloting (Space) 3, Vigilance 2.\n ABILITY: Multi-tasking Control (on its turn, the Monitor Droid may perform one Pilot-only  Maneuver and one Pilot-only action, then perform a number of additional actions needed to fire each of its functioning weapons once).","EotE","FH:55"]
[]
["Starliner"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Indulgent-Class Luxury Starliner",7,1,-1,"2/1/1/2",2,85,40,"Indulgent-class","Leonore Luxury Liners Incorporated","Primary: Class 3\nBackup: Class 12","Yes","Long",850,3200,1500,25500000,null,7,1,"Two Dorsal and Two Ventral Turret Mounted Twin Heavy Ion Cannons (Fire Arc All; Damage 7; Critical 4; Range [Medium); Ion, Linked 1, Slow-Firing 1).",null,"EotE","FH:59"]
[]
["Carrier"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Quasar Fire-class Escort Carrier",6,2,-2,"2/2/2/1",5,62,45,"Quasar Fire","SoroSuub Corporation","Primary: Class 2\nBackup: Class 12","Yes","Long",250,5000,150,1750000,null,6,4,"Two forward-mounted light turbolaser batteries (Fire Arc Forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow Firing 1).\n\nTwo hull-mounted medium tractor beam emitters (Fire Arc All; Damage —, Critical - ; Range [Short]; Tractor 4).","Starfighter Complement:48\nAdditional Rules: Massive 1","AoR","SoT:61"]
["Secutor-class Battlecarrier",8,2,-4,"3/3/3/2",8,130,55,"Secutor","Kuat Drive Yards","Primary: Class 2\nBackup: Class 14","Yes","Long",40000,28000,14000,"(R) 200,000,000","X",7,2,"Five port and five starboard heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2).\n\nFive dorsal heavy turbolaser batteries (Fire Arc Forward, Port, and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2).\n\nFive port, five starboard, and five forward light Turbolasers (Fire Arc Port, Starboard, or Forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow-\nFiring 1).\n\nFive port and five starboard battleship ion cannon turrets (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Slow-Firing 2).\n\nFive ventral battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).\n\nEight port and eight starboard medium ion cannons (Fire Arc Port or Starboard; Damage 6; Critical 4; Range [Short]; Ion).\n\nTwelve hull-mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).","Starfighter Complement: 144\nAdditional Rules: Massive 2","AoR","SoT:62"]
["Ton-Falk-class Escort Carrier",7,2,-3,"2/2/2/2",4,80,60,"Ton-Falk","Kuat Drive Yards","Primary: Class 2\nBackup: Class 12","Yes","Long",4000,9000,800,"(R) 3,500,000","X",7,3,"Five port and five starboard twin light laser cannons (Fire Arc Port and Forward or Starboard and Forward; Damage 5; Critical 3; Range [Short]; Linked 1).\n\nVL-6 warhead launcher system (Fire Arc All; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 4, Linked 1 Slow-Firing 1).\n\nFour hull-mounted medium tractor beam emitters (Fire Arc All; Damage - ; Critical - ; Range [Short]; Tractor 4].","Starfighter Complement: 72\nAdditional Rules: Massive 1","AoR","SoT:61"]
[]
["Assault Starfighter"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Alpha-class XG-1 \"Star Wing\" Assault Gunboat",3,4,-2,"1/-/-/1",3,12,8,"Alpha-class","Cygnus Spaceworks","Primary: Class 3\nBackup: None","Yes","Short",1,8,0,"(R) 135,000","X",7,2,"Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).\n\nForward-mounted ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1),\n\n Forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 1 6, Linked 1, Slow-Firing 1).",null,"EotE","FC:54"]
[]
["Assault Ship"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["VT-49 Decimator",4,3,-3,"2/-/-/2",4,30,20,"VT-49 Decimator","Kuat Drive Yards","Primary: Class 1\nBackup: Class 12","Yes","Short",4,60,6,160000,null,6,1,"One dorsal and one ventral turret- mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).\n\nTwin forward concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo 20, Linked 1, Slow-Firing 1).",null,"EotE","FC:55"]
[]
["Space Defense Platform"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Golan I Space Defense Platform",8,0,0,"2/2/2/2",6,300,150,"Golan I","Golan Arms","None","None","Long",5000,20000,10000,"(R) 26,000,000","X",9,4,"Fourteen port and fourteen starboard turret-mounted medium turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1).\n\nThree dorsal and two ventral turret-mounted proton torpedo launchers (Fire Arc All; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 16, Slow-Firing 1).\n\nThree port-and three starboard-mounted heavy tractor beam emitters (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage -; Critical -; Range [Medium]; Tractor 6).","Starfighter Complement: Twenty-four TIE series starfighters, four patrol boats, and four shuttles.\n\nMassive 4: When making an attack targeting this starship, the critical rating of any weapons used counts as 4 higher.","EotE","FC:61"]
[]
["Barge"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["J-Type Diplomatic Barge",5,4,1,"2/1/1/2",3,36,18,"J-Type","Nubia Star Drives","Primary: Class 1\nBackup: Class 7","Yes","Short",5,180,10,1000000,null,7,0,0,"Built to Impress: All J-type diplomatic barges count as having a Luxury Passenger Compartments attachment (Add ⬛ to all Charm, Deception, and Negotiation checks made against passengers within the vehicle. Checks made against passengers who are accustomed to opulence and luxury have up to ⬛⬛ removed instead.) at no additional cost. This attachment cannot be removed, and it does not count against the vehicle’s total hard points.","AoR","DA:62"]
[]
["Destroyer"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["ADZ-Class Destroyer",5,2,-2,"2/2/2/1",6,50,35,"Adz","Kuat Drive Yards","Primary; 2\nBackup; 12","Yes","Extreme",30,250,8,"(R) 4,450,000","X",7,1,"Two forward and one aft dorsal turret- mounted quad laser cannons (Fire Arc All; Damage 5; Critical 5; Range [Close]; Accurate 1, Linked 5).\n\nTwo port and two starboard turret-mounted light ion cannons (Fire Arc All; Damage 5; Critical 4; Range [Close]; Ion).","Starfighter Complement: 12","FaD","F-CRB:266"]
[]
["Dreadnought"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Assertor-class Command Dreadnought",9,2,-4,"4/3/3/2",13,205,105,"Assertor-class","Kuat Drive Yards","Primary: 2\nBackup: 12","Yes","Long",125000,145000,20000,"(R) 1,100,000,000","X",10,3,"Twenty port and twenty starboard quad heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 3, Slow-Firing 2). Fifteen port and fifteen starboard quad battleship ion cannon batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 3, Slow-Firing 2). Ten dorsal twin heavy turbolasers (Fire Arc Forward, Port, and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2). Ten forward, ten port, and ten starboard quad light turbolaser batteries (Fire Arc Forward, Port, or Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 3, Slow-Firing 1). Twenty ventral twin battleship ion cannons (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2). Ten port and ten starboard dorsal medium ion cannons (Fire Arc Port or Starboard; Damage 6; Critical 4; Range [Short]; Ion). Twenty forward, twenty port, and twenty starboard turret-mounted quad laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3). Thirty forward, thirty port, and thirty starboard Concussion missile launchers (Fire Arc Forward, Port, or Starboard; Damage 6; Critical 3; Range [Short]; Accurate 1, Blast 4, Breach 4, Guided 3, Slow-Firing 1). Twenty heavy tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage -; Critical -; Range [Short]; Tractor 6).","FKN RUN!!! Look what I had to do for the weapons, only way it would fit\n\nStarfighter Complement: 120\n\nMassive 3\n\nInspiring Presence 3: When this starship is engaged with the enemy, all allies gain ⬛⬛⬛ to any Cool or Discipline checks to resist fear caused by combat.","AoR","LbE:56"]
[]
["Battlecruiser"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Maelstrom-class Battle Cruiser",8,1,-3,"3/2/2/3",8,125,65,"Maelstrom-classs","Kuat Drive Yards","Primary: 3\nBackup: 15","Yes","Long",45000,12500,15000,"(R) 158,000,000","X",8,2,"Ten port and ten starboard heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2),\n\nTen ventral battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).\nTen port and ten starboard medium ion cannons (Fire Arc Port or Starboard; Damage 6; Critical 4; Range [Short]; Ion).\n\nTen forward, ten port, and ten starboard proton torpedo launchers (Fire Arc Forward, Port, or Starboard; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Slow-Firing 1).\n\nTen ventral retractable quad-barrel assault concussion missile launcher batteries (Fire Arc Forward; Damage 10; Critical 3; Range [Short]; Blast 10, Breach 10, Inaccurate 4, Linked 3, Slow-Firing 4).\n\nTwenty ventral medium tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage -; Critical -; Range [Short]; Tractor 4).\n\nTen ventral heavy tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage -; Critical Range [Short]; Tractor 6).","Starfighter Complement: 96\n\nMassive 2\n\nInspiring Presence 2: When this starship is engaged with the enemy, all allies gain ⬛⬛ to any Cool or Discipline checks to resist fear caused by combat.","AoR","LbE:57"]
[]
["Gunship"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Barrage Gunship",5,3,-1,"1/1/1/1",3,18,25,"Barrage-class","Alto Systems","Primary: Class 3\nBackup: Class 12","Yes","Long",7,90,5,145000,null,8,3,"Two forward-mounted concussion missile launchers\n(Fire Arc Forward; Damage 6; Critical 3; Range [Short];\nBlast 4. Breach 4. Guided 3. Linked 1. Limited Ammo 4.\nSlow- Firing 1).\n\nTwo starboard and two port-mounted proton torpedo\nlaunchers (Fire Arc Starboard or Port: Damage 8: Critical 2; Range (Short]; Blast 6. Breach 6. Guided 2. Limited Ammo 1. Linked 1 . Slow-Firing 1]).","Interior Ordnance: Unlike most ship-mounted weapons, a Barrage's torpedo tubes can be manually reloaded from internal reserves. As an action, anyone aboard may make an Average (dd) Athletics check to reload one proton torpedo launcher.","FaD","KtP:62"]
[]
["Space Stations"]
["Ship","Silhouette","Speed","Handling","Defense Fore / Port / Starboard / Aft","Armor","Hull Trauma","System Strain","Model","Manufacurer","Hyperdrive","NaviComputer","Sensor Range","Crew","Encum","Passengers","Cost","Restricted","Rarity","HP","Wep","Special Notes/Abilities","Book Set","Source"]
["Haven-Class Mobile Space Dock",7,2,"-3","2/2/2/2",6,100,75,"Haven-Class","Rendili StarDrive","Primary: Class 3\nBackup: Class 16","Yes","Long","4500 Officers, Engineers and Enlisted Crew",30000,8000,38000000,null,9,10,"Six port and Six starboard turret-mounted twin light turbolaser batteries (Fire Arc Forward and Port or Forward and Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1]\n\nThirty port and Thirty starboard turret-mounted quad laser cannons (Fire Arc All port or All Starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)\n\nTen Hull Mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6)","Massive 2","AoR","FO:59"]
["MK IX Orbital Maintenance Depot",8,0,"-4","2/2/2/2",4,250,200,"Space Station/MK IX OMD","Core Worlds Engineering","None","None","Long","20,000 officers, enlisted crew and technicians",35000,22000,22000000,null,7,9,"Eight port and eight starboard turretmounted light turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow-Firing 1).\n\nFour port and four starboard turret-mounted twin\nmedium laser cannons (Fire Arc Forward, Aft, and Port\nor Fo rward, Aft, and Starboard; Damage 6; Critical 3;\nRange [Close]; Linked 1).\n\nFour port and four starboard turret-mou nted twin\nlight ion cannons (Fire Arc Forward, Aft, and Port or\nForward, Aft, and Starboard; Damage 5; Cri tical 4;\nRa nge [Close]; lon, Linked 1)\n\nTen hull-mounted heavy tractor beam emitters IF ire\nArc All; Damage - ; Critica l - ; Range [Short]; Tractor 6).","Massive 3\n\nDepot Resources: Reduce difficulty of repair and construction checks performed using this station by one","AoR","FO:60"]

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["Starship Modifications and Weapons"]
[]
["Starship Modifications"]
["Name","Price","Restricted","HP","Rarity","Base Modifiers","Modification Options","Book Set","Source","Column3","Column2","Column1"]
["Advanced Subspace Encryption Array","(R) 6,000","X",1,7,"No one other than the intended recipient can detect transmissions sent from a ship with this attachment without a Hard (ddd) Computers check. Upgrade the difficulty of any checks to intercept or decipher such transmissions once.","2 add b to enemy detection check Mods, 2 add b to enemy interception or deciphering check Mods.","AoR","DA:65"]
["Advanced Targeting Array",4000,null,1,4,"Upgrades the ability of Gunnery checks when firing mounted weapons by 1.","1 Additional upgrade Mod, 1 Innate Talent (Sniper Shot) Mod, 1 Innate Talent (True Aim) Mod.","AoR, EotE, FaD","A-CRB:286, E-CRB:269, F-CRB:269"]
["All-Terrain Legs","3,000 per point of starship silhouette",null,2,5,"As a maneuver. the pilot may shift the vehicle into or out of walker mode. While in walker mode, the vehicle operates as a walker (and thus uses the Piloting [Planetary] skill if it did not already), and the vehicle's maximum speed is reduced to 2 if it was higher. Walker mode can only be employed in appropriate terrain. as determined by the GM.","2 Remove b from Pilot (Planetary) checks due to difficult terrain Mods. 2 Remove\nb from Gunnery checks due to cover or terrain Mods","EotE","SM:65"]
["Amphibious Modification","1,000 per point of starship silhouette",null,1,5,"Vehicle can operate underwater without penalty.","None","EotE","SM:65"]
["Armored Computer Core",1100,null,0,4,"Incorporates a computer core that\nrecords flight and system data and backs up any logs or records entered into the ship's computer. The computer core remains intact even if the ship suffers a \"vaporized\" Critical Hit result.","None","AoR","FO:60"]
["Astrogation Droid Brain",7500,null,0,6,"Droid brain can perform Astrogation checks for starship with an Astrogation skill of 2 and an Intellect of 0 (if unassisted, it rolls dd for Astrogation checks).","2 Increase the droid brain’s Astrogation skill by 1 Mods.","EotE","FC:62"]
["Astromech Droid Socket",3000,null,2,5,"Allows the starship to link to an astromech droid via SCOMP.","1 Automated droid ejection system Mod.","AoR","SoT:63"]
["Autopilot Droid Brain",6000,null,0,5,"Droid brain can perform Piloting checks for a vehicle or starship with a Piloting (Planetary) or Piloting (Space) skill of 2 and an Agility of 0 (if unassisted, it rolls dd for Piloting checks); may be summoned via a beckon call.","2 Increase the droid brain’s Piloting (Planetary) or Piloting (Space) skill by one Mods.","EotE","FC:62\nFO:61"]
["Briefing Auditorium",2500,null,1,4,"Only equipable by ships of Silhouette 5 or larger. Characters briefed in this auditorium prior to a mission remove b due to known mission conditions from skill checks for the duration of the mission.","2 Add a to Leadership checks made by characters within the briefing auditorium Mods.","AoR","LbE:58"]
["Cloaked Smuggling Compartments",2200,"X",1,4,"Stores items up to 25 encumbrance per compartment. This still counts as part of the total encumbrance threshold of the ship. Increases difficulty of checks made to find compartment by 3.","2 Additional storage (25 Encumbrance) Mods.","EotE","FC:63"]
["Cloaking Device",29000,"X",4,9,"Only equipable on ships Silhouette 3 or larger. Provides a starship with a cloaking device which can be activated or deactivated by spending a manoeuvre. A character must make a Daunting (dddd) Perception or Vigilance check to spot a cloaked ship. Ships with an active cloaking device have their speed reduced by half (rounded up) and can not use active sensors, comms or weapons\n","None","AoR","CaM:"]
["Containment Field",7500,"X",2,9,"Ships of Silhouette 4 or higher, A containment field can hold one silhouette 1 creature. An individual held within a containment field is completely unable to move, although he can still hear, See, and speak. Escape under these circumstances is incredibly difficult, and thus can only be attempted at the GM’s discretion.\n\nAs an action, a Character operating the field can use it to inflict harm on the prisoner; the character imprisoned inside must make a Hard (ddd) Resilience check, and suffers 1 damage per f on the check‘ The operator may spend t to inflict 1 main on the prisoner;","None","EotE","ND:64"]
["Decoy Buoy",5000,"X",0,5,"A decoy buoy can be jettisoned as an action. The buoy appears to sensors to be a ship, and it can be programmed with a specific transponder signal with a Hard (ddd) Computers check.\nIn addition. the buoy can be set to transmit a distress signal or other data. A character operating a ship's sensors can make a Hard (ddd) Computers check to identify that the buoy is not an actual ship. After the buoy is jettisoned, it no longer counts as being attached to the ship until reattached.","2 Add b to Computers checks to identify the buoy Mods.","EotE","SM:65"]
["Electronic Counter-Countermeasures Suite",3500,null,1,6,"May make a Hard (ddd) Computers check to cancel all effects of an electronic countermeasures suite","1 Decrease the difficulty of the Computers check by 1 Mod.","AoR","LbE:59"]
["Electronic Countermeasures Suite",3000,null,1,6,"Blocks all sensors within range, counting the ship or vehicle's silhouette as 1 smaller when attacked. Immediately notifies all ships in a star system, or within 100 kilometres if planetside, of the ship or vehicle's existence.","1 Increase difficulty by 1 when making subsequent attacks with the Guided quality Mod.","AoR, EotE, FaD","A-CRB:286, E-CRB:269, F-CRB:269"]
["Encrypted Computer",1000,null,0,6,"Upgrade the difficulty of all Computers checks made to slice the ship's computer systems once.","2 Add b to Computers checks made to slice the ship's computer systems Mods.","EotE","SM:65"]
["Enhanced Carbon-Durasteel Armor","2000 Per point of starship or vehicle silhouette",null,2,3,"Adds 1 point to starship armor and reduces starship handling by 1.","None","AoR, EotE, FaD","A-CRB:286, E-CRB:269, F-CRB:269"]
["Enhanced Hyperspace Shields",4000,null,1,5,"Downgrade the difficulty of Astrogation checks to navigate this ship through hyperspace once.","2 Remove b from Astrogation checks to navigate this ship through hyperspace Mods.","EotE","SM:66"]
["Enhanced Prisoner Lockup",3500,null,3,7,"Full Incarceration and security suite for up to 2 prisoners.","4 add support for one additional prisoner Mods.","EotE","ND:64"]
["Environmental Simulators",7500,null,2,6,"A ship with this attachment installed can replicate up to three different planetary environments, chosen at the time of installation. Replicating a planetary environment takes at least one hour or up to a day for extreme changes. A character making Charm or Negotiation checks against members of species native to replicated environment adds automatic aa to the pool. This system can only reproduce one environment at any given time.","2 additional planetary environment Mods.","AoR","DA:64"]
["Gunner Droid Brain",7000,null,0,6,"Droid brain can perform Gunnery checks for vehicle with a Gunnery skill of 2 and an Agility of 0 (if unassisted, it rolls dd for Gunnery checks). Although a droid brain can be connected to more than one weapon system. it is still limited to one action per turn.","2 Increase the droid brain's Gunnery skill by 1 Mods.","EotE","SM:66"]
["Hardened Circuits",4500,null,2,5,"Adds 2 additional points of system strain threshold.","2 One additional point of system strain threshold Mods.","AoR","SoT:64"]
["High-Output Ion Turbine",5300,null,1,5,"Adds 1 point to a ship's speed and reduces system strain threshold by 1","None","AoR, EotE, FaD","A-CRB:286, E-CRB:271, F-CRB:269"]
["Holographic Shell ",5500,"X",2,7,"Provide a ship or vehicle with a holographic disguise (memory for only 1 disguise which cannot be reprogrammed on the fly). A daunting (dddd) Perception check is required to see through the disguise at a distance. Physical examination immediately detects the disguise\n","2 add one additional disguise to the database Mods.","AoR","CaM:"]
["HoloNet Pirate Array","(R) 25,000",null,2,8,"A ship equipped with a HoloNet pirate array gains unique communications and monitoring capabilities. Transmissions sent by a ship so equipped can reach any facility that has access to interstellar communications. Such transmissions arrive without delay, and cannot be intercepted unless the pirate array is being tracked by another HoloNet user, who must already be aware of the pirate array.\nA HoloNet user, whether equipped with a pirate array or a legitimate transceiver, can intercept transmissions with a Hard (ddd) Computers check, provided he is aware of the sender or recipient. At the GM’s discretion, he may upgrade the difficulty of the check to reflect particularly impressive security protocols. y results on a check to intercept a transmission can be spent by the GM to reveal the attempted interception and its source.","2 add b to enemy checks to intercept outgoing transmission Mods, 2 add b to intercept HoloNet traffic Mods.","AoR","DA:65"]
["Holo-Tank",5000,null,1,4,"Characters utilizing a holo-tank may always use Cool or Knowledge (Warfare) when making Initiative checks.","2 Add a to Mass Combat checks when the acting force commander is on board this ship Mods, 1 Upgrade the ability of checks when determining Initiative once Mod.","AoR","LbE:59"]
["Hull/Keel Reinforcement","2500 Per point of starship silhouette",null,2,4,"Adds 2 additional points of hull trauma threshold.","2 One additional point of hull trauma threshold Mods.","AoR","SoT:64"]
["Hush Kit",450,null,1,6,"Adds bb to all checks made to detect this ship audibly while it is in atmosphere","None","AoR","CaM:"]
["Hydraulic Control Circuits",1000,null,2,7,"Non-Fighter Starships, Ships equipped with these attachments suffer half damage from weapons possessing the ion quality, after damage is reduced by soak . When installed, decrease handling by one, and decrease system strain threshold by one.","1 Defender chooses ship component affected by Ion weapon quality, as opposed to the attacker Mod. 1 Increase system strain threshold by 1 Mod.","AoR, EotE, FaD","A-CRB:286, E-CRB:270, F-CRB:270"]
["Hyperdrive Generator",6400,null,1,1,"Reduces a ship's hyperdrive class by 1 to a minimum of 1","2 Reduce hyperspace rating by 1 to a minimum of .5 Mods.","AoR, EotE, FaD","A-CRB:286, E-CRB:271, F-CRB:270"]
["Interior Broadcast Suite",800,null,1,3,"Increases the strain threshold of each crewmember by 1 while aboard the vessel.","None","EotE","FC:63"]
["Laser Focusing Array",5000,null,2,6,"Add automatic a to combat checks made with the ship's laser cannons and turbolasers.","None","EotE","SM:66"]
["Luxury Passenger Compartments","2000 Credits times the vehicle’s passenger capacity.",null,1,3,"Add b to all Charm, Deception, and Negotiation checks made against passengers within the vehicle. Checks made against passengers who are accustomed to opulence and luxury have up to bb removed instead.","None","AoR","DA:65"]
["Minelayer",4000,"X",2,6,"Allows the vehicle to carry a number of miens equal to its silhouette.\nAs an action, a character piloting or operating the weapons on a ship equiped with a minelayer may make an Average (dd) mechanics check to deploy one mine anywhere within close range (too many mines to add all here, sorry)","1 Increase deployavle range to medium range Mod, 3 Increase mine capacity by 1 Mods.","EotE","ND:64"]
["Mobile Listening Post ",5500,null,2,5,"Increases a vehicles passive and active sensor range by one range band. Provides extra audio, video and holographic capabilities","None","AoR","CaM:"]
["Nightshadow Coating",3500,"X",1,8,"Reduces the range band of enemy ship’s passive sensors by 1 (to a minimum of close range) for detecting a vessel with nightshadow coating.","1 Reduce the ship’s silhouette by 1 in combat Mod.","EotE","FC:63"]
["Onboard Amenities Unit",750,null,1,3,"Upgrades the ability of Charm, Deception, and Negotiation checks made by crewmembers while aboard the vessel once.","None","EotE","FC:63"]
["Overcharged Ion Engines",9500,null,2,4,"Increase vehicle's speed by 1.  Decrease vehicle's handling by 1.","1 Innate Talent (Short Cut) Mod. 1 Innate Talent (Tricky Target) Mod.","EotE","SM:66"]
["Physical Countermeasures",2200,null,1,4,"Adds b to all Gunnery checks made using missiles, rockets, or torpedoes targeting the starship.\n\nGame Masters may spend aa or x on Gunnery checks made using missiles, rockets, or torpedoes targeting the starship using this mod to cause a countermeasure launcher to run out of countermeasures to use","1 Add b to all Gunnery checks made using missiles, rockets, or torpedoes targeting the starship Mod. 1 Increase difficulty by 1 when making checks triggered by the Guided quality Mod.","AoR","SoT:64"]
["Pseudo-Cloaking Device",12000,"X",1,8,"Increase the difficulty of checks to detect the ship with sensors by two. Upgrade the difficulty of all combat checks against the ship at Short range or further away once.","2 Add b to combat checks targeting ship at Short range or further away Mods.","EotE","SM:66"]
["Rapid Cargo Evacuation Chute",500,"X",1,3,"Allows the smuggler to make an Average (dd) Mechanics check as an action while in the cockpit or cargo bay to eject everything currently stored in the cargo hold.","1 this attachment may instead be activated as an action without making a check Mod.","EotE","FC:63"]
["Reinforced Shield Generator",3800,null,2,5,"1 additional point of defence to one defence zone of choice.","2 One additional point of defence to one defence zone of choice Mods.","AoR, EotE, FaD","A-CRB:286, E-CRB:270, F-CRB:270"]
["Retractable Weapon System ",1000,null,1,6,"Provides a vehicle with a hidden compartment and a device for deploying a weapon. Deploying or retracting a weapon requires a manoeuvre. Discovering a retractable weapon system requires a Hard (ddd) Perception Check and thorough search of the ship or vehicle in question. GM has final say if a weapon is suitable for the retraction system based on the size of the ship or vehicle.","None","AoR","CaM:"]
["Retrofitted Hanger Bay","5000 Per point of starship or vehicle silhouette",null,2,3,"Allows a ship or vehicle to carry smaller vehicles (with a maximum Silhouette of 2 smaller than the carrier) in a converted cargo hold or other compartment. Silhouette 5 vehicles can carry a total silhouette of 5, silhouette 6 vehicles can carry a total silhouette of 20, and silhouette 7 + vehicles can carry a total silhouette of 60. The total silhouette is calculated by adding together all carried vehicles' silhouettes. For instance, a silhouette 5 vehicle could carry 2 silhouette 2 vehicles (speeder bikes, for example) in its retrofitted cargo bay, whereas a silhouette 6 vehicle could carry 10 speeder bikes. Common sense and GM judgment apply when determining what vehicles can and cannot fit in a hangar bay.\n(so no putting a Millennium falcon inside a Millennium falcon)","5 Additional + 1 maximum silhouette capacity Mods.","AoR, EotE, FaD","A-CRB:286, E-CRB:271, F-CRB:270"]
["Secondary Transponder",20000,"X",1,7,"The ship's crew can switch over to the secondary transponder with an action and an Average (dd) Computers check. At the time of installation, the players and GM should determine the name and other details of the false identity. Because the ship's engine signature is part of the identifying information, the false identity must be of the same class of ship and preferably of a similar model. An observer who scans the ship can detect discrepancies indicating the presence of a secondary transponder with a Daunting (dddd) Computers check.","1 Activate secondary transponder as a maneuver Mod, 3 Add one additional ship identity Mods","EotE","SM:67"]
["Security Measures",500,null,0,4,"Upgrade the difficulty of Computers and Skulduggery checks made to gain unauthorized access to the ship twice.","2 Add b to Computers and Skulduggery checks made to gain unauthorized access to the ship Mods.","EotE","SM:67"]
["Sensor Shunt",3200,"X",1,8,"Increase the difficulty of checks to detect this vessel using passive sensors by two and the difficulty of checks to detect this vessel using active sensors by one, while it is travelling at speed 3 or lower","None","AoR","CaM:"]
["Sienar T9 Stinger Assault Boarding Tube","(R) 1,000",null,3,4,"Silhouette 3 ships or larger, Ships equipped with this attachment may attempt to cut a hole in a docked craft's hull or airlock. The cutting mechanism typically includes high-power plasma torches or similar mechanisms. A silhouette 1 sized hole is typically cut within 5 rounds of activation. Military or armored craft may take two to three times as long to cut.","4 Decrease time taken to cut through hull by 1 round Mods.","EotE","DC:61"]
["Slave Circuit",10000,null,1,2,"Allows a ship or vehicle to be activated and brought to readiness or deactivated and put into lockdown by remote control.","1 allows a ship or vehicle to move to the owner's location with an appropriate piloting skill equal to the owner's Mod. 1 allows a ship or vehicle to use its onboard weapon systems autonomously with a skill equal to the owner's Mod.","AoR","SoT:65"]
["Slicing Computer",5000,null,1,6,"Counts as slicer gear that can be used by one passenger. Add automatic a, to Computers checks made to slice enemy ships' systems","2 Innate Talent (Codebreaker) Mods. 1 Innate Talent (Defensive Slicing) Mod","EotE","SM:67"]
["Smuggling Compartments",1200,"X",1,1,"Stores items up to 25 Encumbrance per compartment. This still counts as part of the total encumbrance threshold of ship. Increases difficulty of checks made to find compartment by + 2.","2 Additional storage (25 Encumbrance) Mods.","AoR, EotE, FaD","E-CRB:270, F-CRB:270"]
["Tactical Command, Control, and Communications Suite",4200,null,1,6,"While active, an active force commander in the vehicle upgrades the ability of all Mass Combat checks he makes once.","1 innate talent (Situational Awareness) Mod, 1 Allies benefiting from Situational Awareness remove b on Perception and Vigilance checks Mod","AoR","LbE:59"]
["Theatre Command and Control System",8500,null,2,6,"While active, an active force commander on the bridge of the starship upgrades the ability of all Mass Combat checks he makes twice.","2 Gain additional a on Mass Combat checks Mods, 1 Remove b from Mass Combat checks Mod.","AoR","LbE:59"]
["Upgraded Comms Array",4800,null,1,6,"Increases the range of shipboard communications by 1 range band.","2 One additional range band Mods.","AoR, FaD","A-CRB:287, F-CRB:271"]
["Whisperthrust Engine",7500,"X",1,7,"Increases the difficulty of checks to detect this vessel by two while it is traveling at speed 3 or lower.","None","EotE","FC:63"]
[]
["Star Ship Weapons"]
["Name","Range","Damage","Critical","Price / Rarity","Qualities","Requirements and Notes","Book Set","Source","Column10","Column11","Column12"]
["\nLight Flak Cannon","Close",5,3,"6,000 / 4","\nBlast 4 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nVicious 3 (Crit) = +30 to crit hit roll\n","Size Required 4-10","AoR","SoT: 49\nLbE: 53"]
["Alternating-Fire Concussion Missile Launcher","Short",6,3,"7,500/5","Blast 4 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nBreach 4 (Passive) = Ignore 4 armor or 40 soak\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 3 (Passive) = Expended after 3 uses","Size Required 3-10\nAdditional Concussion Missiles cost 500 credits each and are Restricted.","AoR","SoT:56"]
["Arakyd Mini Missile Pack",null,null,null,"(R) 7,000 / 5","\nLimited Ammo 2 (Passive) = Expended after 2 uses\n","Size Required 2-10\nAdd ⬛⬛ to all combat checks. In addition,\neach s adds 2 damage to the total.\nMODIFICATION OPTION: 1 Change Fire Arc to \"All\" Mod\nAmmunition List:\nConcussion Missile (Mini): Range; Short / Dam; 5 / Crit; 4 / Price; 400 / Rarity; 5 /Blast 2, Breach 2, Guided 3, Slow Firing 1.\nJammer (Mini): Range; Close / Price; 400 / Rarity; 6 / Guided 4, Slow-Firing-1 / Notes; If initial combat check is successful the missile follows the target at close range for 1 round per s. the missile adds  to the targets Gunnery, Piloting and Computers checks, limited fuel it self destructs after 3 rounds, can be attacked any damage destroyes it (sil 1)\nUnguided Rocket (Mini): Range; Short / Dam; 5 / Crit; 3 / Price; 250 / Rarity; 4 / Blast 1, Breach 2, Slow Firing 1 / Notes; Add to gunnery skill checks when using unguided rockets\n","EotE","DC:60"]
["Arakyd Missile Pack",null,null,null,"(R) 10,000 / 5","\nLimited Ammo 2 (Passive) = Expended after 2 uses\n","Size Required 2-10\nAdd ⬛⬛ to all combat checks. In addition,\neach s adds 2 damage to the total.\nMODIFICATION OPTION: 1 Change Fire Arc to \"All\" Mod\nAmmunition List:\nDecoy: Range; Short / Price; 400 / Rarity; 6 / Slow-Firing-1 / Notes; Make an Easy (d) Computer check, if successful oppnents  using weapons with the guided quality upgrade the difficulty of the check by one and increase by 1 for every aa. Decoy is active for 1 round per s.\nJammer:  Range; Short / Price; 300 / Rarity; 6 / Guided 4, Slow-Firing-1 / Notes; If initial combat check is successful the missile follows the target at close range for 1 round per s. the missile adds  to the targets Gunnery, Piloting and Computers checks, limited fuel it self destructs after 3 rounds, can be attacked any damage destroyes it (sil 1)\nUnguided Rocket: Range; Short / Dam; 5 / Crit; 3 / Price; 300 / Rarity; 4 / Blast 3, Breach 3, Slow Firing 1 / Notes; Add to gunnery skill checks when using unguided rockets\n","EotE","DC:60"]
["Assault Concussion Missile Launcher","Short",6,3,"7,500/5","\nBlast 4 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nBreach 5 (Passive) = Ignore 5 armor or 50 soak\nGuided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon\nLimited Ammo 3 (Passive) = Expended after 3 uses\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\n","Size Required 3-10\nAdditional Concussion Missiles cost 500 credits each and are Restricted.","AoR","AoT:CRB-Beta:188"]
["Auto-Blaster","Close",3,5,"3000/3","Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful innitial hit","Size Required 2-10","AoR, EotE, FaD","Core Rule Book"]
["Az-108 Surface-Defense Blaster Cannon","Medium",12,3,2000,"Auto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful innitial hit\nPierce 2 (Passive) = Ignore 2 soak\nPersonal Scale (Passive) =  Weapon is used on a personal scale rather than a normal ships planetary scale\n","Size Required 3-10\nWeapon operates on a Personal Scale so is ineffective against vehicles. Uses Ranged (Heavy) skill instead of gunnery, can fire automatically with a Ranged (Heavy) skill of 2 and an Agility of 0 (if unassisted, it rolls dd for Ranged [Heavy] checks).","EotE","FC:62"]
["Blaster Cannon (Heavy)","Close",5,4,"5000/3",null,"Size Required 3-10","AoR, EotE, FaD","Core Rule Book"]
["Blaster Cannon (Light)","Close",4,4,"4000/2",null,"Size Required 2-10","AoR, EotE, FaD","Core Rule Book"]
["Concussion Missile Launcher","Short",6,3,"7,500/5","\nBlast 4 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nBreach 4 (Passive) = Ignore 4 armor or 40 soak\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 3 (Passive) = Expended after 3 uses\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\n","Size Required 3-10\nAdditional Concussion Missiles cost 500 credits each and are Restricted.","AoR, EotE, FaD","Core Rule Book"]
["Electromagnetic Tow Cable Launcher ","Close"," -"," -","2,000 / 2","\nEnsnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nLimited Ammo 1 (Passive) = Expended after 1 uses\n","Size Required 2-10\nIf the Ensnare quality activates, a character on the target vehicle must make an Average (dd) Piloting (Planetary or Space, depending on the vehicle) check to free the vehicle (instead of an Athletics check as normal for the Ensnare quality). If the target is at least 1 silhouette value lower than the attacker and tt is generated on a failed check, the target is drawn 1 range band closer to the attacker.\n\nDont know how Knockdown works in space but hey go knock down a Star Destroyer... it may be the most OP weapon in the game, ISD's cower in terror in the face of a ship armed with the mighty Tow Cable!!!!","AoR","FO:63"]
["Grappler 213 Tactical Tractor Beam","Close"," -"," -","6,200/7",null,"Size Required 1-10\nFiring the tractor beam is a ranged attack using the Gunnery skill, and may target one ship at close range. If the attack hits, the attacking pilot must use a maneuver to maintain a lock and continue to follow the craft. Enemy craft caught in the tractor beam add ⬛⬛ to all Piloting checks and attacks and suffer 1 system strain when performing the Accelerate/Decelerate, Fly/Drive, or Punch It maneuvers.","EotE","DC:62"]
["Heavy Flak Cannon","Short",6,3,"10,000 / 7","Blast 5 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nVicious 5 (Crit) = +50 to crit hit roll","Size Required 6-10","AoR","SoT: 49\nLbE: 53"]
["Heavy Proton Torpedo Launchers","Medium",10,2,"11,250/8","Blast 8 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 8 damage + success, Use 3 advantage to trigger blast without success\nBreach 1 (Passive) = Ignore 8 armor or 80 soak\nGuided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\n","Size Required 6-10","AoR","SoT:119"]
["Hunter Killer Concussion Missile Launcher","Short",7,3,"8,500/7","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nBlast 4 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nBreach 4 (Passive) = Ignore 4 armor or 40 soak\nGuided 4 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 4 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 1 (Passive) = Expended after 1 uses\n","Size Required 3-10","EotE","SoF:107"]
["Ion Cannon (BattleShip)","Medium",9,4,"10,000/8","Breach 3 (Passive) =  Ignore 3 armor or 30 soak\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nSlow Firing 2 (Passive) = After firing must wait 2 round before firing again","Size Required 8-10","AoR, EotE, FaD","Core Rule Book"]
["Ion Cannon (Heavy)","Medium",7,4,"7,500/7","Ion (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again","Size Required 6-10","AoR, EotE, FaD","Core Rule Book"]
["Ion Cannon (Light)","Close",5,4,"5,000/5","\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\n","Size Required 3-10","AoR, EotE, FaD","Core Rule Book"]
["Ion Cannon (Medium)","Short",6,4,"6,000/6","\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\n","Size Required 5-10","AoR, EotE, FaD","Core Rule Book"]
["Ion Torpedo Launcher","Short",10,3,"6,500 / 7","Blast 5 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nBreach 4 (Passive) = Ignore 4 armor or 40 soak\nGuided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nLimited Ammo 4 (Passive) = Expended after 4 uses\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\n","Size Required 4-10\nAdditional Ion Torpedos cost 400 credits for a set of 4.","AoR","FO:63"]
["Laser Cannon (Heavy)","Short",6,3,"7,500/5",null,"Size Required 4-10","AoR, EotE, FaD","Core Rule Book"]
["Laser Cannon (Light)","Close",5,3,"5,500/4",null,"Size Required 3-10","AoR, EotE, FaD","Core Rule Book"]
["Laser Cannon (Medium)","Close",6,3,"7,000/4",null,"Size Required 3-10","AoR, EotE, FaD","Core Rule Book"]
["Medium Flak Cannon","Short",5,3,"8,000 / 6","\nBlast 4 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nVicious 4 (Crit) = +40 to crit hit roll\n","Size Required 5-10","AoR","SoT: 49\nLbE: 53"]
["Point Defense Laser Cannon","Close",5,3,"6,500 / 5","\nAccurate 1 (Passive) = Add 1 Boost die to all checks,\n","Size Required 3-10","AoR","AoT:CRB-Beta:186"]
["Proton Torpedo Launcher","Short",8,2,"(R) 9,000/7","\nBlast 6 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 6 damage + success, Use 3 advantage to trigger blast without success\nBreach 6 (Passive) = Ignore 6 armor or 60 soak\nGuided 2 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 2 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 3 (Passive) = Expended after 3 uses\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\n","Size Required 3-10\nAdditional Proton Torpedos cost 750 credits each and are Restricted.","AoR, EotE, FaD","Core Rule Book"]
["Quad Laser Cannon","Close",5,3,"8,000/6","Accurate 1 (Passive) = Add 1 Boost die to all checks,\nLinked 3 (Active + Trigger) = Use 2 Advantage to activate - May make 3 additional hits\n","Size Required 4-10","AoR, EotE, FaD","Core Rule Book"]
["Repeating Ion Cannon","Close",4,4,"6,000 / 6","Ion (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nLinked 4 (Active + Trigger) = Use 2 Advantage to activate - May make 4 additional hits","Size Required 3-10","AoR","FO:63"]
["Termite Torpedo Launcher","Short",3,5,"(R) 10,000 / 8","\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)\nLimited Ammo 3 (Passive) = Expended after 3 uses\n","Size Required 4-10\n(super scary weapon, and absolute biggest dick move EVER)\n\n Additional termite torpedoes cost 900 credits for a set of three. \nAdditionally, after a ship is hit by a termite torpedo (whether or not it inflicts any hull trauma), for the remainder of the encounter, whenever crew perform a check while in the Ship and when a attacker makes a check they can spend tt to have the ship suffer 2 hull trauma or system strain, and spend y to inflict a Critical Hit on the ship. As an action, a character aboard the afflicted ship can perform a Daunting (dddd) Mechanics check to suppress the effects of the termite droids for 1 round. At the GM's discretion other skill checks can be used instead.\n\nsee.... dick move","AoR","FO:63"]
["Tractor Beam (Heavy)","Short"," -"," -","10,000/6","Tractor 6 (Passive) = target may not move unless its\npilot makes a successful Piloting check with a difficulty\nbased on the tractor beam's rating","Size Required 5-10","AoR, EotE, FaD","Core Rule Book"]
["Tractor Beam (Light)","Close"," -"," -","6,000/4","Tractor 2 (Passive) = target may not move unless its\npilot makes a successful Piloting check with a difficulty\nbased on the tractor beam's rating","Size Required 4-10","AoR, EotE, FaD","Core Rule Book"]
["Tractor Beam (Medium)","Short"," -"," -","8,000/5","Tractor 4 (Passive) = target may not move unless its\npilot makes a successful Piloting check with a difficulty\nbased on the tractor beam's rating","Size Required 5-10","AoR, EotE, FaD","Core Rule Book"]
["Turbolaser (Heavy)","Long",11,3,"(R) 20,000/8","\nBreach 4 (Passive) = Ignore 4 armor or 40 soak\nSlow Firing 2 (Passive) = After firing must wait 2 rounds before firing again\n","Size Required 6-10","AoR, EotE, FaD","Core Rule Book"]
["Turbolaser (Light)","Medium",9,3,"(R) 12,000/7","\nBreach 2 (Passive) = Ignore 2 armor or 20 soak\nSlow Firing 1 (Passive) = After firing must wait 1 rounds before firing again\n","Size Required 5-10","AoR, EotE, FaD","Core Rule Book"]
["Turbolaser (Medium)","Long",10,3,"(R) 15,000/7","\nBreach 3 (Passive) = Ignore 3 armor or 30 soak\nSlow Firing 1 (Passive) = After firing must wait 1 rounds before firing again\n","Size Required 6-10","AoR, EotE, FaD","Core Rule Book"]
["VL-6 Warhead Launcher System","Short",6,3,"(R) 10,000 / 7","Blast 4 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 4 damage + success, Use 3 advantage to trigger blast without success\nBreach 4 (Passive) = Ignore 4 armor or 40 soak\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again","Size Required 6-10","AoR","SoT:61"]

{"sheet":"Crafting","index":12,"n_rows":425,"n_cols":10,"rows_kept":425,"cut":false,"hidden":false,"merged":[[392,1,392,8],[393,1,393,8],[394,1,394,8],[395,1,395,8],[396,1,396,8],[378,7,378,8],[379,7,379,8],[380,7,380,8],[381,7,381,8],[382,7,382,8],[383,7,383,8],[386,0,386,1],[386,8,386,11],[388,1,388,8],[389,1,389,8],[390,1,390,8],[391,1,391,8],[381,0,381,1],[381,2,381,3],[381,4,381,6],[382,0,382,1],[382,2,382,3],[382,4,382,6],[383,0,383,1],[383,2,383,3],[383,4,383,6],[376,0,376,2],[376,7,376,11],[378,0,378,1],[378,2,378,3],[378,4,378,6],[379,0,379,1],[379,2,379,3],[379,4,379,6],[380,0,380,1],[380,2,380,3],[380,4,380,6],[364,1,364,8],[365,1,365,8],[366,1,366,8],[367,1,367,8],[368,1,368,8],[372,0,372,1],[372,2,372,3],[372,4,372,5],[373,4,373,5],[373,2,373,3],[373,0,373,1],[358,0,358,1],[358,8,358,11],[360,1,360,8],[361,1,361,8],[362,1,362,8],[363,1,363,8],[355,0,355,1],[355,2,355,3],[355,4,355,6],[352,0,352,1],[352,2,352,3],[352,4,352,6],[353,0,353,1],[353,2,353,3],[353,4,353,6],[354,0,354,1],[354,2,354,3],[354,4,354,6],[347,0,347,2],[347,7,347,11],[349,0,349,1],[349,2,349,3],[349,4,349,6],[350,0,350,1],[350,2,350,3],[350,4,350,6],[351,0,351,1],[351,2,351,3],[351,4,351,6],[343,0,343,1],[343,2,343,3],[343,4,343,5],[343,6,343,7],[344,0,344,1],[344,2,344,3],[344,4,344,5],[344,6,344,7],[345,0,345,1],[345,2,345,3],[345,4,345,5],[345,6,345,7],[337,1,337,8],[338,1,338,8],[339,1,339,8],[308,0,310,3],[325,0,325,1],[324,0,324,1],[323,0,323,1],[322,0,322,1],[321,0,321,1],[321,2,321,3],[322,2,322,3],[323,2,323,3],[324,2,324,3],[325,2,325,3],[321,4,321,6],[322,4,322,6],[323,4,323,6],[324,4,324,6],[325,4,325,6],[329,0,329,1],[329,8,329,11],[331,1,331,8],[332,1,332,8],[333,1,333,8],[334,1,334,8],[335,1,335,8],[336,1,336,8],[319,0,319,1],[319,2,319,3],[319,4,319,6],[320,0,320,1],[320,2,320,3],[320,4,320,6],[326,0,326,1],[326,2,326,3],[326,4,326,6],[316,0,316,1],[316,2,316,3],[316,4,316,6],[317,0,317,1],[317,2,317,3],[317,4,317,6],[318,0,318,1],[318,2,318,3],[318,4,318,6],[305,0,305,1],[312,0,312,2],[312,7,312,11],[314,0,314,1],[314,2,314,3],[314,4,314,6],[315,0,315,1],[315,2,315,3],[315,4,315,6],[301,1,301,8],[302,1,302,8],[292,0,292,1],[294,1,294,8],[295,1,295,8],[296,1,296,8],[297,1,297,8],[298,1,298,8],[299,1,299,8],[300,1,300,8],[283,1,283,6],[284,1,284,6],[285,1,285,6],[286,1,286,6],[287,1,287,6],[288,1,288,6],[289,1,289,6],[276,5,276,6],[277,5,277,6],[278,5,278,6],[279,5,279,6],[280,5,280,6],[278,2,278,4],[276,0,276,1],[277,0,277,1],[278,0,278,1],[279,0,279,1],[280,0,280,1],[274,2,274,4],[275,2,275,4],[276,2,276,4],[277,2,277,4],[279,2,279,4],[280,2,280,4],[272,0,272,2],[273,0,273,1],[273,2,273,4],[273,5,273,6],[274,0,274,1],[275,0,275,1],[274,5,274,6],[275,5,275,6],[229,1,229,8],[230,1,230,8],[231,1,231,8],[233,1,233,8],[238,0,238,1],[242,0,242,2],[243,0,243,1],[243,2,243,3],[243,4,243,6],[240,0,240,7],[244,0,244,1],[245,0,245,1],[246,0,246,1],[247,0,247,1],[248,0,248,1],[244,2,244,3],[245,2,245,3],[246,2,246,3],[247,2,247,3],[226,1,226,8],[232,1,232,8],[234,1,234,8],[235,1,235,8],[192,0,192,1],[192,2,192,3],[192,4,192,6],[200,0,200,2],[219,0,219,1],[221,1,221,8],[222,1,222,8],[223,1,223,8],[224,1,224,8],[225,1,225,8],[227,1,227,8],[228,1,228,8],[196,0,196,1],[196,2,196,3],[196,4,196,6],[197,0,197,1],[197,2,197,3],[197,4,197,6],[193,0,193,1],[193,2,193,3],[193,4,193,6],[194,0,194,1],[194,2,194,3],[194,4,194,6],[195,0,195,1],[195,2,195,3],[195,4,195,6],[177,1,177,8],[178,1,178,8],[179,1,179,8],[180,1,180,8],[181,1,181,8],[184,0,184,1],[189,0,189,2],[191,0,191,1],[191,2,191,3],[191,4,191,6],[187,0,187,7],[186,0,186,7],[167,0,167,1],[167,3,167,5],[167,6,167,7],[170,0,170,1],[172,1,172,8],[173,1,173,8],[174,1,174,8],[175,1,175,8],[176,1,176,8],[163,0,163,2],[164,0,164,1],[164,3,164,5],[164,6,164,7],[165,0,165,1],[165,3,165,5],[165,6,165,7],[166,0,166,1],[166,3,166,5],[166,6,166,7],[150,1,150,8],[151,1,151,8],[142,1,142,8],[143,1,143,8],[144,1,144,8],[145,1,145,8],[146,1,146,8],[161,4,161,6],[160,4,160,6],[159,4,159,6],[159,2,159,3],[160,2,160,3],[161,2,161,3],[159,0,159,1],[160,0,160,1],[161,0,161,1],[51,4,51,6],[52,0,52,1],[52,2,52,3],[52,4,52,6],[135,6,135,7],[136,6,136,7],[137,6,137,7],[136,0,136,1],[137,0,137,1],[134,0,134,1],[135,0,135,1],[126,0,126,1],[126,2,126,3],[126,4,126,6],[127,0,127,1],[127,2,127,3],[127,4,127,6],[133,0,133,2],[128,0,128,1],[128,2,128,3],[128,4,128,6],[129,0,129,1],[129,2,129,3],[129,4,129,6],[84,1,84,8],[85,1,85,8],[86,1,86,8],[122,0,122,1],[78,1,78,8],[79,1,79,8],[80,1,80,8],[81,1,81,8],[82,1,82,8],[98,4,98,6],[99,0,99,1],[99,2,99,3],[99,4,99,6],[92,0,92,2],[94,0,94,1],[94,2,94,3],[116,1,116,8],[92,7,92,11],[104,8,104,11],[94,8,94,10],[104,0,104,1],[106,1,106,8],[107,1,107,8],[108,1,108,8],[11,0,11,1],[13,4,13,6],[14,4,14,6],[13,0,13,1],[125,0,125,2],[57,0,57,1],[57,2,57,3],[57,4,57,6],[94,4,94,6],[95,0,95,1],[95,2,95,3],[95,4,95,6],[96,0,96,1],[96,2,96,3],[96,4,96,6],[59,0,59,2],[74,0,74,1],[76,1,76,8],[77,1,77,8],[89,0,89,1],[50,4,50,6],[51,0,51,1],[51,2,51,3],[83,1,83,8],[0,0,0,7],[42,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["Crafting"]
[]
["Crafting can be located in more detail in :\n• EotE: Special Modifications - Technician Career (Melee Weapons, Ranged Weapons, Droids, Gadgets and Cybernetics)\n• FaD: Keeping the Peace - Guardian Career (Armor Crafting)\n• FaD: Endless Vigil -Sentinel Career (Lightsaber hilts)"]
["Crafting is done normally in 3 steps;\n\nStep 1: Select Template, pick the end result/item you are looking for and wish to attempt to create. The difficulty of the task is also provided in this step all based on the selection of the template.\n\nStep 2: Acquire Materials,This is where the cost of the item is determined, the character goes forth and finds materials to create the desired item, be the materials scavenged from a junkyard, purchased from a shop or gone on a epic quest to acquire rare materials for the finished product, this has no effect on gameplay unless GM decides otherwise (id suggest GM gets creative himself here such as if someone makes stuff from a junkyard give it some extra negative results but looks unassuming and worthless providing bonuses such as add b to perception checks for anyone thinking this is actually a dangerous weapon )\n\nStep 3: Construction, All that is needed now is time and successful rolls. Extra benefits or negative flaws are chosen and applied at this point too, if successful on the roll to create the item the PC must spend the time creating the item after which they receive it into their inventory. For complex things like droids multiple checks may be needed for different stages"]
[]
["Brawl and Melee Weapons"]
[]
["Brawl and Melee Weapon Templates"]
[]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time","Examples"]
["Fist Weapon",null,"10 Credits / 0",null,"Average (dd) Mechanics or Survival Check",null,null,"4 hours","Brass Knuckles, Punch Dagger"]
["Blunt Weapon",null,"5 Credits / 0",null,"Easy  (d) Mechanics or Survival Check",null,null,"6 hours","Club, Staff"]
["Shield",null,"10 Credits / 0",null,"Average (dd) Mechanics or Survival Check",null,null,"8 hours","Buckler, Riot Shield"]
["Bladed Weapon",null,"10 Credits / 0",null,"Average (dd) Mechanics or Survival Check",null,null,"16 hours","Axe, Knife, Sword"]
["Vibro-Weapon",null,"200 Credits / 3",null,"Hard (ddd) Mechanics Check",null,null,"1 day \n(24 hours)","Vibro ax, Vibroknife, Vibrosword"]
["Powered Melee Weapon",null,"400 Credits / 4",null,"Daunting (dddd) Mechanics Check",null,null,"2 days \n(48 hours)","Electrostaff, Force Pike"]
[]
["Brawl and Melee Weapon Template Profiles"]
[]
["Name","Skill","Dam","Crit","Range","Encum","HP","Special","Hands Required"]
["Fist Weapon","Brawl","+1",4,"Engaged",1,0,"Disorient 3","One-Handed"]
["Blunt Weapon","Melee","+2",5,"Engaged",3,1,"Disorient 2","One-Handed"]
["Shield","Melee","+0",5,"Engaged",1,4,"Defensive 1","One-Handed"]
["Bladed Weapon","Melee","+1",3,"Engaged",2,1,null,"One-Handed"]
["Vibro-Weapon","Melee","+1",2,"Engaged",2,3,"Pierce 2, \nVicious 1","One-Handed"]
["Powered Melee Weapon","Melee","+2",3,"Engaged",3,5,"Stun 3","One-Handed"]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he makes with the same skill belore tne end of the session\nTwo-Handed: Increase the weapon's damage by 1 and encurnbrance by 2, it becomes a weapon that requires two hands to wield (this can only be selected once).\nLightweight: Reduce the weapon's encumberance by 1 (to a minimum of 1 ).\nKnockdown Quality: The weapon gains the Knockdown quality (this can only be selected once)"]
["aa or x","Lessons Learned: Reduce the difficulty of the character's next crafting check by 1\nDefensive Quality: The weapon gains the defensive 1 quality (or increase its Defensive quality by 1, to a maxunum of 3).\nCustomizeable: Increase the weapon's hard points by 1 (this can only be selected once)\nPierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1)\nVicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5)\nStun Quality: This weapon gains the Stun 1 quality (or increase the value of its stun quality by 1)"]
["aaa or x","Efficient Construction : A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplied worth 50% of the material price needed to craft the item (This can only be selected once)\nEnsnare Quality: The weapon gains the Ensnare 1 quality (or increase its ensnare quality by 1)\nDeflection Quality: The weapon gains the Deflection 1 quality (or increase its Deflection quality by 1, to a maximum of 3)\nDestructive: Increase the weapons damage by 1 (this can only be selected once)"]
["aaaa or x","Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1. to a maximum of 3).\nLethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once).\nSunder Quality: The weapon gains the Sunder quality (this can only be selected once).\nSchematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [-])"]
["xx","Concussive Quality: The weapon gains the Concussive 1 quality (this can only be selected once).\nIntegral Attachment: Add  1 hard point to the weapon. then install one applicable weapon attachment that requires 1 or fewer hard points. No checks required to obtain this attachment, and It costs 0 credits."]
["t or y","Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain\nHeavy: Increase the weapons encumberance by 1"]
["tt or y","Cumbersome quality: The weapon gains the cumbersome 1 quality (or increases its cumbersome quality by 1)\nHard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1."]
["ttt or y","Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed and damage one step \nDifficult to Repair: Increase the diffuclty of checks to repair this weapon by 1\nInaccurate Quality: The weapon gains the inaccurate 1 quality (or increse its inaccurate quality by 1)"]
["tttt or y","Brittle: On a result of yfrom a combat check using the weapon, it becomes damage one step"]
["yy","Hidden Flaw: At some point in the in the future, the GM may flip a Destiny Point to have the weapon fracture or break. When the GM does so, the weapon counts as suffering major damage and thus becomes unusable, Once repaired the flaw is gone and cannot be exploited again."]
[]
[]
["Ranged Weapons"]
[]
[]
["Ranged Weapon Templates"]
[]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time","Examples"]
["Simple Projectile Weapon",null,"10 Credits / 0",null,"Average (dd) Mechanics or Survival Check",null,null,"4 hours","Bow, Sling, Blowgun, Javelin"]
["Solid Projectile Pistol",null,"50 Credits / 2",null,"Average (dd) Mechanics or Survival Check",null,null,"8 hours","Slugthrower Pistol, Flechette Pistol"]
["Solid Projectile Rifle",null,"125 Credits / 2",null,"Hard (ddd) Mechanics Check",null,null,"8 hours","Slugthrower Rifle,Rail gun"]
["Energy Pistol",null,"200 Credits / 3",null,"Hard (ddd) Mechanics Check",null,null,"12 hours","Blaster Pistol"]
["Energy Rifle",null,"450 Credits / 4",null,"Hard (ddd) Mechanics Check",null,null,"16 hours","Blaster Rifle"]
["Heavy Energy Rifle",null,"(R) 1,000 Credits / 6",null,"Daunting (dddd) Mechanics Check",null,null,"1 day \n(24 hours)","Heavy Blaster Rifle, Disruptor Rifle"]
["Missile Launcher",null,"(R) 4,000 Credits / 7",null,"Daunting (dddd) Mechanics Check",null,null,"16 hours","Missile launcher. Torpedo Launcher"]
["Missile",null,"(R) 100 Credits / 3",null,"Hard (ddd) Mechanics Check",null,null,"4 hours","Missile, Micro-Torpedo"]
["Grenade",null,"35 Credits / 4",null,"Hard (ddd) Mechanics Check",null,null,"2 hours","Frag Grenade, Stun Grenade"]
["Mine",null,"(R) 425 Credits / 5",null,"Hard (ddd) Mechanics Check",null,null,"4 hours","Anti-Personnel mine, Ion Mine"]
[]
["Ranged Weapon Template Profiles"]
[]
["Name","Skill","Dam","Crit","Range","Encum","HP","Special"]
["Simple Projectile Weapon","Ranged Light",4,5,"Short",3,0,"Limited Ammo 1"]
["Solid Projectile Pistol","Ranged Light",4,5,"Short",1,0,"-"]
["Solid Projectile Rifle","Ranged Heavy",7,5,"Medium",5,1,"Cumbersome 2"]
["Energy Pistol","Ranged Light",6,3,"Medium",1,3,"-"]
["Energy Rifle","Ranged Heavy",9,3,"Long",4,4,"-"]
["Heavy Energy Rifle","Gunnery",10,3,"Long",6,4,"Cumbersome 3"]
["Missile Launcher","Gunnery","-","-","-","-","-","Uses Profile of loaded missile"]
["Missile","Gunnery",20,2,"Extreme",7,4,"Blast 10, Breach 1, Cumbersome 3, Guided 3, Prepare 1, Limited Ammo 1"]
["Grenade","Ranged Light",8,4,"Short",1,0,"Blast 6, Limited Ammo 1"]
["Mine","Mechanics",12,3,"Engaged",3,0,"Blast 4, Limited Ammo 1"]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he makes with the same skill before the end of the session\nIon Quality: The weapon gains the Ion quality ( this can only be selected once)\nLightweight: Reduce the weapon's encumberance by 1 (to a minimum of 1 ).\nDisorient Quality: The weapon gains the Disorient quality (or increase its Disorient qualtiy by 1)\nExpanded Magazine: If the weapon has the Limited Ammo quality, Increase its Limited Ammo quality by 1"]
["aa or x","Lessons Learned: Reduce the difficulty of the character's next crafting check by 1\nCustomizeable: Increase the weapon's hard points by 1 (this can only be slected once)\nIncreased Range: increase the weapons range by 1 range band, to a maximum of extreme (This can only be selected once)\nKnockdown Quality: The weapon gains the Knockdown quality (This can only be selected once)\nVicious Quality: The weapon gains the Vicious 1 quality (or increse its Vicious quality by 1, to a maximum of 5)\nStun Setting: This weapon gains the Stun setting quality (this can only be slected once)"]
["aaa or x","Efficient Construction : A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplied worth 50% of the material price needed to craft the item (This can only be selected once)\nEnsnare Quality: The weapon gains the Ensnare 1 quality (or increase its ensnare quality by 1)\nDestructive: Increase the weapons damage by 1 (this can only be selected once)\nStun Quality: this weapon gains the Stun 3 quality (or increase its stun quality by 1)\nPierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce Quality by 1)"]
["aaaa or x","Auto-Fire Quality: The weapon gains the Auto-fire quality (this can only be selected once)\nBurn Quality: The weapon gains the Burn 1 quality (or increase its Burn quality by 1)\nAccurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1. to a maximum of 3).\nLethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once).\nSchematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [-])"]
["xx","Blast Quality: The weapon gains the Blast 5 quality (or increse its Blast Quality by 2).\nConcussive Quality: The weapon gains the Concussive 1 quality (This can only be selected once)\nIntegral Attachment: Add  1 hard point to the weapon. then install one applicable weapon attachment that requires 1 or fewer hard points. No checks required to obtain this attachment, and It costs 0 credits."]
["t or y","Exhausting Effort: Upon  completing Step 3 of construction the character suffers 3 strain\nHeavy: Increase the weapons encumberance by 1\nCumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality by 1)"]
["tt or y","Expensive: The weapon has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaged, the cost to repair the weapon is doubled (Can only be selected once)\nCumbersome quality: the  weapon gains the cumbersome 1 quality (or increases its cumbersome quality by 1)\nHard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1."]
["ttt or y","Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed and damage one step \nPrepare Quality: The weapon gains the Prepare 1 quality (or increase its Prepare quality by 1)\nAmmunition-Inefficient: During combat, the Game master may make this weapon run out of ammunition by spending ttt; this in addition ot the standard spending of y\nInaccurate Quality: The weapon gains the inaccurate 1 quality (or increse its inaccurate quality by 1)"]
["tttt or y","Limited Ammo Quality: The weapon gains the Limited Ammo 3 quality (or decrease its Limited Ammo quality by 1 to a minimum of 1).\nSlow firing quality: The weapon gains the Slow firing 1 quality (or increse its slow fringing quality by 1)"]
["yy","Dangerously Volatile: The GM may spend y from any combat check made with this weapon to have it explode. The weapon is destroyed, and the character holding it and each engaged character suffers 10 damage (this can only be selected once)"]
[]
[]
["Armor"]
[]
[]
["Armor Templates"]
[]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time","Examples"]
["Rienforced Clothing",null,"25 Credits / 0",null,"Average (dd) Mechanics Check",null,null,"6 hours","+1 soak, +0 defense, 1 encumberance, 0 hard points"]
["Light Armor",null,"250 Credits / 0",null,"Average (dd) Mechanics Check",null,null,"12 hours","+2 soak, +0 defense, 2 encumberance, 0 hard points"]
["Customizable Armor",null,"500 Credits / 4",null,"Average (dd) Mechanics Check",null,null,"16 hours","+1 soak, +0 defense, 4 encumberance, 4 hard points"]
["Deflective Armor",null,"500 Credits / 5",null,"Average (dd) Mechanics Check",null,null,"24 hours","+1 soak, +1 defense, 2 encumberance, 1 hard points"]
["Combat Armor",null,"1,250 Credits / 4",null,"Hard (ddd) Mechanics Check",null,null,"48 hours","+2 soak, +0 defense, 4 encumberance, 3 hard points"]
["Segmented Armor",null,"(R) 2,500 Credits / 6",null,"Daunting (dddd) Mechanics Check",null,null,"72 hours","+2 soak, +1 defense, 6 encumberance, 4 hard points"]
["Augmentive Armor",null,"(R) 4,500 Credits / 8",null,"Formidable (ddddd) Mechanics Check",null,null,"120 hours","+2 soak, +2 defense, 6 encumberance, 6 hard points"]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Practice Makes Perfect: The character learns something valuable. and gains ⬛ on the next check he makes with the same skill before the end of the session.\nLightweight: Reduce the armor's encumbrance by 1 (to a minimum of 1 ).\nSealable: The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment applied to it (this can only be selected once)."]
["aa or x","Lessons Learned: Reduce the difficulty of the character's next crafting check by 1\nExtra Melee Defense: Add +1 melee defense to the armor (this can only be selected once).\nSpecial Embellishment: The wearer of this armor adds automatic a to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (This can only be selected once)"]
["aaa or x","Efficient Construction : A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplied worth 50% of the material price needed to craft the item (This can only be selected once)\nExtra Ranged Defense:  Add +1 ranged defense to the armor (this can only be selected once).\nExtra Hard Point: Add 1 hard point to the armor (to a maximum of 2 additional hard points)"]
["aaaa or x","Extra Soak: Add + 1 soak to the armor (this can only be selected once).\nDuplicate: Create one additional. identical set of armor (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost.\nArmor Schematic: Create a schematic that permanently reduces the difficulty of checks to create armor of this template by 1. to a minimum of Simple ( -) (this can only be selected once)."]
["xx","Integral Attachment: Add + 1 hard point to the armor, then install one applicable armor attachment that requires 1 hard point. No check is required to obtain this attachment. and it costs 0 credits."]
["t or y","Exhausting Effort: Upon  completing Step 3 of construction the character suffers 3 strain\nHeavy: Increase the weapons encumberance by 1\nPoor Fit: Donning and removing this armor requires 1 additional action (this can only be selected once)"]
["tt or y","Complex: The armor is difficult to maintain. Increase the difficully of checks to repair this item by 1\nDifficult to Customize: Increase the difficulty of checks to modify auachments on this armor by 1 .\nRestrictive: Ttle wearer of this armor adds automatic t to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery. or Vigilance (this can only be selected once)."]
["ttt or y","Wear and Tear: The tools the character was using to craft the armor are worn down or destroyed, and are damaged one step.\nFragile: The armor has a substantial vulnerability that can be exploited, whenever the armor becomes damage the damage always counts as moderate damage unless it would be worse (This can only be selected once)"]
["tttt or y","Expensive: The armor has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaged, the cost to repair the armor is doubled (this can only be selected once)\nSupply Shortage: The character runs out of equipment midway through constructing the armor The crafter cannot finish it until he has a chance to acquire more supplies and spends credits equal to 25% of the Material Price on these additional supplies (this can only be selected once)."]
["yy","Unexpected Flaw: The armor has a serious problem the crafter does not detect. At some point in the future, the GM may spend a Destiny Point to cause the armor to fail. When he does so, the armor counts as suffering major damage. and thus becomes unusable . Once the armor has been repaired, this flaw is removed and cannot be exploited this way again (this can only be selected once) ."]
[]
[]
[]
[]
[]
["Gadgets"]
[]
[]
["Gadget Templates"]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time"]
["Simple Tool",null,"50 Credits / 1",null,"Easy  (d) Mechanics Check",null,null,"2 hours"]
["Specialist Tool",null,"400 Credits / 4",null,"Average (dd) Mechanics Check",null,null,"10 hours"]
["Precision Instrument",null,"150 Credits / 3",null,"Hard (ddd) Mechanics Check",null,null,"16 hours"]
[]
[]
[]
["Gadget Template Profiles"]
["Name",null,"Encumbrance","Effect",null,null,"Examples"]
["Simple Tool",null,4,"Choose a General Skill; the tool allows a character to make checks with the skill. At the GM's Discretion, this tool counts as the right tool for the job.",null,null,"Climbing gear, datapad, hand scanner, emergency medpac, toolkit, slicer gear"]
["Specialist Tool",null,8,"Choose a General Skill, Add a automatic s to checks with that skill",null,null,"Bacta tank, scanner dish, table saw welding gear."]
["Precision Instrument",null,5,"Choose a general skill, Remove ⬛⬛ from checks with that skill.",null,null,"Microscope, Thermal cloak, Scanner goggles"]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he makes with the same skill belore the end of the session\nLightweight: Reduce the weapon's encumberance by 1 (to a minimum of 1 )."]
["aa or x","Lessons Learned: Reduce the difficulty of the character's next crafting check by 1\nCompact: if the gadget is of encumbrance 3 or smaller , add ⬛ to checks other characters make to find it on the wearer's persone (do a maximum of ⬛⬛⬛)"]
["aaa or x","Efficient Construction : A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplied worth 50% of the material price needed to craft the item (This can only be selected once)\nSafety Features: Add automatic a to checks with the General skill chosen for this tool (This can only be selected once)"]
["aaaa or x","Inbuilt Weapon: Choose a weapon of encumbrance 2 or lower that the character possesses to build into the gadget. Add ⬛ to checks to determine that the gadget contains a weapon (this can only be selected once)"]
["xx","Supreme Craftsmanship: Choose a General skill, upgrade checks with that skill made with this tool once."]
["t or y","Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain\nHeavy: Increase the weapons encumberance by 1"]
["tt or y","Difficult to Repair: Increase the difficulty of checks to repair this gadget by 1\nDelicate: The GM may spend tt or y from any check to have it become damaged one step (This can only be selected once)"]
["ttt or y","Unpresentable: Decrease the base price others are willing to pay for this item by 50% (this can only be selected once)"]
["tttt or y","Frigile: Whenever this item would be damage one step, it is damage two steps instead (this can only be selected once)"]
["yy","Faulty: Whenever a character uses this tool for a check, upgrade the difficulty of the check once."]
[]
[]
["Cybernetics"]
[]
["Cybernetic Templates"]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time"]
["Presthetic Appendage",null,"1,000 credits / 3",null,"Hard (ddd) Mechanics Check",null,null,"12 Hours"]
["Cybernetic Appendage",null,"5,000 credits / 5",null,"Daunting (dddd) Mechanics Check",null,null,"2 days (48 hours)"]
["Cybernetic Implant",null,"1,500 credits / 6",null,"Daunting (dddd) Mechanics Check",null,null,"2 days (48 hours)"]
[]
["Gadget Template Profiles"]
["Name",null,"Encumbrance","Effect",null,null,"Examples"]
["Presthetic Appendage",null,"-","Replace funcionality of lost limb or organ",null,null,"Prosthetic limb or organ"]
["Cybernetic Appendage",null,"-","Replaces arm or leg, Increase Brawn or Agility by 1, a character can only benefit from 1 arm cybernetic and 1 leg cybernetic this way.",null,null,"Enhanced arm, leg or other limb"]
["Cybernetic Implant",null,"-","Choose one General skill, The cybernetic provides one rank in that skill",null,null,"Brain implant, Enhanced senses"]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he makes with the same skill belore the end of the session"]
["aa or x","Intergrated Tool:  Choose a General skill; this cybernetic allows a character to make checks with the skill. At the GM's discretion. This tool counts as the right tool for the job.\nUnobtrusive: Add ⬛ to checks to determine that the character has the cybernetic installed."]
["aaa or x","Tailored: If built for a specific being, this cybernetic does not require a check to be installed into that being"]
["aaaa or x","Inbuilt Weapon: Choose a weapon of encumbrance 2 or lower that the character possesses to build into the cybernetic. Add ⬛ to checks to determine that the cybernetic contains a weapon (this can only be selected once)"]
["xx","Ion-Shielded: This Cybernetic does not shut down as normal when affected by weapons with the Ion quality"]
["t or y","Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain"]
["tt or y","Difficult to Install: Increase the difficulty of checks to install this cybernetic by 1"]
["ttt or y","Wear and Tear: the tools character was using to craft the cybernetic are worn down or destroyed, and are damaged one step."]
["yy","Severe Feedback: When making a check using the cybernetic, the character implanted with it suffers 1 strain."]
[]
[]
["Lightsabers"]
[]
["If PC already has a Lightsaber or Lightsaber hilt they may attemt to reforge that saber for 50% less of the material cost."]
["(Be advised not all hilts have been covered by the Endless Vigil book so for missing information on how to craft, consult your GM)"]
[]
["Lightsaber Templates"]
[]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time","Examples"]
["Training Emitter",null,"50 Credits / 0",null,"Average (dd) Mechanics Check",null,null,"GM's decision","Crystal Alternative"]
["Standard Lightsaber",null,"100 Credits / 4",null,"Average (dd) Mechanics Check",null,null,"6 hours","Lightsaber"]
["Precision Lightsaber",null,"150 Credits / 5",null,"Average (dd) Mechanics Check",null,null,"12 hours","Shoto Dagger Lightsaber, Lightwhip"]
["Defensive Lightsaber",null,"300 Credits / 6",null,"Hard (ddd) Mechanics Check",null,null,"12 hours","Guard Shoto"]
["Double Bladed Lightsaber",null,"300 Credits / 5",null,"Hard (ddd) Mechanics Check",null,null,"12 hours","Double Bladed Lightsaber, Temple Guard Lightsaber Pike"]
["Pole Lightsaber",null,"150 Credits / 5",null,"Hard (ddd) Mechanics Check",null,null,"12 hours","Lightsaber Pike, Long-handle Lightsaber"]
[]
[]
["Lightsaber Template Profiles"]
[]
["Name","Skill","Dam","Crit","Range","Encum","HP","Special","Hands Required","Other"]
["Standard Lightsaber","Lightsaber",6,2,"Engaged",1,5,"Breach 1, Sunder","One-Handed"]
["Standard Lightsaber Hilt","Lightsaber",0,"-","Engaged",1,5,null,"One-Handed"]
["Precision Lightsaber","Lightsaber",5,2,"Engaged",1,3,"Accurate 1, Breach 1, Sunder","One-Handed","-1 damage to installed crystals"]
["Precision Lightsaber Hilt","Lightsaber",0,"-","Engaged",1,3,"Accurate 1","One-Handed","-1 damage to installed crystals"]
["Defensive Lightsaber","Lightsaber",5,2,"Engaged",1,3,"Breach 1, Defensive 1, Sunder","One-Handed","-1 damage to installed crystals"]
["Defensive Lightsaber Hilt","Lightsaber",0,"-","Engaged",1,3,"Defensive 1","One-Handed","-1 damage to installed crystals"]
["Double-Bladed Lightsaber","Lightsaber",6,2,"Engaged",2,4,"Breach 1, Linked 1, Sunder, Unwieldy 3","Two Handed","Attachments and crystals cost double"]
["Double-Bladed Lightsaber Hilt","Lightsaber",0,"-","Engaged",2,4,"Linked 1, Unwieldy 3","Two Handed","Attachments and crystals cost double"]
["Pole Lightsaber","Lightsaber",6,2,"Engaged",2,4,"Breach 1, Cumbersome 3, Defensive 1, Sunder","Two Handed"]
["Pole Lightsaber Hilt","Lightsaber",0,"-","Engaged",2,4,"Cumbersome 3, Defensive 1","Two Handed"]
["Broadsaber Hilt","Lightsaber",0,"-","Engaged",1,4,"Unwieldy 3","Two Handed","+1 damage to installed crystals"]
["Great Lightsaber Hilt","Lightsaber",0,"-","Engaged",2,5,"Cumtersome 3","Two Handed","+1 damage to installed crystals"]
["Lightfoil Hilt","Lightsaber",0,"-","Engaged",1,3,"Defensive 2","One-Handed","-1 damage to installed crystals"]
[]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Two-Handed: Increase the lightsabers's damage by 1 and encurnbrance by 2, it now requires two hands to wield (this can only be selected once and cannot be selected for a two handed lightsaber).\nLightweight: Reduce the lightsaber's encumberance by 1 (to a minimum of 1 )."]
["aa or x","Disguised: Add ⬛ to other characters checks to identify the lightsaber hilt as such while it is not ignited.\nCounterweight: Increase the lightsaber's encumberance by 2; it loses the Unwieldy quality and gains the cumbersome quality with the same value (can only be selected once)"]
["aaa or x","Crossguard: The lightsaber hilt gains a crossguard, it gains the Defensive 1 quality (or increase the value of its defensive quality by 1), and the user can spend aa or x to hook their oppnents blade and disarm them (can only be slected once)\nCustomizable: Increase the lightsabers hard points by 1 (can only be selected once)\nDelicate Balance: The lightsaber loses the Cumbersome quality and gains the Unwieldy quality with the same value (This can only be selected once)\nPersonalized Design: When the crafter makes a successful lightsaber check with this weapon, add an automatic s to the results. Add an automatic t to the lightsaber checks other characters make with this lightsaber (this can only be selected once)"]
["aaaa or x","Inbuilt: The hilt is constructed as part of another item, such as a tool or weapon. Choose an appropriate item of encumbrance 1 or higher that the character possess and increase its encumbrance by that of the lightsabers hilt, the hillt is part of that item. While the lightsaber is ignited the wielder cannot use the original item for its intended purpose and must spend a maneuver to switch between functions (this can only be selected once)\nEnergy Bleed: The lightsaber gains the Stun 2 quality (or increase the value of the stun quality by 2)"]
["x","Fine-Tuned Emitter: Add automatic a to combat checks made with this lightsaber (this can only be selected once)\nPersonalized Inlay: Reduce the diffficulty of checks to modify any lightsaber crystal installed in this weapon by 1 (this can only be selected once)"]
["xx","Integral Attachment: Add + 1 hard point to the Lightsaber, then install one applicable weapon attachment that requires 1 hard point. No check is required to obtain this attachment. and it costs 0 credits."]
["t or y","Heavy: Increase the lightsabers encumbrance by 1\nExhausting Effort: Upon completing step 3 the character suffers 3 strain."]
["tt or y","Oddly Weighted: The Lightsaber gains the cumbersome 2 quality (or increase the value of its Cumbersome quality by 1)\nFragile Casing: Increase the difficulty of checks to repair this lightsaber by 1"]
["ttt or y","Awkward Grip: The lightsaber gains the Unwieldy 2 quality (or increase the value of its Unwieldy quality by 1)\nMisaligned Emitter: The lightsaber requires a maneuver to ignite rather than an incidental, it can still be powered down as an incidental (this can only be selected once)"]
["tttt or y","Erratic: Once per combat encounter the GM may spend y from any combat checks with the lightsaber to have the energies within ripple out, damaging the hilt and shocking the wielder. The lightsaber becomes damaged one step and the wielder suffers 3 strain (This can only be selected once)\nPoor Focusing Lens: The lightsaber gains the Inaccurate quality (or increase the value of its inaccurate qualtiy by 1) if it has the Accurate quality reduce the value of that quality by 1 instead)"]
["y","Faulty Inlay: Increase the diffuclty of chcks to modify any lightsaber crystal installed in this weapon by 1 (this can only be selected once)\nTragic Accident: During the process of crafting the hilt, the character's focus slips at a key moment and the character suffers a major injury. Upon completing step 3 the character suffers a critical injury (This can only be selected once)"]
["yy","Unstable: The GM may spend y from any combat check with  the lightsaber to have it sputter and short out, it remains inoperable until repaired through a Average (dd) Mechanics check."]
["x (Failed Check)","Learning Experience: The crafter learns valuable techniques in the attempt; that PC gains ⬛ on the next attempt made to craft a hilt and does not need to purchase new materials."]
["yy(Failed Check)","Horrible Accident: Not only has the crafter failed to fashion a working hilt, but the hilt mechanism has exploded, the crafter suffers a Critical injury with a +20 to the roll, in addition all of the materials are destroyed"]
[]
[]
["Droids"]
[]
["There are 4 steps to this process, the 4th step being programing"]
[]
["Droid Templates"]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time"]
["Monotask Chassis",null,"600 credits / 2",null,"Average (dd) Mechanics Check",null,null,"1 day (24 hours)"]
["Labor Chassis",null,"3,500 credits / 3",null,"Average (dd) Mechanics Check",null,null,"2 days (48 hours)"]
["Combat Chassis",null,"(R) 3,250 credits / 4",null,"Hard (ddd) Mechanics Check",null,null,"2 days (48 hours)"]
["Specialist Chassis",null,"4,500 credits / 3",null,"Daunting (dddd) Mechanics Check",null,null,"3 days (56 hours)"]
["Advanced combat Chassis",null,"(R) 32,500 credits / 7 ",null,"Formidable (ddddd) Mechanics Check",null,null,"10 days (240 hours)"]
[]
[]
["Droid Chassis Stats"]
["Monotask\n[Minion]","Labor\n[Minion]","Combat\n[Minion]","Specialist\n[Rival]","Advanced Combat\n[Nemesis]"]
["BRAWN - 1\nAGILITY - 1\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 2\nW THRESHOLD - 3\nM DEFENSE - 0\nR DEFENSE - 0","BRAWN - 3\nAGILITY - 1\nINTELECT - 2\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 4\nW THRESHOLD - 7\nM DEFENSE - 0\nR DEFENSE - 0","BRAWN - 2\nAGILITY - 2\nINTELECT - 1\nCUNNING - 1\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 4\nW THRESHOLD - 4\nM DEFENSE - 0\nR DEFENSE - 0","BRAWN - 1\nAGILITY - 1\nINTELECT - 2\nCUNNING - 2\nWILLPOWER - 2\nPRESENCE - 2\nSOAK VALUE - 3\nW THRESHOLD - 11\nM DEFENSE - 0\nR DEFENSE - 0","BRAWN - 4\nAGILITY - 3\nINTELECT - 3\nCUNNING - 3\nWILLPOWER - 1\nPRESENCE - 1\nSOAK VALUE - 7\nW THRESHOLD - 19\nS THRESHOLD - 10\nM DEFENSE - 0\nR DEFENSE - 1"]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he makes with the same skill belore the end of the session\nReinforced Chassis: Increase the droids wound threshold by 1.\nUnobtrusive: The droid gains 1 rank of the indistinguishable talent (This can only be selected once)"]
["aa or x","Lessons Learned: Reduce the difficulty of the character's next crafting check by 1\nDeflective Carapace: Increase droid's melee defense by 1 (to a maximum of 2)\nNarrow Profile: Increase droid's ranged defense by 1 (to a maximum of 2)"]
["aaa or x","Armor Plating: Increase the droid's soak by 1 (this option can only be selected once).\nUnusual Size: lncrease or decrease the droid's silhouette by 1 to a minimum of 0 (this option can only be selected once)\nModular Hardware: Choose one cybemet-implant; the droid is already installed with this cybernetic implant at no additional cost (this can only be selected once)."]
["aaaa or x","Chassis Schematic: Create a schematic that permanently reduces the difficulty of creating a droid chassis of this template by 1 to a minimum of Simple [-]\nSuperior Hardware:  Increase any 1 of the droids characteristics by 1 to a maximum of 6"]
["xx","Doppelganger: Build 1 additional identical droid as part of the construction process."]
["t or y","Exhausting Effort: Upon  completing Step 3 of construction the character suffers 3 strain\nSpecialized Hardware: The droid suffers ⬛ on skill checks for which it has no ranks in the applicable skill."]
["tt or y","Difficult to Customize: Increase the difficulty of checks to install cybernetics in this droid by 1\n"]
["ttt or y","Wear and Tear: The tools the character was using to craft the droid are worn down or destroyed, and are damaged one step"]
["tttt or y","Delicate Mechanisms: Increase the difficulty of checks to repair this droid by 1\nErratic Power Core: Once per session, the GM may spend y from any check the droid makes to have it shut down until the end of the encounter (this can only be selected once)"]
["yy","Volatile Power Core: Whenever this droid suffers a Critical Injury add +50 to the result. If the Critical Injury effect kills the droid, it explodes and each engagd character suffers 10 damage (this can only be selected once)"]
[]
[]
["Step 4 Programing"]
["Droid Directive Templates"]
["Name",null,"Check",null,null,"Time"]
["Labor Directives",null,"Easy (d) Computers Check",null,null,"8 hours"]
["Combat Directives",null,"Average (dd) Computers Check",null,null,"16 hours"]
["Translation Directives",null,"Hard (ddd) Computers Check",null,null,"1 day (24 hours)"]
["Repair Directives",null,"Hard (ddd) Computers Check",null,null,"1 day (24 hours)"]
["Navigation Directives",null,"Hard (ddd) Computers Check",null,null,"3 days (72 hours)"]
["Healing Directives",null,"Daunting (dddd) Computers Check",null,null,"3 days (72 hours)"]
["Elimination Directives",null,"Formidable (ddddd) Computers Check",null,null,"7 days (168 hours)"]
[]
["Options"]
["Labor Directives","2 Ranks in any one General skill (group skill if minion)"]
["Combat Directives","1 rank in three different combat skills  (group skill if minion), Gains Body Guard 1 talent"]
["Translation Directives","1 rank in three different Knowledge skills (group skill if minion), Gains Convincing Demeanor 1 and Kill with Kindness"]
["Repair Directives","Computers 1, Mechanics 2 (group skills if minion), Gains Gearhead 1 talent and Solid Repairs 1 talent"]
["Navigation Directives","Astrogation 2, Computers 1, Piloting (Space) 1 (group skills if minion), Gains Galaxy Mapper 1 talent and Technical Aptitude 1 talent"]
["Healing Directives","Knowledge (Xenology) 1, Medicine 2, (Group skills if minion), Gains Bacta Specialist 1 talent and Surgeon 1 talent."]
["Elimination Directives","4 ranks in each of three different combat skills, Cool 2, Knowledge (Xenology) 1, Mechanics 2, Stealth 2, Gains Adversary 2 talent and Lethal Blows 3 talent."]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Random Positive Quirk: Adds one positive personality trait that is randomly selected (only selected once)\nArchival Functions: Add one new Knowledge skill to the droid's hst of skills at rank 1; if the droid is a minion, add this skill to its group skills instead (this option can only be selected once)."]
["aa or x","Adaptive Programming: Add 1 rank to any skill the droid possesses. This cannot be applied to minion droids.\nBroad Utility: Add one new General skill to the droid's list of skills at rank 1; if the droid is a minion. add this skill to its group skills instead (this option can only be selected once)\nPositive Quirk: Add one posilive personality trail of the crafter's invention or choice"]
["aaa or x","Defense Programming: Add one new Combat skill to the droid's list of skilis at rank 1: if Lhe droid is a minion. add this skill to its group skills instead (this can only be selected once)\nBehavioral Optimization: Add 1 rank to any ranked talent the droid possesses (this can only be selected once)."]
["xx","Program Pattern: Create a program that permanenlly reduces the difficulty of programming droids with this directive by 1 (to a minimum of Simple [-])."]
["t or y","\"Eccentric\": Add one negative personality trait that is randomly selected"]
["tt or y","Poor Listenting Skills: Add  to checks to give this droid orders (can only be selected once)"]
["ttt or y","Negative Quirk: Add one negative personality trait of the GM's invention or choice (chis can only be selected once).\nLimited Programming: The droid upgrades the difficulty of skill checks for which It has no ranks in the skill once"]
["yy","Unknown Flaw: Add one secret negative personality trait of the GM's invention or choice, The GM is responsible for how-if ever-this personality trait comes into play"]
[]
[]
["Vehicles & Starships"]
["4 step process"]
[]
["Requirement to complete project, complete steps 1 to 3 for \"Frame\", \"Engine\" and \"Hull\" templates, once all 3 have been completed the player can move onto step 4 \"Assembly\""]
[]
[]
[]
["Frame Templates"]
[]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time"]
["Speeder Bike",null,"250 Credits / 1",null,"Average (dd) Mechanics Check",null,null,"12 hours"]
["Landspeeder",null,"500 Credits / 2",null,"Average (dd) Mechanics Check",null,null,"24 hours"]
["Airspeeder",null,"1000 Credits /2",null,"Hard (ddd) Mechanics Check",null,null,"24 hours"]
["Walker",null,"5,000 Credits / 3",null,"Hard (ddd) Mechanics Check",null,null,"3 days (72 hours)"]
["Starfighter",null,"10,000 Credits / 4",null,"Hard (ddd) Mechanics Check",null,null,"3 days (72 hours)"]
["Freighter",null,"50,000 Credits / 3",null,"Hard (ddd) Mechanics Check",null,null,"10 days (240 hours)"]
["Shuttle",null,"75,000 Credits / 3",null,"Hard (ddd) Mechanics Check",null,null,"10 days (240 hours)"]
["Corvette",null,"500,000 Credits / 4",null,"Daunting (dddd) Mechanics Check",null,null,"20 days (480 hours)"]
["Frigate",null,"(R) 1,000,000 Credits / 4",null,"Daunting (dddd) Mechanics Check",null,null,"20 days (480 hours)"]
["Heavy Cruiser",null,"(R) 2,500,000 Credits / 5",null,"Daunting (dddd) Mechanics Check",null,null,"50 days (1,200 hours)"]
["Destroyer",null,"(R) 10,000,000 Credits / 6",null,"Formidable (ddddd) Mechanics Check",null,null,"50 days (1,200 hours)"]
["Space Station",null,"50,000,000 Credits / 5",null,"Formidable (ddddd) Mechanics Check",null,null,"100 days (2,400 hours)"]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Lessons Learned: The character learns something valuable. and gains ⬛ on the next check the character makes with the same skill be fore the end of the session.\nlarger Scope: Increase the craft's silhouette by one (this can only be selected once)."]
["aa or x","Extra Hard Point: Add one (Customization hard point to the craft (this can only be selected once)\nIntegrated Improvement: Increase or decrease the crew or passenger capacity by half, rounded up (this can only be selected once)\nReinforced Construction: Increase the craft's hull trauma threshold by one"]
["aaa or x","Hard Work Recognized: The frame catches the attention of high-ranking Engineers; increase the crafter's Duty by two\nEfficient Construction: A sizable portion of the material is unused or can be reclaimed from the process: the character retains supplies worth 50% of the material price needed to craft the item (this can only be selected once)\nElegant Design: Reduce the craft's silhouette by one (this can only be selected once)"]
["x","Too Big to Hurt: Add the Massive 1 special rule to the craft or increase the value of this rule by one (this can only be selected once).\nSchematic: Create a schematic that permanently reduces the difficulty of creating frames of this template by one (to a minimum of Simple [-])\nModifiable: Reduce the difficulty of checks to modify attachments on this vehicle by one (to a minimum of Easy (d) )."]
["t or y","This is a Tough One: Upon completing Step 4: Assembly, the character suffers 5 strain."]
["tt or y","Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade the difficulty of the Mechanics check once"]
["ttt or y","Difficult to Repair: Increase the difficulty of checks to repair this craft once."]
["y","Faulty Wiring: The GM may spend ttt or y that a character generates on a Piloting check with this craft to have it suffer the \"Major System Failure ' Critical Hit result"]
[]
["PROFILES"]
[]
["Speeder Bike\nVehicle Type: Speeder Bike,\nSilhouette: 2,\nHull Trauma Threshold: 3,\nMaximum Altitude: 15 meters,\nSensor Range: Close,\nCrew: One pilot.\nEncumbrance Capacity: 1,\nPassenger Capacity: None,\nCustomization Hard Points: 6,",null,"Landspeeder\nVehicle Type: Landspeeder\nSilhouette: 2,\nHull Trauma Threshold: 6,\nMaximum Altitude: 20 meters.\nSensor Range: Close.\nCrew: One pilot.\nEncumbrance Capacity: 5.\nPassenger Capacity: 2.\nCustomization Hard Points: 8.",null,"Airspeeder\nVehicle Type: Airspeeder.\nSilhouette: 2.\nHull Trauma Threshold: 5.\nMaximum Altitude: 100 kilometers.\nSensor Range: Close.\nCrew: One pilot.\nEncumbrance Capacity: 5.\nPassenger Capacity: 2.\nCustomization Hard Points: 8.",null,"Walker\nVehicle Type: Walker.\nSilhouette: 3.\nHull Trauma Threshold: 15.\nSensor Range: Close.\nCrew: One pilot.\nEncumbrance Capacity: 2.\nPassenger Capacity: None.\nCustomization Hard Points: 9."]
["Starfighter\nClass: Starfighter.\nSilhouette: 3\nHull Trauma Threshold: 8\nSensor Range: Close.\nCrew: One pilot.\nPassenger Capacity: None.\nEncumbrance Capacity: 2.\nCustomization Hard Points: 7.",null,"Freighter\nClass: Freighter.\nSilhouette: 4.\nHull Trauma Threshold: 35.\nSensor Range: Close.\nCrew: One pilot. one co-pilot.\nEncumbrance Capacity: 100.\nPassenger Capacity: 4.\nCustomization Hard Points: 10.",null,"Shuttle\nClass: Shuttle.\nSilhouette: 4.\nHull Trauma Threshold: 25.\nSensor Range: Short.\nCrew: One pilot, one co-pilot.\nEncumbrance Capacity: 50.\nPassenger Capacity: 10.\nCustomization Hard Points: 10.",null,"Corvette\nClass: Corvette.\nSilhouette: 4.\nHull Trauma Threshold: 25.\nSensor Range: Medium.\nCrew: 100 officers. pilots. and crew\nEncumbrance Capacity: 500.\nPassenger Capacity: 200.\nCustomization Hard Points: 12."]
["Frigate\nClass: Frigate.\nSilhouette: 4.\nHull Trauma Threshold: 25.\nSensor Range: Long.\nCrew: 500 officers. pilots. and crew\nEncumbrance Capacity: 1.000.\nPassenger Capacity: 250.\nCustomization Hard Points: 15.",null,"Heavy Cruiser\nClass: Heavy Cruiser.\nSilhouette: 4.\nHull Trauma Threshold: 25.\nSensor Range: Long.\nCrew: 2.000 officers, pilots, and crew.\nEncumbrance Capacity: 5,000\nPassenger Capacity: 200\nCustomization Hard Points: 16.",null,"Destroyer\nClass: Destroyer.\nSilhouette: 4.\nHull Trauma Threshold: 25.\nSensor Range: Long.\nCrew: 30,000 officers. pilots. and crew\nEncumbrance Capacity: 10,000.\nPassenger Capacity: 5.000\nCustomization Hard Points: 17.",null,"Space Station\nClass: Space Station.\nSilhouette: 8.\nHull Trauma Threshold: 150.\nSensor Range: Long.\nCrew: 60 ,000 or more administrators, technicians, and laborers.\nEncumbrance Capacity: 100,000\nPassenger Capacity: 40,000.\nCustomization Hard Points: 50."]
[]
["Engine Templates"]
[]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time"]
["Single Ion Coil",null,"500 Credits / 2",null,"Easy  (d) Mechanics Check",null,null,"24 hours"]
["Electron Baffled Engine",null,"1,000 Credits / 3",null,"Average (dd) Mechanics Check",null,null,"2 days (48 hours)"]
["Ion Turbine Engine",null,"2,000 Credits /2",null,"Average (dd) Mechanics Check",null,null,"2 days (48 hours)"]
["Fusial Thrust Engine",null,"2,500 Credits / 4",null,"Hard (ddd) Mechanics Check",null,null,"2.5 days (60 hours)"]
["High Performance Repulsor Cluster",null,"3,000 Credits / 4",null,"Hard (ddd) Mechanics Check",null,null,"5 days (120 hours)"]
["Ion Drive Array",null,"5,250 Credits / 5",null,"Daunting (dddd) Mechanics Check",null,null,"5 days (120 hours)"]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Lessons Learned: The character learns something valuable. and gains ⬛ on the next check the character makes with the same skill be fore the end of the session."]
["aa or x","Enhanced Output: Increase the craft's speed by one (to a maximum of 6)\nFine-Tuned Circuits: Increse the craft's system strain threshold by 1."]
["aaa or x","Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplies worth 50% of the Material price needed to craft the item (this can only be selected once).\nEnhanced Power to Deflectors: Increase each vehicle defense zone's rating by one or one zone's defense rating by two (this can only be selected once).\nEasy to Repair: Reduce the difficulty of checks to repair Critical hits this craft is suffering by one (to a minimum of simple [-])"]
["x","Fine-Tuned: Remove  from pioloting checks caused by navigation hazards and difficult terrain (this can only be selected once)\nSchematic: Create a schematic that permanently reduces the difficulty of creating engines of this template by one (to a minimum of simple [-])"]
["t or y","This is a Tough One: Upon completing Step 4: Assembly, the character suffers 5 strain."]
["tt or y","Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade the difficulty of the Mechanics check once\nTreacherous to Repair: Upgrade the difficulty of checks to repair Critical Hits this craft is suffering once (this can only be selected once)."]
["ttt or y","Unreliable Output : The GM may spend ttt or y that the pilot generates on a Piloting check with this craft\nto have it suffer the \"Power Fluctuations\" Critica I Hit result"]
["y","Prone to Failure: The GM may spend y that a character generates on a Piloting check with this craft to have it suffer the \"Engines Down\" Critical Hit result \nFuel Hog: Whenever this vehicle suffers 1 or more system strain, it suffers that amount plus 1 instead"]
[]
["Profiles"]
[]
["Single Ion Coil\nBase Modifiers: Installing this core component changes a craft's speed to 1, defense to 0/0/0/0, and system strain threshold to 3 x silhouette.\nModification Options: 3 Increase speed by one (to a maximum of 6) Mods, 3 Increase system st rain threshold by silhouette Mods. \nHard Points Required: 2",null,"Electron Baffled Engine\nBase Modifiers: Installing this core component changes a craft's speed to 2, defense to 0/0/0/2 , and system strain threshold to 5 x silhouette.\nModification Options: 2 Increase speed by two (to a maximum of 6) Mods, 2 Increase system strain threshold by silhouette Mods, 2 Increase aft defense Mods\nHard Points Required: 4",null,"Ion Turbine Engine\nBase Modifiers: Installing this core componen tchanges a craft's speed to 1 , defense to 1/0/0/0, and system strain th reshold to 10x Silouette.\nModification Options: 1 Increase speed by one (to a maximum of 6) Mod, 5 Increase system strain threshold by silhouette Mods, 2 Increase fore defense by one Mods.\nHard Points Required: 3."]
["Fusial Thrust Engine\nBase Modifiers: Installing this core component changes a craft's speed to 3, defense to 1/0/0/0. and system strain threshold to 4 x silhouette.\nModification Options: 2 Increase speed by one (to a maximum of 6) Mods, 2 Increase aft defense by 1 Mods.\nHard Points Required: 3.",null,"High Performance Repulsor Clustor\nBase Modifiers: Installing this core component changes a craft's speed to 4, defense to 1/1/1/1, and system strain threshold to 5 x silhouette.\nModification Options: 1 Increase speed by one (to a maximum of 6) Mod.\nHard Points Required: 4.",null,"Ion Drive Array\nBase Modifiers: Installing this core component changes a craft's speed to 4, defense to 0/0/0/0, and system strain threshold to 2x silhouette.\nModification Options: 2 Increase speed by one (to a maximum of 6) Mods. 1 Increase system strain threshold by silhouette Mod. 1 Increase fore defense by one Mod, 1 Increase aft defense by 1 Mod.\nHard Points Required: 4."]
[]
[]
["Hull Templates"]
[]
["Name",null,"Material Price/Rarity",null,"Check",null,null,"Time"]
["Sleek Carapace",null,"450 Credits / 3",null,"Average (dd) Mechanics Check",null,null,"24 hours per silhouette"]
["Expanded Capacity Holds",null,"500 Credits / 2",null,"Average (dd) Mechanics Check",null,null,"24 hours per silhouette"]
["Lightly Armored Hull",null,"500 Credits /4",null,"Average (dd) Mechanics Check",null,null,"2 days (48 hours) per silhouette"]
["Deflective Plating",null,"700 Credits /5",null,"Hard (ddd) Mechanics Check",null,null,"3 days (72 hours) per silhouette"]
["Combat Plating",null,"1,500 Credits / 7",null,"Hard (ddd) Mechanics Check",null,null,"4 days (96 hours) per silhouette"]
[]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Lessons Learned: The character learns something valuable. and gains ⬛ on the next check the character makes with the same skill be fore the end of the session.\nCargo Pods: Increase the crafts encumberance capacity by its silhouette. If the vehicle is a freighter, increase its encumberance by twice its silhouette (if spending x this increase is doubled to four times the silhouette)"]
["aa or x","Extra Hard Point: Add one customization hard point to the craft (this can only be selected once per hull)\nLayered Plating: Increase the craft's armor by one (this can only be selected a number of times up to the vehicle's silhouette)"]
["aaa or x","Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplies worth 50% of the Material price needed to craft the item (this can only be selected once).\nManeuvering Fins: Increase the crafts handling by one (to a maximum of +3).\n"]
["x","Integrated System: Add +1 hard point to the craft, then install one applicable vehicle attachement that requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs zero credits\nSchematic: Create a schematic that permanently reduces the difficulty of creating engines of this template by one (to a minimum of simple [-])\nToo Tough to Hurt: Add the Massive 1 special rule to the craft or increase the value of this rule by one (this can only be selected once per vehicle)"]
["t or y","This is a Tough One: Upon completing Step 4: Assembly, the character suffers 5 strain."]
["tt or y","Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade the difficulty of the Mechanics check once\n"]
["ttt or y","Tight Quaters: Add ⬛ to all checks except piloting and Gunnery made while abord this vehicle (this can only be selected once)"]
["y","Loose Plating: The GM may spend yy that the pilot generates on a piloting check with this craft to have it suffer the \"Destabilized\" Critical hit result"]
[]
["Profiles"]
[]
["Sleek Carapace\nBase Modifiers: Installing this core component changes a craft's armor to 0 and handling to + 2.\nModification Options: 1 Increase armor by one Mod, 1 Increase aft defense by one Mod, 1 Increase handling by one Mod.\nHard Points Required: 2.",null,"Expanded Capacity Holds\nBase Modifiers: Installing this core component changes a craft's armor to I and handling to -2 . and adds 25 to both the encumbrance capacity and the passenger capacity.\nModification Options: 2 Increase armor by one Mods, 10 Increase encumbrance capacity by silhouette Mods. 8 Increase passenger capacity by silhouette Mods.\nHard Points Required: 4.",null,"Lightly Armored Hull\nBase Modifier: Installing this core component changes a craft's armor to 1 and handling to -1 . \nModification Options: 2 Increase armor by one Mods. 1 Increase encumbrance capacity by silhouette Mod, 2 Increase passenger capacity by one Mod, 1 Increase handling by one Mod.\nHard Points Required: 3"]
["Deflective Plating\nBase Modifiers: Installing this core component changes a craft's armor to 2 and handling to - 2.\nModification Options: 2 Increase armor by one Mods, 1 Increase fore defense by one Mod. I Increase hull trauma threshold by silh ouette Mod.\nHard Points Required: 4.",null,"Combat Plating\nBase Modifiers: Installing this core component changes a craft's armor to 3 and handling to -3.\nModification Options: 3 Increase armor by one Mods. 1 special rule (Massive + 1) Mod, 2 Increase hull trauma threshold by silhouette Mods.\nHard Points Required: 5."]
[]
[]
["Assembling Vehicles and Starships"]
[]
["Fram Silhouette",null,"Check",null,"Time",null,null,"Resources Needed"]
["0-1",null,"Average (dd) Mechanics Check",null,"1 day (24 hours]",null,null,"-"]
[2,null,"Hard (ddd) Mechanics Check",null,"2 days (48 hours)",null,null,"1.000 credits for additional supplies"]
[3,null,"Hard (ddd) Mechanics Check",null,"5 days (1 20 hours)",null,null,"10,000 credits for additional supplies"]
[4,null,"Daunting (dddd) Mechanics Check",null,"10 days (240 hours)",null,null,"Team of 5 or more, 25,000 credits for additional supplies"]
["5-6",null,"Daunting (dddd) Mechanics Check",null,"50 days (1 ,200 hours)",null,null,"Team of 100 or more, 100,000 credits for additional supplies"]
["7-9",null,"Formidable (ddddd) Mechanics Check",null,"100 days (2 ,400 hours)",null,null,"Team of 5,000 or more. 2.000,000 credits for additional supplies"]
[]
["Spending a, x,t And y"]
[]
["Symbols","Effect"]
["a or x","Lessons Learned: The character learns something valuable. and gains ⬛ on the next check the character makes with the same skill be fore the end of the session.\nImproved Safety Features: Whenever a characler in this vehicle would suffer wounds or strain from a Critical Hit the vehicle suffers, as a result of working on the vehicle, or other similar occurrences, the character suffers two fewer wounds or strain. to a minimum of 1. This does not apply to strain or wounds suffered voluntarily (this can only be selected once)."]
["aa or x","Customized Controls: Choose a pilot; that character adds ⬛ to Piloting checks made with this craft (this can only be selected once)\nUnder Budget: The character retains supplies worth 25% of the credit cost in the Additional Resources Needed column during Step 4: Assembly (to a minimum of 50% of the credit cost)."]
["aaa or x","Distinctive Style: Crew of the craft add ⬛ to Charm, Coercion. and Negotiation checks made in the presence of the vessel (this can only be selected once) .\nAhead of Schedule: Reduce the time required for Step 4: Assembly by 25% (to a minimum of one hour)."]
["x","Masterful Construction: If this craft ever suffers the \"Vaporized\" Critical Hit result or should otherwise be instantaneously destroyed, it suffers the \"Breaking Up\" Critical Hit result instead.\nAssembly Plans: The crafter fashions a detailed manual covering how the item was assembled, including tips learned in the effort. This permanently reduces the difficulty of assembling starships and vehicles of this silhouette by one to a minimum of simple [-]"]
["t or y","This is a Tough One: Upon completing Step 4: Assembly, the character suffers 5 strain."]
["tt or y","Finicky Interface: Increase the difficulty of checks to modify attachments to this craft by one (this can only be selected once)\nDoesn't Look like Much: Decrease the price that any buyer is willing to pay for this craft by 50% (this can only be selected once)"]
["ttt or y","Complex Construction: Increase the difficulty of checks to repair this craft once (thiS can only be selected once).\nSpecialized: The crafter chooses one environment of operation (such as space, low atmosphere, or high atmosphere). Outside of this environment, the pilot adds ⬛ to piloting checks made with this vehicle (can only be selected once)"]
["y","Defective Seals: The GM may spend \"yy\" that a character generates on a Piloting check with this craft to have it suffer the \"Major Hull Breach\" Critical Hit result (this can only be selected once)"]

{"sheet":"Item Qualitys","index":13,"n_rows":34,"n_cols":7,"rows_kept":34,"cut":false,"hidden":false,"merged":[[1,0,2,4],[0,0,0,3]]}
["ITEM QUALTIES"]
["Special qualities are generally either passive or active. Passive qualities are always on and require no activation on the part of the user. Active qualities must be triggered by the user, often by spending one or more a to activate the effect."]
[]
["Quality","Status","a","Ranked","Effect","Source","Column7"]
["Accurate","Passive",null,"Yes","Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this trait, the attacker adds B to his attack dice pools while using this weapon.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:155, \nForce and Destiny - Core Rulebook P:162"]
["Auto-Fire","Active","aa","No","Attacking with a weapon on Auto-fire is generally less accurate, the attacker must increase the difficulty of the attack check by d. The user may choose to not use the Auto-fire quality on a weapon; in this case, he cannot trigger the quality, but also does not suffer the aforementioned penalty. \nIf the attack hits, the attacker can trigger Auto-fire by spending aa. Auto-fire can be triggered multiple times. Each time Auto-fire is triggered, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncanceled s on the check.\nThese additional hits can be allocated to the target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he to hit multiple targets, his initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is the initial target). The initial hit must always be against the initial target. Subsequent hits generated can be allocated to any of the other designated targets.\n Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack, per the normal cost; the Critical must target the target of the specific hit.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:155, \nForce and Destiny - Core Rulebook P:162"]
["Blast","Active","aaa","Yes","The weapon has a large spread, an explosive blast, or similar area of effect. If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers damage equal to the weapon’s Blast rating (plus an additional wound per s as usual). In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.\nIf the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the victims) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending aaa. In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:155, \nForce and Destiny - Core Rulebook P:162"]
["Breach","Passive",null,"Yes","Weapons with Breach burn through the toughest armor; they are often heavy weapons or starship weapons. Breach weapons ignore one point of armor for every rating of Breach (meaning they also ignore ten points of soak for every rating of Breach).","Age of Rebelion - Core Rulebook P:169,\n Edge of the Empire - Core Rulebook P:155, \nForce and Destiny - Core Rulebook P:162"]
["Burn","Active","aa","Yes","Weapons with Burn inflict damage over time. If the attack is successful, the target continues to suffer the weapon’s base damage each round for a number of rounds equal to the weapon’s Burn rating. Damage is applied at the start of each of the target’s turns (Soak applied normally).\nA victim might be able to stop the damage by rolling around on the ground and making an Agility check as an action. This is an Average (dd) Coordination check on hard surfaces such as a hallway inside of a spaceship, or an Easy (d) Coordination check on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is usually little the victim can do.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:155, \nForce and Destiny - Core Rulebook P:162"]
["Concussive","Active","aa","Yes","The target is staggered for a number of rounds equal to the weapon's Concussive rating.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:155, \nForce and Destiny - Core Rulebook P:162"]
["Cortosis","Passive",null,"No","Weapons with the Cortosis quality are immune to the Sunder quality, and armor with the Cortosis Quality is immune to the Pierce and Breach Qualities.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:155, \nForce and Destiny - Core Rulebook P:162"]
["Cumbersome","Passive",null,"Yes","The character needs a Brawn characteristic equal to or greater than the weapon's Cumbersome rating.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:155, \nForce and Destiny - Core Rulebook P:163"]
["Defensive","Passive",null,"Yes","A character wielding a weapon with the Defensive quality increases his melee defense by the weapons's Defensive rating.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:156, \nForce and Destiny - Core Rulebook P:163"]
["Deflection","Passive",null,"Yes","An item with the Deflection quality increases the wearer's ranged defense equal to its Deflection rating.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:156, \nForce and Destiny - Core Rulebook P:163"]
["Disorient","Active","aa","Yes","The target is disoriented for a number of rounds equal to the weapon's Disorient rating and adds ⬛ to all skill checks they perform.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:156, \nForce and Destiny - Core Rulebook P:163"]
["Ensnare","Active","aa","Yes","The target is immobilized for a number of rounds equal to the weapon's Ensnare rating. Victim may attempt a Hard ( ddd ) Athletics check in their turn to break free from the effect (immobilized targets cannot perform maneuvers).","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:156,\nForce and Destiny - Core Rulebook P:163"]
["Guided","Active","aaa","Yes","Weapon can make an attack check at the end of the round, the check's Ability dice are equal to the weapon's Guided rating.\n• aaa: On miss, make guided attack at end of the round.\n•  d = Guided rating\n•  d = Per vehicle combat check; Silhouette = 0\n•  Spoofing: +1 defense vs. guided attacks","Age of Rebelion - Core Rulebook P:169, Edge of the Empire - Core Rulebook P:156, Force and Destiny - Core Rulebook P:163"]
["Inaccurate","Passive",null,"Yes","Add ⬛ to the attacker's dice pool equal to their Inaccurate rating.","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:156, \nForce and Destiny - Core Rulebook P:163"]
["Inferior","Passive",null,"No","Generates automatic t on all checks.","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:156, \nForce and Destiny - Core Rulebook P:163"]
["Ion","Passive",null,"No","Damage is dealt as System Strain (Vehicles) or Strain Threshold (Droids)","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:156,\nForce and Destiny - Core Rulebook P:163"]
["Knockdown","Active","aa","No","The target is knocked prone. Add a a for each silhouette of target beyond 1 to activate effect","Age of Rebelion - Core Rulebook P:169, \nEdge of the Empire - Core Rulebook P:156, \nForce and Destiny - Core Rulebook P:163"]
["Limited Ammo","Passive",null,"Yes","May be used to make a number of attacks equal to it's Limited Ammo rating before it must be reloaded.","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:156, \nForce and Destiny - Core Rulebook P:163"]
["Linked","Active","aa","Yes","On a successful attack the wielder may activate to gain an additional hit and may do so a number of times equal to the weapon's Linked rating.","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:156, \nForce and Destiny - Core Rulebook P:164"]
["Pierce","Passive",null,"Yes","Ignores one point of Soak for each rank of Pierce","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:157,\nForce and Destiny - Core Rulebook P:164"]
["Prepare","Passive",null,"Yes","The user must perform a number of Prepare maneuvers equal to the weapon's Prepare rating before making attacks.","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:157, \nForce and Destiny - Core Rulebook P:164"]
["Slow-Firing","Passive",null,"Yes","Weapon must waith a number of rounds equal to its Slow-Firing rating before firing again.","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:157, \nForce and Destiny - Core Rulebook P:164"]
["Stun","Active","aa","Yes","Weapon causes Strain to the target","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:157, \nForce and Destiny - Core Rulebook P:164"]
["Stun Damage","Passive",null,"No","Weapon deals damage as strain instead of wounds.","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:157, \nForce and Destiny - Core Rulebook P:164"]
["Stun Setting","Passive",null,"No","Can switch weapon to Stun Damage","Edge of the Empire - Core Rulebook P:144"]
["Sunder","Active","a","No","Damages opposing weapon one step.","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:157, \nForce and Destiny - Core Rulebook P:164"]
["Superior","Passive",null,"No","• A Superior weapon generates an automatic  a on all checks related to its use, and its base damage is increased by one. Weapons that come with the Superior quality as standard already have their damage increase included in the profile\n• A Superior armor has its encumbrance reduced by one and its soak value increased by one.","Age of Rebelion - Core Rulebook P:170, \nEdge of the Empire - Core Rulebook P:157, \nForce and Destiny - Core Rulebook P:164"]
["Tractor","Passive",null,"No","Target may not move unless it makes a successful Piloting check with a difficulty based on the tractor beam's rating.","Age of Rebelion - Core Rulebook P:171, \nEdge of the Empire - Core Rulebook P:157, \nForce and Destiny - Core Rulebook P:164"]
["Unwieldy","Passive",null,"Yes","To wield correctly, character needs Agility characteristic equal or greater than rating.","Force and Destiny - Core Rulebook P:164"]
["Vicious","Passive",null,"Yes","Add 10 times the Vicious rating to the critical roll.","Age of Rebelion - Core Rulebook P:171, \nEdge of the Empire - Core Rulebook P:157, \nForce and Destiny - Core Rulebook P:164"]

{"sheet":"Talents","index":14,"n_rows":438,"n_cols":8,"rows_kept":438,"cut":false,"hidden":false,"merged":[[1,6,1,7],[1,2,1,5]]}
["Talents"]
[]
["Talent","Activation","Ranked","Force Sensitive","Careers","Trees","Description","Index"]
["Adversary","Passive","Yes","No",null,"NPC Only","Upgrade the difficulty of any combat check targeting this character once per rank of  Adversary."," Age of Rebelion - Core Rulebook P:142\nEdge of the Empire - Core Rulebook P:132\nForce and Destiny - Core Rulebook P:138"]
["Against all Odds","Active (Action)","No","Yes","Warrior","Aggressor","Force talent. Once per session, if the character is incapacitated due to exceeding his wound threshold, he may perform the Against All Odds action (this action may be performed even though characters are normally barred from performing actions when incapacitated). The character makes a Hard (ddd) Resilience check, rolling a number of C equal to his Force rating as part of the check. If successful, the character heals wounds equal to s. The character may spend Force points 🌓 to add s to the result.","Force and Destiny - Core Rulebook P:138"]
["All-Terrain Driver","Passive","No","No","Ace\nExplorer\nBounty Hunter","Driver\nOperator","When piloting a vehicle using the Piloting (Planetary) skill, the character does not suffer the penalties for driving through difficult terrain.","Age of Rebelion - Core Rulebook P:142\nEotE - Enter the Unknown (Explorer Career) P:30\nEotE - No Disintergrations (Bounty Hunter Career) P:34"]
["Ambush","Active (Maneuver)","No","No","Soldier","Trailblazer","Once per round while benefiting from cover, the character may perform the Ambush maneuver. The character may add additional damage equal to his ranks in the Stealth skill to one hit of the next successful combat check with a non-starship/vehicle weapon he makes against a target within short range before the end of his turn.","AoR - Forged in Battle (Soldier Career) P:34"]
["Aminal Bond","Passive","No","Yes","Seeker","Pathfinder","Force talent. Through the Force, the character creates a bond with a single animal he is currently interacting with. This cannot be done during structured encounters. This animal must have a silhouette equal to or smaller than half the character’s Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a silhouette 0 animal). The bond persists as long as the character chooses it to, although at the GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances.\nAs long as the bond persists, the animal remains near the character, and the controlling player dictates the animal’s overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, the character may spend one maneuver to direct his animal in performing one action and one maneuver. The animal must be within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to the player and GM.","Force and Destiny - Core Rulebook P:138"]
["Anatomy Lessons","Active (Incidential)","No","No","Sentinel\nBounty Hunter\nColonist\nSoldier","Shadow\nAssassin\nDoctor\nMedic","After a successful attack with a personal (non-starship/vehicle) weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack.","Age of Rebelion - Core Rulebook P:142\nEdge of the Empire - Core Rulebook P:132\nForce and Destiny - Core Rulebook P:138"]
["Animal Bond [Improved]","Passive","No","Yes","Seeker","Hermit","Force talent. When Spending a maneuver to direct a bonded animal. the character may suffer 1 strain to add ⬛ to the animal's next check.","FaD - Savage Spirits (Seeker Career) P:30"]
["Animal Empathy","Passive","No","Yes","Seeker","Pathfinder","Force talent. When making checks to handle, tame, or control animals, the character may add a number of C no greater than his Force rating to the check. The character may spend 🌓 to add s or a(character’s choice) to the result.","Force and Destiny - Core Rulebook P:139"]
["Armor Master","Passive","No","No","Bounty Hunter\nSoldier\nGuardian\nHired Gun","Gadgeteer\nCommando\nArmorer\nHeavy","When wearing armor, the character increases his total soak value by one.","Age of Rebelion - Core Rulebook P:142\nEdge of the Empire - Core Rulebook P:132\nFaD - Keeping the Peace (Guardian Career) P:30"]
["Armor Master [Improved]","Passive","No","No","Bounty hunter\nSoldier\nGuardian","Gadgeteer\nCommando\nArmorer","When wearing armor with a soak value of two or higher. The character increases his defense by one.","Age of Rebelion - Core Rulebook P:143\nEdge of the Empire - Core Rulebook P:132\nFaD - Keeping the Peace (Guardian Career) P:30"]
["Armor Master [Supreme]","Active (Incidential, Out of Turn)","No","No","Guardian","Armorer","Once per round, when the character suffers a Critical lnjury, he may suffer 3 strain to take the Armor Master incidental. If he does. he reduces the Critical lnjury result that he suffers by 10 per point of his soak. to a minimum of 1","FaD - Keeping the Peace (Guardian Career) P:30"]
["Ataru Technique","Passive","No","Yes","Seeker","Ataru Striker","Force talent. When making a Lightsaber skill check, the character may use Agility instead of Brawn.","Force and Destiny - Core Rulebook P:139"]
["Bacta Specialist","Passive","Yes","No","Colonist\nSoldier","Doctor\nMedic","Patients under the character's supervision regain one additional wound per rank of Bacta Specialist each time they recover a wound while recovering in a Bacta tank. or under similar supervised medical conditions or long-term care.","Age of Rebelion - Core Rulebook P:143 \nEdge of the Empire - Core Rulebook P:132"]
["Bad Cop","Passive","Yes","No","Guardian\nColonist","Warden\nMarshal","The character may spend aa from a Deception or Coercion check to upgrade the ability of a single ally's subse quent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks n Bad Cop. A single check may only benefit from one use of Bad Cop.","EotE - Far Horizons (Colonist Career) P:32 \nFaD - Keeping the Peace (Guardian Career) P:30"]
["Bad Motivator","Active (Action)","No","No","Engineer\nTechnician","Mechanic","Once per game session, the character may take an action to make a Hard (ddd) Mechanics check If successful. a device Lhal presents an obstacle to the character spontaneously fails due to the character's involvement.","Age of Rebelion - Core Rulebook P:143 \nEdge of the Empire - Core Rulebook P:132"]
["Bad Press","Active (Action)","No","No","Diplomat","Propagandist","Once per session, the character may take the Bad Press action by choosing a specific organization and making a Hard (ddd) Deception check. If he succeeds, members of this organization have their wound thresholds reduced by 1, plus 1 per additional sss (to a minimum of 1), until the end of the session.\n\nWhen he does this, the player must explain how the PC disseminated the propaganda such that it has affected his targets. The chosen organization must be narrow and cohesive enough to be affected by bad publicity—for example, the Imperial Navy or the Corensla Kajidic. The Bad Press action cannot affect all members of single group as broad as the entire Empire or one as fractious as the Hutts. The PC must have time and means to spread misinformation, and cannot use this action during a combat encounter.","AoR - Desperate Allies (Diplomat Career) P:32"]
["Balance","Active (Maneuver)","No","Yes","Seeker\nConsular\nUniversal","Ataru Striker\nSage\nForce Emergent\nForce Exile","Force talent. When the character recovers from strain at the end of each encounter, he may roll his Force rating in Force dice. He recovers additional strain equal to the 🌓 generated.","Age of Rebelion - Core Rulebook P:143 \nEdge of the Empire - Core Rulebook P:132 \nForce and Destiny - Core Rulebook P:139"]
["Baleful Gaze","Active (Incidential, Out of Turn)","No","Yes","Guardian","Warden","Force talent. When targeted by a combat check made by an enemy within medium range. the character may spend a Destiny Point to upgrade the difficulty of the check a number of times equal to his ranks of Coercion. A character who has purchaseo this talent automatically gains 1 Conflict at the beginning of each session.","FaD - Keeping the Peace (Guardian Career) P:30"]
["Barrage","Passive","Yes","No","Hired Gun\nSoldier","Bodyguard\nHeavy","Add one damage per rank of Barrage to Ranged (Heavy) or Gunnery checks at medium or long range."," Edge of the Empire - Core Rulebook P:132\nAoR - Forged in Battle (Soldier Career) P:34"]
["Basic Combat Training","Passive","No","No","Universal","Recruit","Brawl and Ranged (Light) become career skills.","Age of Rebelion - Core Rulebook P:143"]
["Beast Wrangler","Passive","Yes","No","Ace","Beast Rider","The character adds ⬛ per rank of Beast Wrangler to all his checks made to tame or wrangle creatures.","AoR - Stay on Target (Ace Career) P:32"]
["Better Luck Next Time","Active (Action)","No","No","Sentinel","Racer","Once per session during a race or chase, the character may perform the Better Luck Next Time action. The character makes a Hard (ddd) Cool Check. If the character succeeds something terrible happens to one of his competitors, this could be a high speed collision, having to dodge into a dead end to avoid an obsticle or even an attack by enranged fans or spectators, as long as the GM approves it. At minimum the competitor should suffer a Major collision with an obstacle.","FaD - Endless Vigil (Sentinel Career) P:30"]
["Biggest Fan","Active (Action)","No","No","Colonist","Performer","Once per session, the character may take a Biggest Fan action to make a Hard (ddd) Charm check. If successful, one NPC of the character's choice in the current encounter turns out to be the character's self-proclaimed \"biggest fan.\" The exact effects of this vary depending on the NPC and the situation. They can include drastically decreasing the difficulty of Social Interaction skill checks the character makes targeting his biggest fan, the fan being willing to perform minor or even significant favors for the character, or the character even becoming a reoccurring ally in the narrative.\n At the GM's discretion, this talent may not be able to target certain NPCs whose adversarial nature is vital to the plot, or NPCs who would be unable to appreciate the character's work such as non-sentient creatures, labor droids, and Imperial Stormtroopers.","EotE - Far Horizons (Colonist Career) P:32"]
["Black Market Contacts","Active (Incidential)","Yes","No","Hired Gun\nSmuggler\nTrader\nAce","Enforcer\nScoundrel\nThief\nTrader\nRigger","When looking to purchase illegal, exotic, or black market goods. the character may decrease an item's rarity by one level per rank in Black Market Contacts. For each level an item's rarity is decreased. it's cost increases by 50% of its base cost","Edge of the Empire - Core Rulebook P:132"]
["Blackmail","Active (Incidential, Out of Turn)","No","No","Diplomat","Advocate","When an NPC exceeds his strain threshold by any means other than a combat check, the character may spend 1 Destiny Point to compel the NPC to immediately perform one simple task before becoming incapacitated. The character must be able to communicate with the NPC to activate this talent, and the player must explain how he is blackmailing the NPC.\nIn structured gameplay, the task must be something the NPC can accomplish in a single turn. The task can be something the NPC does not wish to do (such as lying to a friend, stealing something, or aiding an enemy), but it cannot be obviously suicidal or otherwise betray the NPC’s most core principles. Any task a character attempts to cpmpel this way is ultimately subject to the GM's discretion.","AoR - Desperate Allies (Diplomat Career) P:32"]
["Blind Spot","Passive","No","No","Soldier","Warleader\nTrailblazer","The character and allies within short range add automatic a to combat checks they make while benefiting from cover.","FaD - Keeping the Peace (Guardian Career) P:30\nAoR - Forged in Battle (Soldier Career) P:34"]
["Blooded","Passive","Yes","No","Bounty Hunter\nSoldier","Survivalist\nCommando","Add ⬛ per rank to all checks to resist or recover from the effects of poisons. venoms. and other toxins. Reduce the duration of any related ongoing effetts or damage from toxins. venoms. or poisons by one round per rank of Blooded.","Age of Rebelion - Core Rulebook P:143 \nEdge of the Empire - Core Rulebook P:132"]
["Body Guard","Active (Maneuver)","Yes","No","Guardian\nHired Gun\nCommander\nSoldier","Protector\nBody Guard\nInstructor\nTactitian\nVanguard","Once per round on the character’s turn, the character may perform a Body Guard maneuver to protect one ally with whom he is engaged. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character’s next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character.","Age of Rebelion - Core Rulebook P:143\nEdge of the Empire - Core Rulebook P:132\nForce and Destiny - Core Rulebook P:140"]
["Body Guard [Improved]","Active (Incidential, Out of Turn)","No","No","Guardian\nHired Gun\nCommander\nSoldier","Protector\nBody Guard\nInstructor\nVanguard","Once per session, when an ally protected by the character’s Body Guard maneuver would suffer a hit from a combat check, the character may choose to suffer that hit instead of the ally.","AoR - Lead by Example (Commander Career) P:34\nForce and Destiny - Core Rulebook P:140"]
["Body Guard [Supreme]","Passive","No","No","Soldier","Vanguard","When the character uses the Body Guard maneuver, he may protect a number of engaged characters up to his ranks in resilience instead of just one","AoR - Forged in Battle (Soldier Career) P:34"]
["Bolstered Armor","Passive","Yes","No","Ace","Rigger","The character increases the armor value of his Signature Vehicle by 1 per rank of Bolstered Armor.","AoR - Stay on Target (Ace Career) P:32"]
["Bought Info","Active (Action)","No","No","Diplomat\nColonist\nBounty Hunter","Quatermaster\nEntrepreneur\nSkip Tracer","When required to make a Knowledge skill check, the character can instead make a Bought Info action. He spends a number of credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncanceled s . At the GM's discretion, the character may not be able to use this ability if the information sought is particularly hard to find, or if the character is in a situation where he could not purchase information (such as marooned on a planet with no access to the HoloNet).","Age of Rebelion - Core Rulebook P:143\nEotE - Far Horizons (Colonist Career) P:32\nEotE - No Disintergrations (Bounty Hunter Career) P:34"]
["Brace","Active (Maneuver)","Yes","No","Hired Gun\nBounty Hunter\nTechnician\nColonist\nSoldier\nAce","Bodyguard\nHeavy\nGadgeteer\nOutlaw Tech\nScholar\nGunner\nSharpshooter","As a maneuver, the character may Brace himself. This allows a character to remove ⬛ per rank of Brace based on changing conditions. inclement weather. unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.","Age of Rebelion - Core Rulebook P:143 \nEdge of the Empire - Core Rulebook P:132"]
["Brilliant Evasion","Active (Action)","No","No","Smuggler\nAce\nCommander","Pilot\nSquadron Leader","The character may make the Brilliant Evasion action when piloting a vehicle or starship. The character selects one opponent and makes an Opposed Pilot (Planetary or Space) check. If he succeeds, the opponent's vehicle or starship may not make any attacks against the character's vehicle for a number of rounds equal to the character's Agility. Brilliant Evasion may be performed once per encounter.","Age of Rebelion - Core Rulebook P:144 \nEdge of the Empire - Core Rulebook P:132"]
["Bring it Down","Active (Incidential)","No","No","Explorer","Big-Game Hunter","The character may spend 1 Destiny Point to add damage to a single hit equal to his target's Brawn value. This ability may only be activated once per attack.","EotE - Enter the Unknown (Explorer Career) P:30"]
["Burly","Passive","Yes","No","Hired Gun\nSoldier","Heavy\n","The character reduces any wielded or carried weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1 .","EotE - Dangerous Covenants (Hired Gun Career) P:32\nAoR - Forged in Battle (Soldier Career) P:34"]
["Bypass Security","Passive","Yes","No","Spy\nTechnician\nSmuggler","Slicer\nThief","Remove a number of ⬛ equal to the character's ranks in Bypass Security from Skulduggery or Computers skill checks made to disable a security device or open a locked door."," Age of Rebelion - Core Rulebook P:144 \nEdge of the Empire - Core Rulebook P:133"]
["Call 'em","Passive","No","No","Smuggler","Gunslinger","This character does not add any ⬛ to his combat checks due the use of the Aim maneuver","EotE - Fly Casual (Smuggler Career) P:32"]
["Calm Commander","Passive","No","No","Commander","Figurehead","When upgrading the ability of a Mass Combat check in a mass combat in which the character is the commander of the acting force (or when upgrading the difficulty pool, if the character is the commander of the enemy force), the character may use ranks in Cool instead of in Leadership.","AoR - Lead by Example (Commander Career) P:34"]
["Calming Aura","Passive","No","Yes","Consular","Healer","Force talent. When an opponent targets the character with a Force power, after the opponent generates 🌓, reduce the total 🌓 generated by one to a minimum of zero.","Force and Destiny - Core Rulebook P:140"]
["Calming Aura [Improved]","Active (Maneuver)","No","Yes","Consular","Healer","Force talent. The character may spend a maneuver and suffer 2 strain to extend the effects of Calming Aura to a number of allies within short range equal to his Willpower. This lasts until the beginning of his next turn.","Force and Destiny - Core Rulebook P:140"]
["Careful Planning","Active (Action)","No","No","Engineer\nGuardian\nCommander","Scientist\nWarleader\nStrategist","Once per game session, the character can choose to introduce a \"fact\" or additional context directly into the narrative as if he had spent a Destiny Point.","Age of Rebelion - Core Rulebook P:144 \nFaD - Keeping the Peace (Guardian Career) P:30"]
["Center of Being","Active (Maneuver)","Yes","Yes","Guardian\nConsular\nWarrior","Protector\nNiman Disciple\nShii-Cho Knight\n","Force talent. When wielding a lightsaber, the character can make a Center of Being maneuver. Until the beginning of his next turn, whenever an enemy makes a melee attack against the character, the critical rating of the enemy’s weapon counts as one higher per rank of Center of Being.","Force and Destiny - Core Rulebook P:140"]
["Center of Being [Improved]","Passive","No","Yes","Consular","Niman Disciple","Force talent. The character may voluntarily suffer 1 strain to perform Center of Being as an incidental instead of a maneuver.","Force and Destiny - Core Rulebook P:140"]
["Circle of Shelter","Passive","No","Yes","Guardian","Protector","Force talent. When an ally engaged with the character suffers a hit from a combat check, the character may use a Parry or Reflect incidental to reduce the damage the hit deals (even though he is not the target of the combat check)."," Force and Destiny - Core Rulebook P:140"]
["Clever Commander","Passive","No","No","Commander","Strategist","When upgrading the ability of a Mass Combat check in a mass combat in which the character is the commander of the acting force (or when upgrading the difficulty pool, if the character is the commander of the enemy force), the character may use ranks of Knowledge (Warfare) instead of ranks in the Leadership.","AoR - Lead by Example (Commander Career) P:34"]
["Clever Solution","Active (Incidential)","No","No","Spy\nGuardian\nSentinel\nSmuggler","Infiltrator\nWarleader\nInvestigator\nGambler","Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his cunning is helping him overcome this challenge.","Age of Rebelion - Core Rulebook P:144 \nEotE - Fly Casual (Smuggler Career) P:32 \nFaD - Keeping the Peace (Guardian Career) P:30\nFaD - Endless Vigil (Sentinel Career) P:30"]
["Codebreaker","Passive","Yes","No","Diplomat\nColonist\nTechnician\nSentinel\nSpy","Shadow\nScholar\nSlicer\nAnalyst","The character removes ⬛ per rank of Codebreaker from his attempts to break codes or decrypt communications. In addition, the character decreases the difficulty of his Computers or Intellect checks made to break codes or decrypt communications by one (this does not increase with additional ranks of Codebreaker)."," Age of Rebelion - Core Rulebook P:144 \nEdge of the Empire - Core Rulebook P:133  \nForce and Destiny - Core Rulebook P:140"]
["Command","Passive","Yes","No","Guardian\nHired Gun\nCommander","Peacekeeper\nMercenary Soldier\nCommodore\nSquadron Leader\nFigurehead\nStrategist","The character gains ⬛ per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add ⬛ per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).","Age of Rebelion - Core Rulebook P:144 \nEdge of the Empire - Core Rulebook P:133 \nForce and Destiny - Core Rulebook P:140"]
["Commanding Presence","Passive","Yes","No","Guardian\nCommander","Peacekeeper\nCommodore\nTactitian\nFigurehead","The character removes ⬛ per rank of Commanding Presence from his Leadership and Cool checks.","Age of Rebelion - Core Rulebook P:144 \nForce and Destiny - Core Rulebook P:140"]
["Commanding Presence [Improved]","Active (Action)","No","No","Commander","Figurehead","Once per session, the character can take the Commanding Presence action to choose a target minion, minion group, or rival and make a Cool check opposed by the target’s Discipline. If the check is successful, the target adversary or group removes itself from the encounter for the duration of the encounter. The target will not attack or otherwise engage the PCs, nor perform any hostile or overt action. Flowever, it will defend itself if attacked. Attacking the target ends the effect.\nThe Commanding Presence action can be used in narrative encounters. The specific details of its effect are at the GM’s discretion, but could include commanding a guard to let the PCs pass or causing political opponents to remove themselves from a debate.","AoR - Lead by Example (Commander Career) P:34"]
["Comprehend Technology","Active (Action)","No","Yes","Sentinel\nGuardian","Artisan\nArmorer","Force talent. Once per session, the character may take the Comprehend Technology action, making an Average (dd) Knowledge (Education) check to intuitively understand one weapon, armor set, or other item. Success means that for the remainder of the encounter, when the character makes any skill checks to use or repair the item, he may count his ranks in the applicable skill as equal to his current Force rating.\nFor example, a character may use Comprehend Technology to count his ranks in Mechanics as equal to his Force rating when repairing a broken lightsaber, or he can count his ranks in Ranged (Light) as equal to his Force rating when firing a blaster pistol.","Force and Destiny - Core Rulebook P:141"]
["Conditioned","Passive","Yes","No","Seeker\nSentinel\nCommander\nSoldier","Ataru Striker\nShien Expert\nInstructor\nVanguard","The character removes ⬛ per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by one per rank of Coordination.","AoR - Lead by Example (Commander Career) P:34 \nForce and Destiny - Core Rulebook P:141\nAoR - Forged in Battle (Soldier Career) P:34"]
["Confidence","Passive","Yes","No","Commander\nDiplomat\nConsular\nGuardian\nWarrior\nColonist\nExplorer\nHired Gun\nSmuggler","Peacekeeper\nSage\nSoresu Defender\nStarfighter Ace\nScholar\nMercenary Soldier\nAmbassador\nSquadron Leader\nTactitian\nGunslinger","The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check.","Age of Rebelion - Core Rulebook P:144 \nEdge of the Empire - Core Rulebook P:133 \nForce and Destiny - Core Rulebook P:141"]
["Confidence [Improved]","Passive","No","No","commander","Figurehead","May spend x on a fear check to steady the nerves of other allies making the same fear check. If the character does so, each ally within short range who makes the fear check adds automatic s equal to the character’s ranks in Confidence to the results of the check.","AoR - Lead by Example (Commander Career) P:34"]
["Congenial","Active (Incidential, Out of Turn)","Yes","No","Smuggler\nColonist","Charmer\nPerformer","When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial. When the character is the target of a Charm or Negotiation check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial.","EotE - Far Horizons (Colonist Career) P:32 \nEotE - Fly Casual (Smuggler Career) P:32"]
["Constant Vigilance","Passive","No","No","Sentinel","Sentry","The Character may always choose to use the Vigilance skill when making checks to determine initiative.","FaD - Endless Vigil (Sentinel Career) P:30"]
["Contingency Plan","Active (Incidential, Out of Turn)","No","No","Diplomat","Advisor\nAdvocate","The character may spend one Destiny Point to recover strain equal to his Cunning rating.","AoR - Desperate Allies (Diplomat Career) P:33 \nForce and Destiny - Core Rulebook P:141"]
["Contraption","Active (Action)","No","No","Technician\nEngineer","Mechanic","Once per game session, with a Hard (ddd). Mechanics check, the character can fashion a device to solve a current problem using just the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. On a x. the tools can be recovered to be reused later."," Age of Rebelion - Core Rulebook P:144\nEdge of the Empire - Core Rulebook P:133"]
["Convincing Demeanor","Passive","Yes","No",null,"Force Exile\nScout\nTrader\nAgitator","Remove ⬛ per rank of Convincing Demeanor, from any Deceit\nor Skulduggery check.","Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:133"]
["Coordinated Assault","Active (Maneuver)","Yes","No",null,"Tactitian\nWarleader","The character may make a Coordinated Assault maneuver. If he does so, a number of allies engaged with him equal to his ranks in Leadership gain a on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Coordinated Assault.","Age of Rebelion - Core Rulebook P:145 \nFaD - Keeping the Peace (Guardian Career) P:30"]
["Coordination Dodge","Active (Incidential, Out of Turn)","No","No","Colonist\nBounty Hunter","Performer\nMartial Artist","When targeted by a combat check, the character may spend one Destiny Point to add f equal to his ranks in Coordination to the check.","EotE - Far Horizons (Colonist Career) P:32\nEotE - No Disintergrations (Bounty Hunter Career) P:34"]
["Corellian Sendoff","Active (Action)","No","No","Ace","Hotshot","When piloting a starship or vehicle, the character may take a Corellian Sendoff action targeting two enemy starships or vehicles at close range that are both of equal or smaller silhouette to the character's ship. The character makes a Hard (ddd) Cool check; if it succeeds, the targeted ships immediately suffer a minor collision with each other","AoR - Stay on Target (Ace Career) P:32"]
["Corellian Sendoff [Improved]","Passive","No","No","Ace","Hotshot","When the character performs a Corellion Sendoff action, the targets suffer a major collision instead of a minor one.","AoR - Stay on Target (Ace Career) P:32"]
["Counterstrike","Passive","No","Yes","Sentinel","Shien Expert","Force talent. Whenever an attack misses the character and generates tt or y, the character may upgrade the next Lightsaber (Cunning) combat check he makes against the attacker during this encounter once.","Force and Destiny - Core Rulebook P:141"]
["Creative Killer","Passive","No","No",null,"Recruit","The character reduces the critical rating of all improvised weapons he is wielding by 2 (to a minimum of 1).","Age of Rebelion - Core Rulebook P:145"]
["Crippling Blow","Active (Incidential)","No","No",null,"Aggressor\nGadgeteer\nSharpshooter","The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If he succeeds and deals damage to the target’s wound threshold, the target suffers one strain whenever he moves for the remainder of the encounter.","Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:133 \nForce and Destiny - Core Rulebook P:141"]
["Cunning Snare","Active (Action)","No","No","Soldier","Trailblazer","Once per encounter, the character may take the Cunning Snare action to use materials in his environment to assemble a trap within short range. Each time another character moves to engaged range of the trap he must make an Opposed Vigilance vs. Survival check against the character who placed the trap. If the character who triggers the trap fails, that character suffers wounds (these ignore soak) equal to the trapper's Cunning characteristic, plus 1 additional wound per f. The trapper may spend t generated by the check to disorient the character for 1 round per t. The Trapper may disarm the trap with an action. Any other character who is aware of the trap may spend several minutes to attempt to disarm it with a Hard (ddd) Survival Check. If that character fails he suffers the damage and negative effects in the same manner as if he had triggered it","AoR - Forged in Battle (Soldier Career) P:34"]
["Custom Loadout","Passive","No","No","Technician","Modder","The character increases the hard points of his Signature Vehicle by two.","EotE - Special Modifications (Technician Career) P:34"]
["Customized Cooling Unit","Passive","Yes","No","Ace","Rigger","The character increases the system strain threshold of his Signature Vehicle by 2 per rank of Customized Cooling Unit.","AoR - Stay on Target (Ace Career) P:32"]
["Cutting Question","Active (Incidential)","No","No","Diplomat","Propagandist","Once per encounter, the character may make one Coercion skill check using his Deception skill. The character’s Deception skill is combined with his Willpower characteristic to form the dice pool. When the character takes the Cutting Question incidental, the player must explain how, in this particular instance, his Deception skill is helping to erode his foe's resolve.","AoR - Desperate Allies (Diplomat Career) P:33"]
["Cyberneticist","Passive","Yes","No","Technician","Cyber Tech","The character removes ⬛ per rank of Cyberneticist from his checks to build, repair, and install cybernetic implants. In addition. cybernetics and any materials used to craft cybernetics cost the character 50% less (this does not decrease with additional ranks of Cyber neticist}.","EotE - Special Modifications (Technician Career) P:34"]
["Dead to Rights","Active (Incidential)","No","No","Ace\nSmuggler","Pilot\nHotshot","The character may spend a Destiny Point to add additional damage equal to half his Agility rating (rounded up) to a successful attack made by ship or vehicle-mounted weaponry."," Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:133"]
["Dead to Rights [Improved]","Active (Incidential)","No","No",null,"Pilot","The character may spend a Destiny Point to add additional damage equal to his Agility rating (rounded up) to a successful attack made by ship or vehicle-mounted weaponry. This replaces the normal ability for Dead to Rights.","Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:134"]
["Deadly Accuracy","Passive","Yes","No",null,"Assassin\nGadgeteer\nMercenary Soldier\nSharpshooter","Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill to any damage inflicted while using it. He may not choose the same combat skill twice."," Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:134"]
["Deathblow","Passive","No","No",null,"Executioner","After making a successful attack when using a non-starship weapon. the character may spend one Destiny Point to add damage equal to the character's Willpower to one hit of the successful attack","FaD - Savage Spirits (Seeker Career) P:30"]
["Debilitating Shot","Active (Incidential)","No","No","Bounty Hunter","Gunner\nOperator","Upon making a successful attack with a starship or vehicle weapon, may spend aa to reduce the maximum speed of the target by 1 (to a minimum of 1) until the end of the next round. If the starship or vehicle was traveling its maximum speed, it has its current speed reduced to the new maximum.","Age of Rebelion - Core Rulebook P:145\nEotE - No Disintergrations (Bounty Hunter Career) P:34"]
["Deceptive Taunt","Active","No","No","Colonist","Performer","Once per session, the character may make a Deceptive Taunt action. The character makes an opposed Deception check targeting one NPC within medium range. If he succeeds, the NPC must attack him during its next turn. If the NPC cannot do so, it must spend all subsequent turns maneuvering into position until it can make a melee or ranged attack against the character. Once it has made a melee or ranged attack against the character, the NPC is no longer affected by Deceptive Taunt. If the character is incapacitated or leaves the encounter, the NPC is no longer affected by Deceptive Taunt. \nIf used outside of combat, at the GM's discretion the NPC can choose to perform a non-lethal attack if the situation warrants it. If the encounter takes place at a party, for example, the NPC may choose to punch the character rather than using a knife or blaster.","EotE - Far Horizons (Colonist Career) P:33"]
["Dedication","Passive","Yes","No","All","All","Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.","Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:134\nForce and Destiny - Core Rulebook P:141"]
["Defensive Circle","Active (Action)","No","Yes",null,null,"Force talent. While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard (ddd) Lightsaber (Intellect) check. If successful, the character plus one ally per s within short range gain defense X until the beginning of the character’s next turn. X equals 1, plus 1 for every aa.","Force and Destiny - Core Rulebook P:141"]
["Defensive Driving","Passive","Yes","No",null,"Fringer\nPilot\nDriver\nSquadron Leader","Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving."," Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:134"]
["Defensive Slicing","Passive","Yes","No",null,"Artisan\nSlicer","When attempting to defend a computer system against intrusion (or when an opponent attempts to slice a computer owned or programmed by the character), the character adds ⬛ per rank of Defensive Slicing to his opponent’s checks.","Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:134 \nForce and Destiny - Core Rulebook P:141"]
["Defensive Slicing [Improved]","Passive","No","No",null,"Slicer","When attempting to defend a computer system against intrusion, the character upgrades the opposing dice pool a number of times equal to his rank of Defensive Slicing to his opponent's checks. This replaces the usual benefits from Defensive Slicing."," Age of Rebelion - Core Rulebook P:145 \nEdge of the Empire - Core Rulebook P:134"]
["Defensive Stance","Active (Maneuver)","Yes","No","Sentinel","Shien Expert\nSoresu Defender\nBodyguard\nMarauder\nInfiltrator","Once per round on the character’s turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character’s next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way.","Age of Rebelion - Core Rulebook P:146 \nEdge of the Empire - Core Rulebook P:134  \nForce and Destiny - Core Rulebook P:141"]
["Defensive Stance","Active (Maneuver)","Yes","No","Sentinel","Bodyguard\nMarauder","Once per round on the character's turn, the character may perform a maneuver to assume a Defensive Stance against incoming melee attacks. Until the character's next turn. Any melee combat checks targeting the character suffer ⬛·","Age of Rebelion - Core Rulebook P:146 \nEdge of the Empire - Core Rulebook P:134  \nForce and Destiny - Core Rulebook P:141"]
["Defensive Stance [Improved]","Active (Maneuver)","Yes","No",null,"Bodyguard\nMarauder","The character may perform two maneuvers while performing a Defensive Stance, which increases the difficulty of all melee combat checks against the character by one instead of the original bonus for Defensive Stance. Keep in mind. however, that a character only gets one free maneuver per turn: to perform an additional maneuver, the character must downgrade his action or voluntarily suffer two strain."]
["Defensive Training","Passive","Yes","No","Sentinel","Makashi Duelist\nNiman Disciple\nShien Expert\nShii-Cho Knight","When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character’s ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has).","Force and Destiny - Core Rulebook P:141"]
["Deft Maker","Passive","Yes","No","Technician","Droid Tech","The character removes ⬛ per rank of Deft Maker from his checks to repair. modify, construct. and program droids. In addition. materials to craft droids cost the character 50% less (this does not decrease with additional ranks of Deft Maker}.","EotE - Special Modifications (Technician Career) P:34"]
["Disarming Smile","Active (Action)","Yes","No","Smuggler","Charmer","The character can take the Disarming Smile action to make an opposed Charm check against one target within short range. If he succeeds, decrease the target’s defense (melee and ranged) by a number equal to the character’s ranks in Disarming Smile (to a minimum of 0) until the end of the encounter.","EotE - Fly Casual (Smuggler Career) P:32"]
["Discredit","Active (Action)","No","No","Diplomat","Advocate","Once per encounter, the character may take the Discredit action by making a Hard (ddd) Deception check If he succeeds, one chosen character upgrades the difficulty of social checks once, and one additional time for every aa on the Deception check, until the end of the encounter.","AoR - Desperate Allies (Diplomat Career) P:33"]
["Disorient","Passive","Yes","No",null,"Gadgeteer\nScout","After hitting with a combat check, the character may spend x to disorient his foe. Disoriented targets add ⬛ to all skill checks. The target is disoriented for a number of rounds equal to the attacker's ranks in Disorient.","Age of Rebelion - Core Rulebook P:146 \nEdge of the Empire - Core Rulebook P:135"]
["Disruptive Strike","Active (Action)","No","Yes","Sentinel","Shien Expert","Force talent. The character may take a Disruptive Strike action, making a Lightsaber (Cunning) combat check against one engaged target and adding C no greater than Force rating to the check. The character may spend 🌓 to add f to the target’s next combat check made during this encounter.","Force and Destiny - Core Rulebook P:142"]
["Distracting Behavior","Active (Maneuver)","Yes","No","Colonist","Performer","The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer t on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior.\nThe character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics.","EotE - Far Horizons (Colonist Career) P:32"]
["Distracting Behavior [Improved]","Passive","No","No","Colonist","Performer","When affected by Distracting Behavior, NPCs suffer tt when making checks targeting the character's allies, instead of t.","EotE - Far Horizons (Colonist Career) P:33"]
["Djem So Deflection","Active (Incidential, Out of Turn)","No","Yes","Sentinel","Shien Expert","Force talent. After using the Reflect incidental, the character may spend one Destiny Point to perform a Move maneuver as an out of turn incidental to move closer to or engage an opponent. This incidental may be performed once per round.","Force and Destiny - Core Rulebook P:142"]
["Dodge","Active (Incidential, Out of Turn)","Yes","No","Sentinel","Ataru Striker\nSeer\nShadow\nAssassin\nDoctor\nFringer\nAmbassador\nMedic\nInfiltrator","When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge."," Age of Rebelion - Core Rulebook P:146  \nEdge of the Empire - Core Rulebook P:135  \nForce and Destiny - Core Rulebook P:142"]
["Don't Shoot","Active (Action)","No","No","Smuggler","Charmer","Once per session, the character can take the Don’t Shoot! action to make a Hard (ddd) Charm check If he succeeds, he cannot be the target of a combat check until the end of the encounter or until he makes a combat check. This player must explain how he talks his way out of being associated with his party’s combatants, and the GM has final say on whether his ruse succeeds.","EotE - Fly Casual (Smuggler Career) P:32"]
["Double or Nothing","Active (Incidential)","No","No","Smuggler","Gambler","Once per check, the character may suffer two strain to increase the difficulty of the check by one. Then, after canceling opposing symbols, he doubles the number of remaining a.","EotE - Fly Casual (Smuggler Career) P:32"]
["Double or Nothing [Improved]","Passive","No","No","Smuggler","Gambler","When performing the Double or Nothing incidental, after canceling opposing symbols, the character also doubles the number of remaining s.","EotE - Fly Casual (Smuggler Career) P:32"]
["Double or Nothing [Supreme]","Passive","No","No","Smuggler","Gambler","When performing the Double or Nothing incidental, the character also doubles the number of x and y","EotE - Fly Casual (Smuggler Career) P:32"]
["Draw Closer","Active (Action)","No","Yes",null,"Niman Disciple","Force talent. The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of C no greater than Force rating to the check. The character may spend 🌓 before resolving the success or failure of the check to move the target one range band closer to the character. He may also spend 🌓 to add s to the combat check. If the character cannot move his target to engage him, the combat check automatically misses.","Force and Destiny - Core Rulebook P:142"]
["Drive Back","Passive","No","Yes",null,null,null,"NoP:139"]
["Duelist's Training","Passive","No","No",null,"Makashi Duelist","The character adds ⬛ to his Melee and Lightsaber checks when engaged with a single opponent, but adds ⬛ to his Melee and Lightsaber checks when engaged with multiple opponents.","Force and Destiny - Core Rulebook P:142"]
["Durable","Passive","Yes","No",null,"Shii-Cho Knight\nBodyguard\nFringer \nCommando\nGunner","The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.","Age of Rebelion - Core Rulebook P:146 \nEdge of the Empire - Core Rulebook P:135 \nForce and Destiny - Core Rulebook P:142"]
["Dynamic Fire","Active (Incidential)","No","No",null,"Recruit","When making a ranged attack while engaged with an opponent, the character may suffer 2 strain to reduce the ranged modifier added for being engaged by 1 for the attack. So, when firing a Ranged (Heavy) weapon, the character only increases the difficulty by 1 when engaged, and when firing a Ranged (Light) weapon, he doesn't increase the difficulty at all.","Age of Rebelion - Core Rulebook P:146"]
["Encoded Communique","Passive","No","No","Diplomat","Analyst","Upgrade the difficulty of checks to decrypt the character’s coded messages without the proper cipher a number of times equal to the character’s ranks in Computers.","AoR - Desperate Allies (Diplomat Career) P:33"]
["Encouraging Words","Active (Incidential, Out of Turn)","No","No","commander\nDiplomat","Instructor\nAdvocate","When an ally engaged with you fails a check, the character may suffer 1 strain. If so, the character may assist the next check that an ally makes this encounter as an out of turn incidental rather than as a maneuver,","AoR - Desperate Allies (Diplomat Career) P:33 \nAoR - Lead by Example (Commander Career) P:34"]
["Enduring","Passive","Yes","No",null,"Pathfinder\nGunner\nMechanic\nRecruit","The character gains +1 soak value per rank of Enduring.","Age of Rebelion - Core Rulebook P:146  \nEdge of the Empire - Core Rulebook P:135 \nForce and Destiny - Core Rulebook P:142"]
["Energy Transfer","Active (Maneuver)","No","No","Technician","Cyber Tech","The character may suffer 1 strain to perform the Energy Transfer maneuver; when the character does. he can power up an appropriate unpowered device (such as a datapad, a droid. or a door) until the end of the encounter. Alternatively, he can restore ammunition to an energy-based weapon, allowing a character to ignore an \"out of ammo\" y result.\nThe character must have at least one cybernetic installed to perform this maneuver.","EotE - Special Modifications (Technician Career) P:34"]
["Engineered Redundancies","Passive","No","No","Technician","Cyber Tech","The character benefits from emergency repair patches as if he were a droid. The character still benefits from stim packs as usual. but can only benefit from a total of 5 stim packs and/or emergency repair patches per day. Additionally. the character can be heated with the Mechanics skill in the same manner as a droid.","EotE - Special Modifications (Technician Career) P:34"]
["Enhanced Leader","Passive","No","Yes",null,"Peacekeeper","Force talent. When making a Leadership check, the character may add C equal to Force rating to the check. The character may spend 🌓 to add s or a (character’s choice) to the result.","Force and Destiny - Core Rulebook P:142"]
["Essential Kill","Passive","No","Yes",null,"Executioner","Force Talent. When making a combat check that does not involve either using the Gunnery skill or operating a non-starship weapon the character may add  C no greater than his force rating to the check. The character may spend 🌓  to add  a or 🌓🌓🌓 to add x (Characters choice) to the result. a gained in this way cannot be used to recover strain","FaD - Savage Spirits (Seeker Career) P:30"]
["Exhaust Port [WEIRD DUPLICATE]","Active (Incidential)","No","No",null,"Starfighter Ace\nGunner","Before attacking a starship or vehicle, the character may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack.","Age of Rebelion - Core Rulebook P:146 \nForce and Destiny - Core Rulebook P:142"]
["Expert Handler","Passive","Yes","No","Ace","Beast Rider","The character removes ⬛ per rank of Expert Handler from his Survival checks made to ride beasts.","AoR - Stay on Target (Ace Career) P:32"]
["Expert Tracker","Passive","Yes","No",null,"Seer\nHunter\nSurvivalist\nSharpshooter","The character removes ⬛ per rank of Expert Tracker from his checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker).","Age of Rebelion - Core Rulebook P:146  \nEdge of the Empire - Core Rulebook P:135\nForce and Destiny - Core Rulebook P:142"]
["Eye for Detail","Active (Incidential)","Yes","No","Technician","Cyber Tech\nDroid Tech","After rolling the dice pool for a Mechanics or Computers check but before interpreting the results. the character may voluntarily suffer a number of strain no greater than his ranks in Eye for Detail. If he does. he may convert that many s into a (The character must stilt have at least s in the results at the end to succeed on the check.)","EotE - Special Modifications (Technician Career) P:34"]
["Falling Avalanche","Active (Incidential)","No","Yes","Sentinel","Shien Expert","Force talent. The character may suffer 2 strain to add additional damage equal to Brawn to one hit of a successful Lightsaber combat check.","Force and Destiny - Core Rulebook P:142"]
["Familiar Suns","Active (Maneuver)","No","No",">>>>>>>>","Commodore\nScout","Once per game session the character may spend a maneuver to make a Hard (ddd) Knowledge (Outer Rim) or Knowledge (Core Worlds) check. If successful the character is familiar with the type of planetary environment he finds himself in. He knows whether the planet is likely to be inhabited and. if so. where habitation could be found. He also knows about unusual environmental effects. hostile p:edators. or sources of potential profit.","Age of Rebelion - Core Rulebook P:146 \nEdge of the Empire - Core Rulebook P:135"]
["Fancy Paint Job","Passive","No","No","Technician\nAce","Modder\nRigger","The character can upgrade the ability of all of his Charm, Deception, and Negotiation checks made in the presence of his Signature Vehicle once.","AoR - Stay on Target (Ace Career) P:32 \nEotE - Special Modifications (Technician Career) P:34"]
["Fear the Shadows","Active (Action)","No","Yes","Sentinel","Sentry","Force Talent. The character may perform the Fear the Sahdows action. They make a Hard (ddd) Deception check targeting a single minion group or rival within long range, if the character succeeds, that minion group or rival flees the encounter. At the GM's Discretion, These NPCs may not flee due to extenuating circumstances (such as if there is no realistic path or means to leave the encounter or if the only way to leave the encounter may result in their deaths from a dangerous fall or leathal atmosphere) A character who has purchased this talent automatically gains 1 conflict at the begginning of a game session.","FaD - Endless Vigil (Sentinel Career) P:30"]
["Fearsome","Passive","Yes","No","Hired Gun","Aggressor\nEnforcer","When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character’s ranks in Fearsome. At the GM’s discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances.","EotE - Dangerous Covenants (Hired Gun Career) P:32 \nForce and Destiny - Core Rulebook P:142"]
["Feint","Passive","Yes","No",null,"Makashi Duelist","Upon missing an opponent with a Lightsaber, Brawl, or Melee combat check, the character may spend x or aaa to upgrade the difficulty of the opponent’s next combat check targeting the character during this encounter by the character’s ranks in Feint.","Force and Destiny - Core Rulebook P:142"]
["Feral Strength","Passive","Yes","No",null,"Marauder\nCommando","The character deals + 1 damage on all successful Brawl and Melee checks per rank of Feral Strength.","Age of Rebelion - Core Rulebook P:146  \nEdge of the Empire - Core Rulebook P:135"]
["Field Commander","Active (Action)","No","No",null,"Peacekeeper\nMercenary Soldier\nSquadron Leader\nTactitian","The character may take a Field Commander action. By successfully passing an Average (dd) Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.","Age of Rebelion - Core Rulebook P:146  \nEdge of the Empire - Core Rulebook P:135\nForce and Destiny - Core Rulebook P:143"]
["Field Commander [Improved]","Passive","No","No",null,"Peacekeeper\nMercenary Soldier\nSquadron Leader\nTactitian","When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend x generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver.","Age of Rebelion - Core Rulebook P:146 \nEdge of the Empire - Core Rulebook P:135\nForce and Destiny - Core Rulebook P:143"]
["Fine Tuning","Passive","Yes","No","Sentinel","Artisan\nMechanic\nDriver","Whenever the character repairs system strain on a starship or vehicle, he repairs one additional system strain per rank of Fine Tuning.","Age of Rebelion - Core Rulebook P:146\nEdge of the Empire - Core Rulebook P:135 \nForce and Destiny - Core Rulebook P:143"]
["Fire Control","Passive","Yes","No",null,"Commodore","When in a starship or vehicle, the character can make a Fire Control maneuver. If he does so, all combat checks from the starship or vehicle count the silhouette of the target as one higher than normal until the beginning of the character's next turn. This effect does not stack with multiple uses of the Fire Control maneuver.","Age of Rebelion - Core Rulebook P:147"]
["Forager","Passive","No","No",null,"Seer\nPathfinder\nForce Exile\nScout\nSurvivalist\nMedic\nScout","The character removes up to ⬛⬛ from his skill checks to find food, water, or shelter. Survival checks to forage take half the time.","Age of Rebelion - Core Rulebook P:147 \nEdge of the Empire - Core Rulebook P:135 \nForce and Destiny - Core Rulebook P:143"]
["Force Assault","Passive","No","Yes",null,"Niman Disciple","Force talent. Upon missing an opponent with a Lightsaber (Willpower) attack, the character may spend x or aaa to perform a Move Force power action as a maneuver this turn (the character must still be able to perform maneuvers and still may not perform more than two maneuvers in a turn). \nThe character must have already purchased the Move Force power to use it as part of this ability.","Force and Destiny - Core Rulebook P:143"]
["Force Connection","Passive","No","Yes",null,"Hermit","Force talnt. When the character ptrforms a Survival or Knowledge (Xenology) skill check. he may roll a number of C no grater than his Force rating, The character may spend 🌓 to add s or a (character's choice) to the result","FaD - Savage Spirits (Seeker Career) P:30"]
["Force of Will","Active (Incidential)","No","No",null,"Force Emergent","Once per game session, the character can choose to make one skill check using Willpower, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his willpower is helping him overcome this challenge.","Age of Rebelion - Core Rulebook P:147"]
["Force Protection","Active (Maneuver)","Yes","Yes",null,"Protector","Force talent. The character may take the Force Protection maneuver, suffering 1 strain and committing a number of C no greater than Force rating or ranks of Force Protection. The character then increases his soak value by an equal amount. The character suffers 1 strain at the beginning of each of his turns in which he keeps these dice committed.","Force and Destiny - Core Rulebook P:143"]
["Force Rating","Passive","Yes","Yes",null,"All Force Sensitives","Force talent. Each rank permanently increases the character’s Force rating by one.","Age of Rebelion - Core Rulebook P:147 \nEdge of the Empire - Core Rulebook P:135  \nForce and Destiny - Core Rulebook P:143"]
["Forewarning","Active (Action)","No","Yes",null,"Seer","Force talent. The character may take the Forewarning action. All allies within medium range increase their melee and ranged defense by a number equal to the character’s Force rating until they take their first turn during an encounter. If they have already taken their first turn, Forewarning has no effect.","Force and Destiny - Core Rulebook P:143"]
["Form on Me","Passive","No","No",null,"Squadron Leader","When the character performs the Gain the Advantage action, a number of allied vehicles equal to his ranks in Leadership and within close range also gain the benefits of the action on the target. These allied vehicles maintain the benefits until they leave close range with the character or the character loses the benefits of Gain the Advantage.","Age of Rebelion - Core Rulebook P:147"]
["Fortified Vacuum Seal","Passive","Yes","No","Ace","Rigger","The character increases the hull trauma threshold of his Signature Vehicle by 1 per rank of Fortified Vacuum Seal.","AoR - Stay on Target (Ace Career) P:32"]
["Fortune Favors the Bold","Active (Incidential, Out of Turn)","No","No","Smuggler","Gambler","Once per game session, as an out of turn incidental, the character may suffer two strain to flip one dark side Destiny Point to a light side Destiny Point (this cannot be used to interrupt the spending of a Destiny Point).","EotE - Fly Casual (Smuggler Career) P:32"]
["Freerunning","Active (Incidental)","No","No","Sentinel","Racer","Once per round, before performing a Move Maneuver the character may suffer 1 strain, If he does so he may use the Move maneuver to move to any location within short range (even straight up)  as long as there is some sort of object to move across or a path to move along.","FaD - Endless Vigil (Sentinel Career) P:30"]
["Freerunning [Improved]","Active (Incidental)","No","No","Sentinel","Racer","Once per round before performing a Move maneuver, the character may suffer 4 strain, if he does so he ma use his Move maneuver to move to any location within medium range (even straight up) as long as there is some sort of object to move across or path to move along.","FaD - Endless Vigil (Sentinel Career) P:30"]
["Frenzied Attack","Active (Incidential)","Yes","No",null,"Marauder\nInfiltrator","When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. The number cannot exceed his ranks in Frenzied Attack.","Age of Rebelion - Core Rulebook P:147 \nEdge of the Empire - Core Rulebook P:135"]
["Full Stop","Active (Maneuver)","No","No","Explorer","Driver\nSquadron Leader","When piloting a ship or vehicle, the character may take the Full Stop maneuver to immediately reduce the speed of the ship or vehicle to zero. The ship or vehicle then suffers one point of system strain for every point of speed it had before stopping.","Age of Rebelion - Core Rulebook P:147\nEotE - Enter the Unknown (Explorer Career) P:30"]
["Full Throttle","Active (Action)","No","No",null,"Starfighter Ace\nPilot\nDriver","The character may push a ship or vehicle past its limits of speed. He may perform the Full Throttle action, attempting a Hard (ddd) Piloting check. With success, the ship’s top speed increases by one for a number of rounds equal to Cunning. The ship still cannot perform actions or maneuvers it could not perform normally (e.g., actions that have a minimum speed requirement).","Age of Rebelion - Core Rulebook P:147  \nEdge of the Empire - Core Rulebook P:135 \nForce and Destiny - Core Rulebook P:143"]
["Full Throttle [Improved]","Active (Maneuver)","No","No",null,"Pilot\nDriver\nRacer","The character may voluntarily suffer one strain to attempt Full Throttle as a maneuver. In addition, the difficulty of Full Throttle is reduced to Average (dd).","Age of Rebelion - Core Rulebook P:148  \nEdge of the Empire - Core Rulebook P:136"]
["Full Throttle [Supreme]","Passive","No","No",null,"Pilot\nDriver\nRacer","When the character successfully performs Full Throttle, the ship's speed increases by two for a number of rounds equal to his Cunning.","Age of Rebelion - Core Rulebook P:148\nEdge of the Empire - Core Rulebook P:136"]
["Galaxy Mapper","Passive","Yes","No",null,"Starfighter Ace\nFringer\nPilot\nCommodore","The character removes ⬛ per rank of Galaxy Mapper from his Astrogation checks. In addition, Astrogation checks take 50% less time (this does not decrease with additional ranks of Galaxy Mapper).","Age of Rebelion - Core Rulebook P:148 \nEdge of the Empire - Core Rulebook P:136\nForce and Destiny - Core Rulebook P:144"]
["Gearhead","Passive","Yes","No",null,"Mechanic\nDriver\nArmorer","Remove ⬛ per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments is halved. This does not increase with multiple ranks of Gearhead.","Age of Rebelion - Core Rulebook P:148 \nEdge of the Empire - Core Rulebook P:136 \nFaD - Keeping the Peace (Guardian Career) P:30"]
["Good Cop","Passive","Yes","No","Colonist\nBounty Hunter","Marshal\nSkip Tracer","The character may spend aa from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.","EotE - Far Horizons (Colonist Career) P:33\nEotE - No Disintergrations (Bounty Hunter Career) P:34"]
["Grapple","Active (Maneuver)","No","No","Guaridan\nBounty Hunter","Warden\nMartial Artist","Once per round. the character may perform the Grapple maneuver. Until the beginning of the character's next turn. Enemies must spend two maneuvers instead of one maneuver to move from engaged range to short range of him.","FaD - Keeping the Peace (Guardian Career) P:30\nEotE - No Disintergrations (Bounty Hunter Career) P:34"]
["Greased Palms","Active (Maneuver)","No","No","Colonist","Quatermaster\nEntrepreneur","Before making a social interaction check, the character may perform a Greased Palms maneuver and spend up to 50 credits per rank of Greased palms. For every 50 credits spent, the character upgrades the ability of the skill check once. How the money accomplishes this can be up to the player and GM, but could take the form of bribes, buying gifts, or even purchasing information that gives the character an advantage in the ensuing interaction.","Age of Rebelion - Core Rulebook P:148 \nEotE - Far Horizons (Colonist Career) P:33"]
["Grit","Passive","Yes","No","All","All","Each rank of Grit increases a character’s strain threshold by one.","Age of Rebelion - Core Rulebook P:148  \nEdge of the Empire - Core Rulebook P:136  \nForce and Destiny - Core Rulebook P:144"]
["Guns Blazing","Active (Incidential)","No","No","Smuggler","Gunslinger","When making a combined combat check with two Ranged (Light) weapons, the character may suffer two strain in order to refrain from increasing the difficulty of the check for attacking with two weapons.","EotE - Fly Casual (Smuggler Career) P:33"]
["Harass","Active (Incidential)","No","No",null,"Hermit","Whenever the character's bonded animal makes a succssful combat check, the character may choose to have the attack deal no damage, if so the target upgrades the difficulty of the next check once, this can stack should multiple charcters perform this action on the same target","FaD - Savage Spirits (Seeker Career) P:30"]
["Hard-Boiled","Passive","Yes","No","Bounty Hunter","Skip Tracer","When making a check to recover strain at the end of an encounter, the charcter may spend a to recover 1 wound. a spend this way cannot exceed characters ranks in Hard-Boiled","EotE - No Disintergrations (Bounty Hunter Career) P:34"]
["Hard Headed","Active (Action)","Yes","No",null,"Bodyguard\nMechanic\nSaboteur","On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred from performing actions when staggered). He makes a Daunting (dddd) Discipline check. If he succeeds, he is no longer st􀢆ggered or disoriented. The difficulty of this check decreases per additional rank of Hard Headed, to a minimum of one difficulty.·","Age of Rebelion - Core Rulebook P:148 \nEdge of the Empire - Core Rulebook P:136"]
["Hard Headed [Improved]","Active (Action)","No","No",null,"Bodyguard\nSaboteur","The character may use his Hard Headed action to recover from being incapacitated due to exceeding his strain threshold on his next turn after being incapacitated, he may make a Formidable (ddddd) Discipline check as his Hard Headed action (this action may specifically be performed even though he is normally barred from performing actions). If he succeeds.  decrease his strain to one below his strain threshold. The difficulty of this check decreases per rank of Hard Headed. to a minimum of one difficulty.","Age of Rebelion - Core Rulebook P:148 \nEdge of the Empire - Core Rulebook P:136"]
["Hawk Bat Swoop","Active (Action)","No","Yes",null,"Ataru Striker","Force talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding C no greater than Force rating to the pool. The character may spend 🌓 before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend 🌓 to add a to the check. If the character cannot move to engage the target, the attack automatically misses.","Force and Destiny - Core Rulebook P:144"]
["Healing Trance","Active (Action)","Yes","Yes",null,"Healer","Force talent. The character may commit C. For every full twenty-four hours C remains committed, the character heals 1 wound he is suffering per rank of Healing Trance. This is in addition to wounds healed due to natural rest or other abilities.","Force and Destiny - Core Rulebook P:144"]
["Healing Trance [Improved]","Passive","No","Yes",null,"Healer","Force talent. Whenever the character heals wounds as a result of Healing Trance, if the character is suffering from a Critical Injury, he makes a Resilience check with the difficulty equal to the Critical Injury’s severity rating. On a successful check, the character recovers from the Critical Injury. If the character is suffering from multiple Critical Injuries, he chooses which one to attempt to recover from.","Force and Destiny - Core Rulebook P:144"]
["Heavy Hitter","Active (Incidential)","No","No","Hired Gun\nSoldier","Heavy","Once per session, the character may spend x on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1 .","EotE - Dangerous Covenants (Hired Gun Career) P:32\nAoR - Forged in Battle (Soldier Career) P:35"]
["Heightened Awareness","Passive","No","No",null,"Protector\nScout","Allies within short range of the character add ⬛ to their Perception and Vigilance checks. Allies engaged with him add ⬛⬛ instead.","Age of Rebelion - Core Rulebook P:145 \nAge of Rebelion - Core Rulebook P:148 \nEdge of the Empire - Core Rulebook P:136"]
["Heroic Fortitude","Active (Incidential)","No","No",null,"Aggressor\nMarauder\nSurvivalist\nCommando\nGunner","The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn or Agility-related checks until the end of the encounter. He still suffers from the injury itself.","Age of Rebelion - Core Rulebook P:148 \nEdge of the Empire - Core Rulebook P:137 \nForce and Destiny - Core Rulebook P:145"]
["Heroic Resilience","Active (Incidential, Out of Turn)","No","No","Hired Gun\nSoldier","Heavy","Immediately after being hit by a successful combat check but before damage is calculated, the character may spend one Destiny Point to increase his soak by a number equal to his ranks in Resilience.","EotE - Dangerous Covenants (Hired Gun Career) P:32\nAoR - Forged in Battle (Soldier Career) P:35"]
["Hidden Storage","Passive","Yes","No",null,"Scoundrel\nThief\nScientist","Any large equipment. vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player. and the sizes of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon. whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable (ddddd) difficulty.","Age of Rebelion - Core Rulebook P:148 \nEdge of the Empire - Core Rulebook P:137"]
["Hindering Shot","Active (Incidental)","No","No","Bounty Hunter","Operator","The character may voluntarily increase the difficulty of a Gunnery combat check once to inflict a hindering shot on a vehicle. If the character succeeds and deals damage to the target vehicle's hull trauma threshold, the vehicle suffers system strain equal to its current speed whenever it moves until the end of the encounter.","EotE - No Disintergrations (Bounty Hunter Career) P:34"]
["High-G Training","Active (Incidential, Out of Turn)","Yes","No","Ace","Hotshot","When a starship or vehicle the character is currently piloting would suffer system strain (either voluntary or involuntary), the character may suffer a number of strain up to his ranks in High-G Training. If he does, the amount of system strain the starship or vehicle suffers is reduced by that amount (to a minimum of 0).","AoR - Stay on Target (Ace Career) P:32"]
["Hold Together","Active (Incidential, Out of Turn)","No","No",null,"Mechanic\nCommodore","The character may spend a Destiny Point to make a Hold Together incidental immediately after a vehicle or starship he has repaired at some point takes damage. The character explains why the apparently serious damage was in fact superficial and the damage from the attack becomes system strain instead.","Age of Rebelion - Core Rulebook P:149 \nEdge of the Empire - Core Rulebook P:137"]
["Holistic Navigation","Active (Incidential)","No","Yes",null,"Navigator","Force Talent. When making an astrogation skill check the character may spend one Destiny Point to remove y, or to remove t equal to his ranks in perception","FaD - Savage Spirits (Seeker Career) P:30"]
["Hunter","Passive","Yes","No",null,"Hunter\nSurvivalist","The character adds ⬛ per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat checks. The character adds +10 per rank of Hunter to all of his Critical Injury rolls against animals.","Edge of the Empire - Core Rulebook P:137 \nForce and Destiny - Core Rulebook P:145"]
["Hunter's Quarry","Active (Action)","No","No","Seeker\nExplorer","Executioner\nBig-Game Hunter","The character may take the Hunter's Quarry action against an opponent within long range making a Hard (ddd) Survival Check, if the check succeeds, upgrade the ability of all attacks made against the target by one until the end of the characters turn.","EotE - Enter the Unknown (Explorer Career) P:30 \nFaD - Savage Spirits (Seeker Career) P:30"]
["Hunter's Quarry [Improved]","Passive","No","No",null,"Executioner","The Character can choose to suffer 2 strain to perform the Hunter's Quarry action as a maneuver instead.","EotE - Enter the Unknown (Explorer Career) P:30 \nFaD - Savage Spirits (Seeker Career) P:30"]
["Idealist","Active (Incidential)","Yes","No","NPC only","NPC Only","Spend 1 strain to add a on a skill check","EotE - Jewel of Yavin (Adventure book) P:62"]
["Imbue Item","Active (Maneuver)","No","Yes","Sentinel","Artisan","Force talent. The character may take the Imbue Item maneuver, suffering 1 strain and committing C. He then grants one weapon or item at short range a temporary enhancement chosen from the following options: increase weapon’s damage by one, decrease the a cost for its Critical or for any other single effect by one to a minimum of 1, or increase a piece of armor’s ranged or melee defense by one. Alternatively, the character can decrease an item’s encumbrance by two to a minimum of 1. The character suffers 1 strain at the beginning of each of his turns in which he keeps this die committed.","Force and Destiny - Core Rulebook P:145"]
["Impossible Fall","Active (Incidential, Out of Turn)","No","Yes","Sentinel","Sentry","Force Talent. Once per session, when the character is falling, that character may perform the Impossible Fall incidental. The character makes a Force Power Check and may spend  to land somewhere safe such as on a pile of empty boxes in a street or a muddy spot in the middle of a lava field. The character may then spend additional  to reduce the effects of the fall by one range band and may do so multiple times.","FaD - Endless Vigil (Sentinel Career) P:31"]
["Improvised Detonation","Active (Action)","No","No","Hired Gun","Demolitionist","Once per session, the character may make a Hard (ddd) Mechanics check to perform the Improvised Detonation action and build an explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressureactivated, or even a fuse) and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in Mechanics plus s on the initial check, and possesses the Blast quality at an equal value. The character can spendx to increase the damage by an additional 2. A y causes the device to detonate immediately in the owner's face. If the check would have been otherwise successful. the premature detonation does damage based on the successful check (and has an equivalent Blast quality). If the check would have failed. the premature detonation only does damage equal to ranks in Mechanics plus ranks in Intellect.","EotE - Dangerous Covenants (Hired Gun Career) P:32"]
["Improvised Detonation [Improved]","Passive","No","No","Hired Gun","Demolitionist","Reduce the difficulty of Improvised Detonation's check to Average (dd) and increase the damage dealt by the explosive to ranks in Intellect plus twice the character's ranks in Mechanics plus s on the initial check (this includes the damage dealt on a premature detonation triggered by y).","EotE - Dangerous Covenants (Hired Gun Career) P:32"]
["In the Know","Passive","Yes","No","Diplomat","Propagandist","The character removes ⬛ per rank of In the Know from checks to get information from people or disseminate news to others. Further, if the character does not state or display his affiliation, minion NPCs do not realize the character’s allegiance when he questions them.","AoR - Desperate Allies (Diplomat Career) P:33"]
["In the Know [Improved]","Active (Action)","No","No","Diplomat","Propagandist","Once per session, the character may take the In the Know action by making an opposed Deception vs Vigilance check against a chosen NPC (who need not be present), with the difficulty downgraded once per rank of In the Know. If the character succeeds, he invents one piece of misinformation that he has been spreading; the NPC already believes that misinformation and is unaware that it originated from the character.\nThe misinformation must be a false statement of fact and relatively simple (such as a false location of a Rebel Alliance base, the name of a supposed “traitor,\" or the overview of a fake battle plan). When the character does this, he must explain how he leaked this falsified information to the NPC who has come to believe it.","AoR - Desperate Allies (Diplomat Career) P:33"]
["Incite Rebellion","Active (Action)","No","No",null,"Agitator","Once per game session, the character can take an Incite Rebellion action to make a Hard (ddd) Coercion check. If successful, a number of beings up to his ranks in Coercion become unhappy and try to take action against an organization or authority with power over them until the end of the encounter. This could be due to something the character did or said, or just because the beings were already unhappy with their position.","Age of Rebelion - Core Rulebook P:149"]
["Indistinguishable","Passive","Yes","No","Sentinel","Shadow\nThief\nAmbassador\nForce Emergent","The character’s appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable.","Age of Rebelion - Core Rulebook P:149 \nEdge of the Empire - Core Rulebook P:137 \nForce and Destiny - Core Rulebook P:145"]
["Informant","Active (Incidential)","No","No","Diplomat\nBounty Hunter","Propagandist\nSkip Tracer","Once per game session, the character may reveal a contact who possesses information on a particular subject of his choice.\nWhen the character does this, he must explain how he knows this contact and how the contact can shed light on the matter in question. The contact should be available to the PCs, but the GM decides what the contact’s expertise might cost.","AoR - Desperate Allies (Diplomat Career) P:33\nEotE - No Disintergrations (Bounty Hunter Career) P:34"]
["Insight","Passive","No","Yes",null,"Force Exile\nForce Emergent","Perception and Vigilance become career skills.","Age of Rebelion - Core Rulebook P:149 \nEdge of the Empire - Core Rulebook P:137"]
["Inspiring Rhetoric","Active (Action)","No","No",null,"Politico\nAmbassador","The character may take the Inspiring Rhetoric action. Make an Average (dd) Leadership check. For each s. one ally within close range recovers one strain. For each a. one ally benefiting from Inspiring Rhetoric recovers one additional strain.","Age of Rebelion - Core Rulebook P:149 \nEdge of the Empire - Core Rulebook P:137"]
["Inspiring Rhetoric [Improved]","Passive","No","No",null,"Politico\nAmbassador","Each any affected by Inspiring Rhetoric gains ⬛ on all skill checks for a number of rounds equal to the character's ranks in Leadership.","Age of Rebelion - Core Rulebook P:149 \nEdge of the Empire - Core Rulebook P:137"]
["Inspiring Rhetoric [Supreme]","Active (Incidential)","No","No",null,"Politico\nAmbassador","The character may voluntarily suffer one strain to perform Inspiring Rhetoric as a maneuver instead of an action.","Age of Rebelion - Core Rulebook P:149 \nEdge of the Empire - Core Rulebook P:137"]
["Intense Focus","Active (Maneuver)","No","No",null,"Force Exile\nScholar","Before making a skill check. the character may perform the Intense Focus maneuver, suffering one strain to upgrade the ability of the skill check once.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:137"]
["Intense Presence","Active (Incidential, Out of Turn)","No","No",null,"Makashi Duelist\nPolitico\nAmbassador","The character may spend one Destiny Point to recover strain equal to his Presence rating.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:137 \nForce and Destiny - Core Rulebook P:145"]
["Interjection","Active (Incidential, Out of Turn)","No","No","Diplomat","Advocate","After another character makes a social check, the character may suffer 3 strain and make an Average (dd) Vigilance check. The character may add s or f to the results of the chosen check equal to s on the Vigilance check and a or t equal to a on the Vigilance check.","AoR - Desperate Allies (Diplomat Career) P:34"]
["Intimidating","Active (Incidential, Out of Turn)","Yes","No",null,"Aggressor\nGadgeteer\nAgitator","When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:137 \nForce and Destiny - Core Rulebook P:145"]
["Intuitive Evasion","Active (Maneuver)","Yes","Yes",null,"Starfighter Ace","Force talent. When piloting a vehicle of silhouette 5 or smaller, the character may take the Intuitive Evasion maneuver, suffering 1 strain and committing a number of C no greater than his Force rating or his ranks of Intuitive Evasion. He then upgrades the difficulty of combat checks targeting his vehicle by an equal amount. The character suffers one strain at the beginning of each of his turns in which these dice remain committed.","Force and Destiny - Core Rulebook P:145"]
["Intuitive Improvements","Passive","No","Yes","Sentinel","Artisan","Force talent. When making a check to repair or craft an item, the character may add C no greater than Force rating to the check. The character may spend 🌓🌓 to permanently increase the number of hard points the item has by one, to a maximum of two additional hard points. An item may only be improved in this way once.","Force and Destiny - Core Rulebook P:145"]
["Intuitive Navigation","Passive","No","Yes",null,"Navigator","Force Talent. When Performing an Astrogation or Knowledge (Outer Rim) skill check, the character may roll a number of C no Greater than his Force rating. The character may spend 🌓 to add s or a (characters choice) to the result","FaD - Savage Spirits (Seeker Career) P:30"]
["Intuitive Shot","Passive","No","Yes",null,"Hunter","Force talent. When making a Ranged (Heavy) or Ranged (Light) combat check, the character may add C no greater than Force rating to the check. The character may spend 🌓 to add s or a (character’s choice) to the result.","Force and Destiny - Core Rulebook P:145"]
["Intuitive Strike","Passive","No","Yes",null,"Starfighter Ace","Force talent. When making a combat check with a vehicle weapon, the character may add º no greater than Force rating to the check. The character may spend 🌓🌓 to add s or a (character’s choice) to the result","Force and Destiny - Core Rulebook P:145"]
["Inventor","Passive","Yes","No","Sentinel","Artisan\nOutlaw Tech\nScientist","When constructing new items or modifying existing attachments, the character may choose to add ⬛ or remove ⬛ from the check per rank of Inventor.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:137 \nForce and Destiny - Core Rulebook P:146"]
["Invigorate","Active (Incidential)","No","Yes",null,"Force Emergent","Force Talent. Once per encounter, when an ally within short range attempts a skill check using the Brawn or Agility characteristic, the character may roll C. Each 🌕 adds s to the target's check; however, each 🌑 adds t to the target's check.","Age of Rebelion - Core Rulebook P:150"]
["Iron Body","Passive","Yes","No","Bounty Hunter","Martial Artist","The Character removes ⬛ per rank of Iron Body from their Coordination and Resilience checsk. The critical rating of the character's unarmed attacks is reduced by 1 per rank of Iron Body, to a minimum of 1","EotE - No Disintergrations (Bounty Hunter Career) P:34"]
["It's Not That Bad","Active (Incidential, Out of Turn)","No","No",null,"Medic","Once per game session, when an ally is about to suffer a critical injury, the character can take an It's Not That Bad incidental to make a Hard (ddd) Medicine check. If successful, the ally does not gain the Critical Injury and does not suffer any of its normal effects (although the attack that caused the Critical Injury still deals its damage as normal).","Age of Rebelion - Core Rulebook P:150"]
["Jump Up","Active (Incidential)","No","No",null,"Ataru Striker\nAssassin\nFringer\nThief\nInfiltrator\nRecruit","Once per round on the character’s turn, the character may stand up from prone or a seated position as an incidental.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:138 \nForce and Destiny - Core Rulebook P:146"]
["Jury Rigged","Passive","Yes","No",null,"Gadgeteer\nOutlaw Tech\nGunner","The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one, decrease the a cost on its Critical Hit or any single other effect by one, or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two, to a minimum of one.\nThe bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:138"]
["Just Kidding!","Active (Incidential, Out of Turn)","No","No","Smuggler","Charmer","Once per round as an incidental, when the character or any of his allies in short range generates y on a social skill check, the character may spend one Destiny Point to convert a single y generated on the check to f When he does this, he must explain what he says or does to smooth things over after the verbal misstep.","EotE - Fly Casual (Smuggler Career) P:33"]
["Keen Eyed","Passive","Yes","No",null,"Hunter\nPathfinder\nSeer","The character removes ⬛ per rank of Keen Eyed from his Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal. This does not decrease with additional ranks of Keen Eyed.","Force and Destiny - Core Rulebook P:146"]
["Kill with Kindness","Passive","Yes","No","Consular","Sage\nPolitico\nAmbassador","The character removes ⬛ per rank of Kill with Kindness from his Charm and Leadership checks.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:138 \nForce and Destiny - Core Rulebook P:146"]
["Knockdown","Passive","No","No",null,"Fringer\nMarauder\nCommando\nInfiltrator","After hitting with a melee attack, the character may knock the target prone by spending a x. If the target is larger than the acting character, it requires one additional x for each size band larger.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:138"]
["Know Somebody","Active (Incidential)","Yes","No",null,"Advisor\nTrader\nQuatermaster","Once per game session, when attempting to purchase a legally available item, the character may reduce its rarity by one step per rank of Know Somebody.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:138 \nForce and Destiny - Core Rulebook P:146"]
["Know-It-All","Active (Incidental)","No","No","Diplomat","Analyst","Once per session, the character may, as if he had spent a Destiny Point, perfectly recall one important fact he previously learned. If the character’s controlling player does not remember the specifics of the fact the player wishes to have the character recall, the Game Master should remind him of the relevant facts (provided the character has actually encountered the information).","AoR - Desperate Allies (Diplomat Career) P:34"]
["Knowledge is Power","Active (Incidential)","No","Yes",null,"Advisor","Force power. Once per session, when making a single check, the character may treat his Force rating as being equal to his ranks in Knowledge (Lore).","Force and Destiny - Core Rulebook P:146"]
["Knowledge Specialization","Passive","Yes","No","Consular","Sage\nScientist","When the character first acquires this talent, he may choose one Knowledge skill. When making checks with that skill, he may spend x to gain additional s equal to his ranks in Knowledge Specialization.","Age of Rebelion - Core Rulebook P:150 \nEdge of the Empire - Core Rulebook P:138 \nForce and Destiny - Core Rulebook P:146"]
["Knowledgeable Healing","Passive","No","No",null,"Healer","When the character performs a successful Medicine check to heal an ally, the character may spend 1 Destiny Point to allow the target to heal additional wounds equal to the character’s ranks in Knowledge (Xenology).","Force and Destiny - Core Rulebook P:146"]
["Known Schematic","Active (Maneuver)","No","No",null,"Outlaw Tech\nCommodore","Once per game session. the character may spend a maneuver to make a Hard (ddd) Education check. Success means the character is familiar with a building or capital ship's design. He now knows the location of critical components or facilities within the ship or vehicle, as well as his own location. He can also plan unconventional routes around obstacles. Additional s. a, or x results can reveal other useful information at the GM's discretion.","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:138"]
["Koiogran Turn","Active (Maneuver)","No","No","Ace","Hotshot","When the character is piloting a starship or vehicle on which an opponent has gained the advantage the character may suffer 2 strain to perform a Koiogran Turn maneuver, immediately removing the effects of Cain the Advantage any opponents have on the character's starship or vehicle. This maneuver can only be performed in a starship or vehicle with a speed of 4 or higher.","AoR - Stay on Target (Ace Career) P:32"]
["Larger Project","Passive","Yes","No","Technician\nAce","Modder\nRigger","The character can choose a Signature Vehicle with a silhouette value 1 higher than normal per rank of Larger Project.","AoR - Stay on Target (Ace Career) P:32 \nEotE - Special Modifications (Technician Career) P:34"]
["Lethal Blows","Passive","Yes","No",null,"Assassin\nMarauder\nSharpshooter\nExecutioner","The character adds + 10 per rank of Lethal Blows to any Critical Hit rolls inflicted on opponents.","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:138 \nFaD - Savage Spirits (Seeker Career) P:30"]
["Let's Ride","Active (Incidential)","No","No",null,"Fringer\nPilot\nScout\nPilot\nSquadron Leader\n","Once per round on the character's turn, the character may mount or dismount from a vehicle or beast, or slide into the cockpit or weapon station aboard a starship, as an incidental instead of a maneuver.","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:138"]
["Lightsaber Mastery","Passive","No","Yes","NPC only","NPC Only","may use Willpower instead of Brawn when making lightsaber checks","NoP:139"]
["Loom","Passive","No","No","Hired Gun","Enforcer","When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds a). per rank in Coercion to the ally's check.","EotE - Dangerous Covenants (Hired Gun Career) P:32"]
["Machine Mender","Passive","Yes","No","Technician","Droid Tech","When this characcer makes a Mechanics check to help a character heal wounds. the target heals one additional wound per rank of Machine Mender. (Typically, only droids can be healed with Mechanics checks;","EotE - Special Modifications (Technician Career) P:34"]
["Makashi Finish","Active (Action)","No","Yes",null,"Makashi Duelist","Force talent. The character may take the Makashi Finish action, making a Lightsaber (Presence) combat check, adding C no greater than Force rating to the check. The character may spend 🌓 to add +10 to any Critical Injury roll resulting from the check."]
["Makashi Flourish","Active (Action)","No","Yes",null,"Makashi Duelist","Force talent. Once per encounter, the character may take the Makashi Flourish action, making an Average (dd) Lightsaber (Presence) check. If successful, one engaged opponent suffers strain equal to s (ignoring soak), and the character recovers an equal amount of strain. The character may also spend aaa or x generated on the check to stagger the opponent until the end of the target’s next turn.","Force and Destiny - Core Rulebook P:146"]
["Makashi Technique","Active (Incidential)","No","Yes",null,"Makashi Duelist","Force talent. When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.","Age of Rebelion - Core Rulebook P:146"]
["Marked for Death","Active (Maneuver)","No","Yes",null,"Executioner","Force Talent. The character may take the Marked for Death Maneuver, selecting one target and commiting C. The character adds automatic aa to combat checks against that target while C remains committed but cannot use the Marked for Death talent again until the character uncommits C. the original target is incapacitated or the session ends a gained in this way cannot be used to recover strain","FaD - Savage Spirits (Seeker Career) P:30"]
["Martial Grace","Active (Incidental)","No","No","Bounty Hunter","Martial Artist","Once per round, the character may suffer 2 strain to add additional damage equal to the characters ranks in coordination to one hit of a succesful Brawl Combat check.","EotE - No Disintergrations (Bounty Hunter Career) P:35"]
["Master Artisan","Active (Incidential)","No","No","Sentinel","Artisan","Once per round, the character may voluntarily suffer two strain to decrease the difficulty of his next Mechanics check (or his next check to build or mod an item) by one, to a minimum of Easy (d).","Force and Destiny - Core Rulebook P:146"]
["Master Doctor","Active (Incidential)","No","No",null,"Medic","Once per round, the character may suffer two strain to decrease the difficulty of his next Medicine check by one. to a minimum of Easy (d)·","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:138"]
["Master Driver","Active (Incidential)","No","No",null,"Master Driver","Once per round when piloting a vehicle using the Piloting (Planetary) skill, the character may voluntarily suffer two strain to perform any action as a maneuver instead.","Age of Rebelion - Core Rulebook P:151 \nEotE - Enter the Unknown (Explorer Career) P:30"]
["Master Grenadier","Passive","No","No","Hired Gun","Saboteur\nDemolitionist","The character decreases the a cost to activate the Blast quality on any weapon he uses by 1 to a minimum of 1. This includes the cost to activate the Blast quality if the weapon misses.","Age of Rebelion - Core Rulebook P:151 \nEotE - Dangerous Covenants (Hired Gun Career) P:32"]
["Master Instructor","Active (Incidential, Out of Turn)","No","No","commander","Instructor","Once per round as an out of turn incidental, the character may suffer 2 strain to allow an ally within short range to count as having the same number of ranks in the Discipline skill as the character for the next Discipline check the ally makes.","AoR - Lead by Example (Commander Career) P:34"]
["Master Leader","Active (Incidential)","No","No",null,"Squadron Leader","Once per round, the character may suffer two strain to decrease the difficulty of his next Leadership check by one, to a minimum of Easy (d).","Age of Rebelion - Core Rulebook P:151"]
["Master Merchant","Active (Incidential)","No","No",null,"Quatermaster","Before making a check when buying or selling items. or undertaking or paying off Obligation, the character may choose to suffer two strain. If the check succeeds, he sells the item for 25% more than base cost. buys it for 25% less. pays off an additional one Obligalion, or undertakes one less Obligation.","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:138"]
["Master of Shadows","Active (Incidential)","No","No","Sentinel","Shadow\nAssassin\nThief\nInfiltrator","Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy (d).","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:138 \nForce and Destiny - Core Rulebook P:146"]
["Master Pilot","Active (Incidential)","No","No",null,"Pilot","Once per round when piloting a starship or vehicle. the character may voluntarily suffer two strain to perform any action as a maneuver instead.","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:138"]
["Master Slicer","Active (Incidential)","No","No",null,"Slicer","Once per round, the character may suffer two strain to decrease the difficulty of the next Computers or other slicing related check by one. to a minimum of Easy (d).","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:139"]
["Master Starhopper","Active (Incidential)","No","No",null,"Fringer\nCommodore\nNavigator","Once per round, the character may suffer two strain to decrease the difficulty of his next Astrogation check by one. To a minimum of Easy (d).","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:139 \nFaD - Savage Spirits (Seeker Career) P:31"]
["Master Strategist","Active (Incidential, Out of Turn)","No","No","commander","Strategist","Once per phase during a mass combat, the character may suffer 2 strain to decrease the difficulty of the next Mass Combat check once.","AoR - Lead by Example (Commander Career) P:34"]
["Menace","Active (Maneuver)","No","No",null,"Hermit","Once per round on the character's turn the character may spend a maneuver to allow any suitably threatening creature linked through the Animal Bond talent and of silhouette 2 or greater to perform the Menace maneuver when the creature is at short range with an enemy. the enemy gains ⬛ on his next combat check against the character in the encounter. enemy characters who are immune to the effects of fear are also immune to this ability. The GM also has final determination as to if a creature can threaten an enemy based on relative sizes and natures.","FaD - Savage Spirits (Seeker Career) P:31"]
["Mental Bond","Active (Action)","No","Yes",null,"Pathfinder","Force talent. The character may take the Mental Bond action, committing C. As long as C remains committed, he may communicate mentally with an animal bonded to him via the Animal Bond talent. He can see and hear what it sees and hears, and in structured encounters, he may direct his animal (see the Animal Bond talent) at up to extreme range.","Force and Destiny - Core Rulebook P:147"]
["Mental Fortress","Active (Incidential)","No","No","Sentinel","Artisan\nShadow\nScholar\nSlicer\nScientist","The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Intellect or Cunning-related checks until the end of the encounter. He still suffers from the injury itself.","Age of Rebelion - Core Rulebook P:151 \nEdge of the Empire - Core Rulebook P:139 \nForce and Destiny - Core Rulebook P:147"]
["Mental Tools","Passive","No","Yes","Sentinel","Artisan","Force talent. The character always counts as having the right tools for the job when performing Mechanics checks.","Force and Destiny - Core Rulebook P:147"]
["Mind Over Matter","Active (Incidential, Out of Turn)","No","No","Seeker\nBounty Hunter","Executioner\nMartial Artist","The character may spend one Destiny Point to recover strain equal to his Willpower rating.","FaD - Savage Spirits (Seeker Career) P:31\nEotE - No Disintergrations (Bounty Hunter Career) P:35"]
["More Machine than Man","Passive","Yes","No","Technician","Cyber Tech","Each rank of More Machine than Man increases the character's cybernetic implant cap by 1","EotE - Special Modifications (Technician Career) P:34"]
["Moving Target","Passive","Yes","No","Soldier","Vanguard","If the character has already acted this round, increase his ranged defense by 1 per rank of Moving Target","AoR - Forged in Battle (Soldier Career) P:35"]
["Multiple Opponents","Passive","No","No",null,"Shii-Cho Knight","The character adds ⬛ to his Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions.","Force and Destiny - Core Rulebook P:147"]
["Museum Worthy","Active (Action)","No","No","Explorer","Archaeologist","Once per game session, the character may take an action to make a Hard (ddd) Knowledge (Education) check regarding a single relic, ruin, or piece of galactic history (subject to the GM's approval) . If successful, the character knows an amount of information about the item based on the number of s rolled","EotE - Enter the Unknown (Explorer Career) P:30"]
["Natural Athlete","Active (Incidential)","No","No","Colonist","Performer","Once per game session, the character may reroll any one Athletics or Coordination check.","EotE - Far Horizons (Colonist Career) P:33"]
["Natural Blademaster","Active (Incidential)","No","No",null,"Shii-Cho Knight","Once per game session, the character may reroll any one Lightsaber or Melee check.","Force and Destiny - Core Rulebook P:147"]
["Natural Brawler","Active (Incidential)","No","No",null,"Marauder\nInfiltrator","Once per game session, the character may reroll any one Brawl or Melee check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139"]
["Natural Charmer","Active (Incidential)","No","No",null,"Advisor\nPolitico\nScoundrel\nAmbassador","Once per game session, the character may reroll any one Charm or Deception check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139 \nForce and Destiny - Core Rulebook P:147"]
["Natural Doctor","Active (Incidential)","No","No",null,"Healer\nDoctor\nMedic","Once per game session, the character may reroll any one Medicine check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139 \nForce and Destiny - Core Rulebook P:148"]
["Natural Driver","Active (Incidential)","No","No","Explorer","Driver","Once per game session, the character may reroll any one Piloting (Planetary) or Gunnery check.","Age of Rebelion - Core Rulebook P:153 \nEotE - Enter the Unknown (Explorer Career) P:30"]
["Natural Enforcer","Active (Incidential)","No","No",null,"Gadgeteer\nAgitator","Once per game session. the character may reroll any one Coerce or Streetwise check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139"]
["Natural Hunter","Active (Incidential)","No","No",null,"Hunter\nScout","Once per game session, the character may reroll any one Perception or Vigilance check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139  \nForce and Destiny - Core Rulebook P:148"]
["Natural Instructor","Active (Incidential)","No","No","commander","Instructor","Once per game session, the character may reroll any one Discipline or Leadership check.","AoR - Lead by Example (Commander Career) P:34"]
["Natural Leader","Active (Incidential)","No","No",null,"Peacekeeper\nTactician","Once per game session, the character may reroll anyone Cool or Leadership check.","Age of Rebelion - Core Rulebook P:153 \nForce and Destiny - Core Rulebook P:148"]
["Natural Marksman","Active (Incidential)","No","No",null,"Mercenary Soldier\nSharpshooter","Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139"]
["Natural Merchant","Active (Incidential)","No","No","Colonist","Entrepreneur","Once per game session, the character may reroll any one Streetwise or Negotiation check.","EotE - Far Horizons (Colonist Career) P:33"]
["Natural Mystic","Active (Incidential)","No","No",null,"Seer","Force talent. Once per session, the character may reroll any one Force power check.","Force and Destiny - Core Rulebook P:148"]
["Natural Negotiator","Active (Incidential)","No","No",null,"Sage\nTrader\nQuartermaster","Once per game session, the character may reroll any one Cool or Negotiation check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139 \nForce and Destiny - Core Rulebook P:148"]
["Natural Outdoorsman","Active (Incidential)","No","No",null,"Pathfinder\nSurvivalist\nCommando\nTactician","Once per game session, the character may reroll any one Resilience or Survival check.","Age of Rebelion - Core Rulebook P:153\nEdge of the Empire - Core Rulebook P:139 \nForce and Destiny - Core Rulebook P:148"]
["Natural Pilot","Active (Incidential)","No","No",null,"Pilot","Once per game session. the character may reroll any one Pilot or Gunnery check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139"]
["Natural Programmer","Active (Incidential)","No","No",null,"Slicer","Once per game session. the character may reroll any one Computers or Astrogation check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139"]
["Natural Rogue","Active (Incidential)","No","No",null,"Thief\nInfiltrator","Once per game session. the character may reroll any one Skulduggery, Stealth. or Surveillance check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139"]
["Natural Scholar","Active (Incidential)","No","No",null,"Scholar\nScientist","Once per game session, the character may reroll any one Knowledge skill check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139"]
["Natural Tinkerer","Active (Incidential)","No","No","Sentinel","Artisan\nMechanic","Once per game session, the character may reroll any one Mechanics check.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139 \nForce and Destiny - Core Rulebook P:148"]
["Niman Technique","Passive","No","Yes",null,"Niman Discipe","Force talent. When making a Lightsaber skill check, the character may use Willpower instead of Brawn.","Force and Destiny - Core Rulebook P:148"]
["No Escape","Passive","No","Yes",null,"Warden","Force talent. When making a Coercion check. the character may spend aa to cause one enemy within short range to lose his free maneuver during his next turn. When a foe within short range makes a Fear check the character may spend tt from that check to cause that enemy to lose his free maneuver during his next turn.","FaD - Keeping the Peace (Guardian Career) P:30"]
["Nobody's Fool","Passive","Yes","No",null,"Advisor\nNiman Disciple\nPolitico\nTrader\nAmbassador\nAgitator","The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool.","Age of Rebelion - Core Rulebook P:153 \nEdge of the Empire - Core Rulebook P:139 \nForce and Destiny - Core Rulebook P:148"]
["Not Today","Active (Incidential, Out of Turn)","No","No","Ace","Rigger","Once per session, if the character's Signature Vehicle would be destroyed, the character may spend a Destiny Point to save it. If it would be destroyed by a Critical Hit, the Critical Hit is still suffered, but the effect is ignored. If it would be destroyed by some other event, the details of how the starship or vehicle survives the near-destruction are up to the player and the GM.","AoR - Stay on Target (Ace Career) P:33"]
["Now You See Me","Active (Action)","No","Yes","Sentinel","Shadow","Force talent. Once per session, the character may take the Now You See Me action, making a Hard (ddd) Deception check. If successful, a number of NPCs equal to his Cunning within medium range forget any interactions they had with the character during the last thirty minutes.\nAt the GM’s discretion, multiple t or y may give the NPCs in question unpleasant side effects, such as confusion, nightmares, or a persistent and maddening suspicion that they’ve forgotten something important.","Force and Destiny - Core Rulebook P:148"]
["Offensive Driving","Active (Maneuver)","No","No","Bounty Hunter","Operator","As a Maneuver, the character may inflict a number of system strain on the characters vehicle no greater then its highest defense value and choose a vehicle within close range. If the character does so, upgrade the difficulty of the next Piloting (Planetary) or Piloting (Space) check that vehicle's pilot makes before the end of the encounter once for each system strain inflicted on their craft this way","EotE - No Disintergrations (Bounty Hunter Career) P:35"]
["One with Nature","Passive","No","No","Seeker\nSoldier","Hermit\nTrailblazer","When in the wilderness the character may make a Simple (-) Survival check (instead of discipline or cool to recover strain at the end of an encounter.","FaD - Savage Spirits (Seeker Career) P:31\nAoR - Forged in Battle (Soldier Career) P:35"]
["One With the Universe","Active (Action)","No","Yes",null,"Sage","Force talent. Once per session, the character may spend several minutes meditating, then take the One with the Universe action, making an Average (dd) Astrogation check. If successful, during the next encounter he adds 🌕 to all Force power checks. However, if he succeeded with t, he adds 🌑 to all Force power checks instead."," Force and Destiny - Core Rulebook P:149"]
["Outdoorsman","Passive","Yes","No",null,"Pathfinder\nSurvivalist\nRecruit\nTactician","The character removes ⬛ per rank of Outdoorsman from his checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141 \nForce and Destiny - Core Rulebook P:149"]
["Overbalance","Passive","No","No","Guardian\nBounty Hunter","Warden\nMartial Artist","Whenever an enemy engaged with the character makes a combat check. after the attack is resolved, the character may spend y or ttt to stagger the attacker until the end of the attacker's next turn.","FaD - Keeping the Peace (Guardian Career) P:31\nEotE - No Disintergrations (Bounty Hunter Career) P:35"]
["Overcharge","Active (Action)","No","No","Technician","Cyber Tech","Once per encounter. the character may take the Overcharge action by making a Hard (ddd) Mechanics check and choosing one of his cybernetic implants that grants him one or more of the following + 1 to a characteristic rating, + 1 rank to a skill or + 1 rank of a ranked talent. If he succeeds, until the end of the encounter the chosen cybernetic provides an additional + 1 to any characterislics ratings (to a maximum of 7). an additional + 1 ranks to any skills (to a maximum of 5). and an additional + 1 ranks of any ranked talents that it provides.\n\nThe GM may spend y from the check to have the overcharged cybernetic short out at the end of the encounter; it provides no benefit until the character spends several hours making an Average (dd) Mechanics check to repair it.","EotE - Special Modifications (Technician Career) P:35"]
["Overcharge [Improved]","Passive","No","No","Technician","Cyber Tech","Once per round when using the Overcharge action. The character may spend aa or x from the Mechanics check to immediately take one additional action.","EotE - Special Modifications (Technician Career) P:35"]
["Overcharge [Supreme]","Active (Action)","No","No","Technician","Cyber Tech","When performing the Overcharge action, the character may choose any number of cybernetic implants to attempt to overcharge instead of just one. If he does. upgrade the difficulty of the Mechanics check once for each additional cybernetic beyond the first\nThe GM may spend y from the check to have any one overcharged cybernetic short out at the end of the encounter; each cybernetic that shorts out provides no benefit until the character spends several hours making an Average (dd) Mechanics check to repair it.","EotE - Special Modifications (Technician Career) P:35"]
["Overstocked Ammo","Passive","Yes","No","Ace","Rigger","The character increases the value of the Limited Ammo quality of any weapons mounted on his Signature Vehicle by 1 per rank of Overstocked Ammo.","AoR - Stay on Target (Ace Career) P:33"]
["Overwhelm Defenses","Active (Incidential)","Yes","No","Bounty Hunter","Gunner\nOperator","Upon making an unsuccessful attack with a starship or vehicle weapon, the character may spend aa per rank of Overwhelm Defenses. Reduce the defense rating in the defense zone targeted by the attack for the remainder of the encounter by 1 for every aa spent.","Age of Rebelion - Core Rulebook P:154\nEotE - No Disintergrations (Bounty Hunter Career) P:35"]
["Overwhelm Emotions","Passive","No","Yes",null,"Force Exile","When the character performs a Charm. Coerce, or Deceit check, he may include a number of C equal to his Force rating. Each 🌕 adds s. to Charm checks. Each 🌑 result adds s.\nto Coerce or Deceit checks. However add f for every 🌕🌕 to Coerce or Deceit checks. and add f for every 🌑🌑 to Charm checks. This does not apply to targets immune to Force powers.","Edge of the Empire - Core Rulebook P:141"]
["Parry","Active (Incidential, Out of Turn)","Yes","No","Sentinel\nBounty Hunter","Ataru Striker\nMakashi Duelist\nNiman Disciple\nProtector\nShien Expert\nShii-Cho Knight\nSoresu Defender\nMartial Artist","When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to two plus his ranks in Parry. This talent may only be used when the character is wielding a Lightsaber or Melee weapon.","Force and Destiny - Core Rulebook P:149\nEotE - No Disintergrations (Bounty Hunter Career) P:35"]
["Parry [Improved]","Active (Incidential, Out of Turn)","No","No",null,"Ataru Striker\nMakashi Duelist\nShii-Cho Knight\nSoresu Defender","When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check that generates y or ttt and the character uses the Parry incidental to reduce the damage from that hit, after the attack is resolved, the character automatically hits the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon’s base damage plus any damage from applicable talents. This ability may not be used if the original attack disables the character.","Force and Destiny - Core Rulebook P:149"]
["Parry [Supreme]","Passive","No","Yes",null,"Soresu Defender","Force talent. If the user did not make a combat check during his previous turn, he suffers 1 strain when taking the Parry incidental, instead of 3.","Force and Destiny - Core Rulebook P:149"]
["Physical Training","Passive","Yes","No",null,"Commando","The character adds ⬛ per rank of Physical Training to his Athletics and Resilience checks.","Age of Rebelion - Core Rulebook P:154"]
["Physician","Passive","Yes","No",null,"Healer\nProtector","When this character makes a Medicine check to help a character heal wounds, the target heals one additional strain per rank of Physician.","Force and Destiny - Core Rulebook P:149"]
["Pin","Active (Action)","No","No","Explorer","Archaeologist","The character may take the Pin action. By successfully passing an Opposed Athletics check against an engaged opponent. the character immobilizes that opponent until the end of the character's next turn. In addition, the character may spend x generated on the check to increase the duration of the immobilization by one round.","EotE - Enter the Unknown (Explorer Career) P:30"]
["Planet Mapper","Passive","Yes","No","Seeker\nBounty Hunter","Navigator\nOperator","The character removes  per rank of Planet Mapper from his Streetwise or Survival checks used to navigate on a world in addition, such checks take 50% less time (this does not decrease with additional rank of Planet Mapper)","FaD - Savage Spirits (Seeker Career) P:31\nEotE - No Disintergrations (Bounty Hunter Career) P:35"]
["Plausible Deniability","Passive","Yes","No",null,"Advisor\nAggressor\nPolitico\nAgitator","The character removes ⬛ per rank of Plausible Deniability from his Coercion and Deception checks.","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141 \nForce and Destiny - Core Rulebook P:149"]
["Plausible Deniability [Improved]","Active (Action)","No","No","Diplomat","Advocate","The character may make a Hard (ddd) Coercion check to perform the Improved Plausible Deniability action. If he succeeds, he convinces one uninvolved bystander NPC per rank of Plausible Deniability to leave the scene without asking questions. If interrogated about the matter later, these NPCs deny having seen anything or have forgotten anything of importance.","AoR - Desperate Allies (Diplomat Career) P:34"]
["Point Blank","Passive","Yes","No",null,"Gadgeteer\nOutlaw Tech\nMercenary Soldier\nCommando","Add one damage per rank of Point Blank to successful Ranged (Heavy) or Ranged (Light) checks made while at close range or engaged.","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141"]
["Positive Spin","Passive","Yes","No","commander\nDiplomat","Figurehead\nPropagandist","When any character’s Duty would increase by 1 or more, it increases by that amount plus 1 per rank of Positive Spin instead.","AoR - Desperate Allies (Diplomat Career) P:34 \nAoR - Lead by Example (Commander Career) P:35"]
["Positive Spin [Improved]","Active (Action)","No","No","Diplomat","Propagandist","Once per session, if no PCs Duty has triggered, the character may perform the Improved Positive Spin action by making a Daunting (dddd) Charm check with the difficulty decreased once per rank of Positive Spin. If the character succeeds, one other chosen PC’s Duty counts as having triggered this session. When the Propagandist does this, the player must explain what event he engineered to highlight his comrade’s contributions to the cause. Note that this only triggers the mechanical effects of Duty, and the GM decides what narrative impact this has, if any.","AoR - Desperate Allies (Diplomat Career) P:34"]
["Powerful Blast","Passive","Yes","No","Hired Gun","Saboteur\nDemolitionist","The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast.","Age of Rebelion - Core Rulebook P:154 \nEotE - Dangerous Covenants (Hired Gun Career) P:32"]
["Precise Aim","Active (Maneuver)","Yes","No",null,"Assassin\nExecutioner","Once per round on the character's turn. the character may perform a Precise Aim maneuver before attempting a combat-related skill check to reduce a target's defense by one.","Edge of the Empire - Core Rulebook P:141 \nFaD - Savage Spirits (Seeker Career) P:31"]
["Precise Aim [Improved]","Active (Maneuver)","No","No",null,"Assassin","When perform ing a Precise Aim maneuver. the character may reduce the target's defense by two instead of one."]
["Precision Strike","Active (Incidential, Out of Turn)","No","No","Guaridan\nBounty Hunter","Warden\nMartial Artist","When the character inflicts a Critical Injury with a Brawl. Melee, or Lightsaber weapon. he may suffer 1 strain to change the result to any Easy (d) Critical Injury result.\nAdditionally. whenever the character defeats a minion or rival NPC. he may always choose to do so by nonlethal means. even if the environment or exceptional circumstances would normally make that very difficult or impossible.","FaD - Keeping the Peace (Guardian Career) P:31\nEotE - No Disintergrations (Bounty Hunter Career) P:35"]
["Precision Strike [Improved]","Active (Incidential, Out of Turn)","No","No","Bounty Hunter","Martial Artist","Once per round, when the character inflicts a Critical Injury with a Brawl or Melee weapon, the character may suffer 2 strain to change the result to any Average (dd) Critical Injury Result","EotE - No Disintergrations (Bounty Hunter Career) P:35"]
["Precision Strike [Supreme]","Active (Incidential, Out of Turn)","No","No","Bounty Hunter","Martial Artist","Once per game session, when the character inflicts a Critical Injury with an unarmed attack, the character may suffer 3 strain to change the result to any Hard (ddd) Critical Injury result. Combat checks to activate this talent cannot be made with any weapons.","EotE - No Disintergrations (Bounty Hunter Career) P:36"]
["Preemptive Avoidance","Active (Incidential, Out of Turn)","No","Yes","Consular","Sage\nSeer","Force talent. Immediately after an opponent moves to engage the character, the character may spend one Destiny Point to disengage from that opponent as an out of turn incidental.","Force and Destiny - Core Rulebook P:149"]
["Prescient Shot","Passive","No","Yes","Guaridan","Warleader","Force talent. The character adds ⬛ to all Ranged (Light) combat checks unless the target is immune to Force powers","FaD - Keeping the Peace (Guardian Career) P:31"]
["Pressure Point","Active (Incidential)","No","No","colonist","Doctor","When making a Brawl check against an opponent. the character may choose to forgo dea ling damage as wounds, instead dealing the equivalent damage as strain. plus additional strain equal to his ranks in Medicine. These checks cannot be made with Brawl weapons, but it is important to note that this strain damage is not red uced by soak.","Edge of the Empire - Core Rulebook P:141"]
["Prey on the Weak","Passive","Yes","No","Warrior\nSoldier","Aggressor\nTrailblazer","The character deals +1 damage to one hit on all successful combat checks against disoriented targets per rank of Prey on the Weak","Force and Destiny - Core Rulebook P:149\nAoR - Forged in Battle (Soldier Career) P:35"]
["Prime Positions","Passive","Yes","No","Guardian\nSoldier","Warleader\nTrailblazer","When the character or an ally within short range takes cover, that character increases his soak by one per rank of Prime Positions against ranged attacks until he leaves that cover.","FaD - Keeping the Peace (Guardian Career) P:31\nAoR - Forged in Battle (Soldier Career) P:35"]
["Prophetic Aim","Passive","No","Yes",null,"Warleader","Force talent. While the character is benefiting from an Aim maneuver. y from his Ranged (Heavy) and Ranged (Light) checks cannot be spent to cause his attacks to hit any of his allies who are engaged with the target.","FaD - Keeping the Peace (Guardian Career) P:31"]
["Quick Draw","Active (Incidential)","No","No",null,"Ataru Striker\nShii-Cho Knight\nAssassin\nGadgeteer\nScoundrel\nRecruit\nTactician","Once per round on the character’s turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141 \nForce and Destiny - Core Rulebook P:149"]
["Quick Draw [Improved]","Passive","No","No","Smuggler","Gunslinger","The character may activate the Quick Draw talent twice per round (instead of just once per round).","EotE - Fly Casual (Smuggler Career) P:33"]
["Quick Fix","Active (Incidential)","No","No",null,"Sharpshooter","Once per game session, the character can choose to make one skill check using Agility, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his agility is helping him overcome this challenge.","Age of Rebelion - Core Rulebook P:154"]
["Quick Movement","Active (Incidential)","No","Yes",null,"Pathfinder","Force talent. Before making a non–Force power check during structured gameplay, the character may suffer 2 strain to add C no greater than Force rating to the check. The character may spend 🌓🌓 generated during the check to perform one free Move maneuver after the check is finished. This Move maneuver may be in addition to any other maneuvers performed this turn and can allow the character to perform three maneuvers in a turn.","Force and Destiny - Core Rulebook P:150"]
["Quick Strike","Passive","Yes","No",null,"Ataru Striker\nAssassin\nScoundrel \nScout\nSquadron Leader","The character adds ⬛ per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141 \nForce and Destiny - Core Rulebook P:150"]
["Rain of Death","Active (Maneuver)","No","No","Hired Gun\nSoldier","Heavy","The character may perform the Rain of Death maneuver. If he does so. when he makes an attack in the same turn he does not increase the difficulty of the attack due to the Auto-fire quality.","EotE - Dangerous Covenants (Hired Gun Career) P:32\nAoR - Forged in Battle (Soldier Career) P:35"]
["Rapid Reaction","Active (Incidential, Out of Turn)","Yes","No",null,"Seer\nStarfighter Ace\nScoundrel\nThief\nDriver\nCommodore","The character may suffer a number of strain to add an equal number of s to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141 \nForce and Destiny - Core Rulebook P:150"]
["Rapid Recovery","Passive","Yes","No",null,"Healer\nHunter\nScoundrel\nThief","When the character recovers strain after an encounter has concluded, he recovers +1 additional strain per rank in Rapid Recovery.","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141 \nForce and Destiny - Core Rulebook P:150"]
["Ready for Anything","Passive","Yes","No","commander","Strategist","Remove ⬛ per rank of Ready for Anything from mass combat made while the character is acting on the side of the acting force and the character’s Cool or Vigilance checks to determine Initiative order.","AoR - Lead by Example (Commander Career) P:35"]
["Ready for Anything [Improved]","Passive","Yes","No","commander","Strategist","When making Cool or Vigilance checks to determine Initative order, the character may spend x to add additional s equal to ranks in Ready for Anything.","AoR - Lead by Example (Commander Career) P:35"]
["Reconstruct the Scene","Active (Action)","No","No","Sentinel\nBounty Hunter","Investigator\nSkip Tracer","Once per session, the character may perform the Reconstruct the Scene Action. The character makes a Hard (ddd) Perception Check while present at a crime scene (or similar location) If successful the character identifies all prominent physical characteristics of one person who was at the crime scene when the crime was commited (if the crime occurred within the past 24 hours). This could include the person's weight, Height and species for example the character may identify all the physical characteristics of one additional person similarly tied to the crime scene per additional s","FaD - Endless Vigil (Sentinel Career) P:31\nEotE - No Disintergrations (Bounty Hunter Career) P:36"]
["Redundant Systems","Active (Action)","No","No",null,"Mechanic","With an Easy (d) Mechanics check. the character may harvest components from a functioning device to repair a broken one. without breaking the functioning device. This allows the character to repair a broken device without having required spare parts, raw materials. or repair kits (the initial check does not suffer penalties for lacking repair kits either). This only works, however, if the functioning device is at least the same size and technological level as the device being repaired (it is impossible to repair a starship with a blaster pistol, or a lightsaber with parts from a water wheel) .","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141"]
["Reflect","Active (Incidential, Out of Turn)","Yes","Yes","Sentinel","Ataru Striker\nNiman Disciple\nProtector\nShienExpert\nSoresu Defender","Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check), if the character is wielding a lightsaber, he may take the Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to two plus his ranks in Reflect. This talent may only be used when the character is wielding a Lightsaber weapon.","Force and Destiny - Core Rulebook P:150"]
["Reflect [Improved]","Active (Incidential, Out of Turn)","No","Yes","Sentinel","Shien Expert","Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check that generates y or ttt, and the character uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character automatically hits one target within medium range, dealing the same damage as the hit from the initial ranged attack.\nThe ranged attack’s hit must be one that is able to be reflected and redirected (generally only blaster weapons fall into this category; anything else is subject to GM oversight). This ability may not be used if the original attack disables the character.","Force and Destiny - Core Rulebook P:150"]
["Reflect [Supreme]","Passive","No","Yes","Sentinel","Shien Expert","Force talent. If the character did not make a combat check during his previous turn, he suffers 1 strain when taking the Reflect incidental, instead of 3.","Force and Destiny - Core Rulebook P:150"]
["Reinforce Item","Active (Maneuver)","No","Yes",null,"Armorer","Force talent. The character may take the Reinforce Item maneuver. committing CC He then grants one weapon or piece of armor he is engaged with the Cortosis quality while CC remain committed. The character suffers 3 strain at the beginning of each of his turns in which he keeps these dice committed.","FaD - Keeping the Peace (Guardian Career) P:31"]
["Reinforced Frame","Passive","No","No","Ace","Rigger","The character add the Massive 1 rule to his Signature Vehicle (when making an attack targeting the starship or vehicle, the Critical rating of any weapon used counts as 1 higher).","AoR - Stay on Target (Ace Career) P:33"]
["Reroute Processors","Active (Action)","No","No","Technician","Droid Tech","Once per encounter, the character may perform the Reroute processors action on a droid he is engaged with by making an Average (dd) Computers check. If the character succeeds, he decreases one of the droid's characteristics by 1 (to a minimum of 0) untill the end of the encounter and increases another of its characteristics by 1 (to a maximum of 7) until the end of the encounter. If the character is a droid, They may perform this action on himself.","EotE - Special Modifications (Technician Career) P:35"]
["Researcher","Passive","Yes","No",null,"Sage\nScholar\nScientist","The character removes ⬛ per rank of Researcher from his Knowledge checks. Researching takes 50% less time (this does not decrease with additional ranks of Researcher).","Age of Rebelion - Core Rulebook P:154 \nEdge of the Empire - Core Rulebook P:141 \nForce and Destiny - Core Rulebook P:150"]
["Researcher [Improved]","Passive","No","No","Diplomat","Analyst","When the character makes a successful Knowledge check to gain information, he and his allies gain automatic a per rank of Researcher to checks they make to act on that knowledge until the end of his next turn.","AoR - Desperate Allies (Diplomat Career) P:34\nAoR - Lead by Example (Commander Career) P:35"]
["Resilience","Passive","Yes","No",null,"Bodyguard\nMarauder\nSurvivalist","Character gains + 1 soak value per rank of Resilience"]
["Resist Disarm","Active (Incidential, Out of Turn)","No","No",null,"Makashi Duelist","If the character would be disarmed or his weapon would be damaged or destroyed, he may choose to suffer 2 strain to ignore the effect.","Force and Destiny - Core Rulebook P:151"]
["Resolve","Passive","Yes","No",null,"Protector\nDoctor\nScholar\nSlicer\nSaboteur","When the character suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1. This does not apply to voluntary strain loss.","Age of Rebelion - Core Rulebook P:155 \nEdge of the Empire - Core Rulebook P:142"]
["Resourceful Refit","Active (Action)","No","No","Technician","Modder","Instead of removing an attachment to make room for a new one (see Removing Attachments). the character may upgrade an old attachment into a new one. He can take the Resourceful Refit action by choosing an existing attachment installed in one of his items, starships, or vehicles and making an Average (dd) Mechanics check. If he succeeds. he may destroy the chosen attachment and reduce the price of the next attachment he purchases and installs in that item by Lhe price of the attachment he destroyed (to a minimum of 0 credits). (He must still acquire the new attachment. with an appropriate check based on its rarity, his location, and other relevant factors)","EotE - Special Modifications (Technician Career) P:35"]
["Respected Scholar","Passive","Yes","No",null,"Scholar\nScientist","The character may downgrade the difficulty of checks to interact with institutions of learning equal to ranks in Respected Scholar.","Age of Rebelion - Core Rulebook P:155"]
["Ritual Caster","Active","No","Yes",null,null,null,"NoP:37"]
["Saber Swarm","Active (Maneuver)","No","Yes",null,"Ataru Striker","Force talent. The character may take the Saber Swarm maneuver, suffering 1 strain. His next Lightsaber (Agility) combat check this turn gains the Linked item quality, with ranks equal to Force rating.","Force and Destiny - Core Rulebook P:151"]
["Saber Throw","Active (Action)","No","Yes","Sentinel","Aggressor\nAtaru Striker\nShien Expert","Force talent. The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding C no greater than his Force rating to the check. The character must spend 🌓 and succeed on the check to hit his target; he may spend 🌓🌓 to have his weapon return to his hand after resolving the attack.","Force and Destiny - Core Rulebook P:151"]
["Saber Throw [Improved]","Passive","No","Yes","Sentinel","Sentry","Force Talent. When performing the Saber Throw action, the character can choose a target within long range, If the character does so they must spend 🌓🌓 to have the weapon return to the characters hand","FaD - Endless Vigil (Sentinel Career) P:31"]
["Sarlacc Sweep","Active (Action)","No","Yes",null,"Shii-Cho Knight","Force talent. The character may take the Sarlacc Sweep action, making a Lightsaber combat check with +1 difficulty against one engaged target. The character may spend aa generated by this combat check to hit one additional target he is engaged with. He may do this once per engaged target, paying aa for each additional hit.\nWhen performing a combat check while benefiting from the Sarlacc Sweep incidental, the character must always target the opponent with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is the initial target).","Force and Destiny - Core Rulebook P:151"]
["Scathing Tirade","Active (Action)","No","No",null,"Politico\nAgitator\nWarden","The character may take the Scathing Tirade action. Make a Hard (ddd) Coerce check. For each s one enemy within close range suffers one strain. The character can also spend a results to inflict additional strain. For every a spent, one target affected suffers one additional strain.","Age of Rebelion - Core Rulebook P:155 \nEdge of the Empire - Core Rulebook P:142 \nFaD - Keeping the Peace (Guardian Career) P:31"]
["Scathing Tirade [Improved]","Passive","No","No",null,"Politico\nAgitator","Each enemy affected by Scathing Tirade suffers ⬛ on all skill checks for a number of rounds equal to the character's ranks in Coerce.","Age of Rebelion - Core Rulebook P:155 \nEdge of the Empire - Core Rulebook P:142"]
["Scathing Tirade [Supreme]","Active (Incidential)","No","No",null,"Politico\nAgitator","The character may voluntarily suffer one strain to perform Scathing Tirade as a maneuver instead of an action.","Age of Rebelion - Core Rulebook P:155 \nEdge of the Empire - Core Rulebook P:142"]
["Second Chances","Active (Incidential)","Yes","No","Smuggler\nAce","Gambler\nHotshot","Once per encounter, after the character has rolled a skill check (but before resolving the result), he chooses a number of positive dice from his dice pool up to the number of his ranks in Second Chances and re-rolls\nthem. The character must accept the second result. This talent cannot be used to re-roll any C","AoR - Stay on Target (Ace Career) P:33 \nEotE - Fly Casual (Smuggler Career) P:33"]
["Second Wind","Active (Incidential)","Yes","No",null,"Peacekeeper\nShii-Cho Knight\nMercenary Soldier","Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.","Age of Rebelion - Core Rulebook P:155 \nEdge of the Empire - Core Rulebook P:142 \nForce and Destiny - Core Rulebook P:151"]
["Seize the Initiative","Active (Maneuver)","No","No","Soldier","Vanguard","Once per game session, the character may leap forward to create a daring distraction on the battlefield by performing the Seize the Initiative maneuver. The character makes a Hard (ddd) Athletics check. If the character succeeds, any number of other PCs who have yet not acted this round may immediately take their turns as if it were that many PC slots at that point in the Initiative order. Each PC who acts this way counts as having acted for this round (and thus cannot act again this round). The initiative order returns to its previous order at the beginning of the next round.","AoR - Forged in Battle (Soldier Career) P:35"]
["Selective Detonation","Active (Incidential)","Yes","No","Hired Gun","Saboteur\nDemolitionist","When using weapons with the Blast quality or explosive devices, the character may spend a to exclude one target that would normally be affected by the explosion. Multiple targets may be excluded in this manner, but the total number may not exceed his ranks in Selective Detonation. The character may also spend x to exclude multiple targets, as long as the total number of targets excluded does not exceed his ranks in Selective Detonation.","Age of Rebelion - Core Rulebook P:155\nEotE - Dangerous Covenants (Hired Gun Career) P:32"]
["Sense Advantage","Active (Incidential, Out of Turn)","No","Yes",null,"Advisor\nAggressor\nSeer","Force talent. Once per game session, the character may add ⬛⬛ to the skill check of one NPC within extreme range.","Force and Destiny - Core Rulebook P:151"]
["Sense Danger","Active (Incidential)","No","Yes",null,"Seer\nForce Exile\nForce Emergent","Force talent. Once per game session, the character may remove ⬛⬛ from any one skill check.","Age of Rebelion - Core Rulebook P:155 \nEdge of the Empire - Core Rulebook P:142 \nForce and Destiny - Core Rulebook P:151"]
["Sense Emotions","Passive","No","Yes",null,"Advisor\nNiman Disciple\nForce Exile","Force talent. The character adds ⬛ to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.","Edge of the Empire - Core Rulebook P:142 \nForce and Destiny - Core Rulebook P:151"]
["Sense the Scene","Active (Action)","No","Yes","Sentinel","Investigator","Force Talent. Once per session the character may perform the Sense the Scene action, They make a Hard (ddd) Perception check while present at a single crime scene (or similar location), adding C no greater than the characters Force rating to the check. If successful generating 🌓 the character may identify the emotional state of one person involved in the crime (such as the perpetrator or victim), the character may spend additional 🌓 to identify the emotional state of one additional person involved in the crime and may do so multipe times","FaD - Endless Vigil (Sentinel Career) P:31"]
["Share Pain","Active (Incidential, Out of Turn)","No","Yes",null,"Pathfinder","Force talent. When an animal bonded to the character by the Animal Empathy talent suffers wounds, the character may take the Share Pain incidental. He reduces the wounds the animal suffered by half (rounded up), then suffers a number of wounds equal to the number reduced.","Force and Destiny - Core Rulebook P:151"]
["Shein Technique","Passive","No","Yes",null,"Shien Expert","Force talent. When making a Lightsaber skill check, the character may use Cunning instead of Brawn.","Force and Destiny - Core Rulebook P:151"]
["Shortcut","Passive","Yes","No","Seeker\nBounty Hunter","Scout\nThief\nNavigator\nRacer\nOperator","During a chase, the character may add ⬛ equal to his ranks in Shortcut to any checks made to catch or escape an opponent","Age of Rebelion - Core Rulebook P:155 \nEdge of the Empire - Core Rulebook P:142 \nFaD - Savage Spirits (Seeker Career) P:31\nEotE - No Disintergrations (Bounty Hunter Career) P:36"]
["Shortcut [Improved]","Passive","No","No",null,"Navigator\nRacer","When engaging in a chase or race the character may suffer two strain to add s equal to ranks in Shortcut to the check","FaD - Savage Spirits (Seeker Career) P:31"]
["Showboat","Active (Incidential)","No","No","Ace","Hotshot","Once per round while piloting a starship or vehicle, the character may suffer 2 strain to showboat during his next check. If the check succeeds, the character adds x to the results. However, if the check fails, he adds y instead. The x or y added this way do not include the s or f that are usually a part of them, only the beneficial or negative effects of the symbol.","AoR - Stay on Target (Ace Career) P:33"]
["Shroud","Active (Incidental)","No","Yes","Sentinel","Shadow","Force talent. Once per session, the character may spend one Destiny Point to make himself undetectable via the Force (through abilities such as the Sense power) and to make his own Force powers unnoticeable for the remainder of the encounter.\nWhat this entails exactly is up to the player and the GM, and the GM may rule that some actions (such as lifting an X-wing with one’s mind) are too obvious to be ignored. However, abilities such as manipulating control panels, lifting small objects, or using Force powers to affect someone physically or mentally go unnoticed, or the effects are attributed to something else.","Force and Destiny - Core Rulebook P:151"]
["Side Step","Active (Maneuver)","Yes","No",null,"Hunter\nBodyguard\nScoundrel\nTactitian","Once per round on the character’s turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character’s next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character.","Age of Rebelion - Core Rulebook P:156 \nEdge of the Empire - Core Rulebook P:142 \nForce and Destiny - Core Rulebook P:151"]
["Side Step [Improved]","Active (Maneuver)","No","No",null,"Bodyguard\nScoundrel","The character may perform two maneuvers while Side Stepping incoming attacks, which increases the difficulty of all ranged combat checks  against the character by one instead of the original bonus for Side Step. Keep in mind. however, that a character only gets one free maneuver per turn-to perform an additional maneuver. the character must downgrade his action or voluntarily suffer two strain."]
["Signature Vehicle","Passive","No","No","Technician\nAce","Modder\nRigger","The character chooses one starship or vehicle with a silhouette of 3 or lower that he owns. T his starship or vehicle is the character's \"Signature Vehicle.\" He upgrades the ability of all Mechanics checks made to work on the vehicle once. If the starship or vehicle is ever lost or destroyed, the character may apply Signature Vehicle to a new starship or vehicle that meets the requirements T he process of modifying and acclimating to the new vehicle may take some time, at the GM's discretion. No two characters can have the same vehicle as their Signature Vehicle.","AoR - Stay on Target (Ace Career) P:33 \nEotE - Special Modifications (Technician Career) P:35"]
["Situational Awareness","Passive","No","No",null,"Squadron Leader","When in a starship or vehicle with functional coms, allies within short range add ⬛ to their Perception and Vigilance checks. Allies within close range add ⬛⬛ instead. This talent operates on planetary scale, not personal scale.","Age of Rebelion - Core Rulebook P:156"]
["Sixth Sense","Passive","No","No",null,"Hunter\nForce Exile\nAmbassador","The character gains +1 ranged defense.","Age of Rebelion - Core Rulebook P:156 \nEdge of the Empire - Core Rulebook P:142 \nForce and Destiny - Core Rulebook P:152"]
["Skilled Jockey","Passive","Yes","No",null,"Starfighter Ace\nFringer\nPilot\nDriver","The character removes ⬛ per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks.","Age of Rebelion - Core Rulebook P:156 \nEdge of the Empire - Core Rulebook P:142 \nForce and Destiny - Core Rulebook P:152"]
["Skilled Slicer","Active (Incidential)","No","No",null,"Slicer","When making a Computers check, the character may spend a x to gain some measure of control over the target system. Any further Computers checks within this system may be made as maneuvers.","Age of Rebelion - Core Rulebook P:156 \nEdge of the Empire - Core Rulebook P:142"]
["Sleight of Mind","Passive","No","Yes",null,"Pathfinder\nShadow\nForce Emergent","Force talent. The character adds ⬛ per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force powers.","Age of Rebelion - Core Rulebook P:156 \nForce and Destiny - Core Rulebook P:152"]
["Slippery Minded","Active (Action)","No","Yes","Sentinel","Shadow","Force talent. On any turn in which the character is under the effects of a Force power, he may perform the Slippery Minded action (this action may be specifically performed even if the Force power would normally bar him from performing actions). He makes a Hard (ddd) Deception check. If he succeeds, he is no longer under the effects of the Force power.","Force and Destiny - Core Rulebook P:152"]
["smooth Talker","Active (Incidential)","Yes","No",null,"Advisor\nSage\nTrader\nQuatermaster","When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, he may spend x to gain additional s equal to his ranks in smooth Talker.","Age of Rebelion - Core Rulebook P:156 \nEdge of the Empire - Core Rulebook P:142 \nForce and Destiny - Core Rulebook P:152"]
["Sniper Shot","Active (Maneuver)","Yes","No",null,"Assassin\nMercenary Soldier\nSharpshooter","Once per round before making a ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range)","Age of Rebelion - Core Rulebook P:156 \nEdge of the Empire - Core Rulebook P:142"]
["Soft Spot","Active (Incidential)","No","No",null,"Hunter\nScoundrel\nSurvivalist\nInfiltrator","After making a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Cunning to one hit of the successful attack.","Age of Rebelion - Core Rulebook P:156 \nEdge of the Empire - Core Rulebook P:143 \nForce and Destiny - Core Rulebook P:152"]
["Solid Repairs","Passive","Yes","No","Sentinel","Artisan\nStarfighter Ace\nMechanic\nOutlaw Tech\nCommodore","Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs.","Age of Rebelion - Core Rulebook P:156 \nEdge of the Empire - Core Rulebook P:143 \nForce and Destiny - Core Rulebook P:152"]
["Soothing Tone","Active (Action)","No","No","Ace","Hermit\nBeast Rider","Once per encounter when riding a beast the character may perform a Soothing Tone action, attemptint an Average (dd) Knowledge (Xenology) check If successful the beast the character is riding recovers strain equal to s on the check (or heals that number of wounds if it does not have a strain threshold).","AoR - Stay on Target (Ace Career) P:33 \nFaD - Savage Spirits (Seeker Career) P:31"]
["Soresu Technique","Passive","No","Yes",null,"Soresu Defender","Force talent. When making a Lightsaber skill check, the character may use Intellect instead of Brawn.","Force and Destiny - Core Rulebook P:152"]
["Sorry About the Mess","Passive","No","No","Smuggler","Gunslinger","The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter.","EotE - Fly Casual (Smuggler Career) P:33"]
["Sound Investments","Passive","Yes","No","Colonist","Quatermaster\nEntrepreneur","At the beginning of each game session, the character gains credits equal to his ranks in Sound Investments times 100. How this money is earned is up to the player and GM, and could be actual investments, business dealings, or even a small legal or illegal side business. The GM can also decide that the current events of the adventure may make these funds temporarily unavailable.","Age of Rebelion - Core Rulebook P:156 \nEotE - Far Horizons (Colonist Career) P:33"]
["Spare Clip","Passive","No","No",null,"Gadgeteer\nTrader\nGunner\nRecruit","The character does not run out of ammo on a y. Items with a listed clip size run out of ammo as normal.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:143"]
["Speaks Binary","Passive","Yes","No",null,"Outlaw Tech\nScholar\nScientist\nDroid Tech","The character grants ⬛ per rank of Speaks Binary to any tasks he directs a non-player droid to perform.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:143"]
["Speaks Binary [Improved]","Passive","No","No","Technician","Droid Tech","When the character directs a Non-Player Character droid Lo assist any character with a check, that droid provides an additional ⬛ to the check for which it is assisting (beyond the usual benefits of assistance).","EotE - Special Modifications (Technician Career) P:35"]
["Speaks Binary [Supreme]","Active (Maneuver)","No","No","Technician","Droid Tech","Once per encounter. the character may perform the Speaks Binary maneuver. choosing one skill. Until the beginning of his next turn, a number of NonPlayer Character, non-minion droids up to his ranks in Speaks Binary may use the character's ranks in the chosen skill (rather than their own ranks in that skill)","EotE - Special Modifications (Technician Career) P:35"]
["Spitfire","Passive","No","No","Smuggler","Gunslinger","After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.","EotE - Fly Casual (Smuggler Career) P:33"]
["Spur","Active (Action)","No","No","Ace","Beast Rider","The character may push an animal past its normal comfort level. When riding a beast, he may perform the Spur action, attempting a Hard ( ddd) Survival check. With success, the beast's top speed increases by 1. The character can choose to end the effects of this at the start of any of his turns. However, if he chooses to maintain the effects for that turn, the beast suffers 2 strain. The beast still cannot perform actions or maneuvers it could not perform normally (e.g. actions that have a minimum speed requirement).","AoR - Stay on Target (Ace Career) P:33"]
["Spur [Improved]","Active (Maneuver)","No","No","Ace","Beast Rider","The character may voluntarily suffer 1 strain to attempt Spur as a maneuver. In addition, the difficulty of Spur is reduced to Average (dd).","AoR - Stay on Target (Ace Career) P:33"]
["Spur [Supreme]","Passive","No","No","Ace","Beast Rider","The beast the character is riding suffers 1 strain to maintain Spur's effects instead of the normal 2.","AoR - Stay on Target (Ace Career) P:33"]
["Stalker","Passive","Yes","No",null,"Assassin\nScout\nSurvivalist\nThief","The character grants ⬛ per rank of Stalker to his/her Coordination and Stealth Checks ","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:143"]
["Steady Nerves","Passive","Yes","No","Hired Gun","Demolitionist","The character removes ⬛ per rank of Steady Nerves from Cool or Skulduggery checks.","EotE - Dangerous Covenants (Hired Gun Career) P:32"]
["Steely Nerves","Active (Incidential)","No","No",null,"Advisor\nPeacekeeper\nPolitico\nTrader\nAmbassador","The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Presence or Willpower-related checks until the end of the encounter. He still suffers from the injury itself.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:143 \nForce and Destiny - Core Rulebook P:152"]
["Stim Application","Active (Action)","No","No",null,"Doctor\nMedic","The character may take the Stim Application action. To perform this action. he must have access to drugs, a medpac, or stimpacks. He makes an Average (dd) Medicine check. If successful. one ally he is engaged with (including himseln increases one characteristic of the character's choice by one for the remainder of the encounter, and suffers four strain. A single characteristic may only be increased once by Stirn Application.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:143"]
["Stim Application [Improved]","Active (Incidential)","No","No",null,"Doctor\nMedic","As an Incidental, before performing the Stim Application action, the character may increase the difficulty of the Medicine check to Hard (ddd). If he does so, the target of the action suffers one strain instead of four.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:143"]
["Stim Application [Supreme]","Passive","No","No",null,"Doctor\nMedic","When performing the Stim Application action: each x may be spent to in crease an additional characteristic by one. To a maximum of five.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:143"]
["Stimpack Specialization","Passive","Yes","No",null,"Protector\nMedic","Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect.","Age of Rebelion - Core Rulebook P:157 \nForce and Destiny - Core Rulebook P:152"]
["Strategic Form","Active (Action)","No","Yes",null,"Soresu Defender","Force talent. While wielding a Lightsaber weapon, the character may take the Strategic Form action, making a Hard (ddd) Lightsaber (Intellect) check and rolling C no greater than Force rating as part of the check. For each s, one target within short range of the character may only make combat checks if those combat checks target the character until the end of the following round. The character may spend 🌓 to cause Strategic Form to affect a target for one additional round. The effects of Strategic Form end if the character is incapacitated.","Force and Destiny - Core Rulebook P:152"]
["Street Smarts","Passive","Yes","No","Sentinel","Shadow\nShien Expert\nFringer\nThief\nAgitator","The character removes ⬛ per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:144  \nForce and Destiny - Core Rulebook P:152"]
["Street Smarts [Improved]","Active (Action)","No","No","Sentinel\nBounty Hunter","Investigator\nSkip Tracer","Once per session, the character may perform the Improved Street Smarts Action, The character makes a Formidable (ddddd) Streetwise or Knowledge (Underworld) check, Reducing the difficluty once per rank of street smarts, If successful the GM reveals one vital clue pertaining to a current mystery the character is attempting to solve\n\nThe clue should be something that the character could not normally find out, but it does not have to be the full answer to the mystery. for instance, it could be evidence that cancels a false lead or otherwise helps move the story along. The GM should tailor the information depending on the skill used, Streetwise might mean the character learns about the information from a network of street urchins, while Knowledge (Underworld) could mean the character draws on their own vast knowledge about criminal enterprise to discover a previously unseen clue.","FaD - Endless Vigil (Sentinel Career) P:31\nEotE - No Disintergrations (Bounty Hunter Career) P:36"]
["Stroke of Genius","Active (Incidential)","No","No",null,"Scientist","Once per game session, the character can choose to make one skill check using Intellect, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his intelligence is helping him overcome this challenge.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:144"]
["Strong Arm","Passive","No","No",null,"Mercenary Soldier\nCommando","Characters with the Stong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:144"]
["Studious Plotting","Passive","No","No",null,"Navigator","When making a streetwise or survival check to navigate on a world, the character may use Intellect instead of Cunning","FaD - Savage Spirits (Seeker Career) P:31"]
["Stunning Blow","Active (Incidential)","No","No",null,"Gadgeteer\nInfiltrator","When making Melee checks, the character may choose to deal damage as strain instead of wounds. This does not ignore soak.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:144"]
["Stunning Blow [Improved]","Active (Incidential)","No","No",null,"Infiltrator","When dealing strain damage with Melee or Brawl checks. The character may spend a x to stagger his target for one round per x spent.","Age of Rebelion - Core Rulebook P:157 \nEdge of the Empire - Core Rulebook P:144"]
["Sum Djem","Passive","No","Yes",null,"Makashi Duelist\nNiman Disciple\nShii-Cho Knight","Force talent. When the character makes a Lightsaber combat check, he may spend x or aa to disarm his opponent (with GM’s approval). The disarmed weapon lands anywhere within short range of the engagement (character’s choice).","Force and Destiny - Core Rulebook P:152"]
["Superhuman Reflexes","Active (Incidental)","No","Yes","Sentinel","Racer","Force Talent.  Once per session when the character generates y on a Piloting (Planetary) or Piloting (Space) check he may cancel the y result and add s equal to his ranks in Cool to the results","FaD - Endless Vigil (Sentinel Career) P:31"]
["Superior Reflexes","Passive","No","No",null,"Force Exile\nQuatermaster","Gain + 1 melee defense.","Age of Rebelion - Core Rulebook P:157\nEdge of the Empire - Core Rulebook P:144"]
["Supporting Evidence","Passive","Yes","No","Diplomat","Advocate\nAnalyst","When the character assists an ally with a Charm, Deception, Leadership, or Negotiation check, that ally adds automatic a to the results of the check per rank of Supporting Evidence.","AoR - Desperate Allies (Diplomat Career) P:34"]
["Suppressing Fire","Passive","Yes","No","Guardian\nSoldier","Warleader\nVanguard","The character and each ally within short range may spend a on their failed combat checks to inflict one strain on the target per rank of Suppressing Fire. Each character can only activate this effect once per round.","FaD - Keeping the Peace (Guardian Career) P:31\nAoR - Forged in Battle (Soldier Career) P:35"]
["Surgeon","Passive","Yes","No",null,"Healer\nDoctor\nMedic","When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:144 \nForce and Destiny - Core Rulebook P:153"]
["Survival of the Fittest","Active (Incidential)","No","Yes",null,"Hermit","Force Talent. Once per session when making a single check the character may treat his force rating as being equal to his ranks in Survival.","FaD - Savage Spirits (Seeker Career) P:31"]
["Swift","Passive","No","No",null,"Pathfinder\nTactician","The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:144 \nForce and Destiny - Core Rulebook P:153"]
["Tactical Combat Training","Passive","No","No",null,"Recruit","Melee and Ranged (Heavy) become career skills.","Age of Rebelion - Core Rulebook P:158"]
["Talk the Talk","Active (Incidential)","No","No","Hired Gun","Enforcer\nInvestigator","When making a Knowledge skill check, the character may spend one Destiny Point to substitute Knowledge (Underworld) or Streetwise for the required skill. Any information gathered by a subsequent success on this check may be suitably embellished by the GM to reflect its criminal and underworld origins.","EotE - Dangerous Covenants (Hired Gun Career) P:33\nFaD - Endless Vigil (Sentinel Career) P:31"]
["Targeted Blow","Active (Incidential)","No","No",null,"Assassin\nMercenary Soldier\nSharpshooter","On a successful ranged attack during combat with a nonstarship/vehicle weapon. the character may spend one Destiny Point to add damage equal to his Agility to the attack.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:144"]
["Technical Aptitude","Passive","Yes","No","Sentinel","Artisan\nSlicer","For each rank, the character reduces the amount of time needed to complete computer-related tasks by 25%.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:145 \nForce and Destiny - Core Rulebook P:153"]
["Terrify","Active (Action)","No","Yes",null,"Aggressor","Force talent. The character may take a Terrify action, making a Hard (ddd) Coercion check and rolling C no greater than Force rating as part of the check. If successful, one target per s within medium range of the character is disoriented until the end of the next round. The character may spend aa to increase the duration of disorientation for all affected targets by one round, and may spend 🌓 to immobilize an affected target until the end of the next round.","Force and Destiny - Core Rulebook P:153"]
["Terrify [Improved]","Passive","No","Yes",null,"Aggressor","Force talent. The difficulty of the Terrify action decreases to Average (dd). In addition, the character may spend x generated on the check to stagger an affected target until the end of the next round.","Force and Destiny - Core Rulebook P:153"]
["Terrifying Kill","Active (Maneuver)","No","Yes",null,"Executioner","Force Talent The Character may spend one destiny point to perform a Terrifying Kill maneuver immediately after conducting a successful attack where the target is incapacitated or suffers a critical injury (the character must still be able to perform maneuvers and may not perform more than two maneuvers in a turn). The character rolls C no grater than his force rating and may spend 🌓 to inflict 1 strain on any other characterswithin short range of that target (and may do so multiple times) A character who has purchased this talent automatically gains 1 conflict at the beginning of a game session.","FaD - Savage Spirits (Seeker Career) P:31"]
["That's how it's Done","Active (Incidential)","Yes","No","commander","Instructor","Upon a successful skill check, the character may suffer 1 strain, if so, a number of allies within short range equal to the character's Willpower add automatic a when making the same skill check until the start of the character's next turn. The range at which That's How It's Done can affect allies increases by one band per rank of That's How It's Done beyond the first","AoR - Lead by Example (Commander Career) P:35"]
["The Force is my Ally","Active (Incidential)","No","Yes",null,"Sage\nSeer","Force talent. Once per session, the character may suffer 2 strain to perform a Force power action as a maneuver.","Force and Destiny - Core Rulebook P:153"]
["Thorough Assesment","Active (Action)","No","No","commander\nDiplomat","Strategist\nAnalyst","Once per session, the character may make a Hard (ddd) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation) to perform the Thorough Assessment action. If he succeeds, the character may add ⬛ to one check that another character who could reasonably benefit from this information makes before the end of the encounter. For every s beyond the first, he may add ⬛ to one additional check this way. Fie cannot allocate more than ⬛ to any single check this way. At the end of the encounter, any unused ⬛ are lost.","AoR - Desperate Allies (Diplomat Career) P:34 \nAoR - Lead by Example (Commander Career) P:35"]
["Throwing Credits","Active","No","No","Colonist","Entrepreneur","At the beginning of the session (after the GM has rolled to trigger Obligation), the character may choose to spend 100 credits. If he does so, he ignores any penalties to his strain threshold due to Obligation being triggered (if his own Obligation is triggered, it may still have plot complications, but he ignores the mechanical penalty). This may represent the character temporarily dealing with the Obligation via a few credits, or simply indulging in some sort of diversion that takes his mind off his problems.","EotE - Far Horizons (Colonist Career) P:33"]
["Time to Go","Active (Incidential, Out of Turn)","No","No","Hired Gun","Saboteur\nDemolitionist","The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This may be performed out of turn. This incidental occurs after the character determines he would be hit by the blast, but before damage is applied.","Age of Rebelion - Core Rulebook P:158\nEotE - Dangerous Covenants (Hired Gun Career) P:33"]
["Time to Go [Improved]","Active (Incidential, Out of Turn)","No","No","Hired Gun","Saboteur\nDemolitionist","When activating Time to Co, the character may allow one ally he is engaged with to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This incidental occurs after the ally determines he would be hit by the blast, but before damage is applied","Age of Rebelion - Core Rulebook P:158 \nEotE - Dangerous Covenants (Hired Gun Career) P:33"]
["Tinkerer","Passive","Yes","No",null,"Gadgeteer\nOutlaw Tech\nScientist\nArmorer","The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its hard points by one. He may only do this once per piece of equipment. but may modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment. he may apply Tinkerer to a new one.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:145 \nFaD - Keeping the Peace (Guardian Career) P:31"]
["Touch of Fate","Active (Incidential)","No","Yes",null,"Starfighter Ace\nForce Exile\nForce Emergent","Force talent. Once per game session, the character may add ⬛⬛ to any one skill check.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:145\nForce and Destiny - Core Rulebook P:153"]
["Toughened","Passive","Yes","No",null,"Nearly All","The character increases his wound threshold by two per rank of Toughened.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:145 \nForce and Destiny - Core Rulebook P:153"]
["Tricky Target","Passive","No","No",null,"Starfighter Ace\nPilot\nDriver\nSquadron Leader","Any vehicle the character pilots counts as having a silhouette one lower than normal when being attacked, to a minimum of 0.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:145 \nForce and Destiny - Core Rulebook P:153"]
["True Aim","Active (Maneuver)","Yes","No",null,"Mercenary Soldier\nGunner\nSharpshooter","Once per round. before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and may also upgrade his attack roll once per rank ofTrue Aim.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:145"]
["Tuned Maneuvering Thrusters","Passive","Yes","No","Ace","Rigger","The character increases the handling of his Signature Vehicle by 1 per rank of Tuned Maneuvering Thrusters.","AoR - Stay on Target (Ace Career) P:33"]
["Twisted Words","Active (Incidential, Out of Turn)","No","No","Diplomat","Advocate","When a social check against the character generates tt or y the character may suffer 1 strain as an incidental to inflict a number of strain equal to his ranks in Coercion on the character who made the check.","AoR - Desperate Allies (Diplomat Career) P:34"]
["Unarmed Parry","Passive","No","No","Bounty Hunter","Martial Artist","The character may perform the Parry incidental while unarmed. When the character performs the parry incidental while unarmed, reduce the strain they suffer from the Parry incidental by 1, to a minimum of 1.","EotE - No Disintergrations (Bounty Hunter Career) P:36"]
["Uncanny Reactions","Passive","Yes","Yes",null,"Hunter\nSeer\nForce Exile\nForce Emergent","Force talent. The character adds ⬛ per rank of Uncanny Reactions to his Vigilance checks.","Age of Rebelion - Core Rulebook P:158 \nEdge of the Empire - Core Rulebook P:145 \nForce and Destiny - Core Rulebook P:153"]
["Uncanny Senses","Passive","Yes","Yes",null,"Hunter\nForce Exile\nForce Emergent","Force talent. The character adds ⬛ per rank of Uncanny Senses to Perception checks.","Age of Rebelion - Core Rulebook P:158\nEdge of the Empire - Core Rulebook P:145\nForce and Destiny - Core Rulebook P:153"]
["Unity Assault","Active (Maneuver)","No","Yes",null,"Peacekeeper","Force talent. Whenever the character misses an opponent with a combat check and generates x or aaa, the character may spend this to perform a Force power action that targets one or more allies as a maneuver (he must still be able to perform maneuvers, and may not perform more than two maneuvers in a turn).","Force and Destiny - Core Rulebook P:153"]
["Unrelenting Skeptic","Passive","No","No","Sentinel\nColonist","Shadow\nInvestigator\nMarshal","When targeted by a Deception check, the character automatically adds f to the check equal to his ranks in Vigilance.","FaD - Endless Vigil (Sentinel Career) P:31\nForce and Destiny - Core Rulebook P:153\nEotE - Far Horizons (Colonist Career) P:33"]
["Unrelenting Skeptic [Improved]","Active (Incidential, Out of Turn)","No","No","Colonist","Marshal","When targeted by a Deception check that fails, the character may spend one Destiny Point to retroactively add y to the pool results.","EotE - Far Horizons (Colonist Career) P:33"]
["Unstoppable","Passive","No","No",null,"Commando","If the percentile roll made when the character receives a Critical Injury is 1 or is reduced to 1, the character does not receive the Critical Injury and suffers none of the effects.","Age of Rebelion - Core Rulebook P:159"]
["Up the Ante","Passive","Yes","No","Smuggler","Gambler","When the character wins at gambling, he earns 10% more credits per rank of Up the Ante.","EotE - Fly Casual (Smuggler Career) P:33"]
["Utility Belt","Active (Incidential)","No","No",null,"Outlaw Tech\nScout\nScientist","The character may spend a Destiny Point to produce a previously undocumented-but essential-small tool from his utility belt or satchel, with a rarity no greater than (3). This may not be a weapon.","Age of Rebelion - Core Rulebook P:159\nEdge of the Empire - Core Rulebook P:145"]
["Utinni!","Passive","Yes","No",null,"Outlaw Tech","Remove a number of ⬛ equal to the character's ranks in Utinni! from checks made to find or scavenge items or gear. (These checks could include Negotiate. Surveillance. or other checks, depending on circumstances and the GM's discretion). Such skill checks take half Lheir normal time (this does not decrease with multiple ranks of Utinni!).","Edge of the Empire - Core Rulebook P:145"]
["Valuable Facts","Active (Action)","No","No","Consular\nDiplomat","Sage\nAnalyst","Once per encounter, the character may take a Valuable Facts action, making an Average (dd) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add x to any one check made by an allied character during the encounter. \nThe subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check.","AoR - Desperate Allies (Diplomat Career) P:34 \nForce and Destiny - Core Rulebook P:153"]
["Vehicle Combat Training","Passive","No","No",null,"Recruit","Gunnery and Piloting (Planetary) become career skills.","Age of Rebelion - Core Rulebook P:159"]
["Walk the Walk","Active (Incidential)","No","No","Hired Gun","Enforcer","The character may spend one Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl check.","EotE - Dangerous Covenants (Hired Gun Career) P:33"]
["Well Read","Passive","Yes","No","commander","strategist","The character chooses any Three Knowledge skills. They permanently become career skills","AoR - Lead by Example (Commander Career) P:35"]
["Well Rounded","Passive","Yes","No","Sentinel","Shadow\nPolitico\nScholar\nMedic","The character chooses any two skills. They permanently become career skills.","Age of Rebelion - Core Rulebook P:159 \nEdge of the Empire - Core Rulebook P:145 \nForce and Destiny - Core Rulebook P:153"]
["Well Traveled","Passive","No","No",null,"Recruit","Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.","Age of Rebelion - Core Rulebook P:159"]
["Wheel and Deal","Passive","Yes","No",null,"Trader\nQuatermaster","When the character sells legal goods to a reputable merchant or business. the character gains an additional 10% more credits per rank of Wheel and Deal (based on the original sell price of the good or item).","Age of Rebelion - Core Rulebook P:159 \nEdge of the Empire - Core Rulebook P:145"]
["Works Like a Charm","Active (Incidential)","No","No","Smuggler","Ambassador\nCharmer","Once per game session, the character can choose to make one skill check using Presence, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his social ability is helping him overcome this challenge.","Age of Rebelion - Core Rulebook P:159\nEotE - Fly Casual (Smuggler Career) P:33"]

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["Skills & Characteristics"]
[]
[]
["Skills"]
["Skill","Characteristic","Type","Description","Column1"]
["Astrogation ","Intellect","General","There are many billions of stars populating the galaxy, all of which are in motion relative to one another. Planets and smaller masses are in constant orbit around many of these stars. Vast numbers of nebulae and other astronomical anomalies are also present throughout the galaxy. Traveling between the worlds of the galaxy requires at least a rudimentary knowledge of the galaxy’s organization and composition. It also requires a navicomputer that is up to date on the current time and relative motion of all of these objects. The Astrogation skill represents a character’s ability to use his knowledge of the galaxy to most effectively program the hyperspace coordinates for any jump.\n\n• Programming a navicomputer for a hyperspace jump requires a successful Astrogation check.\n• Astrogation governs a character’s basic knowledge of galactic geography. It may be checked any time a character wonders what other systems are nearby.\n• In the event that characters arrive in an unknown system, they may use a navicomputer and their Astrogation skill to identify their location.\n• Astrogation also covers familiarity with the galaxy’s hyperspace routes and the types of craft and commerce most common along those routes.\n\nThe difficulty of a hyperspace jump is based on the area targeted and the distance traveled. Travel to a nearby system along a well-established route is generally an Easy (d) check. The difficulty increases based on the accuracy of navigational information and other factors. \nAdditional s beyond those required to calculate a hyperspace jump may be used to better target the location. While a single net s reaches the target system without incident, extras might place the character’s vessel directly into orbit around the target planet. Alternatively, characters may use additional s to reduce the time spent calculating, when rushed. a generated as part of an Astrogation check are most commonly used to reduce travel time. On extended journeys, they might be used to identify convenient stopovers en route, where the vessel can resupply or conduct additional business to help defray the cost of the trip. A x could be spent either to complete Astrogation calculations in the minimum amount of time or to greatly reduce the travel time involved. It could also reveal some highly valuable but previously unknown information, such as safer or quicker alternative route. \nConversely, t generated on an Astrogation check could decrease the accuracy or increase the travel time of a hyperspace jump, or it could simply cause a character to miss relevant details when analyzing hyperspace routes or galactic maps. y can be spent in the same way but to greater magnitude, or it could trigger some truly disastrous occurrence, such as jumping out of hyperspace into the path of an asteroid."]
["Athletics ","Brawn ","General","Player Characters lead dramatic lives filled with constant physical confrontation. Often, that confrontation comes from an enemy with a blaster, but sometimes it may be a mountain to be scaled, a river to be swum, or a chasm that must be leapt. The Athletics skill governs these actions. It serves as a measure of the character’s overall fitness and physical conditioning. Those who actively engage in a regimen of physical training, such as field infantry or scouts, are the most likely to have a high rank in Athletics.\n\n• All aspects of climbing—including rappelling and swinging on a line—fall under the purview of the Athletics skill. The difficulty of these tasks is calculated based on the surface incline and other basic conditions of the surface being climbed.\n• Characters who attempt to swim in difficult conditions must check their Athletics. Water conditions—particularly waves, current, and tides—dictate the overall challenge of any effort to swim.\n• A character’s vertical and horizontal jump are both determined through use of an Athletics check. Gravitational conditions and the distance required factor into the difficulty.\n• Any character can run, but sprinting or running for an extended time falls under the purview of an Athletics check.\n\nThe difficulty of an Athletics check is set by the severity of the task. Attempting to perform a routine task under normal conditions should never require a check. A more demanding task—jumping more than a person’s body length or staying afloat for hours—should require d equal to the equivalent difficulty of the task. Adverse conditions—extreme rain, rough winds, or aggressive pursuit—could impose one or more ⬛. A combination of these elements can make a check significantly more challenging. Extremely adverse conditions—hurricane force winds or a surface covered in oil—and attempts at superhuman feats may introduce one or more c, in addition to increasing the difficulty.\nAdditional s on an Athletics check can either reduce the time required to make the check or increase the distance traveled with that check.\naa on an Athletics check may be used to grant the character an additional maneuver during the course of his turn. The maneuver should be one that involves movement or some sort of physical activity, and remember that characters can take a maximum of only two maneuvers during their turn. Advantage can also generate bonus B on other physical checks performed by allies during that round or on physical checks the character performs later.\nx results on successful checks should allow the character to perform the check with truly impressive outcomes. Instead of heaving a boulder aside, he hurls it into the air; instead of grabbing onto the edge of a hovering platform, he uses his momentum to flip atop it, landing on his feet.\nAs Athletics is generally used to perform physical actions, t and y results should most often result in physical penalties. Small amounts of t may cause the character to suffer strain, while larger amounts of t may cause the character to fall prone, or even suffer a wound from sprains and bruises. y could even inflict a Critical Injury, either chosen by the GM to fit the circumstances or rolled randomly"]
["Brawl ","Brawn ","Combat","During some physical confrontations, a character seeks to incapacitate a foe without causing seriously injury. At other times, a melee erupts with little preparation, and a character may not have any weapons at hand. Some individuals are thoroughly trained in unarmed combat or have natural weapons that they prefer to use during physical altercations. In any of these situations, Brawl is the skill used to determine success or failure in the combat. Most characters who grew up in a hostile environment have some knack for Brawl. All wildlife, particularly creatures with natural weapons, use Brawl when forced into a confrontation. Anyone who participates in military or law enforcement training learns some basic martial arts, which fall under the Brawl skill. Even more advanced or esoteric martial arts fall under the auspices of this skill as well. However, improvised weapons—such as a bottle or a table leg—are used with the Melee skill.\nIn some conflicts, characters may be bound by legal or social restrictions to fight only without weapons. Drawing a weapon here could quickly escalate matters to a lethal fight and might have other repercussions, forcing the characters to depend upon their Brawl skill. The Brawl skill is most often used to make combat checks in melee combat while unarmed or using a weapon specifically designed to augment unarmed combat, though there may be other uses for this skill, at the GM’s discretion. The difficulty of Brawl checks is Average (dd), the difficulty of all melee attacks. If the opponent is incapable of resisting, the check might be easier, at the GM’s discretion. "]
["Charm ","Presence","General","For a character with a warm smile and a silver tongue, it might be possible to travel the galaxy simply by depending on the kindness of others. An individual with this knack is capable of giving just the right compliment to his target—often by deciphering the subject’s social and cultural background. Note that the use of the Charm skill requires the acting character to maintain a degree of sincerity in his statements. A character who employs flagrant flattery with no basis in reality would be better suited to the Deception skill. Politicians, salespeople, and con artists are all renowned for their Charm.\n\n• Persuading an individual to make a special exception to his usual practices through flattery, flirtation, and grace typically relies on Charm.\n• Appeals to a target’s better nature—even if it does not exist—generally require a character to use Charm. These sorts of requests may require the target to go out of his way to aid the characters without any hope of remuneration.\n• Seduction attempts for most species typically rely on Charm, but for situations in which the interest is entirely feigned, it is usually more appropriate to use Deception.\n\nCharm is often an opposed check against the subject’s Cool. An exception is a situation in which the PC is trying to Charm a large group, in which case a set difficulty isusually employed. Of course, situational modifiers may also apply based upon the character’s style of dress, species, and other characteristics. For instances in which the desired outcome is directly opposed to the target’s interests, an additional d may be added.\nFor situations involving multiple subjects or a target predisposed to react favorably toward the character, the character does not make an opposed check. Instead, the difficulty of the check is determined by the number of subjects and their disposition. Larger crowds or groups who are predisposed against the character’s desired outcome require a more difficult check, while charming those already partial to the character may require few, if any, d. \nExtra s on a Charm check may be used to extend the target’s support for additional encounters. Each s spent in this way gains the character an extra scene in which the target is willing to support him.\na may be spent to affect unexpected subjects beyond the original target. These may be bystanders or others who are not directly involved in the scene but who may be able to aid the character in their own way. With a x, the player may choose to have a target NPC become a recurring character who remains predisposed to assist his character. This NPC may not join the character’s crew, but might offer a better than usual price for fencing goods, or may share certain Imperial secrets.\nt and y are, conversely, harmful to a character’s standing with those he is trying to sway. t may be spent to reduce the number of people the character is able to influence or to turn those affected negatively against the character. The GM may use y to turn a single NPC against the character and to make that NPC a minor recurring adversary."]
["Coercion ","Willpower ","General","Some people believe that the only way to maintain respect is to be feared. Others may only grant respect to those whom they fear. When characters attempt to instill obedience in a target through the use of threats or acts of physical intimidation, they use Coercion. A Sith Lord or an Imperial interrogator may use Coercion to frighten the weak or force innocents to do his bidding. However, even decent individuals may use Coercion to intimidate opponents into surrendering rather than fighting and killing their enemies. Imperial Intelligence agents, dark side Force adepts, and organized crime leaders are all known for their ability to coerce their subjects.\n\n• Any time a character issues a threat, whether or not it’s accompanied by hostile actions, he is using Coercion against the subject. An implied threat—such as gesturing toward a weapon—is sufficient to invoke Coercion.\n• If a target is questioned or persuaded under conditions of physical captivity, the acting character should make a Coercion check.\n• Acts of physical torture always invoke Coercion. Of course, physical violence may also induce strain or wounds in a subject. Such actions are separate from the actual Coercion attempt. \n\nCoercion is an opposed check, resisted by the subject’s Discipline. Situational modifiers, such as the degree to which a subject is helpless or a degree of threat that is less significant than expected, may significantly affect the dice pool. Attempting to persuade a subject to betray his core beliefs should always add d to the pool.\nIn situations in which the character is attempting to intimidate multiple subjects or a target who is already threatened by the character, the character need not make an opposed check. In such circumstances, the difficulty of the check is determined by the number of subjects and their disposition. Larger crowds or groups that are more likely to resist authority require a more difficult check, while using Coercion on those already cowed by the character may require few, if any, d.\nExtra s on a Coercion check may be used to inflict strain upon the target at a rate of one strain per ss. \nBy spending aa, the character may affect unexpected subjects beyond the original target. These may be  bystanders or others not directly involved in the scene, but who may be cowed by the character as a result of witnessing the Coercion attempt. With x, the character may completely break the subject’s will. The target’s allegiance shifts, and he becomes a subjugated ally of the acting character, at least temporarily. The newfound follower may be exploited to gain additional information or assets, or even to serve as a spy within the ranks of a foe. However, if the follower’s betrayal is discovered by the foe, this forced loyalty may not prove permanent. \nIntimidation and strong-arm tactics are only as successful as the strength and thought behind the attempt. The GM may spend t and y to undermine the outcome of a character’s Coercion attempt. Extra t may be spent by the GM to represent a building resentment toward the coercing character. Regardless of the success or failure of the Coercion attempt, the subject may grow to despise the character as a result of having been strong-armed. y, on the other hand, may be spent to represent the character’s slipping up and revealing something about his goals and motivations to the target. For instance, a character attempting to coerce a target to give up security codes for an Imperial base might let slip information concerning movement of the Alliance Fleet within the region around the characters."]
["Computers ","Intellect","General","The galaxy could scarcely function without the constant assistance of computers. Devices everywhere are linked together and coordinated by computers and droid brains. Those talented in computing can sometimes exploit these resources, or they might know how best to avoid those systems under computer control. Many people are so unconsciously dependent upon computers that those who can cleverly manipulate them may commit crimes without their victims even becoming aware of the offenses. Even using the HoloNet for communications or entertainment requires the use of computers—particularly if there are forces interfering with the system. This skill also governs the repair of a damaged computer system, defensive actions against an intruding slicer, and routine maintenance necessary to keep the software on a computer or droid running effectively.\n\n• Attempts to open a locked door, control an elevator, or bypass a security system make use of the Computers skill.\n• Searching through a subject’s records, particularly if those notes are encrypted, makes use of Computers to overcome any security measures and interpret the material’s organizational structure and any external links.\n• Investigating what actions a slicer might have taken against a computer system requires the Computers skill to identify the files that have been accessed or altered.\n• Efforts to alter a droid’s programming or gain access to its memories require the acting character to make a Computers check.\n• Characters must make a Computers check to recover data from a system that has suffered physical damage.\n\nThe difficulty for a Computers check is calculated based on any defenses present within the system and the inherent sophistication of the system against intrusion. Slicing into a tapcafé’s systems to alter a transaction might be trivially easy, while a military outpost could be hardened and prepared for a slicer’s assault. In general, the more vital the materials protected by the system, the more difficult the system should be to overcome.\nAdditional s may be spent to reduce the time required for the action undertaken. This is generally representative of the character’s extensive familiarity with systems of the type targeted. \na may be spent to uncover additional information about the system. The character might discover additional assets that could be targeted, the owner’s personal journal entries, or the presence of well-concealed defenses. Once the presence of such systems is discovered, a character may attempt to gain access to them with further Computers checks. A x may be spent to conceal any actions the character may have taken while slicing the system. Each x may be spent to add c to the check if another slicer should attempt to detect or identify the character’s actions with a Computers check. \nThe GM may spend t generated on a character’s Computers check to represent the character’s doing a poor job of concealing his presence in the system. Security systems are alerted to the electronic intrusion, while other slicers attempting to discover evidence of the character’s actions may add B to their check for each t generated by the character’s initial Computers check. \ny may be spent by a GM to represent the character’s leaving behind of trace information about his own system in the system he was attempting to slice. For each y generated by the character’s Computers check, the GM may add B to any future Computers checks in which an NPC uses the target system to slice the character’s own system."]
["Cool ","Presence","General","The life of a Force sensitive within the Empire is never easy. The ability to stay calm and think while one’s life hangs in the balance can be essential for survival amid the constant stream of Imperial threats. By maintaining a calm and placid temperament, the character is much more likely to be able to effectively prioritize issues and solve the most critical problems first. These characters are also better able to remember and focus on achieving their goals, allowing outside influences to have much less effect.\n\n• In some combat situations, a character’s Initiative may be determined by his Cool skill. This is applicable under circumstances in which the acting character has calmly prepared to take action. \n• A character’s Cool is used to resist Charm and Negotiation, and it may permit him to ignore many of the lies that come as part of a discussion. \n• Often, when someone is trying to be overly kind, authenticity becomes lost among the niceties. Characters can use Cool to resist these efforts, penetrating through to the truth.\n• If a character has set a trap for a target, carefully lining up a shot on an unsuspecting foe, he may check for Initiative using Cool, as he calmly selects the optimal time to begin the engagement.\n• If multiple characters are engaging one another in a debate in which the timing of the argument matters, Cool may be used to determine Initiative, as that character is better prepared.\n\nThere is rarely any extra s on a Cool check, as it’s generally used to oppose another’s actions, or to determine Initiative, which takes all s into account.\n\nAn a from a Cool check may be spent to give the character an additional insight into the situation at hand. He may notice an extra complication before it comes into play against him or identify an object that can be used directly against his opponent. The character might spot a rogue asteroid during a dogfight, notice a security officer near a sniper’s target, or pick up on a magistrate’s predilection for a particular style of argument.\nA character who generates a x result during a Cool check has not only stood unflinching as chaos erupts around him, but has actually come away the better for it. For each x result on a Cool check, the character may recover 3 strain.\nSometimes a situation is so frantic that it can overwhelm even the most steadfast of souls. The GM may spend t generated as a result of a Cool check to cause the character to miss a vital detail or event. For instance, if a character generates a t during a duel, he may be so focused on his target that he fails to notice the target’s ally on the sidelines pulling a weapon of his own. If the situation goes badly enough, the character may lose all sense of where he is and what he is doing, effectively succumbing to minor shell shock. The GM may spend any y generated on a Cool check to stagger the character for one round as he is overwhelmed by the chaos around him."]
["Coordination ","Agility ","General","When a character needs to go somewhere without being seen, it often requires him to remain stable on unsteady surfaces, crawl through narrow openings, or even tumble down safely from a dangerous height. Overcoming these types of challenges requires a tremendous sense of balance and a heightened degree of flexibility. While both of those abilities depend heavily on a person’s natural characteristics, they can be further developed through regimens of practice and exercise.\nAny time a character needs to contort his body into an unusual position, Coordination is used to calculate the dice pool. Note that some species may be inherently more flexible than the norm. This benefit is discussed in their species description, where applicable. \nMany Shadows and Hunters become known for their natural flexibility and grace. For some, their lives may frequently depend on their expertise in the skill. For others, the skill serves as an important complement to their other abilities.\n\n• A character may attempt to reduce damage suffered from falling, diminishing the impact by rolling into a tumble upon a successful Coordination check. \n• Walking across a narrow surface, whether a wide beam or a thin pipe, requires a tremendous sense of balance and a successful Coordination check.\n• Characters can use Coordination to escape from restraints, contorting their limbs at unusual angles so that bindings slip free.\n• Crawling through the twists and turns of a sewage pipe, ventilation duct, or garbage chute may require a successful Coordination check to avoid a sudden fall or—worse yet—becoming stuck in place. \n\nAny additional s received when using Coordination may be spent to increase the distance traveled during the action or to decrease the time it takes to perform the action. Each s spent in this way can increase the distance moved by 25%, up to a maximum of ssss. \naa on a Coordination check may be used to grant the character an additional maneuver during the course of his turn. (However, during an encounter, a character can only use two maneuvers per turn.) x on a Coordination check may be spent to accomplish the task with truly impressive results, either with narrative flair, or granting additional benefits in the course of completing it. For example, instead of walking across a rope to get across a chasm, the character could cut the rope, swing across, and in doing so deny anyone the ability to follow him.\nTo represent harm done to a character’s body in the process of a Coordination check, the GM could spend t generated during that check to cause the character to lose his free maneuver for one round per t. y represents something truly harmful happening to the character during his check. A character could suffer a wound as a result of y during a Coordination check or could drop a vital piece of equipment.","kk"]
["Core Worlds ","Intellect","Knowledge","Those worlds closest to the Galactic Core are generally considered to represent the pinnacle of galactic culture and civilization—especially by those who dwell within those systems. Cultural traditions vary substantially from system to system (and even between planets within a given system). A few notions are particularly common among the worlds of the Core, but even with those, there are distinct exceptions. Perfectly acceptable behavior on one planet may be considered grossly disruptive manners on another, even within this culturally distinct region of the galaxy. Many hyperlanes connect the Core Worlds with the other portions of the galaxy. Because of this, visitors from foreign worlds are far more common here than in many other places. The Core Worlds represent centers of trade and diplomacy that can connect planets in disparate portions of the galaxy.\n\n• If a character needs to identify a person’s planet of origin without asking, he may make a Core Worlds check. This allows him to recognize accents, dress, and mannerisms that are associated with a particular world.\n• When interacting with someone from a Core World, a character might make a Core Worlds check to know what behaviors are considered necessary and polite and what could be considered offensive.\n• Characters who specialize in the acquisition and delivery of goods can make this check to identify which markets are the best places to sell or purchase a particular cargo. They may also recognize any worlds where such goods could be illegal.\n\nThe difficulty of a Core Worlds check is generally proportionate to the rarity of the information involved. Common knowledge about Coruscant, for example, is far easier to recall than an obscure fact about a minor moon."]
["Deception ","Cunning ","General","Sometimes a character needs to persuade someone to act a certain way but lacks any leverage for the discussion. In times like this, a certain degree of moral flexibility may be necessary. Whether it’s an effort to persuade someone to make a purchase, do a favor, or simply go somewhere else, a well-timed and convincing lie can make the difference between success and failure. When a falsehood plays the central role in a persuasive effort, the character making use of it is employing the Deception skill. Advisors, Shadows, and many less-than-reputable merchants are all masters of Deception. Many individuals outside of these fields make use of this skill, but it’s seldom a critical focus of their development.\nAttempts to deceive are subject to the perceptions of the target. Deception is opposed by the subject’s Discipline. In situations in which the character is attempting to trick multiple subjects or a target who believes that character to be trustworthy, the character need not make an opposed check. In such circumstances, the difficulty of the check is determined by the number of subjects or their disposition (or both). Larger crowds or groups that are more likely to disbelieve the character require a more difficult check, while deceiving those already fooled by the character may require a lower difficulty.\n\n• If a character wishes to mislead a buyer or seller about an object’s value so that he may adjust the purchase price to his advantage, he uses Deception.\n• Any time a character wishes to distract an opponent through guile—even within the context of a physical confrontation—he may make use of Deception.\n• When pursued, a character may choose to use Deception as a means to lay a false trail, in the hope that the tracker might make a wrong turn. This may leave the character ample time to escape.\n\nExtra s on a Deception check may be spent to extend the duration of the Deception. This could give the acting character ample time to travel offworld before the treachery is discovered, or it might even leave the target less likely to notice the fraud and more susceptible to further deceptions.\na may be used to increase the value of any goods or services gained through the action. The subject might simply believe that he is agreeing to fair terms with the liar. x may be spent to fool the target into believing that the character is a trustworthy sort. Future Deception checks against the target do not require an opposed check; they are simply made at a baseline difficulty depending on the nature of the lie. \nt during a Deception check gives away a portion of the lie. Perhaps the target realizes that he has been lied to but is unable to identify how much of the interaction is false, thereby prompting him to become more suspicious of the character. y may represent a more extreme example of this phenomenon; for instance, the target not only distrusts the character but spreads the word of his deceit and harms his reputation among a small community of people. Additionally, the target may realize that he is being lied to and use the situation to his advantage, perhaps to insert some false information of his own. Perhaps the target is able to slip shoddy gear past the character by playing along with the lie."]
["Discipline ","Willpower ","General","The ability to focus one’s mind is vital to a Force user. Though one must be sensitive to the Force in order to use it, if a character has no Discipline, he can never hope to master his abilities. In addition, characters may confront countless horrors as they explore the galaxy. Some of these are natural, if terrifying: the rancor, the krayt dragon, and the wampa, to name a few. Others, such as the Death Star, may be constructions or artifacts, and still others—such as a vergence of the dark side of the Force—may be supernatural. The ability to maintain composure and react in an effective manner is also governed by Discipline. This skill represents a character’s ability to control his biological instincts, so that he can overcome things that might induce abject panic in a person of lesser resolve. \nA character’s Discipline is used to resist Leadership, Coercion, and Deception. It may also enable him to overcome treachery and threats that others attempt to impose upon him. Discipline plays a key role in the development of Force abilities.\n\n• If a character is pinned down by heavy fire, he may need to pass a Discipline check in order to act normally.\n• Often, when summoning the Force in order to throw objects at people, influence the mental state of others, or otherwise affect individuals, a character may also need to succeed on a Discipline check.\n• When confronted by a creature with inherently horrifying aspects, a character’s ability to engage the foe rather than flee before its might is governed by the Discipline skill.\n• Sometimes, a business contact might offer a character a deal that seems far too good to be true. The ability to resist such temptations is based upon Discipline.\n• Mentally sorting truth from fiction and determining when someone is lying (and not letting oneself be swayed by those lies) are often a function of Discipline.\n• Discipline is often used to oppose another’s actions— thus, the roll is made by the opposing player—so it may not always be possible to generate an extra s. In situations in which an extra s can be earned, they may be spent to downgrade a c to a d on the character’s next action.\n\na from a Discipline check may be spent to give the character an additional insight into the situation at hand. He might notice a particular vulnerability on a seemingly indomitable foe, or an unusual pattern to the suppressing fire that gives the character a moment to leap from cover. Often, the sight of an ally looking danger in the eye and refusing to blink is all it takes to bolster one’s resolve. x generated during a Discipline check may be spent to add B to any Discipline checks made by the character’s allies during the following round.\nThe GM may spend t generated during a Discipline check to undermine the character’s resolve, perhaps inflicting a penalty on further actions in the face of distressing circumstances. y may be spent to overwhelm the character entirely. In this case, the character is unable to perform more than a single maneuver during the following round of combat."]
["Education ","Intellect","Knowledge","Among most of the races and cultures of the galaxy, achieving literacy is a crucial first step toward adulthood. Even on the worlds held most firmly in the Empire’s grip, most individuals achieve at least this standard long before they reach physical maturity. Once literacy is attained, an individual’s education generally expands to cover additional areas of expertise. Typically, such an education includes at least a solid grounding in mathematics, the basic sciences, and enough understanding of engineering principles to perform basic repairs. Many also study the fundamentals of philosophy, politics, and galactic history.\nFrom there, an understanding of the various dominant species and cultures across the galaxy provides a complement to a well-rounded education. Characters must often rely on these essentials in order to appropriately interact with the broader galaxy. To the uneducated, places beyond their home seldom make sense. Basic cultural variances may become overwhelming challenges.\n\n• Any time a character needs to interact with a government entity, an Education check may be made to identify the best way to proceed.\n• If a character needs to employ basic scientific knowledge in an analysis, his understanding of this field is represented by his Education skill. \n\nEducation also represents a default Knowledge skill. Any time a question comes up that doesn’t obviously fall under one of the other Knowledge skills, an Education check may be used to determine the character’s understanding of a particular subject matter. The difficulty for an Education check is typically best represented by the rarity of the data in question. Characters who have a reference document at hand may receive substantial bonuses, but even using such a work requires an understanding of core principles."]
["Gunnery ","Agility ","Combat","Many weapons are simply too large for a person to carry. In order to bring such a weapon to bear against an opponent, it may be mounted aboard a vehicle, hastily assembled where needed, or even built into a substantial defensive emplacement. Weapons of this sort might require a team to transport, assemble, and ultimately operate.\nCharacters seldom gain experience with weapons of this magnitude outside of military training. Weapons of this caliber are also difficult to acquire by anything but government entities. Only the most dangerous worlds have natural predators that require a weapon of this power as a proportionate response. Gunnery applies to laser cannons and proton torpedoes mounted on starships. Larger mounted weapon systems like heavy laser turrets and ion cannons are also fired using this skill.\n• If a character is piloting a starfighter, the ship may have weapons that are mounted on it with a fixed orientation. Prior to making a Gunnery check, the pilot may need to maneuver the craft in order to achieve a firing solution.\n• Characters using Gunnery to fire turret-mounted weapons may need to hold their action until a pilot can maneuver the vehicle such that targets are within the weapon’s firing arc.\n• Complex targeting computers and automated weapons mounts are often used with large-scale weapons. Operating this equipment also falls under Gunnery.\n\nThe Gunnery skill is most often used to make combat checks while using an appropriate ranged weapon, though there may be other uses for this skill, at the GM’s discretion. Gunnery check difficulties are determined by the distance to the target or by relative silhouettes, depending on the weapon fired. The difficulty may be modified by maneuvers the character makes and specific combat situational modifiers."]
["Leadership ","Presence","General","Even great heroes sometimes need the assistance of others to complete their goals. Certainly the foulest villains consistently use legions of flunkies to assist them in their rampages. The ability to lead such companions and devotees can play a crucial part in the success or failure of any endeavor. While some may follow out of fear or the promise of tremendous riches, ultimately most individuals choose to work with a person in whom they have faith and trust. The Leadership skill represents a character’s ability to instill that belief in the people with whom he chooses to interact. Politicians, military officers, and crime bosses all determine their degree of success base upon their abilities to lead others. Leadership is a combination of making smart decisions, being firm and decisive when doing so, and instilling a sense of loyalty and respect in one’s subordinates.\n\n• If a character’s allies have become subject to the effects of fear, they may be rallied through a Leadership check.\n• When acting in a public venue, a character may use Leadership to sway a crowd to take action, most commonly of a political nature.\n• If a character’s underlings have fallen before the guile of an opponent, the character may realign their loyalty to his cause by making a successful Leadership check.\n\nThe difficulty of a Leadership check is based on the complexity of the orders a character is attempting to convey. It is also based on the intelligence and professionalism of the subjects he is attempting to command. Particularly complex orders, or stubborn or particularly dull subjects, require a larger number of d, while a simple order given to a loyal servant may require few, if any, d.\nWhen a character attempts to command a target to perform an action that could result in harm to the target, or is in some other way against the target’s nature or best interest, an opposed check is required. The character’s Leadership check is opposed by the Discipline of the target, depending on the particulars of the order given.\nExtra s on a Leadership check may be used to extend the target’s support for additional scenes or may increase the efficiency or effectiveness of the target during the ordered actions.\na may be used to affect bystanders in addition to the target. With x, the player may choose to have the target NPC become a recurring character who decides to faithfully follow the acting character. This individual may decide to join the character’s crew, offering his services as a permanent aide-de-camp.\nThe GM may spend t generated during a Leadership check to decrease the efficiency of the ordered actions, causing them to take longer or be done poorly. y may be used to undermine the character’s authority, damaging the character’s ability to command the target or those who witnessed the attempt. Should a character accrue multiple y on a single leadership check, the target may become a recurring thorn in the character’s side, either by refusing future orders outright or turning others against the character."]
["Lightsaber ","Brawn ","Combat","Lightsabers (and derivative weapons) are quite unlike any other weapons in the galaxy. While most close combat weapons have some sort of blade or striking edge attached to a grip or handle, an inactive lightsaber seems to be nothing more than a simple weapon hilt. However, when activated, the hilt projects a humming “blade” of intense energy. Such weapons are difficult for even an accomplished swordfighter to use. Some say that only an individual in tune with the Force can truly sense the blade of a lightsaber and master this elegant weapon.\n\nAlthough the Lightsaber skill is linked to the Brawn characteristic, many characters may have access to talents that can link the skill to a different characteristic instead, representing unique forms and fighting styles. The Lightsaber skill governs melee  attacks made with lightsabers as well as with derivative weapons such as lightsaber pikes, shotos, and training sabers.\nThe Lightsaber skill is most often used to make combat checks while using these weapons, though there may be other uses for this skill, at the GM’s discretion. The difficulty of Lightsaber combat checks is Average (dd), the difficulty of all melee attacks. If the opponent is incapable of resisting, the check might be easier, at the GM’s discretion. The difficulty may be modified by maneuvers the character makes and specific combat situational modifiers, as described in Chapter VI: Conflict and Combat."]
["Lore ","Intellect","Knowledge","Parts of the galaxy have been inhabited for more than a million years. During that time, countless civilizations have arisen, and many have gone extinct. Those civilizations that achieved interstellar travel communicated with one another and shared their histories.\nOver the millennia, some of these tales changed and grew into myths and legends. Many have a strong basis in truth, so much so that some of these stories still conceal a great deal of valuable information.\nCharacters with a particular interest in lost cultures and ancient legends may decide to try to turn this interest into a profession. Forgotten military outposts, ancient technologies, and half-remembered folk stories could all reveal past secrets that are now highly valuable. At other times, a character might stumble across an artifact connected to one of these legends— an item whose utility could far exceed its initial appearance. Lore is also the skill most often related to knowledge of the Force and ancient Jedi traditions.\n\n• Any time a character needs to decipher an ancient piece of writing or identify its context, he must make a Lore check.\n• A character’s knowledge of the legends associated with the exploits of an ancient hero is represented by the Lore skill.\n• A character trying to learn about ancient Jedi traditions or attempting to master a Force technique would make a Lore check.\n\nA Lore check’s difficulty is assigned by the obscurity of the information. Well-known legends may not even require a check, but the tales of a race that died out millennia ago may be nearly forgotten."]
["Mechanics ","Intellect","General","Space travel is fraught with dangers. A failed life-support system can leave a crew desperate to find any haven where they might safely land. A failed hyperspace engine might strand them hopelessly far from the nearest repair yard. Individuals who accept these dangers need to have tremendous faith in either the quality of their craft or the mechanical skills of its crew. Even in those cases where confidence is based upon a craft’s quality and maintenance regimen, the presence of a capable mechanic can still be crucial to the ship’s ultimate survival.\nPlanetary and atmospheric craft, droids, and even a trusty blaster can break down at the least convenient moment possible. These devices use vastly different technologies, but they share core concepts that any technical expert can carry over from one device to another. The Mechanics skill represents the expertise required for these repairs. The skill plays a critical role for an Artisan, but nearly any character who has to work in the modern galaxy can find Mechanics useful.\n\n• Any device that suffers physical damage can be repaired using this skill, with the proper tools.\n• A character may use Mechanics prior to beginning a repair job, so that he can identify the parts and tools necessary for the job, along with their approximate cost. This information may be particularly useful to a character seeking to pay for repairs.\n• Sometimes, a character may have access to an extensive supply of varied components or damaged devices. In this situation, attempts to construct a completely new device are dependent on the Mechanics skill.\n\nAt the Game Master’s discretion, it might be impossible to complete a repair without the necessary tools or components. Alternatively, the Game Master may choose to apply additional d to represent the instability of temporary fixes.\nAdditional s on a Mechanics check may be used to increase the efficiency of the action. Each additional s may be used to reduce the time required to make the check by 10 to 20 percent.\na generated during a Mechanics check can mean especially high-quality repairs, possibly making the item higher in quality than it originally was. This may grant B when using the item, or it may even make the item count as having the Superior quality for a session. x earned on a Mechanics check may give a device an additional function that is good for only a single use. Examples might include a temporary engine speed boost or a more powerful blaster shot. The nature and precise details of this temporary function are subject to the Game Master’s discretion. Mechanics checks may have specific rules when applied to repairing starships and vehicles. \nt generated during a Mechanics check may represent particularly shoddy repairs or temporary measures. The GM may spend t to cause the target object or system to malfunction shortly after the Mechanics check is completed. y may be spent to cause further harm to the target object or system or to cause other components of the target to begin to malfunction."]
["Medicine ","Intellect","General","Through the course of their travels, characters are certain to suffer injuries. Minor injuries may not require medical intervention, but more serious ones may need the attentions of a trained professional. The Medicine skill constitutes that training, and it can be used to heal cuts and bruises as well as life-threatening injuries.\n• Routine first aid, including use of medpacs, depend upon a character’s abilities in Medicine. Medpacs are mercifully simple to use, but the difficulty may be complicated by the severity of the wound.\n• The ability to treat for poison—or to inflict one— falls under the Medicine skill. This also governs the use of pharmaceutical and recreational drugs.\n• Many planets harbor unique infectious diseases as well as parasites. A well-traveled medical technician may become familiar with both the symptoms and treatments for many such planetary syndromes. \n• More serious treatments, such as surgeries, cybernetic augmentations, and psychotherapy, are governed by Medicine, but they generally require additional pharmaceuticals and medical instruments.\n\nThe difficulty of the check is based on the target’s current state of health. On a successful check, the target recovers a number of wounds equal to the number of s generated by the Medicine roll, as well as an amount of strain equal to the number of a generated. A character may attempt only one Medicine check per week when helping a character to recover from Critical Injuries. Note also that droids may not benefit from Medicine, but they may substitute the Mechanics skill for these same healing checks. Characters attempting to treat their own injuries increase the difficulty of the Medicine check by dd.\nEach s on a Medicine check normally heals a single wound, up to the maximum number of wounds the target is currently suffering. Beyond that, additional s have no mechanical effect but may represent particularly competent medical aid.\na generated during a Medicine check may be spent to eliminate 1 strain from the target. x generated during a Medicine check to heal a Critical Injury may also heal additional wounds, or vice versa. A GM may use t during a Medicine check to increase the amount of time the procedure takes or to inflict strain on the target to represent the shock of the procedure. y represents a truly terrible accident: perhaps the character unintentionally inflicts further wounds on a target whom he was attempting to heal."]
["Melee","Brawn ","Combat","All ranged weapons require some sort of ammunition, and many are loud. They typically have fragile components or require regular maintenance, which may require its own set of tools. By contrast, most Melee weapons are inexpensive, virtually silent, and require little maintenance and no power beyond the strength of their wielder’s limbs.\nThe majority of Melee weapons depend upon the wielder’s strength to inflict damage, but a few have their own energy sources. These weapons, such as vibroblades and force pikes, are much more technically sophisticated than a simple club. However, their core principles remain the same. When a character masters the art of striking with one Melee weapon, the core concepts translate effectively to other Melee weapons. Any military training includes at least a basic course in melee combat preparation. In addition, characters who have spent time on primitive worlds may have learned to defend themselves with Melee weapons. Aristocrats and nobles, in some systems, may also learn a number of melee techniques as part of their cultural traditions.\nThe Melee skill is most often used to make combat checks while using a Melee weapon, though there may be other uses for this skill, at the GM’s discretion. The difficulty of Melee checks is Average (dd), the difficulty of all melee attacks, including Brawn and Lightsaber. If the opponent is incapable of resisting, the check might be easier, at the GM’s discretion. The difficulty may be modified by maneuvers the character makes and specific combat situational modifiers."]
["Negotiation","Presence","General","Often, the easiest way to get someone’s cooperation is by giving him exactly what he wants. The art of Negotiation deals with determining exactly how much of what a subject wants must be surrendered in order to get a particular good or service in return. A master negotiator might need to make only the most minimal of sacrifices in exchange for a vital service, while a novice could be forced to dramatically overpay—particularly if he lets his desperation show. This skill is essential for anyone who regularly acquires new equipment, and it is vital to characters who must mediate between warring parties or other hostile factions. Characters need to effectively negotiate at times to accomplish their goals and potentially to avoid gaining Conflict through needless bloodshed. Negotiation is opposed by the subject’s Negotiation or Cool.\n• Any time a character wishes to purchase goods or services, he must either pay the seller’s asking price or use the Negotiation skill.\n• If a character wishes to sell goods or services, the final price is determined by a Negotiation check.\n• When two individuals create an agreement or treaty, they may make an opposed or competitive Negotiation check. The winner gains the better end of the resulting agreement.\n\nNegotiation is usually an opposed check, using the target’s Cool or Negotiation. Situational modifiers may also apply, based on any past relationship between the characters involved and the desirability of the goods and services. The cases in which this skill may be used without an opposed check are exceedingly rare. \nExtra s on a Negotiation check may be used to increase the acting character’s profit by 5  percent per s. It may alternatively be used to modify the scope of the agreement, so that the contract can extend for a longer period of time or so more goods may be obtained for a given price. Additional rules for how extra ≥ may benefit characters when buying or selling goods apply.\na generated during a Negotiation check may be spent to earn unrelated boons from the target, either concessions if the check is failed, or extra perks if it is passed. With a x, the player may choose to have the target NPC become a regular client or specialist vendor. The NPC might thereafter keep an eye out for specific goods the PC may be interested in or he may refer other potential clients to the PC, emphasizing to them the quality of the PC’s goods or services. \nt during a Negotiation check may be spent to increase the cost of goods the character is attempting to purchase, to decrease the value of those he is trying to sell, or to shorten contracts he is trying to negotiate. A GM may spend y to seriously sabotage the character’s goals during the interaction."]
["Outer Rim","Intellect","Knowledge","The systems of the Outer Rim are filled with independent worlds, many inhabited by those who enjoy their isolation and relative freedom. Because of this, the varied worlds exhibit an incredibly diverse mix of cultures and political systems. In many instances, they also exhibit a broad spectrum of different species that have developed a shared community founded on this diversity. Because the range of cultures is so great, anything learned about the culture of one world is not necessarily relevant to those of other systems in the Outer Rim—even ones that are relatively close. However, there are common attitudes and archetypal settings that are consistent throughout this region of the galaxy. Further, those who travel regularly among these worlds do get to learn of one another, and there are countless dives frequented by those who ply the spacelanes.\n\n• If a character needs to find a planet with a particular resource or service among the systems of the Outer Rim, he could make an Outer Rim check to identify the most appropriate and closest options.\n• When determining the best location to acquire critical supplies, an Outer Rim check might reveal locations where the goods can be found at a reasonable price without Imperial scrutiny.\n• At times when a character must interact with a person from an Outer Rim world, this Knowledge skill could be used to determine the most appropriate social actions to take to establish a beneficial relationship. The difficulty for an Outer Rim check is based upon the obscurity of the world and goods in question. This may also be modified based upon the specificity of the question posed."]
["Perception","Cunning ","General","Characters must often maintain a careful awareness of their environment. Subtle clues can hint at imminent danger or unexpected advantage. The Perception skill represents the character’s constant, passive state of awareness. This is how a character notices concealed or inconspicuous signs of danger or other items of significance when not actively seeking them out. The skill is critical for anyone who faces peril on a regular basis—whether he is in the wilds of a frontier world or among the urban jungle of a sprawling city. \nNote that Perception encompasses all of a character’s natural senses. Humans without cybernetic augmentation are limited to five. However, many alien races have additional means to perceive their surroundings.\n\n• A character who is unprepared for a trap or an ambush may have an opportunity to make a Perception check to avoid being surprised. Alternatively, this might oppose an attacker’s Stealth check.\n• Skulduggery checks are often opposed by a target’s Perception.\n• The character can make a Perception check if he wants to check his surroundings for a subtle clue— an overheard conversation, the telltale scent of explosives, or a drug introduced to a beverage. \n• Perception can be used in surveillance situations, in which the user is trying to observe an unaware target from a distance.\nPerception may be opposed by skills used for concealment, or it might have a difficulty set by the environment. The noise of a loud factory could conceal a conversation, just as a spicy drink might prevent a character from noticing a poison.\nExtra s on a Perception check may be spent to reveal additional details. Perhaps the character recognized the speaker’s accent, the flash burns from a certain kind of blast, or the number of attackers lying in ambush.\nAn a may be spent to recall additional information associated with the object noticed. Perhaps a passing familiarity with a field of study is the reason why the character initially realized that something was out of place. A x may be spent to notice details that could be useful later, allowing characters can gain a B on future interactions with the noticed element. \nt resulting from a Perception check may be spent by the GM to conceal a vital detail about the situation or environment from the character. A y may be spent to cause the character to obtain false information about the surroundings or the target in question."]
["Piloting (Planetary)","Agility ","General","When characters travel across the surface of one of the galaxy’s numerous worlds, they often stray far from their spacecraft. Smaller craft, particularly ones best suited to a given planet’s habitats, are commonly used for surface transportation. These can include repulsorlift vehicles, watercraft, and aircraft. No matter how the vehicle moves—by rolling, gliding, walking, flying, or floating—the skill that governs its use is Piloting (Planetary).\nUnder normal traffic and environmental conditions, a character should never need to actually check the Piloting (Planetary) skill. Its use is reserved for more extreme conditions. These might include a high-speed pursuit, travel in treacherous weather conditions, the use of a failing vehicle, or any combination of such complications. For some, this skill is a passion and a livelihood; for others, it’s simply a necessity of their lifestyle.\n\n• If a character is confronted by a completely foreign type of atmospheric craft, he must make a Piloting (Planetary) check to decipher its basic controls.\n• Any time two characters are involved in a vehicle race upon a world’s surface, the results are determined by a competitive check using Piloting (Planetary). \n• If a character is either chasing another or being chased, losing the follower or maintaining the tail is done through an opposed Piloting (Planetary) check. The difficulty of a Piloting (Planetary) check may be determined based on the difficulty of the relevant maneuver, the size and speed of the vehicle being piloted, and any features or failures of the vehicle involved. \n\nExtra s on a Piloting (Planetary) check allows the acting character to gain insights into the situation. Alternatively, the PC might deduce a way that the vehicle could be modified so that it could be more effective in the future. \n\na generated during a Piloting (Planetary) check may be spent to reveal a vulnerability in an opponent’s piloting style or vehicle, giving the character a benefit in later rounds of combat. x on a Piloting (Planetary) check may be used to let the character take an additional maneuver while continuing to pilot the vehicle.\nA GM may spend tt during a Piloting (Planetary) check to give opponents B on checks against the character and vehicle to represent a momentary malfunction in one of the vehicle’s systems. μ may be spent to deal actual damage to the vehicle, as the character strains systems throughout the vehicle during the check."]
["Piloting (Space)","Agility ","General","Those involved in the conflict between the stars often find the ability to pilot a starship paramount. Some use starships to travel to distant planets and explore long lost regions of space. Others fly in swift snubfighters or even heavily armed patrol boats, fighting with laser cannons and proton torpedoes in the cold void. Whether a crew is attempting to bring down enemy fighters or slip past a blockade undetected, its success or failure most often depends upon the person at the helm.\nRoutine actions—like taking off or landing without additional complications—do not require a Piloting (Space) check. When those actions are complicated by such conditions as a blinding sandstorm, a failed motivator, or enemy fire, then skill checks come into play.\n\n• Whenever two or more spaceships race, a competitive Piloting (Space) check determines the results.\n• Chases, whether they are through asteroid belts, within a crowded battlefield, or skirting the edge of a gravimetric instability, are resolved with an opposed Piloting (Space) check.\n• During a space conflict, pilots may jockey for position to determine which shields face the enemy and which weapons may be brought to bear. \n\nWhen opponents attempt to negate these efforts and the ships are too large, slow, or cumbersome to benefit from certain specific vehicle maneuvers or actions, the winner can be determined via an opposed Piloting (Space) check. \nThe difficulty of a Piloting (Space) check may be determined based on the difficulty of the particular maneuver, any unusual navigational hazards, and any features or failures on the spacecraft involved. \nExtra s on a Piloting (Space) check allow the acting character to gain insights into the situation. Alternatively, the character might deduce a clever way that his vehicle could be modified so that it could be more effective in the future. \na generated during a Piloting (Space) check may be spent to reveal a vulnerability in an opponent’s piloting style or vehicle, giving the character a benefit in later rounds of combat. A x may be used to let the character take an additional maneuver action while continuing to pilot the vehicle. \nA GM may spend tt during a Piloting (Space) check to give opponents B on checks against the character and vehicle to represent a momentary malfunction in one of the vehicle’s systems. y may be spent to deal actual damage to the vehicle, as the character strains systems throughout the vehicle during the check.\n"]
["Ranged (Heavy)","Agility ","Combat","When firing upon a target, weapons that are held with two hands offer a more stable firing platform than those that are held in a single hand. These also often have longer barrels, providing a consistent fire pattern out to a much longer range. In the larger space required for such armaments, designers can often include a significantly larger ammunition reserve and may also make the weapon far more potent than smaller weapons. This combination can yield weapons that are substantially more deadly and accurate. \nCountless varieties of rifles are used throughout the galaxy. Some are simple slugthrowers, while common blaster rifles range in size from carbines to extended barrel sniper rifles. There are also a number of unique weapons, such as the Wookiee bowcaster. Any of these weapons depends upon the Ranged (Heavy) skill in its operation.\nIn addition to combat uses, Ranged (Heavy) weapons are commonly used for hunting purposes. As a result, these types of weapons are seen on frontier worlds far more frequently than Ranged (Light) weapons. Characters who are focused on wilderness survival skills may prefer the additional range that a rifle offers when confronting predators.\n\n• Ranged (Heavy) weapons inflict wounds upon targets by default. A subset of the weapons in this category may have a Stun option, as do some specialized Stun-only weapons. \n\nThe Ranged (Heavy) skill is most often used to make combat checks while using an appropriate ranged weapon, though there may be other uses for this skill, at the GM’s discretion. Ranged (Heavy) check difficulties are determined by the distance to the target. The difficulty may be modified by maneuvers the character makes and specific combat situational modifiers"]
["Ranged (Light)","Agility ","Combat","Many characters prefer to use a weapon that can be wielded effectively with one hand, rather than carrying something larger. This may be a preference based on the ease of concealment, or it could be simply a stylistic choice. Alternatively, some individuals feel that they must be able to keep a hand free, allowing them to, for example, pilot a speeder bike and fire a blaster pistol at the same time.\nA broad selection of weapons falls under the category of the Ranged (Light) skill. It includes any weapon that can be fired with one hand without the benefit of a brace or other support element. Specific examples include countless pistols, but also spears, nets, and thermal detonators. Some are so small as to be easily concealed, while others can only be wielded by the strongest of individuals.\nThe Ranged (Light) skill reflects the hand-eye coordination that a character has developed in conjunction with an intuitive grasp of wind resistance, gravity, and distance. Upon first arriving on a planet, an expert in this field may wish to practice his abilities so that he can learn how the world’s environs might affect him.\n• The vast majority of Ranged (Light) weapons inflict wounds on targets. Those that are capable of inflicting strain are specifically indicated and typically must be adjusted for use in that firing mode. \n• Characters may wield a Ranged (Light) weapon in each hand, or a Melee weapon that can reasonably be used one-handed and a Ranged (Light) weapon in the other hand.\nThe Ranged (Light) skill is most often used to make combat checks while using an appropriate ranged weapon, though there may be other uses for this skill, at the GM’s discretion. Ranged (Light) check difficulties are determined by the distance to the target. The difficulty may be modified by maneuvers the character makes and specific combat situational modifiers"]
["Resilience","Brawn ","General","The galaxy doesn’t stop moving just because a character needs a break. To achieve their objectives, characters must have the perseverance to overcome the most challenging obstacles. These can include sleep deprivation, hideous climates, and malnutrition. Characters might also ingest toxins, either inadvertently when scavenging for food or due to the malicious actions of an infiltrator.\nResilience represents a character’s physical fortitude against all threats of this sort. This skill reflects the body’s ability to function when pushed beyond reasonable limits. When characters make a Resilience check, their actions are typically taking them into situations that most would consider bad ideas.\n\n• When a character attempts to go without sleep for significantly longer than is healthy for his species, he must make a Resilience check to remain awake.\n• If a character ingests a toxin, he uses Resilience to resist its effects.\n• When a character endures prolonged exposure to a hostile environment—such as heat, cold, or toxic pollution—the consequences may be mitigated with a successful Resilience check.\n• Dehydration and malnutrition can quickly leave a character badly fatigued, and Resilience protects against this.\n\nThe difficulty for a Resilience check is based on the severity of the effects that the character is attempting to overcome. Going twenty-four hours without sleep could add only a single π, but marching across Hoth in a vicious blizzard should be far more difficult. \nExtra s on a Resilience check may be used to extend the effects of the success, so that the character may persevere for a longer period of time before needing to make an additional check.\nAn a earned on a Resilience check may be used to identify a way for the character and his allies to reduce the difficulty of future checks against the same threat, while a x may be spent to recover 3 strain as the character resolves to work through the adversity. \nThe GM may spend t generated during a Resilience check to overburden the character, inflicting penalties on subsequent checks. y may be spent to inflict a wound or a minor Critical Injury on the character as he succumbs to harsh conditions."]
["Skulduggery","Cunning ","General","Skulduggery encompasses a broad range of skills that are used to engage in covert or criminal activity. These skills encompass both the physical abilities to perform such actions and the mental familiarity needed to execute various techniques. Activities covered by Skulduggery include picking locks, breaking into and out of secure facilities, covert operations, wearing disguises, setting traps, and other underhanded actions. At the Game Master’s discretion, particular Skulduggery checks may use Agility instead of Cunning, to reflect a more physical approach.\n\n• If a character attempts to pick a lock or pocket, he usually uses Skulduggery. Some electronic locks could require Computers, Skulduggery, or both.\n• Once an imprisoned character slips his bonds using Coordination, escaping from a cell depends on Skulduggery for picking locks and avoiding any security systems he might encounter.\n• Identifying the most vulnerable aspects of a security scheme can be nearly intuitive for a character who has become practiced in Skulduggery.\n• Skulduggery is often opposed by a target’s Perception. In instances in which another character is not directly involved, the quality of the object being overcome should determine the check’s degree of difficulty.\n\nOne or more s on a Skulduggery check should indicate additional insights that the acting character gains about the nature of the opposition. A Shadow could use Skulduggery to plan a strategy against a current foe that avoids future complications. \n\nA character may spend a earned on a Skulduggery check to identify an additional target or gain additional items. Perhaps as the characters make their escape, they discover their captor’s cache of Imperial Intelligence reports. A x may be spent to earn the character an unexpected boon. For instance, the value of an item stolen might exceed his original estimation, and it might also provide vital information. When using Skulduggery to pick a lock, the character might devise a near-permanent means of overcoming it, perhaps by crafting a makeshift key or by obtaining access to the actual key itself.\n\nBy generating t during a Skulduggery check, a character gives an NPC the opportunity to catch him immediately after the act. Depending on the amount of t spent by the GM, the character will be in varying degrees of danger; the more t, the more immediate the discovery and the greater the ensuing jeopardy and difficulty of escape. The GM may spend y to cause the character to leave behind some evidence of his larceny that directly ties him to the crime. Perhaps a recognizable piece of equipment traceable by its serial numbers slips off into the target’s pocket as the character attempts to pick it."]
["Stealth","Agility ","General","Often, a character may have business to conduct that is best completed with a certain degree of privacy. It might be that there are powerful individuals—perhaps Imperial agents or dangerous dark side adepts—who are directly opposed to his choice of actions. At other times, a character might be avoiding an Imperial bounty hunter. Under such conditions, a successful mission may depend entirely on how talented the character is at not being noticed. The Stealth skill reflects this ability in virtually all situations.\n\n• Any Shadow or other stealthy character who depends upon physical insertion must be a master of this trade. Stealth also encompasses wilderness camouflage skills, which may be crucial to any Hunter.\n• Attempts to hide from all of an opponent’s senses are dependent upon Stealth, though difficulties may be modified by ambient conditions and any applicable gear.\n• Stealth can allow characters to shadow or follow individuals without being detected.\n• Characters may attempt to hide people or objects from the attentions of others, either through concealment or misdirection. Such actions are dependent upon their Stealth skill.\n\nThe difficulty of a Stealth check often depends on the abilities of those the character is attempting to avoid. Members of species that are more dependent upon smell, hearing, or other senses may be more susceptible to Stealth under different weather conditions or distracted by events that seem trivial to a species focused on visual cues.\n\nStealth checks are typically opposed by Perception, based on whether the opponent is passively or actively searching for the hidden character. If the opponent is actively searching for the character, the character’s Stealth check would be opposed by the opponent’s Perception. Otherwise, it would be opposed by the opponent’s Vigilance.\n\nExtra s on a Stealth check may be used to aid any allied characters who are infiltrating at the same time. Effectively, the successful character points out a factorthat might otherwise have caused the ally to fail.\n\na may be spent to decrease the amount of time required to perform a given task while using the Stealth skill. This could represent the character’s finding superior cover, enabling him to move faster while remaining out of sight, or successfully distracting a key figure to obtain access to his target. Under the right circumstances, a character may spend a x to identify a way to completely distract an opponent for the duration of the scene. This could allow the character to drop all pretense of Stealth in favor of completing a task faster.\n\nThe GM may spend t generated during a Stealth check to hinder the character as he attempts to remain hidden. The character may need to overcome a particularly unpleasant obstacle or take extra time to remain out of sight. The GM may increase the time it takes for the PC to perform the desired action while remaining hidden by 25 percent per t spent in this way. The GM may spend y to cause the character to leave behind some evidence of his passing. While this has no bearing on the success or failure of the Stealth check, some object, clue, or information about the character’s identity, and possibly even motive, is accidentally left behind."]
["Streetwise","Cunning ","General","The Streetwise skill represents the instinctive understanding that comes from many years of living in the less-than-savory parts of the galaxy. While a few manage to learn the signs and develop gut instincts through careful study and association with those who have lived this hard life, most come about this information through the school of hard knocks. If a character expects to use the complex network of the criminal underworld (and survive), he must learn to speak its language and recognize the roles of those involved.\n\n• If a character is looking for a merchant who specializes in unsavory goods or illicit services, such a merchant may be located through a Streetwise check.\n• Streetwise represents a character’s instinct for picking up on subtle cues in the language and attitudes of those who operate outside of legal structures. It may be used to understand particular references within conversations.\n• When dealing with criminals or underworld elements, knowing how to approach them and open a conversation without coming across as a threat uses Streetwise.\n\nGenerally, Knowledge (Underworld) governs specific information and facts involving criminals and underworld elements. Streetwise governs how to use that information effectively and how to operate in any criminal environment. Extra s on a Streetwise check may be used to reduce the time or funds required to obtain the item, service, or information sought. \na may reveal additional rumors or alternative sources that can be used to find something. x may be spent to earn the character a semipermanent contact on the street, someone to whom the character may turn for information regularly with a reasonable assurance of trust.\nThe GM may spend t generated during a Streetwise check to seed the gathered information with minor falsehoods, representing the ever-changing nature of information passed by word of mouth on the street. y may be spent to represent a character letting slip details about himself or the information he seeks, information that may be picked up by an adversary."]
["Survival","Cunning ","General","It’s not uncommon for characters to become isolated far from civilized worlds. Sometimes this is by choice; at other times, they could be stranded on a world, hoping for some sort of rescue. Learning to recognize the dangers of the natural environment, as well as determining how to exploit its resources, is dependent upon the Survival skill.\nCharacters who spent their formative years on wilderness planets often have this skill as part of their background. Others may learn it as part of military training. Some may be completely dependent upon it, as their jobs focus on traveling to untamed worlds so that they may exploit their natural resources.\n \n• Identifying safe food, potable water, or shelter in a natural environment requires the character to make a Survival check.\n• Characters who are skilled at Survival understand weather patterns, recognize the signs of imminent dangerous conditions, and know how to prepare.\n• Tracking a subject through the wilderness— whether the subject is game or an enemy combatant— is dependent upon Survival.\n• Survival governs a character’s ability to handle domesticated animals, so that they may be used as beasts of burden or as transport.\n\nThe difficulty of a Survival check is dependent upon the severity of the environment. Key factors are the biocompatibility of a world’s native life with the PC, the type of local environment (a barren desert versus a temperate forest, for example), and the basic tools on hand. \ns that exceed the difficulty on a Survival check may be used to assist other characters in surviving. Alternatively, the character may choose to stockpile goods so that he may go a longer period of time between checks.\na may be spent to gain an insight into the environment that makes future Survival checks easier. Examples include locating a watering hole where prey are common, an abandoned cave that makes an excellent shelter, or a grove of biocompatible fruit trees. \nWhen tracking, an a may be spent to learn a detail about the target, its numbers, its species, or how recently tracks were made. x generated during a Survival check to handle animals may be spent to permanently predispose the target animal toward the character in a positive way, effectively earning the character a loyal companion. While tracking, x may be spent to learn a vital clue about the target, such as destination, disposition, or the presence of prisoners or cargo. \nThe GM may spend t generated on a Survival check to represent the character’s spending of vital resources during the check, perhaps using food as bait to catch game or losing fuel in an attempt to make a fire. y may be spent to inflict wounds, Critical Injuries, or high levels of strain on the character as he succumbs to one of the untamed environments of the galaxy."]
["Underworld","Intellect ","Knowledge","In some places, criminal elements control the government through less-than-legal machinations. In others, crime families function as the only effective ruling force. In more traditionally governed areas, seedier elements are dependent upon secrecy and deception as the core elements of their practices. Before a character can even begin to establish contacts among a world’s criminal elements, he must first understand which of these organizational structures are in play. Once a character deciphers how he might establish a contact, he must next find out with whom he needs to speak. Different groups or individuals might control different parts of the criminal trade. A contact for gambling may not also deal in illicit pharmaceuticals, while a second individual probably serves as the point of contact for military-grade weapons. Depending on a character’s needs and the criminal elements active on a world, finding the right contact could be trivial or extremely time-consuming.\n\n• The Underworld skill may be used to know which nearby worlds are the best locations for a particular type of illegal business.\n• A familiarity with Underworld may be useful if the characters need to determine the most common methods that an opponent might use for a particular type of criminal activity.\nWhen the criminal nature of a location or individual is well-known, recalling the relevant data should be relatively simple. The difficulty of the task should be much more challenging if the individual has gone to lengths to conceal illegal activities."]
["Vigilance ","Willpower ","General","In uncertain times, individuals who are constantly prepared to face a variety of challenges are far more likely to succeed than those who simply react to the ever-changing circumstances. This sort of preparedness requires mental discipline, and it can facilitate the making of sound instantaneous decisions when disaster or unexpected events suddenly strike.\nCharacters who must remain alert because of the nature of their lifestyles are often particularly vigilant. This includes those who live within hostile environments— either urban jungles or dangerous wildernesses—and those who live as professional soldiers. This skill is often associated with a high degree of self-assuredness.\n\n• In combat situations, outside of those times when a character has patiently prepared to begin the engagement, Vigilance is used to calculate Initiative.\n• Vigilance represents how fastidious a character is about preparing for unexpected crises. Any time there is a question regarding whether a small piece of gear might be available, a Vigilance check can be made to confirm its presence. \n• Sometimes a character may have a chance to notice small but important details in his surroundings while not specifically looking for them. In this case, the GM might have the player make a Vigilance check to see if his character notices this.\n\nThe difficulty for a Vigilance check is typically modified by the likelihood of the incident that occurs. A character might be prepared for an ambush when traveling through a darkened alley, but he is unlikely to expect a groundquake in the middle of the night. A poor result on such a check might leave the character momentarily unable to act as he mentally attempts to decipher the current situation.\nWhen calculating Initiative, all s are generally used as part of the calculation. In other situations for which this check is critical, extra s may indicate that the character was particularly well-prepared for that sort of conflict. Alternatively, it could indicate that an important supply might be readily accessible.\nCharacters may spend a on a Vigilance check to notice an environmental factor that could play a key part in the relevant scene. This might be excellent cover, a convenient escape route, or something that could be used to distract a foe. x may be spent to allow the character to take an extra maneuver during the first round of a combat, as his keen awareness alerts him to a situation before it even arises, and remember that characters can take a maximum of only two maneuvers during their turn.\nThe GM may spend t generated during a Vigilance check to cause the character to miss a key piece of information about the situation or environment, blinding him to a possible advantage. The GM may spend y to make the character unable to perform more than a single maneuver during the first round of combat."]
["Xenology ","Intellect ","Knowledge","The motivations, biological origins, and philosophies of the galaxy’s varied species are highly divergent. An object that is desirable to members of one species could be repugnant to another. Even within a species, the cultures from different systems can have completely different ideological and social practices. Those who have mentally cataloged the different species of the galaxy and learned their distinctive traits are skilled in Xenology.\nAnyone who regularly interacts with the inhabitants of the galaxy’s varied worlds must become adept at Xenology. This is particularly vital for anyone who might need to offer medical treatment to members of varied species, as differences in basic anatomy and biochemistry can make drugs that are effective in one species lethal to another. Knowledge of various cultural traits is also vital for a character who interacts in a social fashion. A bargaining tactic that is perfectly effective with a Twi’lek might be disastrous when used on a Wookiee.\n\n• When a character first encounters a member of an unfamiliar race, a Xenology check can be made to identify the typical way to interact with that character socially. This may be used to avert major gaffes.\n• If a character needs to either help or harm a member of another species, Xenology may assist in identifying a type of injury or in pointing out a characteristic vulnerability.\n• Different species need substantially different environmental conditions and foodstuffs. A Xenology check may allow a character to offer the appropriate considerations to a guest.\n\nThe difficulty for a Xenology check should be based both on how often the acting character interacts with the members of the species in question and on the relative rarity of that species."]

{"sheet":"Characteristics","index":16,"n_rows":5,"n_cols":3,"rows_kept":5,"cut":false,"hidden":false,"merged":[]}
["Characteristics"]
["Brawn (Br)","Agility (Ag)","Intellect (Int)"]
["A character’s Brawn represents a blend of brute power, strength, and overall toughness, as well as the ability to apply those attributes as needed. Characters with a high Brawn are physically fit and hardy, rarely get sick, and have strong constitutions. Brawn is used for a number of physical skills, such as Athletics and Brawl. Brawn is also used to determine a character’s starting wound threshold.","The Agility characteristic measures a character’s manual dexterity, hand-eye coordination, and body control. Characters with a high Agility have flexibility, a good sense of balance, and deft hands. Agility is used for a number of physical skills, such as  coordination, and it is key to Ranged combat skills, such as Ranged (Light) and Ranged (Heavy).","The Intellect characteristic measures a character’s  intelligence, education, mental acuity, and ability to reason and rationalize. Characters with a high Intellect can extrapolate and interpolate data, recall details, and think of long-term strategies. Intellect is used for a number of mental skills, including Astrogation, Computers, and all of the Knowledge skills."]
["Cunning (Cun)","Willpower (Will)","Presence (Pr)"]
["Cunning reflects how crafty, devious, clever, and creative a character can be. Characters with a high Cunning are savvy, quickly pick up on social and environmental clues, and can more readily come up with short-term plans and tactics. Cunning is used or a number of mental skills, including Deception, Perception, and Survival.","The Willpower characteristic reflects a character’s discipline, self-control, mental fortitude, and faith. Characters with a high Willpower can withstand stress, remain composed, and exert influence over the weaker-willed. Willpower is used for skills, such as Coercion and Vigilance, and as a part of many Force powers. Willpower is also used to determine a character’s starting strain threshold.","A character’s Presence characteristic is a measure of moxie, charisma, confidence, and force of personality. Characters with a high Presence make natural leaders, draw attention when they enter a room, can easily strike up a conversation with nearly anyone, and are quick to adapt to social situations. Presence is the key characteristic for interpersonal skills, such as Charm and Leadership."]

{"sheet":"Force Powers","index":17,"n_rows":23,"n_cols":6,"rows_kept":23,"cut":false,"hidden":false,"merged":[[0,0,0,1]]}
["Force Powers"]
["Not included:","Jerserra's influence and Warde's foresight \nNot included because they require going through a campaign, the following powers are available to anyone with spare experience."]
[]
["Power Name","Power Effect","Force Rating Requirement","Upgrades","Column1","Column2"]
["Alter","Character may spend 🌓 to make all terrain currently within short range difficult terrain or normal terrain until the end of your next turn","1+","Control: Supplies [Spend 🌓 and make a Average Survival check to instantly discover food, water or other critical supplies within extreme range]\nRange: x2 [Spend 🌓🌓 to increase the powers range by a number of range bands equal to range upgrades purchased]\nControl: Concealment [Force user may spend 🌓 to give all characters within short range of user concealment]\nControl: Senses [Spend 🌓 to share the senses of animals within range of this power adding ⬛ to perception and vigilance checks, and gaining other benefits]\nControl: Firm Terrain [Power can affect firm terrain, such as packed earth, stone or ice]\nDuration: [Commit  after successfully activating the power to sustain its effects while the user remains within range of the affected area]\nStrength: x3 [Spend 🌓 to allow a number of targets equal to the number of strength upgrades to ignore this powers effects.]\nControl: Impassible [Spend 🌓🌓 to make a small patch of terrain within the affected area impassible]\nControl: Corrosive [Spend 🌓🌓 to create a corrosive atmosphere in a small area within the effected area]\nControl: Difficulty [Spend 🌓🌓 to upgrade the difficulty of all checks made by opponents while in the power's area of effect once]\nMastery: [When the user activates this power without spending 🌓 generated from 🌑 results, add 🌕 to all other force power checks made within this powers area of effect / When the user activates this power without spending 🌓 generated from 🌕 results, add 🌑 to all other force power checks made within this powers area of effect.]\n\n"]
["Battle Meditation","Force user directs allies in battle, making them ore effective as a coordinated unit.\nUser may spend 🌓 to add one automatic s to all checks made by a number of engaged friendly targets up to his presence before the end of his next turn. If the user used any 🌑 to generate 🌓 to reduce each targets willpower by 1 (to a minimum of 1) until the end of the encounter.","2+","Magnitude: x4 [Spend 🌓 to affect a number of additional targets equal to Presence per rank of Magnitude purchased]\nRange: x3 [Spend 🌓 to increse powers range by a number of range bands equal to range upgrades purchased]\nControl: [When making a Battle Meditation power check, the user may make an Easy Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check they may send simple orders as part of the power]\nControl: [May suffer 4 strain to change the range of power and range upgrades to planetary scale]\nStrength: [Spend 🌓🌓 to add one additional automatic s to affected characters checks.]\nDuration: [Commit CCC to sustain the ongoing effects of the power on each affected target while it remains in range]\nMastery: [If no 🌑 were used to generate 🌓, choose one skill, while affected by the power each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill, if the user used any 🌑 to generate 🌓 each affected character ust make an Easy Disipline check if they wish to resist obeying orders]"]
["Bind","Force user restrains an enemy preventing them from acting, Spend 🌓 to immobilize a target within short range until the end of the users next turn, if the user used any 🌑 to generate 🌓 the target also suffers 1 wound per 🌓 spent on the check (Ignoring soak)","2+","Range: x3 [Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased.] \nMagnitude: x3 [Spend 🌓🌓 to affect 1 additional target within range per rank of Magnitude purchased]\nStrength: [Spend 🌓 to disorient the target for a number of rounds equal to strength upgrades purchased]\nControl: [Spend 🌓 whenever a target affected by bind takes action, that target suffers strain equal to willpower]\nControl: [Spend 🌓 to move the target one range band closer or father away]\nDuration: [Commit CCC to sustain the ongoing effects of the power on each affected target]\nMastery: [When the user is making a Bind power check, if the check was not already opposed, the user may roll an opposed Discipline vs Discipline check against one target of the power, if no 🌑 were used to generate 🌓 and the user succeeds on the check, the user may immediately stagger the target until the end of their next turn, if any 🌑 were used to generate 🌓 and the check succeeds, the target suffers a Critical Injury, adding +10 to the rol per 🌓 spent on the check]"]
["Conjure","Spend 🌓 to create a fascimile of a Brawl or Melee weapon anywhere within engaged range, At the end of the user's next turn this item dissipates. At the GM's discretion, user can instead conjur a simple tool or other useful low-tech item with an encumbrance no greater than 1.","1+","Duration: x3 [Commit C to sustain 1 conjuration per duration upgrade purchased while it remains within medium range]\nNumber: x2 [Spend 🌓🌓 to create additional, Identical conjurations equal to ranks in number upgrades purchased]\nMagnitude: x2 [Spend 🌓 to increase the maximum encumbrance of the fascimilie that can be conjured by 2 per magnitude upgrade purchased]\nControl: [Spend 🌓 to add 1 of the following weapon qualites to the conjuration; Defensive 1, Deflection 1, Stun 4]\nControl: [Spend 🌓 to add 1 of the following weapon qualites to the conjuration; Burn 3, Pierce 3, Vicious 3]\nRange: [Spend 🌓 to increase the range at which the fascimile can be conjured and sustained by 1]\nMastery: [Spend 🌓🌓🌓 to summon the fascimile of a creature of silhouette 1 or smaller instead of an object. This creature is bound to the users will and mindlessly follows the character's commands until the end of the force useres next turn. If the user has the corpse of the creature being conjured to imbue it with false life, this fascimile lasts until the end of the encounter instead... NECROMANCY TIME BITCHES!!! ... this does cause 7 conflict doing the necromancy thing ... worth it XD]"]
["Ebb/Flow","Empower self or sap foes,\nEbb When a force user makes a skill check, they may roll a Ebb power check as part of the roll user may spend 🌓 to suffer 1 strain then inflict 1 strain on all other engaged characters, this may not be activated multiple times\nFlow When the force user makes a skill check they may roll a flow power check as part of the roll, user may spend 🌓 to heal 1 strain. May not be activated multiple times","1+","Magnitude: x2 [Spend 🌓 to exclude number of targets equal to Magnitude upgrades purchased from being affected]\nRange: [Spend 🌓🌓 to affect all other characters at short range]\nStrength: Strain [The Force user may spend 🌓 to increase the strain healed or inflicted by 1]\nStrength: Threat/Advantage [Force user may spend 🌓 to increase the t or a added by 1]\nStrength: Failure/Success [Force user may spend 🌓 to increase the f or s added by 1]\nControl: Question [Spend 🌓🌓🌓 once per encounter to ask the GM a single \"yes or no\" question]\nControl: Threat/Advantage [Ebb when making a combined Ebb power check, you may spend 🌓 to add t to any checks made by engaged opponents until the end of the next turn. Flow When making a combined flow power check, you may spend 🌓 to add a to any checks made using the same skill until the end of the next turn.]\nControl: Failure/Success [Ebb when making a combined Ebb power check, you may spend 🌓 to add f to any checks made by engaged opponents until the end of the next turn. Flow When making a combined flow power check, you may spend 🌓 to add s to any checks made using the same skill until the end of the next turn.]\nControl: Skill Checks [commit C until the end of the curent encounter for the remainder of the current encounter add C to all skill checks. Each Z and z adds either s or a to the check, Each  causes the user to suffer 1 strain and gain 1 conflict]\nControl: Despair/Triumph [Ebb Once per session if a target suffered at least 5 strain from this power, add y to the targets next check. Flow once per session, if the user healed at least 5 strain from this power add x to the users next check]"]
["Endure","When the character suffers a Critical Injury with a severity no greater than Easy (d) the character may activate Endure as an out of turn incidentaland commit C to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while C remains committed. When this ongoing effects ends, the character suffers all effects of the Critical Injury (unless it has been treated).","1+","Control: x3 [The character can commit one additional C to tempoarily ignore one additional critical injury per Control upgrade purchased]\nDuration: [As in incidental, the character can activate Endure to temporarily ignore a Critical Injury the character is already suffering, and which is of a severity that Endure could affect normally.]\nMagnitude: [The character can use Endure to affect allies within medium range. The ongoing effect ends if the distance between the characters increases beyond short for any reason]\nRange: [The character can use Endure to affect allies within medium range. The ongoing effect ends if the distance between the characters increases beyond medium for any reason]\nStrength: Severity x3 [Increase the severity of the Critical Injury that can be affected by one Strength upgrade purchased]\nStrength: Dead [The character can use Endure to temporarily ignore the Critical Injury result of Dead]\nMastery: [When activating Endure, the character may make an Endure power check, making a dicipline check witha  difficulty equal to the severity of the Critical Injury and adding C up to the characters force rating. If the character succeeds on the check and generates 🌓 equal to the Severity  of the Critical Injury, the Critical Injury is not suffered]"]
["Enhance","When making an Athletics check, the Force user may roll and Enhance power check as part of the pool. User may spend 🌓 to gain s or a (user's choice) on the check","1+","Control: [Enhance can be used with the Coordination skill]\nControl: [Enhance can be used with the Piloting (planetary) skill]\nControl: [Enhance can be used with the Piloting (Space) skill]\nControl: [Enhance can be used with the Resilience skill]\nControl: [Enhance can be used with the Brawl skill]\nControl: [Ongoing effect: Commit C. The user increases their Agility characteristic by 1 (to a maximum of 6).]\nControl: [Ongoing effect: Commit C. The user increases their Brawn characteristic by 1 (to a maximum of 6).]\nControl: [Take a Force Leap action: Make an Enhance power check. The user may spend 🌓 to jump horizontally to any location in short range]\nControl: [When performing a Force Leap, the user can jump vertically in addition to jumping horizontally]\nControl: [User can perform a Force Leap as a maneuver instead of an action]\nRange: [Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased]"]
["Farsight","The Force user expands normal visual senses through a connection to the Force. User may spend 🌓 to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or for one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.","1+","Control: Microscopic Details [Spend 🌓 to see microscopic details of a single object within engaged range]\nControl: Transparent [Spend 🌓 to see through a single object at medium range as though it were transparent… you pervs!]\nControl: Fine Details [ Spend 🌓 to make out fine details on a single object within medium range]\nControl: Vigilance [When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend 🌓 to gain s or a on the check]\nControl: Perception [This power gains the ongoing effect: Commit C after successfully activating the farsight power to increase ranks in Perception by 1]\nControl: Panoramic Vision [Spend 🌓🌓 to see in every direction simultaneously, noticing and observing things in a full 360 degree arc]\nDuration: x2 [Spend 🌓 to increase duration by number of rounds for minutes equal to the duration upgrades purchased]\nRange: x2 [Spend 🌓 to increase powers range by one range band equal to range upgrades purchased]\nMastery: [Spend 🌓🌓. The user now can see as though from a spot within close range (Planetary scale) of the user's body]"]
["Forsee","Force user can feel the force flowing around everything, seeing what is and what will be. User may spend 🌓 to gain vague hints of events to come, up to a day into his own personal future (quite often when one of my friends uses this power he sees starlines because he is going to be traveling in space)","1+","Control: [When making a skill check to determine Initiative, the user may roll a Forsee power check as part of the pool, he may spend 🌓 to gain s on the check]\nControl: [Affected targets increase their ranged and melee defence by 2 for the first round of combat]\nControl: [When performing a Forsee power check as part of an Initative check, the user may spend 🌓 to allow all affected targets to take one free maneuver before the first round of combat begins]\nRange: x3 [Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased]\nMagnitude: x2 [Spend 🌓 to increase targets affected equal to magnitude upgraes purchased]\nStrength: x2 [Spend 🌓 to pick out specific details equal to strength upgrades purchased]\nDuration: x2 [Spend 🌓 to increase the days into the future the user can see equal to duration upgrades purchased]"]
["Heal/Harm","Force user bolsters their ally with renewed vigor or saps their foe of vital energy\nHeal (light side force user only): Spend 🌓 to heal a number of wounds equal to intellect from an engaged living creature [including user]\nHarm: Spend 🌓 to inflict a number of wounds equal to intellect (ignoring soak) or an angaged living target. The user gains 1 Conflict","1+","Control: Heal [If no z generated 🌓 target heals strain equal to wounds healed.] Harm [If any z were used to generate 🌓, user heals strain equal to wounds inflicted]\nControl: Heal [Spend 🌓 to remove one status effect from target] Harm [The user may spend 🌓 to heal wounds equal to wounds inflicted on target. healed character gains 1 conflict]\nControl: Heal [Heal additional wounds equal to ranks in Medicine] Harm [Inflict additional wounds equal to ranks in Medicine]\nControl: Heal [may make a heal power check combined with a Hard (ddd) Medicine check, if check succeeds, one target who heals wounds also heals one critical injury] Harm [May make a harm power check combined with an opposed Medicine vs resillience check, if check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to the roll per aa)]\nMagnitude: x3 [Spend 🌓🌓 to affect 1 additional target within range per rank of Magnitude purchased]\nRange: x2 [Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased]\nStrength: x2 Heal [spend 🌓 to increase wounds healed by 1 per rank of Strength upgrades purchased] Harm [Spend 🌓 to increase wounds inflicted by 1 per rank of Strength upgrades purchased]\nMastery: Heal [Once per session spend 🌓🌓🌓🌓 to restore 1 target who died after end of users last turn to life.] Harm [Once per session, yell out \"YOUR SOUL IS MINE!!!!\" when this power kills a target, you may restore one engaged character who died this encounter to life. Each character gains 7 Conflict]"]
["Imbue","The force user lends strength to allies, making them more potent, resourceful or resilient for a time.\nThe user may spend 🌓🌓 to increase one of another engaged characters characteristics by 1 (to a maxium of 6) until the end of the force users next turn.\nThis can only be used once per character per encounter. If the user uses z to generate 🌓 the target increases a second characteristic by 1 (to a maximum of 6) until the end of the users next turn by both the force user and target suffer 3 strain.","2+","Strength: x3 [If no 🌑 were used to generate 🌓, decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrads purchased, If no 🌕 were used to generate 🌓, increase all Critical Injuries suffered and inflicted by 10 per Strength upgrades purchased]\nRange: x4 [Spend 🌓🌓 to increase powers range by a number of range bands equal to range upgrades purchased]\nDuration: x1 [Commit CC to sustain the effects of this power as long as the target remains in range]\nDuration Improved: x1 [Commit C to sustain the effects of this power as long as the target remains in range]\nControl: Skill Ranks [Spend 🌓 to allow the target to count as having ranks in a skill equal to users ranks in the skill]\nMastery: [Increase characteristics boosted by this power by 2 (to a max of 7) instead of 1 (to a max of 6).]"]
["Influence","Character may attempt to guide, shape and even twist the thoughts and feelings of others.\nSpecial rule (🌕/🌑 Use): When guiding and shaping thoughts, only 🌓 generated from 🌑 may be used to generate negative emotions such as rage, fear and hatred. Only 🌕 may be used to generate positive emotions such as peace, tranquility and friendliness, other emotions such as confusion can be created from 🌓 generated from either 🌕 or 🌑\n\nThe Character may spend 🌓 to stress the mind of one living target he is ingaged with, inflicting 1 strain.","1+","Strength: x1 [When stressing the mind of a target, the character inflicts 2 strain\nRange: x3 [Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased]\nMagnitude: x3 [Spend 🌓 to increase number of targets affected by number of Magnitude upgrades purchased]\nDuration: x4 [Spend 🌓 to increase number of rounds or minutes equal to Duration upgrades purchased]\nControl: [The Force user may make an opposed Discipline vs Discipline check combined with an Influence power check. if the user spends 🌓 and succeeds on the check, the force user can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes]\nControl: [When making a Coercion, Charm, Deception, Leadership or Negotiation check, the Force user may roll an Influence power check as part of their dice pool, they may spend 🌓 to gain their choice of a s or a on the check]"]
["Manipulate","Force user shapes machine components on a molecular level, allowing them to mend damaged mechanical systems. \nForce user may  spend 🌓 to cause one vehicle or starship they are engaged with to recover one system strain, this may be activated multiple times.","1+","Strength: x2 [When using this power spend 🌓 to cause targets to recover 1 additional strain or system strain or heal 1 additional wound for every strength upgrade purchased.]\nRange:  x3 [Spend 🌓 to increase the powers range by a number of range bands equal to range upgrades purchased]\nControl: Item Damage [Ongoing effect: Commit C one damage weapon or item counts as being undamaged]\nControl: Increase System Strain [Ongoing effect:Commit C to increase the system strain threshold of 1 vehicle or starship at engaged range by 3 per C commited]\nControl: Mechanics [When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend 🌓 to gain s or a  (users choice) on the check]\nControl: Heal Droid [The user may spend 🌓 to heal a number of wounds equal to his Intellect in an engaged droid]\nControl: Inflict Strain [When performing a combat check against a droid, ship, cehicle or other mechanical construct within engaged range, the user may spend 🌓 to inflict 1 additional strain or system strain on the target]\nControl: Increase Hull Trauma [Ongoing effect: Commit C. Increase the hull trauma threshold of 1 vehicle or starship at engaged range by 3 per C committed.]\nControl: Upgrade Computers and Mechanics [Ongoing effect: Commit C. Upgrade the ability of computers and Mechanics checks once]\nMastery:  [When performing Manipulate power check as part of a Mechanics skill check, the user may spend 🌓🌓 to gain x on the check]"]
["Misdirect","The Force user creates illusions to fool those around them.\nThe user may spend 🌓 to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the useres next turn, the target cannot see or sense the hidden person or object.","1+","Range: x3 [Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased.]\nMagnitude: x2 [Spend 🌓 to affect additional targets equal to presence per rank of Magnitude purchased]\nDuration: x1 [Commit CC to sustain this power while the beguiled target remains in range]\nStrength: x4 [Spend 🌓🌓 to increase the silhouette of the object obscured or illusion created by 1 per strength upgrade purchased]\nControl: [The user may alter the perceived appearance of the chosen person or object instead of hiding it]\nControl: [May use this power to force the target to perceive a single illusory person or object]\nControl: [Commit one or more C. Add t per C to all combat checks targeting Force user]\nMastery: [Spend 🌓🌓 to obscure additional objects or create illusions equal to Cunning plus Deception.]"]
["Move","The Force user can move small objects via the power of the force.\nThe user may spend 🌓 to move one object of silhouette 0 that is within short range up to his maximum range (Short by default)","1+","Magnitude: x4 [Spend 🌓 to increase targets affected equal to magnitude upgrades purchased]\nStrength: x4 [Spend 🌓 to increase silhouette able to be targeted equal to Stregth upgrades purchased]\nRange: x3 [Spend 🌓 to increase powers range b a number of range bands equal to range upgrades purchased]\nControl: [Force user can hurl objects to damage targets, by making a Ranged Combat Check combined with a Move power check, dealing damage equal to 10 times the silhouette]\nControl: [The force can pull objects out of secure mountings or out of an opponents grasp]\nControl: [The character can perform fine manipulation of items, allowing them to do whatever they could normally do with their hands via this power at this powers range]"]
["Protect/Unleash","The Force user guides the flow of energy, protecting themselves and others or unleashing blasts of power upon the users foes.\nProtect: The user makes a Protect power check and rolls an Average (dd) Discipline check as part of the pool. Spend 🌓🌓 to reduce damage from an energy based weapon that his the force user or an engaged character by an amount equal to willpower plus 1 per s. Dark side force users may only protect themselves\nUnleash: The user makes an Unleash power check as a ranged attack and rolls an Average (dd) Discipline check for difficulty, if the check succeeds and spends 🌓🌓, the attack hits, it has a range of short and a base damage equal to willpower and a critical rating of 4. The user gains 1 Conflict.\n","3+","Range: x3 [Spend 🌓🌓 to increase powers range by a number of range bands equal to range upgrades purchased]\nStrength: x4 [Spend 🌓 to decrease damage or add damage equal to ranks of strength purchased]\nMagnitude: x2 [Spend 🌓 to affect 1 additional target within range per rank of magnitude purchased]\nDuration: [Protect: if no 🌑 generated 🌓 the power reduces damage of all attacks hitting the target (this is poorly worded...sorry cant clarify). Unleash: Spend 🌓 to give the attack Burn 2]\nControl: [Protect: Spend a to gain defence equal to a spent,  Unleash: Spend a to inflict 1 strain on a target]\nControl: [Protect: Spend 🌓 to allow power to protect against all types of attack. Unleash: Spend 🌓 to give the attack Ensnare 2]\nControl: [Protect: Light side force users may spend 1 destiny point to use protect as an out of turn incidental once per session. Unleash: Dark side force users may spend 1 destiny point to use Unleash as a maneuver once per session]\nMastery: [Protect: Light side Force users may spend 🌓🌓 to reflect all attacks they reduce to 0 damage, dealing damage equal to the initial attack back towards the attacker. Unleash: Dark side force users may spend 🌓 to reduce the critical rating of attacks to 1]\n"]
["Seek","The Force user allows the will of the force to lead the way to something lost or forgotten.\nThe user may spend 🌓🌓 to gain insight into the general location or direction of a person or object that the force user knows about, regardless of current distance.\nThe user may spend 🌓 and succeed at an Average (dd) Vigilance check (or opposed Vigilance vs Dicipline check) to see through illusions","1+","Magnitude: x4 [Spend 🌓 to gain one additional detail per Magnitude upgrade purchased]\nStrength: x2 [Spend 🌓 to eliminate 1 Force based illusion per stregth upgrade purchased]\nDuration: x1 [Commit C to continue tracking target even when it moves]\nControl: [Ongoing effect: Commit C. Upgrade the ability of Vigilance and Perception checks once]\nControl: [Spend 🌓 to track one additional target]\nControl: [Ongoing effect: Commit CCC. the users attacks gain pierce with rating equal to Cunning plus ranks in Perception] \nMastery: [Make seek power check and spend 🌓🌓🌓 to add x to combat checks against one target for the remainder of the encounter]"]
["Sense","Force user can sense the force interacting with the world around them.\nUser may spend 🌓 to sense all living things within short range (including sentient and non-sentient beings)\nUser may spend 🌓 to sense the current emotional state of one living target with whom they are in engaged range with","1+","Range: x3 [Spend 🌓 to increase power's range by a number of range bands equal to range upgrades purchased]\nMagnitude: x3 [Spend 🌓 to increase number of targets affected by power equal to magnitude upgrades purchased]\nDuration: x1 [Sense's ongoing effects may be triggered one additional time per round]\nStrength: x1 [When using Sense's  ongoing effects, upgrade the pool twice, instead of once]\nControl: [Ongoing effect: Commit C. Once per round when an attack targets the force user the attacker upgrades the difficulty of the pool once]\nControl: [Ongoing effect: Commit C. Once per round when the force user makes a combat check, the user upgrades the ability of that check once]\nControl: [Effect: Spend 🌓 the force user senses the current thoughts of one living target with whom they are in engaged range with]"]
["Suppress","The force user can dampen the effect of incoming force powers, dramatically diminishing their effects on himself and his allies.\nThe user may spend 🌓 to add automatic f to force power checks made against him or any ally within short range until the end of his next turn.","1+","Range: x3 [Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased]\nStrength: x2 [Spend 🌓 to add additional f equal to Strength upgrades purchased to hostile force power checks]\nDuration: x1 [Ongoing effect: Commit C to sustain ongoing effects of the power on each affected target while within range]\nControl: [Commit once or more C when an opponent targets the user witha  Force power, after the opponent generates 🌓 reduce the total 🌓 generated by 1 per C commited to a minimum of 0]\nControl: [Spend 1 destiny point to use suppress as an out of turn incidental once per session]\nControl: [Whenever a Force user targets a character affected by suppress with a hostal force power, if that opponent used 🌑 to generate 🌓 on the check , they suffer strain equal to the users ranks in Discipline]\nMastery: [The user may make a suppress power check along with an opposed discipline vs discipline check targeting another force user within short range. If the user spends 🌓🌓 and succeeds on the check the target force user immediately uncommits all C and ends all ongoing effects of force powers and Force talents that require committed C]"]

{"sheet":"Species","index":18,"n_rows":97,"n_cols":12,"rows_kept":97,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["Species List"]
[]
["Species","Brawn \n(Br)","Agility \n(Ag)","Intelligence (Int)","Cunning \n(Cun)","Willpower \n(Will)","Presence \n(Pr)","Wound Threshold.","Strain Threshold.","XP","Abilities","Book"]
["Aleena",1,3,2,2,2,2,"8 + Brawn","10 + Will",95,"Skill: Gain 1 Rank in Coordination; Talent: Durable; Silhouette 0","FaD: Nexus of Power"]
["AnX",3,1,2,2,2,2,"13 + Brawn","10 + Will",85,"Talent: Gain 1 Rank in Kill with Kindness, 1 Rank in Lethal Blows; \nRacial: If head is not covered increase Deception check difficulty by 1","FaD: Savage Spirits"]
["Aqualish (Aquala)",3,2,1,2,2,2,"11 + Brawn","8 + Will",90,"Skills: Gain 1 rank in Brawl and Resilience. Racial: Can Breath Underwater, Remove a ⬛ due to cold or wet conditions","EotE: Dangerous Covenants"]
["Aqualish (Quara)",3,2,1,2,2,2,"11 + Brawn","8 + Will",90,"Skills: Gain 1 rank in Brawl and 1 in Athletics or Coercion. Racial: Can Breath Underwater, Remove ⬛ when tracking someone in a natural environment","EotE: Dangerous Covenants"]
["Aqualish (Ualaq)",3,2,1,2,2,2,"11 + Brawn","8 + Will",90,"Skills: Gain 1 rank in Brawl and Survival. Racial: Can Breath Underwater, Remove ⬛ imposed to dark conditions but suffer ⬛ to brightly lit environments.","EotE: Dangerous Covenants"]
["Arcona",1,2,2,2,3,2,"10 + Brawn","10 + Will",100,"Skill:  Remove ⬛ from arid or hot conditions; Add a to Charm and Negotiation checks. Talent: 1 rank in Vigilance;","EotE: Far Horizons"]
["Arkanian",2,2,3,2,2,1,"10 + Brawn","10 + Will",100,"Skills: Begin the game with one rank in Medicine; Racial: Dark vision: When making skill checks remove ⬛⬛ due to darkness.","FaD: Deciples of Harmony"]
["Balosars",2,2,2,3,1,2,"10 + Brawn","10 + Will",100,"Skill: Gain 1 rank in Streetwise. Racial: Antennapalps: Add automatic aa to Vigilance checks made","AoR: Cyphers and Masks"]
["Bardottan",2,2,2,1,3,2,"9 + Brawn","10 + Will",105,"Skill: Gain 1 rank in Knowledge (Lore)","FaD: Nexus of Power"]
["Besalisk",3,1,2,1,2,2,"12 + Brawn","7 + Will",85,"Skills: Gain 1 rank in Resilience Racial: 4 arms, gain an additional free maneuver per turn.","EotE: Special Modifications"]
["Bith",1,2,2,2,2,3,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Perception; Racial: add ⬛ when making a hearing based Perception check. When bith suffer strain from loud noises they suffer twice the normal ammount (hearing protection negates both effects)","Age of Rebellion: Fully Operational"]
["Bothan",1,2,2,3,2,2,"10 + Brawn","11 + Will",100,"Skills: Gain 1 rank in Streetwise; Talent: Gain 1 rank in Convincing Demeanor","Edge of the Empire Core, Age of Rebellion Core"]
["Caamasi",2,2,2,1,3,2,"10 + Brawn","11 + Will",100,"Skills: Gain 1 rank in Charm or Discipline; Once a game, memorize a scene or encounter to perfectly recall it later","AoR: Desperate Allies"]
["Cerean",2,1,3,2,2,2,"10 + Brawn","12 + Will",90,"Skills: Gain 1 rank in Vigilance. Racial:  All knowledge skills are treated as career skills.","Force and Destiny Core"]
["Chadra-Fan",1,3,3,2,1,2,"9 + Brawn","11 + Will",90,"Skills: Gain 1 rank in Mechanics; Racial: Silhouette: 0; Remove ⬛⬛ imposed by Perception checks","AoR: Stay on Target"]
["Chagrian",2,1,2,2,3,2,"11 + Brawn","10 + Will",90,"Skills: Gain 1 rank in Resilience and 1 knowledge specialization talent. Racial: Breath and move underwater without penalty.","AoR: Lead by Example"]
["Chevin",3,1,2,3,2,1,"11 + Brawn","11 + Will",90,"Skills: Gain 1 rank in Negotiation; Talent: Gain 1 rank in Durable; Racial: Add ⬛ to perception checks involving sense of smell.","EotE: Far Horizons"]
["Chiss",2,2,3,2,2,1,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Cool; Racial: Remove ⬛ from checks imposed by poor lighting conditions","EotE: Enter the Unknown"]
["Clawdite",2,2,2,3,1,2,"9 + Brawn","9 + Will",95,"Skill: Gain 1 rank in Resilience; Racial: As an action suffer 3 strain and make a Average Resilience check, if successful change players appearance to match that of a silhouette 1 character that has previously been seen","EotE: No Disintergrations"]
["Cosian",1,2,3,2,2,2,"10 + Brawn","11 + Will",95,"Skills: Gain 1 rank in Knowledge (Lore); Racial Strong Backed: Encumbrance of 10 + Brawn","FaD: Deciples of Harmony"]
["Devaronian",2,2,2,3,2,1,"11 + Brawn","10 + Will",95,"Skill: Gain 1 rank in Survival or Deception; +1 Success on Resilience","FaD: Nexus of Power\nEotE: No Disintergrations"]
["Dowutin",3,1,2,2,2,2,"15 + Brawn","8 + Will",85,"Skills: Gain 1 rank in Resilience Racial: Player may choose Silhouette 1 or 2 during creation. Suffer 3 strain in out of turn incidental to avoid immobilized, knocked prone or moved against player will (1 strain for Silouette 2)","FaD: Knights of Fate"]
["Drabatan",2,2,2,1,2,3,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in either Charm or Leadership.Racial: Big Noise: When making a leadership or Coercion check spend aa to affect one addional character not originally targed OR affect target one range band further","DoR: Rebellion Era Sourcebook"]
["Drall",1,1,4,2,2,2,"8 + Brawn","12 + Will",90,"Skills: Gain 1 rank in Knowledge (Education); Racial: Add a ⬛ when providing skilled assistance.","EotE: Suns of Fortune"]
["Dressellian ",2,2,2,2,3,1,"11 + Brawn","10 + Will",110,"Skills: Gain 1 rank in Survival; Racial: Increase difficulty by 1 when using advanced technology (remove for 10 XP)","AoR: Stay on Target"]
["Dug",2,3,2,2,2,1,"9 + Brawn","8 + Will",90,"Skills: Gain 1 rank in Brawl; Talent: Gain 1 rank in Defensive Driving","EotE: Special Modifications"]
["Duros",1,2,3,2,2,2,"11 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Piloting (Space); Racial: Add a on Astrogation checks","Age of Rebellion Core, \nEotE: Enter the Unknown"]
["Elom",3,2,2,2,2,1,"10 + Brawn","9 + Will",100,"Skills: Gain 1 rank in Resilience; Racial: May Dig using claws as Maneuver","AoR: Forged in Battle"]
["Elomin",2,2,3,2,1,2,"9 + Brawn","10 + Will",105,"Skills: Gain 1 rank in Knowledge (Education) and Charm","AoR: Forged in Battle"]
["Falleen",1,2,2,2,2,3,"10 + Brawn","12 + Will",90,"Skill: Gain 1 rank in Charm; Racial: As an incidental: Take 2 strain to upgrade a Charm, Deception, or Negotiation check in short range","EotE: Fly Casual"]
["Gand (with lungs)",2,2,2,2,3,1,"10 + Brawn","10 + Will",110,"Skills: Gain 1 rank in Discipline; Racial: Oxygen is a Rating 8 dangerous atmosphere without respirator","Edge of the Empire Core\nFaD: Endless Vigil"]
["Gand (without lungs)",2,2,2,2,3,1,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Discipline; Racial: Immune to suffocation","Edge of the Empire Core\nFaD: Endless Vigil"]
["Gank",2,2,2,2,2,1,"10 + Brawn","10 + Will",110,"Skills: Gain 1 rank in Coercion or Discipline; Racial: Implant Cap: Brawn+3; Starts with up to 2 cybernetic implants worth up to 5000 combined (credit limit can be increased using obligation at character creation)","EotE: Lords of Nal Hutta"]
["Gigoran",3,2,1,2,2,2,"12 + brawn","10 + Will",100,"Skills: Gain 1 rank in Brawl: Racial: remove ⬛ due to cold. Upgrade checks involving advanced technology once","DoR: Rebellion Era Sourcebook"]
["Gossam",1,2,2,3,2,2,"9 + Brawn","11 + Will",100,"Skills: Gain 1 rank in Deception; Silhouette 0","AoR: Desperate Allies"]
["Gotal",2,2,2,3,2,1,"9 + Brawn","8 + Will",100,"Skill: Gain 1 rank in Perception; Racial: As a maneuver: sense the presence and emotional status of all living things in short range","EotE: Fly Casual"]
["Gran",2,2,2,1,2,3,"10 + Brawn","9 + Will",100,"Skills: Gain 1 rank in Charm or Negotiation; Racial: Remove ⬛⬛ to Ranged and Perception from environment or concealment (not defense).","Age of Rrebellion Core, Far Horizons"]
["Gungan",2,2,1,2,2,3,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Athletics\nRacial: Amphibious; breathe and swim underwater without penalty","FaD: Nexus of Power"]
["Human",2,2,2,2,2,2,"10 + Brawn","10 + Will",110,"Skills: Gain 2 ranks in non-career skills","All Core books"]
["Human; Corellian",2,2,2,2,2,2,"10 + Brawn","10 + Will",110,"Skills: Gain 1 rank in Piloting (Planetary) or Piloting (Space); Piloting may be trained to 3 during creation","EotE: Suns of Fortune"]
["Human; Mandalorian",2,2,2,2,2,2,"10 + Brawn","10 + Will",105,"Skills: Gain 1 rank in any combat skill OR Gain 1 rank in each of 2 Knowledge skills","AoR: Friends Like These"]
["Hutt",3,1,2,2,3,2,"13 + Brawn","11 + Will",70,"Skills: Gain 1 rank in Coercion or Discipline; Talents: Gain 1 rank in Enduring and Nobody's Fool; \nRacial: Hutts can never spend more then one maneuver moving per turn","EotE: Lords of Nal Hutta"]
["Iakaru",2,3,2,2,1,2,"9 + Brawn","10 + Will",100,"Skills:Gain 1 rank in piloting (space); Racial: Suffer no terrain penalties to movement through jungles or similar environments, also add ⬛ to athletics and coordination checks related to climing swinging and balancing","DoR: Rebellion Era Sourcebook"]
["Iktotchi",2,2,2,2,3,1,"10 + Brawn","12 + Will",90,"Skills: Gain 1 rank in Vigilance; Racial: Sees flashes of future at GM discretion; May spend a x while rolling Initiative to get a free maneuver for user or ally in short range before encounter begins","FaD: Keeping the Peace"]
["Ishi Tib",2,2,3,2,1,2,"12 + Brawn","10 + Will",100,"Skills: Gains 1 rank in Discipline;Racial: Breathes and moves without penalty underwater; Wound Threshold -2 if not doused in salt water for 24 hours","AoR: Lead by Example"]
["Ithorian",2,1,2,2,3,2,"9 + Brawn","12 + Will",90,"Skills: Gain 1 rank in Survival. Racial: Ithorian Bellow: Suffer 3 strain to attack with a Resilince check with the following profile [Damage 6; Critical 4; Range (Short); Blast 3; Concussive 1; Slow Firing 2; Stun damage]","Age of Rebellion Core\nFaD: Savage Spirits"]
["Kalleran",3,2,2,2,2,1,"8 + Brawn","12 + Will",90,"Skills: Gain 1 rank in Streetwise; Talent: Heigtened Awareness talent.","EotE: No Disintergrations"]
["Kaminoan",1,2,3,2,2,2,"9 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Medicine; Racial: add ⬛ to all charm checks, other characters add ⬛ to all social checks when targeting Kaminoans; Talent: Gain 1 rank in Researcher talent","Age of Rebellion: Fully Operational"]
["Kel Dor",1,2,2,2,3,2,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Knowledge (Education). Racial: Remove ⬛⬛ from checks in darkness; Oxygen is a Rating 8 dangerous atmosphere without respirator; Can survive 5 minutes in a vacuum.","Force and Destiny Core"]
["Klatooinian",2,3,2,2,1,2,"10 + Brawn","10 + Will",100,"Skills: Brawl or Ranged (Heavy) or Ranged (Light) and 1 non-career","EotE: Dangerous Covenants"]
["Kubaz",2,2,2,2,3,1,"9 + Brawn","10 + Will",100,"Skill: Gain 1 rank in Stealth or Survival. Racial: Enhanced Vision: Remove ⬛⬛ to combat checks due to concealment or other environmental factors (but not defence)","AoR: Cyphers and Masks"]
["Kyuzo",2,3,2,2,2,1,"11 + Brawn","11 + Will",90,"Skills: Gain 1 rank in Coordination; Racial: Suffer 3 Strain as a maneuver to jump anywhere in medium range","AoR: Forged in Battle"]
["Lannik",2,1,3,2,2,2,"8 + Brawn","12 + Will",100,"Skills: Gain 1 rank in Streetwise; Talent: Remove up to ⬛⬛ caused by critical injuries, Disoriented and fear checks.","FaD: Keeping the Peace\nAoR: Lead by Example"]
["Melitto",3,2,2,2,1,2,"9 + Brawn","11 + Will",100,"Skill: Gain 1 rank in Perception. Racial: Sightless Vision: No penalties due to environmental conditions (darkness ect), Reliant on Toxins: gain free respirator, normal atmosphere coutns as corrsive rating 6.","AoR: Cyphers and Masks"]
["Mikkian",1,2,2,2,3,2,"10 + Brawn","11 + Will",100,"Skills: Gain 1 rank in Discipline Racial: Add ⬛ to all perception checks","FaD: Knights of Fate"]
["Mirialan",2,3,2,1,2,2,"11 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Discipline","Force and Destiny Core"]
["Mon Calamari",2,2,3,1,2,2,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Knowledge (Education); Racial: Breathes and moves without penalty underwater","Age of Rebellion Core"]
["Mustafarian; Northern",2,2,2,2,2,1,"10 + Brawn","10 + Will",100,"Talent: Gain 1 rank in Eye for Detail; Racial: Remove ⬛⬛ from checks imposed by arid or hot conditions","EotE: Special Modifications"]
["Mustafarian; Southern",2,2,2,2,2,1,"10 + Brawn","10 + Will",100,"Talent: Gain 1 rank in Enduring;  Racial: Remove ⬛⬛ from checks imposed by arid or hot conditions","EotE: Special Modifications"]
["Muun",2,2,3,3,1,1,"9 + Brawn","9 + Will",90,"Skills: Gain 1 rank in Knowledge (Education) and Knowledge (Core Worlds); Racial: Start with +1000 credits","FaD: Endless Vigil"]
["Nautolan",3,2,2,2,1,2,"11 + Brawn","9 + Will",100,"Skills: Gain 1 rank in Athletics; Racial: Breathes and moves without penalty underwater","Force and Destiny Core"]
["Neimoidian",1,2,3,3,1,2,"11 + Brawn","9 + Will",90,"Skills: Gain 1 rank in Deception or Negotiation","AoR: Desperate Allies"]
["Nikto; Green",3,2,2,2,2,1,"11 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Coordination; Racial: Add ⬛ to Athletics for climbing, Can use claws for brawl checks dealing 1+ damage and crit rating of 3","EotE: Lords of Nal Hutta"]
["Nikto; Mountain",3,2,2,2,2,1,"11 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Survival; Talent: Gain 1 rank in Natural Outdoorsman","EotE: Lords of Nal Hutta"]
["Nikto; Pale",3,2,2,2,2,1,"11 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Athletics; Racial: Moves without penalty underwater; Holds breath for Brawnx2 rounds","EotE: Lords of Nal Hutta"]
["Nikto; Red",3,2,2,2,2,1,"11 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Resilience; Racial: Remove ⬛ from checks imposed by arid or hot conditions","EotE: Lords of Nal Hutta"]
["Nikto; Southern",3,2,2,2,2,1,"11 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Perception; Add ⬛ to Perception and Vigilance checks involving sounds","EotE: Lords of Nal Hutta"]
["Pantoran",2,2,2,2,1,3,"10 + Brawn","11 + Will",110,"Skills: Gain 1 rank in  Cool or Negotiation; Racial: remove ⬛ from checks due to cold environments","FaD: Endless Vigil"]
["Pau'an",1,2,2,2,3,2,"12 + Brawn","8 + Will",95,"Skills: Gain 1 rank in Negotiation or Coercion; Racial: Sensitive Hearing: Add ⬛ to all perception and Vigilance checks they make as long as they are wearing their protective earpieces. If not add t instead","FaD: Deciples of Harmony"]
["Phydolon",2,2,2,2,3,1,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Cool or Discipline. Racial: heal 1 extra wound for full nights rest, Recover from 1 critical injury with a nights rest rather a full week. Suffer 1 strain at end of encounters if no other phydolon present","FaD: Knights of Fate"]
["Polis Massan",1,2,3,2,3,1,"8 + Brawn","11 + Will",100,"Skills: Gain 1 rank in Medicine; Racial: Can talk telepathically with everyone in short range or whisper in engaged range. At the cost of 10 xp the character can have vocal chords (cannot speak aloud without them).","AoR: Strongholds of Resistance"]
["Quarren",2,2,1,2,3,2,"10 + Brawn","8 + Will",95,"Skills: Gain 1 rank in Negotiation. Racial: Breath Underwater, Ink Spray; Suffer 2 strain to add ⬛ to a characters conbat check ⬛⬛⬛ if underwater","EotE: Fly Casual\nAoR: Strongholds of Resistance"]
["Quermian",1,2,3,2,2,1,"10 + Brawn","10 + Will",85,"Skills: Gain 1 rank in Perception\nRacial: 4 arms, gain an additional free maneuver per turn.","FaD: Savage Spirits"]
["Rodian",2,3,2,2,1,2,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Survival; Talent:Gain 1 rank in Expert Tracker","Edge of the Empire Core"]
["Sakiyan",2,2,3,2,2,2,"8 + Brawn","10 + Will",80,"Skills: Gain 1 rank in Perception or Vigilance; Talent: Gain 1 rank in Expert Tracker","EotE: Lords of Nal Hutta"]
["Sathari",1,3,2,2,2,2,"8 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Coordination; Racial: Safely fall from any height, glide over small gaps or distances while falling, No fall damage while conscious.","FaD: Chronicles of the Gatekeeper"]
["Selonian",2,3,2,1,3,1,"11 + Brawn","10 + Will",80,"Skills: Gain 1 rank in Coordination; Racial: No ⬛ from checks in darkness; Tail can be used for brawls und the following profile [Brawl (Agility), +1 damage, critical 5, disorient 2, knockdown for a]","EotE: Suns of Fortune"]
["Shistavanen",2,3,3,2,1,1,"12 + Brawn","10 + Will",80,"Skills: Gain 1 rank in Brawl or Survival; Racial: For initiative checks survival can be also be used.","AoR: Forged in Battle"]
["Skakoan",2,2,3,1,2,2,"10 + Brawn","8 + Will",80,"Skills: Gain 1 rank in Knowledge (Education) and 1 in Mechanics; Racial: Sakoan wear environmental suit with +2 soak, encumberance 3, 3 hard points, when not wearing suit treat air as corrosive atmosphere rating 6.","Age of Rebellion: Fully Operational"]
["Sullustan",2,3,2,1,2,2,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Astrogation; Talent: Gain 1 rank in Skilled Jockey","Age of Rebellion Core"]
["Thisspiasian",2,3,2,2,2,1,"10 + Brawn","8 + Will",100,"Skills: Gain 1 rank in Discipline. Racial: Rest and meditation, need only 2 hours to heal all strain (not multiple times in a day), Once per session spend ten minutes to heal strain equal to twice ranks in Discipline","FaD: Unlimited Power"]
["Tholothian",2,2,2,2,2,2,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Knowledge (Xenology). Racial: Social checks with non-tholothians add automatic a to results. When making a check to heal strain in a natural or wild setting, heal 1 additional strain","FaD: Unlimited Power"]
["Tognath",2,2,2,2,3,1,"9 + Brawn","9 + Will",95,"Skills: gain 1 rank in Coordination and perception. Racial: ; Oxygen is a Rating 5 dangerous atmosphere without respirator; add ⬛⬛ to coercion checks targeting this character; Implant limit reduced by 1","DoR: Rebellion Era Sourcebook"]
["Togruta",1,2,2,3,2,2,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Perception; Racial: Grant ⬛⬛ when performing a assist maneuver instead of ⬛","Force and Destiny Core"]
["Toydarian",1,1,2,2,3,3,"9 + Brawn","12 + Will",90,"Racial: Counts as silhouette 0; Does not have to spend additional maneuvers when navigating difficult terrain.","EotE: Enter the Unknown"]
["Trandoshan",3,1,2,2,2,2,"12 + Brawn","9 + Will",90,"Skills: Gain 1 rank in Perception. Racial: Regenerate 1 extra wound whenever resting, receiving first aid or medical treatment.","Edge of the Empire Core"]
["Twi-lek",1,2,2,2,2,3,"10 + Brawn","11 + Will",100,"Skills: Gain 1 rank in Charm or Discipline; Remove ⬛ from checks due to arid or hot conditions","Edge of the Empire Core, Force and Destiny Core"]
["Verpine",2,3,3,1,2,1,"9 + Brawn","12 + Will",80,"Skills: Gain 1 rank in Mechanics; Racial: Add ⬛ on Perception checks when closely examining an object; Can silently talk to Verpine and special comlinks in 100km","AoR: Strongholds of Resistance"]
["Vurk",2,2,2,1,2,3,"11 + Brawn","11 + Will",100,"Skills: Gain 1 rank in Negotiation. Racial: Breath Underwater, In cold environments add ⬛ to all checks in addition to any other penalties","FaD: Unlimited Power"]
["Weequay",3,2,1,3,2,1,"10 + Brawn","9 + Will",90,"Skills: Gain 1 rank in Resilience or Athletics.\nRacial: Communicate with others of the same race via pheromones","EotE: Dangerous Covenants"]
["Whiphid",3,2,2,1,2,2,"12 + Brawn","10 + Will",80,"Skills: Gain 1 rank in Survival and add s to any survival checks. Racial: Can use Tusks with the following profile [Brawl: +2 damage, crit 4, vicious 1]; Can go without food for weeks","FaD: Keeping the Peace"]
["Wookiee",3,2,2,2,1,2,"14 + Brawn","8 + Will",90,"Skills: Gain 1 rank in Brawl. Racial: When Wounded: +1 damage to Brawl and Melee, Injured critically deal +2 damage instead.","Edge of the Empire Core"]
["Xexto",1,3,2,2,1,2,"9 + Brawn","9 + Will",85,"Talent: Gain 1 rank in Confidence; Racial: 4 arms, gain an additional free maneuver per turn.","AoR: Stay on Target"]
["Zabrak",2,2,2,2,3,1,"10 + Brawn","10 + Will",100,"Skills: Gain 1 rank in Survival; Racial: Gain ⬛ to Perception checks","Force and Destiny Core"]

{"sheet":"Specialization Career Skills","index":19,"n_rows":112,"n_cols":36,"rows_kept":112,"cut":false,"hidden":false,"merged":[[0,0,0,9],[1,0,2,0]]}
["Specialization Career skills (from specializations only)"]
["Suggestion, Mark what you have on this line -->"]
[]
[" ","AstrogatIon","Athletics","Brawl","Charm","CoercIon","Computers","Cool","CoordinatIon","Core Worlds\n","Deception","Disipline","Education","Gunnery","Leadership","Lightsaber","Lore","Mechanics","Medicine","Melee","Negotiation","Outer Rim","Perception","Pilot_Planetary","Pilot_Space","Range_Heavy","Range_Light","ResilIence","Skulduggery","Stealth","Streetwise","Survival","Underworld","Vigilance","Xenology","Warfare"]
["AoR-Ace\nBeast Rider",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X",null,null,"X"]
["AoR-Ace\nDriver","X",null,null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,"X",null,null,null,null,null,"X"]
["AoR-Ace\nGunner",null,null,null,null,null,null,null,null,null,null,"X",null,"X",null,null,null,null,null,null,null,null,null,null,null,"X",null,"X"]
["AoR-Ace\nHotshot",null,null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X","X"]
["AoR-Ace\nPilot","X",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X","X"]
["AoR-Ace\nRigger",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X",null,null,null,null,null,null,null,null,null,"X",null,null,null,null,"X"]
["AoR-Commander\nCommodore","X",null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X"]
["AoR-Commander\nFigurehead",null,null,null,null,null,null,"X",null,"X",null,null,null,null,"X",null,null,null,null,null,"X"]
["AoR-Commander\nInstructor",null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,null,null,"X",null,null,null,null,null,null,"X"]
["AoR-Commander\nSquadron Leader",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X",null,null,null,null,null,"X","X"]
["AoR-Commander\nStrategist",null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,"X"]
["AoR-Commander\nTactician",null,null,"X",null,null,null,null,null,null,null,"X",null,null,"X",null,null,null,null,null,null,null,null,null,null,"X"]
["AoR-Diplomat\nAdvocate",null,null,null,null,"X",null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["AoR-Diplomat\nAgitator",null,null,null,null,"X",null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,"X"]
["AoR-Diplomat\nAmbassador",null,null,null,"X",null,null,null,null,"X",null,"X",null,null,null,null,null,null,null,null,"X"]
["AoR-Diplomat\nAnalyst",null,null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["AoR-Diplomat\nPropagandist",null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["AoR-Diplomat\nQuatermaster",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X",null,null,null,null,"X"]
["AoR-Engineer\nDroid Specialist",null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,null,"X",null,"X"]
["AoR-Engineer\nMechanic",null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,"X",null,null,null,"X"]
["AoR-Engineer\nSaboteur",null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,"X","X"]
["AoR-Engineer\nSapper",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X"]
["AoR-Engineer\nScientist",null,null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,"X",null,"X"]
["AoR-Engineer\nShipwright",null,null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,"X",null,null,null,null,null,null,"X"]
["AoR-Soldier\nCommando",null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X",null,null,null,"X"]
["AoR-Soldier\nHeavy",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X",null,null,"X",null,"X"]
["AoR-Soldier\nMedic",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X",null,null,null,null,null,"X","X"]
["AoR-Soldier\nSharpshooter",null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,"X","X"]
["AoR-Soldier\nTrailblazer",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,null,null,null,"X",null,"X"]
["AoR-Soldier\nVanguard",null,"X",null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,"X"]
["AoR-Spy\nInfiltrator",null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X",null,"X"]
["AoR-Spy\nScout",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,"X",null,null,null,null,null,null,null,"X"]
["AoR-Spy\nSlicer",null,null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,"X"]
["AoR-Spy\nCourier",null,"X",null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,"X"]
["AoR-Spy\nInterrogator",null,null,null,"X","X",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X"]
["AoR-Spy\nSleeper Agent",null,null,null,"X",null,null,"X",null,null,null,"X","X"]
["EotE-Bounty Hunter \nOperator","X",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X","X"]
["EotE-Bounty Hunter\nAssassin",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,"X",null,null,"X","X"]
["EotE-Bounty Hunter\nGadgeteer",null,null,"X",null,"X",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X"]
["EotE-Bounty Hunter\nMartial Artist",null,"X","X",null,null,null,null,"X",null,null,"X"]
["EotE-Bounty Hunter\nSkip Tracer",null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X",null,null,null,"X"]
["EotE-Bounty Hunter\nSurvivalist",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,"X",null,null,null,"X",null,null,"X"]
["EotE-Colonist\nDoctor",null,null,null,null,null,null,"X",null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X"]
["EotE-Colonist\nEntrepreneur",null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,"X"]
["EotE-Colonist\nMarshal",null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,"X","X"]
["EotE-Colonist\nPerformer",null,null,null,"X",null,null,null,"X",null,"X",null,null,null,null,null,null,null,null,"X"]
["EotE-Colonist\nPolitico",null,null,null,"X","X",null,null,null,"X","X"]
["EotE-Colonist\nScholar",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,null,"X",null,"X"]
["EotE-Explorer\nArchaeologist",null,"X",null,null,null,null,null,null,null,null,"X","X",null,null,null,"X"]
["EotE-Explorer\nBig-Game Hunter",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X",null,"X",null,null,"X"]
["EotE-Explorer\nDriver",null,null,null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,"X",null,null,null,null,null,"X"]
["EotE-Explorer\nFinger","X",null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X"]
["EotE-Explorer\nScout",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,"X",null,null,null,null,null,null,null,"X"]
["EotE-Explorer\nTrader",null,null,null,null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,"X"]
["EotE-Hired Gun \nBodyguard",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X","X",null,"X"]
["EotE-Hired Gun\nDemolitionist",null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,"X"]
["EotE-Hired Gun\nEnforcer",null,null,"X",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,"X"]
["EotE-Hired Gun\nHeavy",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X",null,null,"X",null,"X"]
["EotE-Hired Gun\nMarauder",null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X",null,null,null,"X"]
["EotE-Hired Gun\nMercenary Soldier",null,null,null,null,null,null,null,null,null,null,"X",null,"X","X",null,null,null,null,null,null,null,null,null,null,"X"]
["EotE-Smuggler\nCharmer",null,null,null,"X",null,null,"X",null,null,null,null,null,null,"X",null,null,null,null,null,"X"]
["EotE-Smuggler\nGambler",null,null,null,null,null,"X","X",null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["EotE-Smuggler\nGunslinger",null,null,null,null,"X",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,"X"]
["EotE-Smuggler\nPilot","X",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X","X"]
["EotE-Smuggler\nScoundrel",null,null,null,"X",null,null,"X",null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["EotE-Smuggler\nThief",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,"X"]
["EotE-Technician\nCyber Tech",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["EotE-Technician\nDroid Tech",null,null,null,null,null,"X","X",null,null,null,null,null,null,"X",null,null,"X"]
["EotE-Technician\nMechanic",null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,"X",null,null,null,"X"]
["EotE-Technician\nModder",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X",null,null,null,null,null,null,"X",null,null,null,null,null,"X"]
["EotE-Technician\nOutlaw Tech",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,"X"]
["EotE-Technician\nSlicer",null,null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,"X"]
["FaD-Consular \nSage","X",null,null,"X",null,null,"X",null,null,null,null,null,null,null,null,"X"]
["FaD-Consular\nArbiter",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,"X",null,"X",null,null,null,null,null,null,null,null,null,null,null,"X"]
["FaD-Consular\nAscetic",null,"X",null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,"X"]
["FaD-Consular\nHealer",null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["FaD-Consular\nNiman Disciple",null,null,null,null,null,null,null,null,null,null,"X",null,null,"X","X",null,null,null,null,"X"]
["FaD-Consular\nTeacher",null,null,null,null,null,null,null,null,null,null,null,"X",null,"X",null,"X",null,null,null,null,null,"X"]
["FaD-Guardian\nArmorer",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,"X",null,null,null,"X",null,null,null,null,null,"X"]
["FaD-Guardian\nPeacekeeper",null,null,null,null,null,null,null,null,null,null,"X",null,null,"X",null,null,null,null,null,null,null,"X","X"]
["FaD-Guardian\nProtector",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X","X"]
["FaD-Guardian\nSoresu Defender",null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X","X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["FaD-Guardian\nWarden",null,null,"X",null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X"]
["FaD-Guardian\nWarleader",null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X",null,null,null,"X",null,null,null,null,"X"]
["FaD-Mystic\nAdvisor",null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X"]
["FaD-Mystic\nAlchemist",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,"X"]
["FaD-Mystic\nMagus",null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,"X",null,"X"]
["FaD-Mystic\nMakashi Duelist",null,null,null,"X",null,null,"X","X",null,null,null,null,null,null,"X"]
["FaD-Mystic\nProphet",null,null,null,"X","X",null,null,null,null,"X",null,null,null,"X"]
["FaD-Mystic\nSeer",null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,"X"]
["FaD-Seeker \nAtaru Striker",null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,"X",null,null,null,null,null,null,"X"]
["FaD-Seeker \nExecutioner",null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X",null,null,"X",null,null,"X"]
["FaD-Seeker \nHermit",null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,"X",null,null,"X"]
["FaD-Seeker \nHunter",null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X",null,null,null,"X"]
["FaD-Seeker \nNavigator","X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,"X"]
["FaD-Seeker \nPathfinder",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X","X",null,null,null,"X"]
["FaD-Sentinel\nArtisan","X",null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,null,"X"]
["FaD-Sentinel\nInvestigator",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X",null,"X"]
["FaD-Sentinel\nRacer",null,null,null,null,null,null,"X","X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X","X"]
["FaD-Sentinel\nSentry",null,null,null,null,null,null,null,"X",null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X"]
["FaD-Sentinel\nShadow",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X","X","X",null,"X"]
["FaD-Sentinel\nShien Expert",null,"X",null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,"X","X"]
["FaD-Warrior\nAgressor",null,null,null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X",null,"X"]
["FaD-Warrior\nColossus",null,null,"X",null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X",null,null,null,null,null,null,null,"X"]
["FaD-Warrior\nJuyo Berserker",null,null,null,null,"X",null,null,null,null,null,"X",null,null,null,"X",null,null,null,"X"]
["FaD-Warrior\nShii-Cho Knight",null,"X",null,null,null,null,null,"X",null,null,null,null,null,null,"X",null,null,null,"X"]
["FaD-Warrior\nStarfighter Ace","X",null,null,null,null,null,null,null,null,null,null,null,"X",null,null,null,"X",null,null,null,null,null,null,"X"]
["FaD-Warrior\nSteel Hand Adept",null,null,"X",null,null,null,null,"X",null,null,"X",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"X"]

{"sheet":"Version History","index":20,"n_rows":15,"n_cols":3,"rows_kept":15,"cut":false,"hidden":false,"merged":[[0,0,0,9]]}
["Version History"]
[]
["Version","Description","Author notes"]
["9.0","SPACESHIPS , Ship modifications, Ship weapons and Navigation Buttons","ABOUT BLOODY TIME I hear you all say, space ships have now been added as well as modifications and weapons… and as a bonus surprise, a genius who I only know as player3346826 on the FFG forums contacted me and gave me his magic navigation buttons… I love em and i hope you do to, I hope to continue to collaborate with this person for future updates (we already have an idea planned for the next update)\nAlso during updating i noticed i missed a species hidden in one of the books... that has been added so the species list is properly complete (for now)"]
["8.0","Added information from \"Cyphers and Masks\", Added Force powers, Moved Critical table to its own tab","First things first… no progress on starships… one day… one day… but for this update I got the Cyphers and Masks book… wasn’t expecting much from it but so glad I got it as it has awsome items in it… and the sleeper agent seems like it has some awsome late talent tree things. FORCE POWERS have been added so enjoy and finnally, because my friends and I seem to be doing alot more criticals now I put the critical hit table in its own tab to make it easier to get to, I have an idea on what to do for filling the void of where it came from but it will take time and i wont make the mistake i have done with starships and start it and not finish it."]
["7.1b","Added information from \"Unlimited Power\" and \"Knights of Fate\"","Still no progress on starships sorry"]
["7.0b","Begun to implement new starship tab (daunting task that I have been procrastinating), added a character sheet tab for GMs using this to cover what stat is in what skill, added Dawn of Rebellion and Fully operational sourcebooks information in.","7.0 is still incomplete as starships and starship upgrades is the next planned update but recent books got me to post what I have early. More spelling mistakes found and corrected also fixed the \"Critical table\" in the 6.2 version which had the wrong values half way down (auto complete let me down there)"]
["6.2","Added Information from \"Disciples of Harmony\" and corrected some formatting and spelling mistakes. Also added Weapons like the E-11 blaster rifle and the DL-44 heavy blaster pistol using the same stats for their class. Also added the Critical Result table on \"GM Reference Sheet\"","Borrowed the book from one of my friends (AJ) so thanks to him for this his support in this update, also found some spelling errors while using this guide myself so I have been correcting them here and there, not perfect but getting there. As for the weapons like the E-11 I have added the weapon models in so people looking for some specific weapons can find it although it has the same stats provided in the core book example E-11 = Blaster Rifle and DL-44 = Heavy Blaster Pistol. Also the GM Reference sheet has a new addition at the bottom... the Critical table"]
["6.1","Added Mandalorian Species from \"Friends like these\" and added information from \"No Disintergrations\"","Took me longer then I would of liked to get \"No Disintergrations\" but I was finnally able to get it and add it to this list (honestly seems somewhat lacking) and someone was kind enough to give me the stats for the Mandalorian"]
["6.0","Added Crafting tab, Species and a Specialization career skills tab","Got alittle help with the species tab, and the career skills tab is to help if you want to try and pick new specializations to make everything you career skill"]
["5.0","Added GM Reference sheet for basic information and transcribed a cheat sheet by \"Justin Alexander\". Coloured in all uses of the font so the list wasn’t so monochrome","It was amazing work by Justin and I needed to add it, Went back again and changed everything that needed colour to colour so it wasn’t a monochrome info sheet"]
["4.0","Corrected the table mistake in 3.0 and added Item qualities, Talents, Skills and Characteristics tabs and added special description to weapons tab, renamed file to \"L Master List\" and made the Front Page with Q&A and Credits","Took a while to figure out how to correct my original table mistake and yes I was face palming when I figured it out, also adding all talents took some time and I still need to work a bit on it at this point"]
["3.0","Made the item lists sortable by making them into tables and gave each tab a unique colour scheme to make it more interesting. Located Excel based symbols to make the list less useless for any lazy bums  that wont download and install the font","Made a mistake and a 250kb file increased to a 25mb file, got an idea from some website (cant remember where) that gave me a idea to search for appropriate symbols and started changing those font based images to excel symbols of exactly the same shape"]
["2.0","Added Source book weapons, armour, modifications and gear, Found SWRPG font and changed all images to that \"EotE font\" (link in title page)","There was a lot of information here and it was tedious getting all the information in and yes information was missing. Using the new font instead of the images made making this list and everything much easier"]
["1.0","Added Core Rule Book's weapons, armour, modifications and gear as a item master list","Creation of the item master list. Used images for the unique symbols of the SWRPG"]

{"sheet":"Sheet1","index":21,"n_rows":6,"n_cols":1,"rows_kept":6,"cut":false,"hidden":true,"merged":[]}
["Resources (for use later when adding things)"]
["\"Pay no attention to the man behind the curtain\""]
[]
[]
[]
["Accurate 1 (Passive) = Add 1 Boost die to all checks,\nAuto-fire (Active + Trigger) = Use 2 Advantage, +1 difficulty, +1 hit for every 2 advantage after a successful innitial hit\nBlast 5 (Trigger) = Use 2 Advandage, All characters at engaged distance to target take 5 damage + success, Use 3 advantage to trigger blast without success\nBreach 1 (Passive) = Ignore 1 armor or 10 soak\nBurn 1 (Trigger) = Use 2 Advantage on success, target takes base damage for 1 turns (Target can stop this by average or easy coordination check depending on terrain)\nConcussive 1 (Trigger) = Use 2 advantage - The target is staggered for 1 round(s)\nCumbersome 3 (Passive) = If Brawn is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nDefensive 1 (Passive) = Increase Melee defense by 1\nDeflection 1 (Passive) = Increase Ranged defense by 1\nDisorient 2 (Trigger) = Use 2 Advantage, target disoriented 2 rounds (target +1 setback on skill checks)\nEnsnare 1 (Trigger) = Use 2 Advantage, target is immobilized 1 round(s) (target can make hard athletics check to break free)\nGuided 3 (Trigger) = Use 3 Advantage, If miss, user makes extra attack check at end of round with 3 Ability dice (check diff = sil 0 vs target sil: usually avg)\nInaccurate 1 (Passive) = Add 1 Setback die to all checks using this weapon\nInferior (Passive) = Add 1 threat to all checks using this weapon\nIon (Passive) = Deals system strain to Vehicles/Starships or Strain to Droids\nKnockdown (Trigger) Use 2 Advantage, The target is knocked prone. Add 1 advantage requirement for each silhouette of target beyond 1 to activate\nLimited Ammo 1 (Passive) = Expended after 1 uses\nLinked 1 (Active + Trigger) = Use 2 Advantage to activate - May make 1 additional hit\nPierce 1 (Passive) = Ignore 1 soak\nPrepare 2 (Passive) = Must use 2 manuver to prepare the weapon\nSlow Firing 1 (Passive) = After firing must wait 1 round before firing again\nStun Damage (Passive) = causes strain not wounds\nStun Setting (Active - short range only) = causes strain not wounds\nSunder (Trigger) = Use 1 advantage, user chooses target's item and damages it by 1 step (can be stacked with more advantages)\nStun 4 (Trigger) = Use 2 Advantage, causes 4 strain damage\nSuperior (Passive) = Automatic 1 Advantage on all checks using this weapon\nUnwieldy 3 (Passive) = If Agility is not 3 or higher add 1 difficulty die for the difference for all checks using this weapon.\nVicious 1 (Crit) = +10 to crit hit roll"]