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Alien Species Arkanian Home Planet: Arkania Attribute Dice: 13D DEXTERITY 1D/3D+2 KNOWLEDGE 1D+2/4D+1 MECHANICAL 1D+1/4D PERCEPTION 1D+1/4D STRENGTH 1D+2/4D+1 TECHNICAL 2D/4D+2 Special Abilities: Darkvision: Arkanian characters can see up to 20 meters in total darkness. Story Factors: Arrogance: Arkanians are typically arrogant, believing that they have reached the pinnacle of evolution. Infamy: Arkania was once part of the Sith empire, and their dedication to aggressive scientific research has given them a somewhat bad reputation as the galaxy’s mad scientists. Move: 10/12 Size: 1.6 to 2.2 meters tall. Source: Ultimate Alien Anthology (pages 15-16), Alien Anthology (pages 57-58), Power of the Jedi Sourcebook (page 64), Knights of the Old Republic Campaign Guide (pages 10-11) Arkanian Offshoot Home Planet: Arkania Attribute Dice: 12D DEXTERITY 2D/4D+1 KNOWLEDGE 1D+2/3D+2 MECHANICAL 1D+1/4D PERCEPTION 1D+1/3D+2 STRENGTH 1D+2/4D+1 TECHNICAL 1D+2/4D Special Abilities: Engineered: Arkanian Offshoots are typically engineered for specific industrial tasks. At character creation they get an extra 2D to place in either lifting, repair skills, piloting skills, survival or first aid. Story Factors: Sub-race: Pureblood Arkanians consider the Offshoot to be no more than tools or slaves. Move: 10/12 Size: 1.6 to 2.2 meters tall. Source: Knights of the Old Republic Campaign Guide (pages 10-11) Cathar Home Planet: Cathar Attribute Dice: 12D DEXTERITY 2D/4D+2 KNOWLEDGE 1D/3D+2 MECHANICAL 1D/4D PERCEPTION 1D/4D
STRENGTH 1D/4D TECHNICAL 1D/3D+2 Special Abilities: Claws: The more common Cathar sub-species has claws that do STR+1D damage. Camouflage Fur: The less common Cathar subspecies has shorter fur with color-changing ability. Using this ability counts as an action for every round the fur’s color remains altered to match the environment, granting a +2D sneak bonus against being spot visually. Move: 12/14 Size: 1.7 meters on average Source: Ultimate Alien Anthology (pages 28-29), Power of the Jedi Sourcebook (pages 65-66), Knights of the Old Republic Campaign Guide (page 12) Draethos Home Planet: Thosa Attribute Dice: 12D DEXTERITY 1D+1/4D KNOWLEDGE 2D+1/5D MECHANICAL 1D+2/4D PERCEPTION 1D/3D STRENGTH 1D/3D+2 TECHNICAL 1D+1/4D+1 Special Abilities: Broadcast Telepathy: Draethos can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic com-munication must make an opposed willpower or control skill roll against the Draethos’ own willpower or control skill. This ability cannot be used to “steal” memories or information. Low-light Vision: A Draethos can see twice as far as a normal human in poor lighting conditions. Skill Bonus: Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only. Story Factors: Long-Lived: Draethos character can live up to 800 years. Move: 10/12 Size: 1.8 meters tall on average. Source: Ultimate Alien Anthology (pages 46-47), Power of the Jedi Sourcebook (page 67), Knights of the Old Republic Campaign Guide (pages 12-13)
Feeorin Home Planet: Odryn Attribute Dice: 12D DEXTERITY 1D/3D+2 KNOWLEDGE 1D+1/4D MECHANICAL 1D/3D+2 PERCEPTION 1D+1/4D STRENGTH 2D/4D+2 TECHNICAL 1D+1/4D Special Abilities: Low-Light Vision: Feeorin can see twice as far as a human in dim light. Endurance: Due to their high level of endurance, Feeorin may re-roll any failed Stamina check once. Story Factors: Bad Reputation: On worlds where they have settled, Feeorin characters may be regarded as evil or dangerous based on their species alone. Move: 10/12 Size: 2.2 meter tall on average Source: Ultimate Alien Anthology (pages 58-59), Knights of the Old Republic Campaign Guide (pages 13-14) Khil Home Planet: Belnar Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 2D/4D MECHANICAL 1D 4D PERCEPTION 1D/4D STRENGTH 1D/3D TECHNICAL 1D+1/4D Move: 8/10 Size: 1.2-2 meters tall Source: Galaxy Guide 12 – Aliens: Enemies and Allies (pages 47-48), Ultimate Alien Anthology (pages 84-86), Knights of the Old Republic Campaign Guide (pages 14-15) Kissai Home Planet: Korriban Attribute Dice: 12D DEXTERITY 1D+2/4D KNOWLEDGE 1D+1/3D+2 MECHANICAL 1D+2/4D PERCEPTION 1D+2/4D+1 STRENGTH 2D/4D TECHNICAL 1D+2/3D+2 Special Abilities: Low Light Vision: Massassi can see twice as far as a
normal human in poor lighting conditions. Warrior Culture: Kissai grow up in a violent and warlike society, so they constantly watch for threats, gaining a permanent +1D bonus to search or Perception rolls to spot a threat. Story Factors: Thought to be Extinct: Most scholars believe the Kissai were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited. Move: 10/12 Size: 1.8 meters tall (average) Source: Knights of the Old Republic Campaign Guide (pages 15-16) Massassi Home Planet: Korriban Attribute Dice: 12D DEXTERITY 1D+2/4D+1 KNOWLEDGE 1D/3D+2 MECHANICAL 1D+1/4D PERCEPTION 1D/3D+2 STRENGTH 2D+1/5D TECHNICAL 1D/3D+1 Special Abilities: Low Light Vision: Massassi can see twice as far as a normal human in poor lighting conditions. Warrior Culture: Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to search and intimidation skill rolls. Story Factors: Thought to be Extinct: Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited. Move: 10/12 Size: 1.9 meters tall (average) Source: The Dark Side Sourcebook (pages 114-115), Knights of the Old Republic Campaign Guide (pages 15-16) Miraluka Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 2D/4D MECHANICAL 2D/4D PERCEPTION 1D/5D STRENGTH 2D/4D TECHNICAL 2D/4D Special Abilities: Force Sight: The Miraluka rely on their ability to percieve their surroundings by sensing the slight force vibrations emanated from all objects. In any location where the force is
some way cloaked, the Miraluka are effectively blind. Move: 10/12 Size: 1.6-1.8 meters tall Source: Ultimate Alien Anthology (pages 97-98), Tales of the Jedi Companion (pages 101-102), Power of the Jedi Sourcebook (pages 70-71), Threats of the Galaxy (page 31), Knights of the Old Republic Campaign Guide (pages 16-17) Rakata Home Planet: Rakata Prime Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 2D/4D MECHANICAL 2D/4D+1 PERCEPTION 1D+1/3D+2 STRENGTH 1D+2/3D+2 TECHNICAL 2D+1/4D+2 Special Abilities: Force Blind: For reasons unknown, they have lost their connection to the Force. Rakata characters can’t be Force Sensitive, though they can still gain Dark Side Points and be affected by Force Powers. Rage: Once per day, a Rakata can fly into a rage, gaining a +1D bonus to melee attacks and damage,
but cannot use skills that require patience and concentration. A fit of rage lasts for a number of rounds equal to 5+ the character’s number of full Strength dice. At the end of its rage, the character is tired, suffering a -1 penalty to all actions until he rests for at least 10 minutes. Move: 10/12 Size: 2 meters tall on average Source: Knights of the Old Republic Campaign Guide (pages 17-18)
Selkath Home Planet: Manaan Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 2D/4D MECHANICAL 2D/4D PERCEPTION 2D+1/4D+1 STRENGTH 1D+2/4D TECHNICAL 2D/4D Special Abilities: Amphibious: Selkath can breathe underwater and get a +2D bonus to swimming. Poison: Selkath retractable claws can inject venom into an enemy that does 3D damage on a successful attack and another 2D after 5 rounds. Using poison in
a fight is considered unseemly by many Selkath and was outlawed on ancient Manaan. Able Healers: Selkath get a +1D bonus to first aid when healing another. Move: 10/12 (walking), 6/8 (swimming) Size: 1.5 meters tall on average Source: Knights of the Old Republic Campaign Guide (pages 18-19) Snivvian Home Planet: Cadomai Attribute Dice: 12D DEXTERITY 1D/3D KNOWLEDGE 2D/4D MECHANICAL 1D/3D PERCEPTION 2D+1/4D+2 STRENGTH 2D/4D TECHNICAL 1D/4D Story Factors: Strife-Torn History: The Snivvians never seem to get a break. From the genetic problems with the Blood Code, to the period of slavery by the Thalassians, the Snivvians have undergone hardship after hardship. Now that the Blood Code may have returned, the Snivvians are bracing themselves for more troubles. Despite such adversity (or perhaps because of it), the Snivvians are respected artists and writers.
Blood Code: The genetic flaw that has led to much violence in Snivvian history has also caused the Snivvians to be very distrustful of twins of any species. As families, Snivvian brothers tend to be very distant. Special Abilities: Adaptive Skin: Snivvian can survive in temperature extremes of minus
30 degrees standard, to temperatures up to 45 degrees standard without harm or protective gear. They do wear clothing for cultural reasons. The Snivvian’s tough skin give them +1D armor bonus to resist physical damage. Move: 10/12 Size: 1.2-1.8 meters tall Source: Galaxy Guide 12 – Aliens: Enemies and Allies (pages 80-82), Ultimate Alien Anthology (pages 147-149), Alien Anthology (pages 101-102), Knights of the Old Republic Campaign Guide (page 19)
Ve Lho
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ft: Lhosan Ine: Racing swle: Speeder gth: 4.3 metl: Repulsorlifw: 1 sengers: 0 go Capacityer: 1/2 tude Range:t: 18,700 (ne
neuverabilityve: 295; 850 kdy Strength: rce: Knights
ges 92-93)
osan AeroCft: Lhosan Ine: Speeder ble: Speeder gth: 4.1 metl: Repulsorlifw: 1 sengers: 0 go Capacityer: 1/2 tude Range:t: 5,800 (new
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mpaign de (page 92)
p
ndustries Swowoop
ers ft operation:
: 2 kilograms
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Chaser ndustries Aerbike
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el-4 meters used)
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T-6 Landspe
raft: SoroSuuype: Speederale: Speede
ength: 5.2 mekill: Repulsorrew: 1 assengers: 1argo Capacitover: 1/2 titude Rangeost: 12,000 (naneuverabilove: 140; 400ody Strengthource: Knighages 93-94)
an Navigat
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ty: 40 kilogra
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n: Urban Nav
ams
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d Republic C
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ge 94)
in-228 Airsft: SoroSuube: Airspeedele: Speeder gth: 8.4 metl: Repulsorlifw: 1 sengers: 1 go Capacityer: 1/2 tude Range:t: 22,000 (ne
neuverabilityve: 280; 800 kdy Strength: rce: Knights
ge 95)
ilisk War Dft: Basilisk We: Mandalorile: Walker gth: 8 meterl: Repulsorlifw: 1 plus drow Skill: Dapons 3D, peicle blasters go Capacity
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n Repulsorl ndspeeder
eters ft operation:
: 30 kilogram
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peeder b Twin-228 Aier
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: 60 kilogram
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ian mount d
rs ft operation:
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3D : 100 kilogra1 day
Ground leve
lift Manufac
PL-90
ms
el-5 meters used)
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Twin-228
ms (460Kg w/
el-1,000 metused), 1,000
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ost: Not availaneuverabilove: 190; 550pace: 2 ody Strengtheapons: Light Laser re Arc: Front ill: Vehicle b
re Control: 2Dace Range: mosphere Raamage: 5D Concussion re Arc: Front ill: Missile w
re Control: 2Dace Range: mosphere Raamage: 8D ulse-Wave Care Arc: Front ale: Speederill: Vehicle b
re Control: 2Dange: 50-75/3amage: 5D pace Mine Lare Arc: Rear ale: Starfightill: Missile w
re Control: 1Dast Radius: 1amage: 6D/4DHeavy Brawre Arc: Turretill: Brawlinilot) re Control: 1Dange: 3 meteamage: 3D+2ource: Knighages 202-203
lable for salelity: 2D 0 kmh
h: 4D
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blasters D+2 1-3/8/15 ange: 50-300
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nsumables: 1t: Not availab
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ge 220)
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35; 1,250 kmh
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ength: 10.5 mkill: Starfighterew: 1 argo Capacitonsumablesost: Not availaneuverabilpace: 7 mosphere: 3ull: 2D ensors: assive: 10/0Dan: 20/1D eapons: Light Laser re Arc: Front ill: Starship g
re Control: 2Dace Range: mosphere Raamage: 5D ame Notes: aterials, causey collide wi
avaab Man
raft: Neo Carfighter filiation: Maa: Old Repub
ource: Knighage 204)
ype: Defenseale: Starfigh
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ighter ter
meters er piloting: C
ty: 40 kilogra: 2 days lable for salelity: 2D
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elds: 1D+2 sors: sive: 20/0D n: 40/1D apons: ght Laser Ca Arc: Front l: Starship gu Control: 2D+ce Range: 1-osphere Ran
mage: 4D dium Concus Arc: Front l: Starship gu Control: 2D+ce Range: 1/osphere Ran
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ft: Corelliager-class Staliation: Jedi : Old Republrce: Power
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nsumables: 1t: 150,000 (n
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neuverabilityce: 9 osphere: 40l: 3D elds: 2D sors: sive: 25/0D n: 50/1D
annons (fire
unnery +1 5/10/17
nge: 100-500/
ssion Missil
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an Engineerarfighter Order / Genlic of the Jedi
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r piloting: S-1
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new), 90,000 ltiplier: x2 Limited to 1y: 3D+2
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eapons: Assault Lasere Arc: Front ill: Starship g
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re Control: 2Dace Range: mosphere Raamage: 8D
ar Saber
raft: Republicfiliation: Olda: Old Repub
ource: Powenights of the)
ype: Starfightale: Starfigh
ength: 6.75 mkill: Starfighterew: 1 rew Skill: 4Dassengers: Nargo Capacitonsumablesost: 145,000 (yperdrive Mav Computperspace jumaneuverabilpace: 9 mosphere: 3ull: 4D hields: 2D+1ensors: assive: 20/0Dan: 40/1D eapons: Heavy Blastere Arc: Front ill: Starship g
re Control: 1Dace Range: mosphere Raamage: 6D
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pedo Launch gunnery D 1/3/7 ange: 100/30
c Fleet Systed Republic / blic r of the Jedi
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ter ter
meters er piloting: S
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ter: Can smps lity: 1D+2
380; 1,100 km
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rek Strikefig
ft: Republic liation: Old R: Old Republrce: Knights
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perdrive Mul Computer:
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mage: 6D ton Torpedo Arc: Front l: Starship gu Control: 2D ce Range: 1/osphere Ran
mage: 9D
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hter Engineering Republic lic of the Old R
r er
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mpaign Guid
hter
60,000)
n S-250 Chela
mpaign Guid
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a-
de
LeSkCrPaCaCoCoHyNaMaSpAtmHuShSePaSca
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ength: 14 mekill: Starfighterew: 1 assengers: Nargo Capacitonsumablesost: Not availyperdrive Mav Computeraneuverabilpace: 9 mosphere: 4ull: 4D hields: 1D+1ensors: assive: 25/1Dan: 55/2D
eapons: win Medium re Arc: Front ill: Starship g
re Control: 2Dace Range: mosphere Raamage: 5D Concussion re Arc: Front ill: Starship g
re Control: 1Dace Range: mosphere Raamage: 10D
78-R Space raft: Amalgansport filiation: Gea: Old Repub
ource: Knighage 98)
ype: Light freale: Starfigh
ength: 31.5 mkill: Space trarew: 2, gunne
eters er piloting: S
None ty: 30 kilogra: 1 week lable for saleultiplier: x2r: Yes lity: 2D+2
415; 1,200 km
1
Laser Cann gunnery D 1-5/10/17 ange: 100-50
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420,000)
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sengers: 10 go Capacity
nsumables: 4t: 75,000 (ne
perdrive Mul Computer:
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mage: 4D
on Hawk
ft: Modified ghter liation: Davi: Old Republrce: Knights
ge 220) e: Modified lle: Starfightegth: 24 metel: Space tranw: 3, gunnersengers: 8
: 40 metric to4 months ew), 28,000 (ltiplier: x3 Yes y: 0D
80; 800 kmh
unnery 2/10/20
nge: 50-100/2
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ons
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250/400
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ss
de
CaCoCoHyNaMaSpAtmHuShSePaScaWeDoFirSkFirSpAtmDaDoFirCreSkFirSpAtmDaDoFirScSkFir3DAtmDaGafor+2Dy Vi CrYaAffErSo(paTySc
argo Capacitonsumablesost: Not availyperdrive Mav Computeraneuverabilpace: 8 mosphere: 3ull: 4D+2 hields: 2D+2ensors: assive: 15/1Dan: 30/2D eapons: ouble Laser re Arc: Front ill: Starship g
re Control: 2Dace Range: mosphere Raamage: 4D ouble Heavyre Arc: Turretew: 1 ill: Starship g
re Control: 3Dace Range: mosphere Raamage: 6D ocking Gun re Arc: Turretale: Charactill: Vehicle b
re Control: 1D) mosphere Raamage: 7D+ame notes: Tr easy modifi2 bonus to ynamic-class
sionary
raft: Modifieacht filiation: G0a: Old Repub
ource: Knighages 221-222
ype: Modifiedale: Starfigh
ty: 40 metric: 2 months lable for saleultiplier: x1r: Yes lity: 1D+2
380; 1,100 km
2
Cannon gunnery D+2 1/5/10 ange: 50-100
y Laser Cannt
gunnery D 1-3/10/18 ange: 50-100
t ter blasters 1D+2 (or au
ange: 10-50/1 The Dynamicfication and rany skill rol
s freighter.
ed Elaor P
-T0 (droid smblic
hts of the Old2) d light freighter
c tons
e (estimated
mh
0/300/700
non
0/200/300
uto targeting
100/200
c class freighrepair. Charalls to modify
Propulsion S
muggler)
d Republic C
ter
154,000)
with a skill
hter is designacters receivfy or repair
Starscape-cl
ampaign Gu
l of
ned ve a the
lass
uide
LengSkillCrewPassCargConCostHypNav ManSpacAtmHullShieSensPassScanWea2 MeFire CrewSkillFire SpacAtmoDam4 LigFire CrewSkillFire SpacAtmoDamGamcryspenapenasyste Con
CrafhaulAffilEra:Sou(pagTypeScal
gth: 130 metl: Space tranw: 14, gunnesengers: 12 go Capacity
nsumables: 6t: Not availab
perdrive Mul Computer:
neuverabilityce: 4 osphere: 48l: 4D elds: 2D sors: sive: 25/1D+n: 40/2D+2 apons: edium Laser Arc: Turret w: 2 l: Starship gu Control: 1D ce Range: 1/osphere Ran
mage: 5D ght Laser Ca Arc: Turret w: 2 l: Starship gu Control: 1D+ce Range: 1-osphere Ran
mage: 3D me Note: The
tal cloaking alty to any sealty also reduems to a min
nductor Lan
ft: Republic l Landing Craliation: Old R: Old Republrce: Knights
ges 181-182) e: Landing cle: Starfighte
ters nsports: Starsers: 12, skele
: 50 metric to6 months ble for sale ltiplier: x1 Yes y: +2
80; 800 kmh
2
r Cannons
unnery 5/10
nge: 50-100/3
annons
unnery +2 3/10/18
nge: 50-100/2
e ship is equidevice. This ensors rolls muces bonusenimum of 0D
nding Craft
Fleet Systemaft Republic lic of the Old R
craft er
scape yacht ton: 6/+10
ons
300/700
200/300
ipped with a device bestomade to detees granted byD.
t
ms Conducto
Republic Cam
a stygium ows a 3D+1ect it. This y Fire Contro
or-class Shor
mpaign Guid
ol
rt-
de
LeSkCrPaCaCoCoHyNaMaSpAtmHuSePaScaWeLigFirSkFirSpAtmDa Je
CrAffErSo(paTyScLeSkCrPaCaCoCoHyNaMaSp
ength: 19 mekill: Space trarew: 1 assengers: 5argo Capacitonsumablesost: 250,000 (yperdrive Mav Computeraneuverabilpace: 1 mosphere: 1ull: 4D ensors: assive: 15/1Dan: 30/2D eapons: ght Laser Care Arc: Front ill: Starship g
re Control: 1Dace Range: mosphere Raamage: 4D
edi Covenan
raft: Elaor Prfiliation: Jeda: Old Repub
ource: Knighage 143)
ype: Converteale: Starfigh
ength: 26 mekill: Space trarew: 1 assengers: 4argo Capacitonsumablesost: 200,000 (yperdrive Mav Computeraneuverabilpace: 5
eters ansports: Co
(plus 2 bulkty: 80 metric: 2 weeks (new), 100,0ultiplier: x3r: Yes lity: +1
175; 500 kmh
annon gunnery D+1 1-2/4/7 ange: 50-150
nt Shuttle
ropulsion Bardi Covenant blic
hts of the Old
ed luxury yater
eters ansports: Ba
ty: 30 metric: 1 month (new), 120,0ultiplier: x3r: No lity: 1D
onductor
k-loader droic tons
000 (used)
h
0/350/700
ronial-class
d Republic C
cht
ronial yacht
c tons
000 (used)
ds)
Yacht
ampaign Gu
uide
AtmHullShieSensPassScanWeaDouFire SkillFire SpacAtmoDam Min
CrafAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostManSpacAtmHullShieSensPassScanWeaDouFire SkillFire SpacAtmoDam
osphere: 31l: 3D+2 elds: 1D sors: sive: 15/1D n: 35/2D+2 apons: uble Light La Arc: Front l: Starship gu Control: 3D ce Range: 1-osphere Ran
mage: 4D
nistry Orbit
ft: Zentine Dliation: Old R: Old Republrce: Knights
ge 182) e: Orbital shle: Starfightegth: 20 metel: Space tranw: 2 sengers: 36 go Capacity
nsumables: 1t: 160,000 (n
neuverabilityce: 3 osphere: 26l: 3D+2 elds: 2D sors: sive: 15/1D n: 40/2D apons: uble Laser C Arc: Front l: Starship gu Control: 3D ce Range: 1-osphere Ran
mage: 5D
0; 900 kmh
aser Cannon
unnery
2/4/7 nge: 50-150/3
al Shuttle
Dynamics MinRepublic / Glic of the Old R
uttle er ers nsports: Minis
: 1,500 kilogr1 week
new), 80,000 y: 1D+2
60; 750 kmh
Cannon
unnery
2/4/7 nge: 50-150/3
n
350/700
nistry-class OGeneral
Republic Cam
stry Shuttle
rams
(used)
350/700
Orbital Shuttl
mpaign Guid
le
de
G-
CrAffErSo(paTyScLeSkCrPaCaCoCoMaSpAtmHuShSePaScaWeDoFirSkFirSpAtmDaGaspatha G-CrShAffErSo(paTyScLeSkCr
-Type Light
raft: Hoerschfiliation: Gea: Old Repub
ource: Knighage 98)
ype: Light shuale: Starfigh
ength: 23 mekill: Space trarew: 1 assengers: 3argo Capacitonsumablesost: 200,000 (aneuverabilpace: 6 mosphere: 3ull: 3D+1 hields: 2D ensors: assive: 15/1Dan: 30/2D eapons: ouble Laser re Arc: Front ill: Starship g
re Control: 2Dace Range: mosphere Raamage: 5D ame Note: Pace transporat skill.
-Type Escapraft: Modifiehuttle filiation: Gea: Old Repub
ource: Knighages 98-99)
ype: Escape sale: Starfigh
ength: 23 mekill: Space trarew: 1
t Shuttle
h-Kessel Driveneral blic
hts of the Old
uttle ter
eters ansports: G-T
ty: 10 metric: 1 week (new), 95,00lity: 2D
330; 950 kmh
Cannon gunnery D+2 1-2/3/5 ange: 50-100
Pilot assistarts bonus to
pe Shuttle ed Hoersch-K
eneral blic
hts of the Old shuttle ter
eters ansports: G-T
ve G-Type Lig
d Republic C
Type shuttle
c tons
00 (used)
h
0/250/500
ance system characters
Kessel Drive
d Republic C
Type shuttle
ght Shuttle
ampaign Gu
grants a +that don’t ha
e G-Type Li
ampaign Gu
uide
+1D ave
ight
uide
PassCargConCostHypHypNav ManSpacAtmHullShieSensPassScanWeaDouFire SkillFire SpacAtmoDamGamspacthat Her CrafAffilEra:Sou(pagTypeScalLengSkillCrewPassCargonlyConCostcredHypNav ManSpacAtmHullShieSensPassScanWea
sengers: Nogo Capacity
nsumables: 4t: 230,000 (n
perdrive Mulperdrive Bac Computer:
neuverabilityce: 6 osphere: 33l: 3D+1 elds: 3D+1 sors: sive: 15/1D n: 30/2D apons: uble Laser C Arc: Front l: Starship gu Control: 2D+ce Range: 1-osphere Ran
mage: 5D me Note: Pice transports skill.
rald Shuttle
ft: Star Forgeliation: Sith : Old Republrce: Knights
ge 164) e: Multipurple: Starfightegth: 28 metel: Space tranw: 2 sengers: 5 (go Capacityy model) nsumables: 1t: Not ava
dits; 222,500 perdrive Mul Computer:
neuverabilityce: 3 osphere: 21l: 4D+1 elds: 1D+1 sors: sive: 15/1D+n: 40/2D+2 apons:
one : 2 metric to4 months
new), 105,000ltiplier: x2 ckup: x10 Yes y: 2D
30; 950 kmh
Cannon
unnery +2 2/3/5
nge: 50-100/2
lot assistancs bonus to c
e
e Manufactur
lic of the Old R
ose shuttle er ers nsports: Hera
10 on shuttley: 70 metric
1 month ilable for sfor shuttle-oltiplier: x2 No y: +2
0; 600 kmh
1
ns
0 (used)
250/500
ce system gcharacters th
re Herald-cla
Republic Cam
ald Shuttle
e-only modetons (15 ton
sale (estimnly model)
grants a +1hat don’t hav
ass Shuttle
mpaign Guid
l) ns on shuttle
ated 120,00
D ve
de
e-
00
LigFirScaSkFirSpAtmDaDoFirSkFirSpAtmDa Le
CrFreAffErSo(paTyScLeSkCrPaCaCoCoHyHyNaMaSpAtmHuShSePaScaWeDoCreFirSkFirSp
ght Turbolare Arc: Front ale: Capital ill: Capital sh
re Control: 2Dace Range: mosphere Raamage: 3D ouble Laser re Arc: Turretill: Starship g
re Control: 3Dace Range: mosphere Raamage: 4D
ethisk Arme
raft: Arakyeighter filiation: Gea: Old Repub
ource: Knighage 99)
ype: Armed fale: Starfigh
ength: 34 mekill: Space trarew: 3, gunneassengers: 8argo Capacitonsumablesost: 470,000 (yperdrive Myperdrive Baav Computeraneuverabilpace: 5 mosphere: 3ull: 5D hields: 2D ensors: assive: 15/1Dan: 30/1D+2eapons: ouble Laser ew: 1 re Arc: Turretill: Starship g
re Control: 2Dace Range:
aser Cannon
hip gunnery D+1 1-5/10/17 ange: 100-50
Cannon t gunnery D 1-2/4/7 ange: 50-150
ed Freighte
yd Industrie
eneral blic
hts of the Old
freighter ter
eters ansports: Leters: 1 ty: 60 metric: 2 months (new), 225,0ultiplier: x2ackup: x12 r: Yes lity: +2
310; 900 kmh
2
Cannon
t gunnery D+2 1-2/10/20
ns
00/1/1.7 km
0/350/700
er
es Lethisk
d Republic C
thisk Armed
c tons
000 (used)
h
-class Arm
ampaign Gu
Freighter
med
uide
AtmoDamLighFire SkillFire SpacAtmoDam Sha
CrafAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostHypNav ManSpacAtmHullShieSensPassScanWea2 MeFire CrewSkillFire SpacAtmoDam2 IonFire CrewScalSkillFire
osphere Ranmage: 6D ht Concussio Arc: Front l: Starship gu Control: 2D ce Range: 1/osphere Ran
mage: 8D
aadlar Troo
ft: Modified Bliation: Man: Old Republrce: Knights
ges 204-205) e: Invasion sle: Capital gth: 130 metl: Space tranw: 30, gunnesengers: 800go Capacity
nsumables: 1t: 3 million (
perdrive Mul Computer:
neuverabilityce: 4 osphere: 28l: 2D+2 elds: 2D+2 sors: sive: 25/1D n: 50/2D apons: edium Turb Arc: Front w: 5 l: capital ship Control: 2D ce Range: 1-osphere Ran
mage: 5D n Cannons Arc: 1 left, 1 w: 3 le: Starfighterl: Starship gu Control: 2D+
nge: 50-100/2
on Missile L
unnery
2/5 nge: 25-70/10
opship
Basilisk Shaadalorians lic of the Old R ship
ters nsports: Shaaers: 26 0 : 2,500 tons 1 year new), 1.2 mltiplier: x2 Yes y: 1D+1
80; 800 kmh
bolaser Cann
p gunnery
3/12/25 nge: 100-300/
right
r unnery +2
250/400
Launcher (12
00/150
adlar-type Tr
Republic Cam
adlar Troops
illion (used)
nons
/1.2/2.5 km
2 missiles)
roopship
mpaign Guid
ship
de
SpAtmDa2 CFirCreScaSkFirSpAtmDa Te
CrAffErSo(paTyScLeSkCrPaCaCoCoHyNaSpAtmHuShSePaScaWeDoFirCreSkFirSpAtmDa
ace Range: mosphere Raamage: 5D Concussion re Arc: Front ew: 5 ale: Starfightill: Starship g
re Control: 3Dace Range: mosphere Raamage: 7D
eroch Guns
raft: Teroch-tfiliation: Maa: Old Repub
ource: Knighage 205)
ype: Fast attaale: Starfigh
ength: 18 mekill: Space trarew: 8, gunneassengers: 6argo Capacitonsumablesost: 400,000 (yperdrive Mav Computerpace: 7 mosphere: 3ull: 3D+2 hields: 1D+2ensors: assive: 20/1Dan: 30/2D eapons: ouble Laser re Arc: Turretew: 1 ill: Starship g
re Control: 2Dace Range: mosphere Raamage: 6D
1-3/7/36 ange: 100-30
Missile Lau
ter gunnery D 1/3/7 ange: 100/30
ship
type Fast Attaandalorians blic
hts of the Old
ack gunship ter
eters ansports: Terers: 1, skelet ty: 8 metric t: 3 weeks (new), 200,0ultiplier: x2r: Yes
350; 1,000 km
2
Cannon t
gunnery D+1 1-3/10/18 ange: 50-100
00/700/3.6 km
unchers (16 m
00/700
ack Gunship
d Republic C
roch gunshipton: 3/+10
tons
000 (used)
mh
0/200/300
m
missiles eac
p
ampaign Gu
p
h)
uide
KT-4
CrafCarrAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostSpacAtmHullShieSensPassScanWeaDouFire CrewSkillFire SpacAtmoDam Dup
400 Militar
ft: Republic rier liation: Old R: Old Republrce: Knights
ge 183) e: Droid carrle: Starfightegth: 24 metel: Space tranw: 8, gunnersengers: 400go Capacity
nsumables: 2t: 280,000 (nce: 4 osphere: 28l: 4D+1 elds: 2D sors: sive: 15/1D n: 30/1D+2 apons: ube Medium Arc: Turret w: 1 l: Starship gu Control: 1D ce Range: 1-osphere Ran
mage: 6D
plex Comm
ry Droid Ca
Fleet Syste
Republic lic of the Old R
rier er ers nsports: KT-4rs: 1, skeleton0 bipedal dro: 40 metric to2 week
new), 150,000
80; 800 kmh
m Laser Cann
unnery
2/7/12 nge: 50-100/2
mand Assau
arrier
ms KT-400
Republic Cam
400 n: 4/+10 oids ons
0 (used)
nons
200/300
ult Gunship
Military Droi
mpaign Guid
p
id
de
CrAffErSo(paTyScLeSkCrPaCaCoCoSpAtmHuShSePaScaWe2 HFirCreSkFirSpAtmDa2 LFirSkFirSpAtmDaGasupwegrain QuCrCaAffErSo(paTyScLeSkCrPaCaCoCoHyHyNaMa
raft: Pelagia filiation: Tapa: Old Repub
ource: Knighage 100)
ype: Assault gale: Starfigh
ength: 30 mekill: Space trarew: 5, gunneassengers: 6argo Capacitonsumablesost: 525,000 (pace: 4 mosphere: 2ull: 4D+1 hields: 1D+1ensors: assive: 20/1Dan: 35/2D eapons: Heavy Laserre Arc: Turretew: 1 ill: Starship g
re Control: 2Dace Range: mosphere Raamage: 6D Laser Cannore Arc: Front ill: Starship g
re Control: 2Dace Range: mosphere Raamage: 4D ame Notes: pply condueapons sysanting a +2Dsuch cases.
uartermastraft: Corelliaarrier filiation: Gea: Old Repub
ource: Knighage 100)
ype: Supply cale: Starfigh
ength: 45 mekill: Space trarew: 2 assengers: 1argo Capacitonsumablesost: 300,000 (yperdrive Myperdrive Baav Computeraneuverabil
Duplex Compani / Generblic
hts of the Old
gunship ter
eters ansports: Duers: 2, skelet ty: 10 metric: 1 week (new), 310,0
295; 850 kmh
1
r Cannons t
gunnery D 1-3/10/18 ange: 50-100
ons gunnery D+2 1-3/10/18 ange: 50-100
Built-in weuits make stems and D bonus to s
ter Supply Ca Stardrive Q
eneral blic
hts of the Old
carrier ter
eters ansports: Qu
0 ty: 120 metri: 6 months (new), 110,0ultiplier: x3ackup: x12 r: Yes lity: 0D
mmand Assaural
d Republic C
uplex ton: 2/+5
c tons
000 (used)
h
0/200/300
0/200/300
eapon mounit easier t
upgrade tarship weap
Carrier Quartermast
d Republic C
uartermaster
ic tons
000 (used)
ult Gunship
ampaign Gu
nts and powto install nexisting onpon repair r
ter-class Sup
ampaign Gu
uide
wer new nes, olls
pply
uide
SpacAtmHullShieSensPassScan Der CrafDerrAffilEra:SouKnig163)TypeScalLengSkillCrewCrewPassCargConCostHypHypNav ManSpacHullSensPassScanWea6 BlaFire Scal
ce: 1 osphere: 12l: 6D+2 elds: 3D sors: sive: 10/0D n: 15/1D
rriphan Bat
ft: Star Forgeriphan-class liation: Sith : Old Republrce: The D
ghts of the O) e: Battle crule: Capital gth: 215 metl: Capital shiw: 25 w Skill: 6D insengers: 850go Capacity
nsumables: 1t: Not availab
perdrive Mulperdrive Bac Computer:
neuverabilityce: 4 l: 3D sors: sive: 25/1D n: 50/2D apons: aster Canno Arc: 3 left, 3 le: Starfighter
25; 350 kmh
ttleship
e Manufactur Battleship
lic Dark Side Old Republic
iser
ters ip piloting: Si
n relevant sk0 : 5,000 metri1 year ble for sale ltiplier: x4 ckup: x12 Yes y: 0D
ons right r
re
Sourcebookc Campaign
ith battleship
kills
ic tons
k (page 63 Guide (pag
p
3), ge
SkFirSpAtmDa3 CFirSkFirSpAtmDaCa Kr
CrShAffErSo(paTyScLeSkCrPaCaCoCoHyHyNaMaSpHuShSePaScaWe9 LFirCreSkFirSpDa9 HFirCreSkFirSp
ill: Starship gre Control: 1Dace Range: mosphere Raamage: 4D Concussion re Arc: Front ill: Missile w
re Control: 0Dace Range: mosphere Raamage: 8D arried Craft:
rath Comm
raft: Koros hip filiation: Gea: Old Repub
ource: Knighage 121)
ype: Attack cale: Capital
ength: 550 kill: Capital srew: 1,800, guassengers: 3argo Capacitonsumablesost: Not availyperdrive Myperdrive Baav Computeraneuverabilpace: 3 ull: 5D hields: 2D+1ensors: assive: 25/1Dan: 45/2D eapons: Light Doublre Arc: 3 fronew: 6 ill: Capital sh
re Control: 2Dace Range: 3
amage: 4D Heavy Ion Cre Arc: 3 fronew: 6 ill: Capital sh
re Control: 2Dace Range: 3
gunnery D+2 1-3/12/25 ange: 100-30
Missile Lau
weapons: conD+2 1/3/7 ange: 50-500
: 6 starfighter
mand Ship
Spacework
eneral / Krathblic
hts of the Old
cruiser
hip piloting unners: 156 ,000 (troops)ty: 6,000 me: 2 years lable for saleultiplier: x2ackup: x8 r: Yes lity: +2
1
e Turbolasent, 3 left, 3 rig
hip gunnery D 3-10/20/40
Cannons nt, 3 left, 3 rig
hip gunnery D+2 3-10/20/40
00/1.2/2.5 km
unchers
ncussion mis
0/1/5 km
rs, 2 shuttles
s Supremac
h
d Republic C
) tric tons
e (estimated
ers ght
ght
m
ssiles
s
cy-class Atta
ampaign Gu
16 million)
ack
uide
Dam15 MFire CrewScalSkillFire SpacDam9 TrFire CrewSkillFire SpacDam Inte
CrafWarAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostHypHypNav ManSpacHullShieSensPassScanWea15 MFire CrewSkillFire SpacDam18 L
mage: 3D Medium Lase Arc: 4 front, w: 2 le: Starfighterl: Starship gu Control: 3D ce Range: 1-
mage: 4D ractor Beam Arc: 2 front, w: 2 l: Capital ship Control: 2D ce Range: 1-
mage: 3D+2
erdictor Wa
ft: Star Forship liation: Sith : Old Republrce: Knights
ge 161) e: Hyperdrivle: Capital gth: 600 l: Capital shiw: 5,224, gunsengers: 3,6go Capacity
nsumables: 3t: Not availab
perdrive Mulperdrive Bac Computer:
neuverabilityce: 5 l: 4D+1 elds: 2D sors: sive: 25/1D n: 50/2D apons: Medium Turb Arc: 5 front, w: 5 l: Capital ship Control: 2D ce Range: 3-
mage: 4D Light Laser C
er Cannons 4 left, 4 right
r unnery
3/8/12
m Projectors 3 left, 3 right
p gunnery
3/10/15
arship
orge Manu
lic of the Old R
ve interdictio
ip piloting nners: 155 600 (troops) : 11,000 met3 years ble for sale ltiplier: x2 ckup: x9 Yes y: 1D
bolasers 5 left, 5 right
p gunnery
10/20/40
Cannons
t, 3 rear
t, 1 rear
ufacture Int
Republic Cam
n cruiser
tric tons
t
terdictor-clas
mpaign Guid
ss
de
FirCreScaSkFirSpDa6 TFirCreSkFirSpDa4 GFirCreSkFirSpDaCacra Je
CrAffErSo(paTyScLeSkCrPaCaCoCoHyHyNaSpMaHuShSePaSca
re Arc: 4 fronew: 3 ale: Starfightill: Starship g
re Control: 3Dace Range:
amage: 3D Tractor Beamre Arc: 1 fronew: 3 ill: Capital sh
re Control: 2Dace Range:
amage: 3D+2Gravity Wellre Arc: Turretew: 2 ill: Capital sh
re Control: 2Dace Range:
amage: Blockarried Craftaft
ehavey’ir As
raft: Jehaveyfiliation: Maa: Old Repub
ource: Knighages 205-206
ype: Ambushale: Capital
ength: 155 mkill: Capital srew: 200, gunassengers: 5argo Capacitonsumablesost: 10 millioyperdrive Myperdrive Baav Computerpace: 5 aneuverabilull: 3D hields: 1D+2ensors: assive: 20/1Dan: 40/2D
nt, 5 left, 5 rig
ter gunnery D 1-3/8/12
m Projectornt, 2 left, 2 rig
hip gunnery D 1-3/10/15 2 l Projectors t
hip gunnery D 1-3/30/60 ks hyperspac: 48 Sith Int
ssault Ship
y’ir-type Assaandalorians blic
hts of the Old6) h frigate
meters hip piloting:
nners: 50, ske00 ty: 3,500 me: 6 months
on (new), 3 multiplier: x2ackup: x12 r: Yes
lity: 2D
2
ght, 4 rear
rs ght, 1 rear
ce travel terceptors, v
ault Ship
d Republic C
Jehavey’ir Aeleton: 90/+
tric tons
million (used
various supp
ampaign Gu
Assault Ship 10
d)
port
uide
Wea4 DoFire CrewSkillFire SpacAtmoDam4 HeFire CrewSkillFire SpacAtmoDam3 SumissFire CrewSkillFire SpacAtmoDam Kyra
CrafAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostHypHypNav
apons: ouble Turbo Arc: 2 front, w: 5 l: Capital ship Control: 2D+ce Range: 1-osphere Ran
mage: 6D eavy Ion Can Arc: 2 front, w: 3 l: Capital ship Control: 3D ce Range: 1-osphere Ran
mage: 4D uper-heavy siles each) Arc: Front w: 6 l: Capital ship Control: 2D+ce Range: 1-osphere Ran
mage: 11D
amud Batt
ft: Kyramud-liation: Man: Old Republrce: Knights
ge 206) e: Battleshiple: Capital gth: 752 metl: Capital shiw: 1,200, gunsengers: 2,0go Capacity
nsumables: 1t: 40 million
perdrive Mulperdrive Bac Computer:
olaser Cann 1 left, 1 right
p gunnery +2 10/20/40
nge: 3-15/40/
nnons 1 left, 1 right
p gunnery
10/20/40 nge: 3-15/40/
Concussion
p gunnery +1 5/15/30
nge: 2-10/30/
leship
-type Battlesdalorians lic of the Old R
p
ters ip piloting: Knners: 143 000 : 8,000 metri1 year (new), 22 mltiplier: x2 ckup: x15 Yes
ons t
80 km
t
80 km
n Missile La
60 km
hip
Republic Cam
Kyramud Batt
ic tons
million (used)
aunchers (1
mpaign Guid
tleship
)
12
de
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pace: 4 aneuverabilull: 4D hields: 1D+2ensors: assive: 25/1Dan: 50/2D eapons: Medium Io
re Arc: 3 fronew: 3 ale: Starfightill: Starship g
re Control: 3Dace Range: 2mosphere Raamage: 4D 5 Double Mere Arc: 5 fronew: 5 ill: Capital sh
re Control: 2Dace Range: mosphere Raamage: 6D Heavy Conc
ach) re Arc: 2 fronew: 5 ill: Capital sh
re Control: 2Dace Range: mosphere Raamage: 9D Tractor Beamre Arc: 1 fronew: 3 ill: Capital sh
re Control: 3Dace Range: mosphere Raamage: 4D
andosii Dreraft: Kandosifiliation: Maa: Old Repub
ource: Knighages 206-207
ype: Dreadnaale: Capital
ength: 1,360 kill: Capital srew: 10,000, gassengers: 3argo Capacitonsumablesost: 200 milliyperdrive Myperdrive Baav Computerpace: 3 aneuverabil
lity: 1D+1
2
n Cannons nt, 3 left, 3 rig
ter gunnery D 2-5/10/15 ange: 200-50
edium Turbont, 4 left, 4 rig
hip gunnery D+2 1-10/20/40 ange: 3-15/40
cussion Miss
nt, 1 left, 1 rig
hip gunnery D+1 1-5/15/30 ange: 2-10/30
m Projectornt, 1 left, 1 rig
hip gunnery D 1-5/15/30 ange: 2-10/30
eadnaught ii-type Dread
andalorians blic
hts of the Old7) aught
meters hip piloting: gunners: 2640,000 (troopty: 45,000 me: 5 years on (new), 12ultiplier: x2ackup: x9 r: Yes
lity: 1D
ght, 3 back
00/1/1.5 km
olaser Cannght, 2 back
0/80 km
sile Launche
ght
0/60 km
rs ght, 1 back
0/60 km
dnaught
d Republic C
Kandosii Dr4 s) etric tons
20 million (u
nons
ers (20 miss
ampaign Gu
readnaught
used)
iles
uide
HullShieSensPassScanWea20 DFire CrewSkillFire SpacAtmoDam10 TFire CrewScalSkillFire SpacAtmoDam10 SmissFire CrewSkillFire SpacAtmoDam8 TrFire CrewSkillFire SpacAtmoDam ForaCrafRunAffilEra:
l: 7D elds: 2D+1 sors: sive: 30/2D n: 70/3D apons: Double Medi Arc: 2 front, w: 6 l: Capital ship Control: 3D ce Range: 1-osphere Ran
mage: 6D Triple Laser Arc: 2 front, w: 6 le: Starfighterl: Starship gu Control: 3D+ce Range: 2-osphere Ran
mage: 6D Super-heavysiles each) Arc: 3 front, w: 6 l: Capital ship Control: 2D+ce Range: 1-osphere Ran
mage: 11D ractor Beam Arc: 1 front, w: 3 l: Capital ship Control: 3D ce Range: 1-osphere Ran
mage: 4D
ay Blockadft: Republic ner liation: Old R: Old Republ
ium Turbola 8 left, 8 right
p gunnery
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Cannons 4 left, 4 right
r unnery +2 5/10/15
nge: 200-500/
y Concussio
3 left, 3 right
p gunnery +1 5/15/30
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m Projectors 3 left, 3 right
p gunnery
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de Runner Fleet Syste
Republic lic
aser Cannont, 2 back
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t
/1/1.5 km
on Missile La
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ns
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ource: Knighage 183)
ype: Versatileale: Capital
ength: 155 mkill: Capital srew: 100, gunassengers: 3argo Capacitonsumablesost: Not availyperdrive Mav Computerpace: 6 aneuverabilull: 2D+1 hields: 1D+2ensors: assive: 20/1Dan: 40/1D+2eapons: Twin Mediumre Arc: 1 left, ew: 5 ill: Capital sh
re Control: 3Dace Range: 3mosphere Raamage: 5D
aetorian Fr
raft: Rendili Hfiliation: Gea: Old Repub
ource: Knighage 101)
ype: Escort frale: Capital
ength: 180 m
hts of the Old
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ampaign Gu
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l: Capital shiw: 1,470, gunw Skill: All sksengers: 2,7go Capacity
nsumables: 2t: 12 million
perdrive Mulperdrive Bac Computer: ce: 5 osphere: 29
neuverabilityl: 3D elds: 2D sors: sive: 40/1D n: 60/2D apons: Light Turbol Arc: 2 front, w: 4 l: Capital ship Control: 3D ce Range: 3-osphere Ran
mage: 2D Laser Canno Arc: 2 front, w: 3 le: Starfighterl: Starship gu Control: 3D ce Range: 1-osphere Ran
mage: 4D ractor Beam Arc: 1 front, w: 3 l: Capital ship Control: 2D+ce Range: 1-osphere Ran
mage: 4D ried Craft: 1
mmerhead ft: Rendili ser liation: Old R: Old Republrce: Knights
ge 184) e: Battle frigale: Capital gth: 315 metl: Capital shiw: 300, gunnw Skill: All sksengers: 400go Capacity
nsumables: 8t: Not availab
ip piloting: Pnners: 94 kills 3D+2
700 : 10,000 met2 years (new), 6 miltiplier: x2 ckup: x12 Yes
95; 850 kmh y: 0D
laser Canno 3 left, 3 right
p gunnery
15/35/75 nge: 6-30/70/
ons 3 left, 3 right
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ate
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re Control: 1Dace Range: 3mosphere Raamage: 4D 0 Medium Ture Arc: 5 fronew: 5 ill: Capital sh
re Control: 1Dace Range: 3mosphere Raamage: 5D 0 Laser Cannre Arc: 4 fronew: 5 ale: Starfightill: Starship g
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olaser Cannnt, 5 left, 5 rig
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urbolaser Cant, 2 left, 2 rig
hip gunnery D 3-15/35/75 ange: 6-30/70
nons nt, 2 left, 2 rig
ter gunnery D 1-3/12/25 ange: 100-30
m Projectornt, 3 left, 3 rig
hip gunnery D 1-5/15/30 ange: 2-10/30
t: 12 Aurekorbital shuttl
h
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xpugnable
ft: Rendilitical Commaliation: Old R: Old Republrce: Knights
ges 184-185) e: Coordinatle: Capital gth: 3,100 ml: Capital shiw: 4,300, gunw Skill: All sksengers: 2,0go Capacity
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p gunnery
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ote: The Inex capital shipth a success
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raft: Star attlecruiser filiation: Olda: Old Repub
ource: Knighages 162-163
ype: Battlecruale: Capital
ength: 1,200 kill: Capital srew: 31,452, grew Skill: All assengers: 7argo Capacitonsumablesost: Not availyperdrive Myperdrive Baav Computerpace: 5 aneuverabilull: 6D+1 hields: 2D+2ensors: assive: 40/1Dan: 75/2D+2eapons:
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Medium Turb Arc: 5 front, w: 6 l: Capital ship Control: 2D+ce Range: 3-osphere Ran
mage: 5D Heavy Ion Ca Arc: 5 front, w: 6 l: Capital ship Control: 3D ce Range: 3-osphere Ran
mage: 3D Light Laser C Arc: 4 front, w: 3 le: Starfighterl: Starship gu Control: 3D+ce Range: 1-osphere Ran
mage: 3D ractor Beam Arc: 2 front, w: 3 l: Capital ship Control: 3D ce Range: 1-osphere Ran
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kanian Legaft: The Adaania Custom liation: Adas: Old Republrce: Wizardse: Corporatele: Capital gth: “Massivl: Capital shiw: 5,000, gun
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p gunnery +1 15/35/75
nge: 6-30/70/
annons 5 left, 5 right
p gunnery
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r unnery +2 3/12/25
nge: 100-300/
m Projectors 3 left, 3 right
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Droids ET-47 Communications Droid
Type: Automata Galactica ET-47 Communications Droid DEXTERITY 2D KNOWLEDGE 2D+2 Languages 4D, planetary systems 3D+2 MECHANICAL 3D Communication 6D, sensors 3D+2 PERCEPTION 2D Command: droids 3D, persuasion 3D STRENGTH 1D TECHNICAL 3D Computer programming/repair 6D Equipped With: -Walking locomotion -2 hand appendages -Translator unit (+2D to languages) -Vocabulator Move: 6 Size: 1.5 meters tall Cost: 2,700 credits Equipment: Comlink, datapad, portable computer. Source: Knights of the Old Republic Campaign Guide (pages 80-81) G0-T0 Infrastructure-Planning Droid Type: Aratech G0-T0 Infrastructure-Planning Droid DEXTERITY 3D KNOWLEDGE 3D Bureaucracy 5D, cultures 4D, scholar: planetary infrastructure management 7D, planetary systems 5D+2 MECHANICAL 3D PERCEPTION 3D Command 4D, persuasion 5D+2 STRENGTH 1D TECHNICAL 3D Computer programming/repair 6D Equipped With: -Repulsorlift engine -2 tool appendages -Electroshock probe (3D stun/ion damage) -Holorecorder/projector -Improved sensor package (+2D to search) -Integrated comlink
-Vocabulator Move: 8 (flying) Size: 0.3 meter diameter Cost: 60,000 credits Source: Knights of the Old Republic Campaign Guide (pages 81-82) T3 Utility Droid Type: Duwani Mechanical Products T3-series Utility Droid DEXTERITY 2D+1 KNOWLEDGE 1D+2 MECHANICAL 2D+2 Astrogation 4D, space transports 4D PERCEPTION 1D STRENGTH 1D TECHNICAL 2D+2 Computer programming/repair 4D+2, droid programming 3D, droid repair 3D, space transport repair 4D+2 Equipped With: -Stun ray (4D stun damage) -Electroshock probe (2D ion damage) -Electric arc welder -Fire extinguisher -Video and auditory sensors (+2D to search, negates darkness penalties) -Holorecorder/projector -Internal storage space (2 Kg) -5 tool appendages -4 wheeled magnetic feet Move: 8 Size: 1 meter tall Cost: 3,500 credits Source: Knights of the Old Republic Campaign Guide (page 216) GE3 Protocol Droid Type: Czerka Corporation GE3-series Protocol Droid DEXTERITY 1D KNOWLEDGE 2D+2 Alien species 5D, bureaucracy 6D, cultures 6D, languages 8D MECHANICAL 1D PERCEPTION 2D Persuasion 4D+2 STRENGTH 1D
TECHNICAL 1D Equipped With: -Humanoid body (two arms, two legs, head) -Audio recorder -Vocabulator -Basic processor -Translator unit Move: 8 Size: 1.7 meters tall Cost: 2,500 (new) Equipment: Comlink Source: Knights of the Old Republic Campaign Guide (pages 82-83) GG Hospitality Droid Type: Adascorp GG-series Hospitality Droid DEXTERITY 2D KNOWLEDGE 2D
Bureaucracy 4D, cultures 4D MECHANICAL 1D+2 Communications 3D+2 PERCEPTION 2D+2 Persuasion 6D STRENGTH 1D TECHNICAL 1D Equipped With: -Humanoid body (two arms, two legs, head) -Vocabulator -Basic processor Move: 8 Size: 1.6 meters tall Cost: 4,000 (new) Equipment: Comlink Source: Knights of the Old Republic Campaign Guide (pages 83-84)
Juggernaut War Droid Type: Duwani Mechanical Products Juggernaut War Droid DEXTERITY 3D+2 Blaster 4D, dodge 4D, pulse-wave rifle 4D+2, shatter beam 4D+1, sonic weapons 4D+1 KNOWLEDGE 2D MECHANICAL 2D Jet pack operation 4D PERCEPTION 2D+2 Search 3D STRENGTH 3D+2 Lifting 5D TECHNICA L 1D Equipped With: -Humanoid body (two arms, two legs, head) -2 tool mounts -Vocabulator
-Durasteel plating (+1D to Strength to resist damage) -Jet pack (also provides swim speed) -Pulse-wave rifle (5D) -Shatter beam (5D, deals double damage to objects) -Heavy sonic pistol (4D) Move: 10 (fly, walk or swim) Size: 1.8 meters tall Cost: 20,000 credits Source: Knights of the Old Republic Campaign Guide (pages 85-86) K-X12 Probe Droid
Type: MerenData K-X12 Probe Droid DEXTERITY 3D Blaster 4D, dodge 4D KNOWLEDGE 2D MECHANICAL 1D PERCEPTION 2D+2 Search 6D, sneak 5D STRENGTH 1D Lifting 3D TECHNICAL 2D Computer programming/repair 4D Equipped With: -Repulsorlift unit -3 claw appendages -1 tool appendage -Improved sensor package (+2D to search rolls) -Self-destruct system -Holorecorder -Integrated blaster (4D) Move: 8 Size: 1 meter tall Cost: 6,000 credits Source: Knights of the Old Republic Campaign Guide (page 86) Patrol Droid Mark I Type: Municipal Patrol Droid Mark I DEXTERITY 4D Blaster 4D+2, dodge 6D KNOWLEDGE 2D Law enforcement 3D MECHANICAL 1D PERCEPTION 2D+1 Search 5D
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Mark I Assault Droid
Type: Czerka Corporation Mark I Assault Droid DEXTERITY 3D Blaster 4D, flame projectors 4D KNOWLEDGE 2D MECHANICAL 1D PERCEPTION 1D+2 Search 5D STRENGTH 3D Brawling 3D+2 TECHNICAL 1D Equipped With: -Walking locomotion -3 tool mounts -2 claw appendages (STR+2 damage) -Duranium plating (+1D to Strength to resist physical damage) -Shield generator (+2D to Strength to resist energy damage) -2 onboard blasters (5D) -Built-in flamethrower (4D per round until put out) Move: 7 Size: 1.85 meters tall Cost: 14,910 credits Source: Knights of the Old Republic Campaign Guide (page 165) Mark IV Assault Droid Type: Czerka Corporation Mark IV Assault Droid DEXTERITY 2D Blaster cannon 3D, dodge 3D KNOWLEDGE 2D MECHANICAL 1D PERCEPTION 1D+1 Search 4D+1 STRENGTH 3D+2 TECHNICAL 1D Equipped With: -4 legs -1 tool mount -Duranium plating (+1D to Strength to resist physical damage) -Shield generator (+1D+1 to Strength to resist energy damage)
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TECHNICAL 2D Droid repair 5D Equipped With: -Walking locomotion -Improved sensor package (+2D to search and infrared vision) -Internal generator (indefinitely self-powered) -Duranium plating (+1D to Strength against physical damage) -Integrated blaster (5D) -Integrated flamethrower (4D per round until extinguished) -Carbonite projector (5D stun) Equipment: Short sword (STR+1D+2 damage), pulse-wave pistol (4D+2 damage) Move: 14 Size: Cost: Not available for sale Source: Knights of the Old Republic Campaign Guide (page 223) Goto Type: Aratech G0-T0 Infrastructure-Planning Droid DEXTERITY 3D+1 Blaster 4D, dodge 4D, melee combat: electroshock probe 3D+2 KNOWLEDGE 3D Bureaucracy 5D+2, cultures 4D+2, scholar: planetary infrastructure management 7D, planetary systems 6D+1 MECHANICAL 3D PERCEPTION 3D Con 5D, command 4D+2, persuasion 6D+1 STRENGTH 1D TECHNICAL 3D Computer programming/repair 6D+2 Equipped With: -Repulsorlift engine -2 tool appendages -Electroshock probe (3D stun/ion damage) -Integrated blaster (4D+1) -Holorecorder/projector -Improved sensor package (+2D to search) -Integrated comlink -Vocabulator Move: 8 (flying) Size: 0.3 meter diameter Cost: Not for sale Source: Knights of the Old Republic Campaign Guide (page 212) HK-24 Assassin Droid Type: Czerka Corp. HK-24 Series Assassin Droid DEXTERITY 4D Blasters: blaster rifle 5D+2, dodge 5D, melee combat 4D+1 KNOWLEDGE 2D+1 Intimidation 3D, tactics 3D MECHANICAL 2D+2 PERCEPTION 2D+1 Persuasion 4D+2, sneak 3D STRENGTH 3D+1
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Weapons Mandalorian Stunning Gauntlet Model: Mandalorian Stunning Gauntlet Type: Powered brawling weapon Scale: Character Skill: Brawling Cost: 200-300/pair (depending on size) Availability: 2, R Difficulty: Easy Damage: STR+1 stun damage Source: Knights of the Old Republic Campaign Guide (page 202) Short Sword Model: Standard Short Sword Type: Melee weapon Scale: Character Skill: Melee combat: sword Cost: 40 Availability: 1 Difficulty: Easy Damage: STR+1D+2 (maximum: 4D) Source: Knights of the Old Republic Campaign Guide (pages 64-65) War Sword Model: Generic Longsword/Broadsword Type: Melee weapon Scale: Character Skill: Melee combat: longsword/broadsword Cost: 150 Availability: 2, F or R Difficulty: Moderate Damage: STR+2D (maximum: 6D) Source: Knights of the Old Republic Campaign Guide (pages 64/66), d20 Core Rulebook (page 134), Adventure Journal 2 (page 203) Double-bladed Sword Model: Standard Double Sword Type: Double-bladed sword Scale: Character Skill: Melee combat: double-bladed sword Cost: 120 Availability: 2 Difficulty: Moderate Damage: STR+2D (max: 5D) Game Notes: Characters with the double-bladed sword specialization gain a +5 bonus to melee parry rolls. Source: Knights of the Old Republic Campaign Guide (pages 64/66) Fira Model: Order of Shasa Fira Type: Traditional selkath curved blade Scale: Character Skill: Melee combat: swords Cost: 100 Availability: 4 Difficulty: Easy Damage: STR+2D+2 (maximum: 5D+2)
Game Notes: This weapon is made with a cortosis alloy and can parry lightsabers without taking damage. Source: Knights of the Old Republic Campaign Guide (page 64) Dire Sword Model: Dire Longsword/Broadsword Type: Melee weapon Scale: Character Skill: Melee combat: longsword/broadsword Cost: 100 Availability: 2 Difficulty: Moderate Damage: STR+2D+2 (maximum: 6D) Source: Knights of the Old Republic Campaign Guide (pages 64/66) Mythosaur Axe Scale: Character Skill: Melee combat: axe Cost: 1,000 Availability: 4, F Difficulty: Easy Damage: STR+2D (max: 5D) Source: Knights of the Old Republic Campaign Guide (page 202) Mandalore the Ultimate’s Mythosaur Axe Scale: Character Skill: Melee combat: axe Cost: Not available for sale Availability: 4, X Difficulty: Moderate Damage: STR+4D (max: 7D) Source: Knights of the Old Republic Campaign Guide (page 202) Arg’garok Model: Gamorrean Warrior’s Arg’garok Axe Type: Large Melee weapon Scale: Character Skill: Melee combat: Arg’garok Cost: 1,000 (150-250 on Gamorr or Pzob) Availability: 3, R Difficulty: Moderate Damage: STR+2D+2 (maximum: 7D+2) Game Notes: Anyone with a strength less than 4D attempting to wield this weapon suffers a -2D penalty to their attack roll. Source: Knights of the Old Republic Campaign Guide (pages 64-65), Ultimate Alien Anthology (page 62) Zhaboka Model: Iridonian Zhaboka Double-Bladed Fighting Pike Type: Double-bladed pike Scale: Character Skill: Melee combat: double-bladed pike Cost: 750-1,000 (includes shoulder scabbard) Availability: 3, R Difficulty: Difficult Damage: STR+2D (max: 6D)
Game Notes: Characters with the double-bladed pike specialization gain a +5 bonus to melee parry rolls. Weapon can be unlocked at the grip and folded in half for ease of transport. Source: Knights of the Old Republic Campaign Guide (pages 64/66) Dire Vibroblade Model: Vlaxar two-handed 22B-1 Vibro Type: Advanced Melee weapon Scale: Character Skill: Melee combat: vibroblade Cost: 60 Availability: 2, F Difficulty: Moderate Damage: STR+3D+2 (maximum: 6D+2) Source: Knights of the Old Republic Campaign Guide (pages 64-65) Double Vibroblade Model: Czerka Double Vibroblade Type: Double vibroblade Scale: Character Skill: Melee combat: double vibroblade Cost: 550 Availability: 3, F Difficulty: Difficult Damage: STR+3D (max: 7D) Game Notes: Characters with the double vibroblade specialization gain a +5 bonus to melee parry rolls. Source: Knights of the Old Republic Campaign Guide (pages 64-65) Shockstaff Model: Arkanian Mechanicals Shockstaff Type: Electric staff Scale: Character Skill: Melee combat: shockstaff Cost: 3,500 Availability: 3, R Difficulty: Moderate Damage: STR+3D (max: 6D), plus 3D stun damage Game Notes: Characters with the shockstaff specialization gain a +5 bonus to melee parry rolls. This weapon can parry lightsabers without taking damage. Source: Knights of the Old Republic Campaign Guide (pages 64-65) Shyarn Model: Cerean Shyarn Blade Type: Magnetically Charged Melee weapon Scale: Character Skill: Melee combat: Shyarn Cost: 40 Availability: 4 Difficulty: Easy Damage: STR+3D+2 (maximum: 6D+2) Game Notes: Characters with the shryarn specialization gain an additional +2 to hit characters with armor, and a +2 to parry metal melee weapons. Source: Knights of the Old Republic Campaign Guide (pages 64-65)
Lightfoil Type: Lightfoil Scale: Character Skill: Lightsaber Cost: 4,500 Availability: 4, R Damage: 5D Game Notes: Lightfoils are more common in the Knights of the Old Republic era than in other eras, and are more reliable, and are likely to do as much damage as a lightsaber. However, gamemasters should be aware that these advantages are not available for characters desiring the weapon anytime outside the Knights of the Old Republic era, given that the art of making quality lightfoils is soon lost. Source: Knights of the Old Republic Campaign Guide (pages 64-65) Massassi Lanvarok Model: Massassi Lanvarok Type: Disk launcher/polearm Scale: Character Skill: Melee weapons: Massassi Lanvarok / Thrown weapons: Massassi Lanvarok Ammo: Enough for one burst Cost: 250 Availability: 4, X Range: 2-5/10/20 Difficulty: Moderate Damage: STR+1D+2 (Max: 7D) / 3D+1 (discs) Game Notes: Useable either as a ranged or melee weapon. When used as a ranged weapon, the disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load. Source: The Dark Side Sourcebook (page 58), Knights of the Old Republic Campaign Guide (pages 68-69) Sith Lanvorok Model: Sith Lanvarok Type: Disk launcher Scale: Character Skill: Thrown weapons: Sith Lanvarok Ammo: Enough for one burst Cost: 4,000 Availability: 4, X Range: 2-10/20/40 Damage: 3D+1 Game Notes: The Sith Lanvarok is useable only as a ranged weapon. The disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.
Source: The Dark Side Sourcebook (page 58), Knights of the Old Republic Campaign Guide (pages 68-69) Blaster Assault Rifle Model: Czerka L-21 Suppressor Type: High accuracy assault rifle Scale: Character Skill: Blaster: blaster rifle Ammo: 50 Cost: 1,000 Availability: 3, X Range: 3-50/200/450 Damage: 5D Source: Knights of the Old Republic Campaign Guide (pages 67-68) Sith Blaster Rifle Model: Czerka XKCD-311 Type: Blaster rifle Scale: Character Skill: Blaster: blaster rifle Ammo: 100 Cost: Not available for sale Availability: 3, X Range: 3-30/100/300 Damage: 5D Source: Knights of the Old Republic Campaign Guide (page 148) Commando Special Rifle Model: Gra’tl Industries 561 Special Type: Specialized blaster carbine Scale: Character Skill: Blaster: blaster carbine Ammo: 25 Cost: 1,250 (85 ammo) Availability: 3, X Range: 3-25/50/75 Damage: 5D+2 Source: Knights of the Old Republic Campaign Guide (page 180) Repeating Blaster Carbine Type: Heavy repeating blaster Scale: Character Skill: Blaster: blaster carbine Ammo: 30 Cost: 2,000 Availability: 2, X Range: 3-25/50/200 Damage: 6D+1 Source: Knights of the Old Republic Campaign Guide (pages 67-68) Sonic Disruptor Pistol Model: Standard Sonic Disruptor Pistol Type: Anti-personnel weapon Scale: Character Skill: Blaster: sonic disruptor Ammo: 10 Cost: 1,000 Availability: 4, X
Fire Rate: 2 Range: 3-4/8/12 Damage: 5D+2 Game Notes: After 10 shots, the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber. Source: Knights of the Old Republic Campaign Guide (pages 68-69) Aurial Blaster Model: Systech “Screamer” Aurial blaster Type: Aurial blaster Scale: Character Skill: Blaster: aurial blaster pistol Ammo: 50 Cost: 2,500 (power packs: 25) Availability: 2, R Range: 3-10/40/60 Damage: 3D+2 Game Notes: Any character taking damage from an aurial blaster suffers as -2D penalty on perception based rolls until the end of the attacker’s next turn. Source: Knights of the Old Republic Campaign Guide (pages 67-68) Carbonite Rifle Model: Kez’del Systems freeze rifle Type: Specialized carbonite rifle Scale: Character Skill: Blaster: carbonite rifle Ammo: 20 Cost: 1,200 (power packs: 50) Availability: 2, F Range: 3-5/10/20 Damage: 5D+2 (stun) Game Notes: Calculating damage on a carbonite rifle is similar to that of calculating stun damage. However, instead of a target being rendered unconscious, the target is caught by the quickly freezing and hardening stream that the rifle emits, and is then rendered immobilized. An immobilized target cannot make any actions or use any skills that are based on movement. Source: Knights of the Old Republic Campaign Guide (pages 68-69) Ion Carbine Model: Czerka 58-X23 Ion Carbine Type: Ionization gun Scale: Character Skill: Blaster: ion carbine Ammo: 30 (power packs: 25) Cost: 800 Availability: 2, F Fire Rate: 1 Range: 3-25/50/80 Damage: 5D ionization damage Game Notes: Ion guns fire streams of energy that wreak havoc on electrical systems, and they are usually employed against droids, light vehicles, and
some types of equipment. When used normally, an ion gun fries a droid’s circuits and internal components, inflicting lethal damage. If set to “stun,” it works much the same as a blaster set on stun works against organic opponents. A droid stunned in such a way is out of commission for 2D minutes. An ion gun’s blast has no effect on organic targets, unless such targets have cybernetic replacements. Source: Knights of the Old Republic Campaign Guide (pages 68/70) Needler Model: Czerka Industries Penetrator Type: Slug throwing pistol Scale: Character Skill: Firearms: slugthrower pistol Ammo: 10 Cost: 650 (ammo clip 20) Availability: 1, F Range: 0-3/10/20 Damage: 3D+1 Game Notes: Needlers throw a sharpened slug at the target that is not stopped by personal energy shields of the Knights of the Old Republic Era. Further, many who carried Needler pistols laced the projectiles with toxins to further damage their targets. Source: Knights of the Old Republic Campaign Guide (pages 68-69) Ripper Model: Kal’na 321 “Eviscerater” Type: Shrapnel throwing projectile weapon Scale: Character Skill: Firearms: ripper pistol Ammo: 10 Cost: 750 (ammo clip 20) Availability: 1, F Range: 0-3/10/20 Damage: 3D+2 Game Notes: Ripper weapons bypass energy shields of the Knights of the Old Republic by throwing a variety of oddly shaped shrapnel in order to do physical damage (similar to flechette weapons of the Rebellion era). Source: Knights of the Old Republic Campaign Guide (pages 68-69) Pulse Wave Pistol Model: Czerka Pulse L-631 Type: Pulse-wave blaster Scale: Character Skill: Pulse-wave weapons: blaster Ammo: 50 Cost: 600 (power packs: 35) Availability: 1, F Fire Rate: 1 Range: 3-8/20/100 Damage: 4D Source: Knights of the Old Republic Campaign Guide (pages 68, 69) Pulse Wave Rifle Model: Czerka KC-71 Pulse Wave Rifle
Type: Pulse-wave rifle Scale: Character Skill: Pulse-wave weapons: rifle Ammo: 50 Cost: 550 (power packs: 50) Availability: 2, F Fire Rate: 1 Range: 3-20/75/150 Damage: 5D Source: Knights of the Old Republic Campaign Guide (pages 68/70) Sonic Pistol Model: Tlas’Chel LD-18 Sonic Blaster Pistol Type: Sonic blaster pistol Scale: Character Skill: Sonic Weapons: pistol Ammo: 100 Cost: 900 Availability: 2, F Fire Rate: 1 Range: 2-10/15/35 Damage: 3D+2 Game Notes: After 100 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber. Source: Knights of the Old Republic Campaign Guide (pages 68/70) Heavy Sonic Pistol Model: Tlas’Chel LD-44 Sonic Blaster Pistol Type: Sonic blaster pistol Scale: Character Skill: Sonic Weapons: pistol Ammo: 50 Cost: 1,250 Availability: 2, F Range: 2-7/10/20 Damage: 4D+2 Game Notes: After 50 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber. Source: Knights of the Old Republic Campaign Guide (pages 68/70) Sonic Rifle Model: Tlas’Chel LD-44 Sonic Blaster Pistol Type: Sonic blaster pistol Scale: Character Skill: Sonic Weapons: pistol Ammo: 50 Cost: 900 Availability: 2, F Range: 3-10/30/60 Damage: 4D+2 Game Notes: After 50 shots the power pack may be recharged in lieu of purchasing additional
ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber. Source: Knights of the Old Republic Campaign Guide (pages 68/70) Cryoban Grenade Model: Irridonian C-46 Cryogenic Grenade Type: Explosive Scale: Character Skill: Grenade Cost: 500 Availability: 1, R Range: 2-6/20/40 Blast Radius: 0-2/4/6/10 Damage: 4D+1/3D+2/3D/2D+1 Game Notes: Cryoban grenades issue a blast of below freezing temperatures. It causes serious pain and immobility when it comes in contact with a target. Anyone taking damage from a Cryoban grenade has his or her movement reduced to 4 until the end of his or her next turn. Source: Knights of the Old Republic Campaign Guide (page 68) Adhesive Grenade Model: Czerka GL-85-K Sticky Grenade Type: Explosive Scale: Character Skill: Grenade Cost: 200 Availability: 1, R Range: 3-7/20/40 Blast Radius: 0-2/4/6/10 Damage: 5D/4D/3D/2D Game Notes: Adhesive grenades are intended to immobilize, rather than destroy a target. By issuing a splatter of a sticky solution, the grenade can effectively trap a target in place. Once hit by the glue, a character must roll his Strength to resist. If the grenade damage is higher, than instead of taking damage, the character remains trapped in place for 3 rounds. If the character succeeds in making the Strength roll, then he need not make any other rolls while moving through the blast radius. Source: Knights of the Old Republic Campaign Guide (pages 67-68)
Remote Grenade Model: Gra’tl Industries F-21-Remote Fragmentation Grenade Type: Explosive Scale: Character Skill: Demolitions Cost: 300 (additional 100 for a detonator switch) Availability: 3, X Blast Radius: 0-2/4/6/10 Damage: 5D/4D/3D/2D Game Notes: These grenades are programmed for remote detonation. After an Easy (Difficulty 10) demolitions roll to plant the explosive, the grenade is set. The explosives may be detonated by a remote switch (sold by the manufacturer) as long as the switch is within 100 meters of the grenades. Source: Knights of the Old Republic Campaign Guide (page 180)
Equipment Fiber armor Model: Typical Fiber Armor Vest Type: Personal armor Scale: Character Cost: 3,000 Availability: 1, F Game Notes: +1D energy Source: Knights of the Old Republic Campaign Guide (pages 71-72) Powered Light Battle Armor Model: Typical Powered Light Battle Armor Type: Upgradeable Personal armor Scale: Character Cost: 6,500 Availability: 3, X Game Notes: +1D to resist energy and physical damage. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots. Source: Knights of the Old Republic Campaign Guide (pages 70-71) Light Battle Armor Model: Typical Light Battle Armor Type: Personal armor Scale: Character Cost: 3,500 Availability: 3, X Game Notes: +1D to resist energy, and physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (pages 70-71) Mesh Armor Model: Typical Mesh Armor Suit Type: Personal armor Scale: Character Cost: 6,000 Availability: 2, R Game Notes: +1D+1 to resist energy, and +2D+1 to resist physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (pages 71-72) Weave Armor Model: Typical Mesh Armor Suit Type: Personal armor Scale: Character Cost: 5,000 Availability: 3, R Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (pages 71-72) Powered Battle Armor Model: Typical Powered Medium Battle Armor Type: Upgradeable Personal armor Scale: Character
Cost: 11,000 Availability: 3, X Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots. Source: Knights of the Old Republic Campaign Guide (page 71) Matrix Armor Model: Heavy Matrix Armor Suit and Helmet Type: Personal armor Scale: Character Cost: 9,000 Availability: 2, R Game Notes: +1D+2 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (pages 71-72) Heavy Powered Battle Armor Model: Typical Powered Heavy Battle Armor Type: Upgradeable Personal armor Scale: Character Cost: 19,000 Availability: 3, X Game Notes: +1D+2 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots. Source: Knights of the Old Republic Campaign Guide (page 71) Republic Light Armor Model: Republic standard issue light armor Type: Military light armor Scale: Character Cost: Not available for sale Availability: 3, X Game Notes: +1D to resist physical and +2 to resist energy. Source: Knights of the Old Republic Campaign Guide (page 179) Republic Combat Armor Model: Republic standard issue medium combat armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 3, X Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (page 179) Republic Heavy Armor Model: Republic heavy combat armor Type: Military armor Scale: Character Cost: Not available for sale
Availability: 3, X Game Notes: +1D+1 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (page 179) Sith Trooper Armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 3, X Game Notes: +2D physical, +1D energy, -1D Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide (page 148) Darth Malak’s Armor Type: Custom built personal armor Scale: Character Cost: Not available for sale Availability: 4, X Game Notes: +2D physical, +1D energy. Due to the armor having been custom built for Darth Malak, he suffers no Dexterity penalties for wearing the amor. Source: Knights of the Old Republic Campaign Guide (page 155) Darth Bandon’s Armor Type: Custom built personal armor Scale: Character Cost: Not available for sale Availability: 4, X Game Notes: +1D physical, +1D energy. Due to the armor having been custom built for Darth Malak, he suffers no Dexterity penalty for wearing the amor. Source: Knights of the Old Republic Campaign Guide (page 155) Neo-Crusader Light Armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 4, X Game Notes: +2D physical, +1D energy, -1D Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide (page 201) Mandalorian Combat Suit Type: Military armor Scale: Character Cost: Not available for sale Availability: 4 Game Notes: +1D physical, +1D energy. Source: Knights of the Old Republic Campaign Guide (page 201) Mandalorian Battle Armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 4
Game Notes: +2D+1 physical, +1D energy, -1D Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide (page 201) Neo-Crusader Assault Armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 4 Game Notes: +2D+2 physical, +1D+2 energy, -1D+2 Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide (page 201) Personal Shields Model: Czerka 351-K personal shield Type: Protective energy-dispersing shield Cost: See chart below * Availability: 1 Game Notes: Energy shields may be activated once a day, for a full day's worth of limited protection from energy attacks. Personal shields are unaffected by physical attacks. Once the wearer has taken damage of Wounded or greater, the energy shield shuts down to prevent a critical overload. The shield may be activated again the following day. However, the shield can only be activated a total of five times. * The Strength bonus to resist energy damage determines the cost of the shield.
Bonus Cost +1 500 +2 2,500 1D 4,000 1D+1 8,000 1D+2 12,000 2D 18,000
Source: Knights of the Old Republic Campaign Guide (pages 71-72) Aural Amplifier Type: Sensor headgear Scale: Character Cost: 2,000 Availability: 2 Game Notes: Amplifier adds 1D+2 to all Perception checks and skills involving hearing. Source: Knights of the Old Republic Campaign Guide (page 73) Computer Interface Visor Type: Sensor headgear Scale: Character Cost: 1,200 Availability: 2 Game Notes: Amplifier adds 1D to all computer programming/repair rolls Source: Knights of the Old Republic Campaign Guide (page 73)
Demolitions Sensor Type: Sensor headgear Scale: Character Cost: 1,000 Availability: 2 Game Notes: Amplifier adds 1D+2 to all Perception checks or search rolls to perceive demolition charges, mines, or explosives. Source: Knights of the Old Republic Campaign Guide (page 73) Mechanical Interface Visor Type: Sensor headgear Scale: Character Cost: 2,500 Availability: 2 Game Notes: Amplifier adds 1D to all Mechanical rolls to repair common starships and vehicles. Source: Knights of the Old Republic Campaign Guide (page 73) Medical Interface Visor Type: Sensor headgear Scale: Character Cost: 1,500 Availability: 2 Game Notes: Amplifier adds +2 to all first aid or Medicine rolls. Source: Knights of the Old Republic Campaign Guide (page 73) Motion Sensing Visor Type: Sensor headgear Scale: Character Cost: 2,500 Availability: 2 Game Notes: Amplifier adds 1D+2 to all Perception checks and skills to find or notice a moving target. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Neural Band Type: Force-protective headgear Scale: Character Cost: 3,500 Availability: 2 Game Notes: Amplifier adds +2 to all Perception or willpower rolls to resist the effects of Force powers. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Stealth Field Generator Type: Personal camouflage generator Scale: Character Cost: 5,000 Availability: 2 Game Notes: By dampening sound and visible light around the character, this device adds a 2D+2 to all sneak rolls. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Vacuum Mask Type: Personal life support mask Scale: Character Cost: 650 Availability: 2 Game Notes: Provides 10 minutes of breathable air in a complete vacuum. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Bio-Stabilizer Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 1,750 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: This implant immediately stimulates segments of the brain to synthesize antidotes to poisons. A character with this implant is immune to poisons. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Cardio Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 1,750 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants +1 to resist damage Source: Knights of the Old Republic Campaign Guide (pages 73-74) Combat Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 5,000 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants a +1D+1 bonus to use any character-scale weapon in which the character has not received any skill advancement. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Memory Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 2,000 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants a +1D to Knowledge rolls. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Nerve Reinforcement Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 5,000 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants +1D to resist stun damage. Source: Knights of the Old Republic Campaign Guide (pages 73/75) Regenerative Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 4,250 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Characters with this implant installed may make two natural healing rolls per day instead of one. Source: Knights of the Old Republic Campaign Guide (pages 73/75) Sensory Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 2,500 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants the special ability Darkvision: can see up to 20 meters in complete darkness. Source: Knights of the Old Republic Campaign Guide (pages 73/75) Armor Reinforcement Skill: Armor repair (to install) Difficulty: to install: Easy Cost: 3,000 Availability: 2 Upgrade slot cost: 1 Game Notes: Adds a +2 to the physical damage resistance of any armor Source: Knights of the Old republic Campaign Guide (page 75) Beam Splitter Skill: Blaster repair (to install) Difficulty: to install: Moderate Cost: 1,200 Availability: 2 Upgrade slot cost: 2 Game Notes: The beam splitter broadens a blaster bolt, making it more difficult to aim accurate, by increases damage. A character firing a blaster with a beam splitter takes a -2 penalty to their blaster roll, but gains an additional +2 to damage. Source: Knights of the Old republic Campaign Guide (page 75)
Durasteel bonding Skill: relevant weapon repair (to install) Difficulty: to install: Easy Cost: 2,000 Availability: 2 Upgrade slot cost: 1 Game Notes: Durasteel coats a weapon, adding +1D to its Body Strength. Source: Knights of the Old republic Campaign Guide (page 75) Enhanced Energy Projector Skill: blaster repair Difficulty: to install: Moderate Cost: 3,000 Availability: 2 Upgrade slot cost: 1 Game Notes: Allows a weapon with a blaster pack or rechargeable energy pack to double the number of shots fired on a single energy pack. Source: Knights of the Old republic Campaign Guide (page 75) Hair Trigger Skill: relevant weapon repair (to install) Difficulty: to install: Moderate Cost: 1,200 Availability: 2 Upgrade slot cost: 1 Game Notes: Weapons with a hair trigger increase their Fire Rate by +3. Source: Knights of the Old republic Campaign Guide (pages 75-76) Tremor Cell Skill: relevant weapon repair (to install) Difficulty: to install: Easy Cost: 1,000 Availability: 2 Upgrade slot cost: 1 Game Notes: The tremor cell allows a melee weapon with a power source (such as a vibrosword) to produce a dazzling tremor on contact with a target that will stun rather than kill the target. When the weapon it set to stun it keeps its base damage, but the damage should be treated as stun damage. Source: Knights of the Old republic Campaign Guide (pages 75-76)
Force Powers Fear Control Difficulty: Target’s opposing control or Perception roll. Alter difficulty: Moderate. Required Powers: Aura of Uneasiness Warning: Any character who uses this power gains an immediate Dark Side Point. Effect: This power targets the psychological vulnerabilities of a target and uses a powerful wave of the Dark Side to fill them with a paralyzing fear. In game terms, the Force user can so fill them with fear that it will limit how many actions they may take on the target’s next turn. The limit is dependent on how much the Force user’s roll beats the target’s opposed roll. Control roll exceeds Maximum number target roll by of actions next turn
1-4………………3 actions 5-9………………2 actions 10-14……………1 action 15+……………..0 actions
Source: Knights of the Old Republic Campaign Guide (page 50) Force Whirlwind Alter Difficulty: Moderate, or target’s Strength roll (whichever is higher). Required Powers: Telekinesis Warning: Any character using this power to damage a living being gains an immediate Dark Side Point. Effect: The Jedi may call upon the Force to surround a target in a swirling vortex of Force energy. The whirlwind will lift the target approximately one meter into the air and buffet them with Force energy. In game terms, the target will be lifted into the air, and incapable of movement for the rest of the round. However, the Force user may attempt to extend the whirlwind by spending one character point per round. When the whirlwind dissipates, the target falls prone. It counts as an action for the target to get back up again. The Force user has the option of additionally doing damage equal to one third of his or her alter roll. If the character does so, then he or she gains an immediate Dark Side Point. Source: Knights of the Old Republic Campaign Guide (page 51)
Resist Force Control Difficulty: Moderate Time to use: One round Required Powers: Concentration Effect: This is a rare power that allows a Force User to center herself so that she will be prepared to resist any number of Force powers used against her. In game terms, if the character succeeds in her roll, then she gains an additional +1D to her control or willpower rolls to resist Force powers for 5 rounds. The character receives an additional +1D for every +10 by which she exceeds the difficulty. Source: Knights of the Old Republic Campaign Guide (page 51) Slow Control Difficulty: Easy Alter Difficulty: Moderate, or target’s control or Perception roll Required Powers: Accelerate healing, accelerate another’s healing, control pain, control another’s pain, remove fatigue, remove another’s fatigue. Effect: This power allows a Jedi to fill another person with the feeling of a heavy burden and a great fatigue, preventing them from moving and acting effectively. In game terms, the Jedi can decrease the movement rating of a target. The debilitating effect of the encumbrance lasts for 2D rounds. See chart below to determine the reduction of movement: Difficuly……….….Movement reduced by Moderate………….1/3 Difficult…………....1/2 Very Difficult.……..2/3 Heroic…………..…Paralized Source: Knights of the Old Republic Campaign Guide (page 52)