See also weapon and equipment lists.

Knowledge Skill: Tactics
Time Taken: One round to one day.
This skill is used to gain knowledge about the tactics employed by individuals or armies. The skill may also be used when making a battle plan. A successful Tactics roll by the commanding officer gives his troops +1d to one skill for the course of a battle. Difficulty: outnumber opponents - Easy, evenly matched - Moderate, outnumbered by opponents - Difficult. Modified by external factors such as lie of the land, resources available, etc. See page 47.

Perception Skill: Meditation
Time Taken: Several hours.
Several meditation techniques allow the user to achieve a sense of peace with themselves or their surroundings, increase their healing abilities, etc. In game mechanics the user may make a natural healing roll in half the normal time, add 1d to a Knowledge skill for one use, or gain 1d to Perception and Perception skills for a time equal to that spent Meditating. Difficulty is based on the user's emotional state. Easy if at rest, Moderate if active, Difficult if in danger. Modified by the level of any injury +10 if wounded, +15 if incapacitated. While meditating the character is unable to resist Force powers.
Specialization: Dinstrini meditation - The meditation techniques taught by this race concentrate purely on emptying the mind of any fears or worries. The character receives +1d to their Perception attribute only.

Perception Skill: Search
Time Taken: One round to several minutes.
Search is used when looking for hidden objects. The range is the characters line of sight. In space the range for sight is 20 units (typical passive range for starfighter scale ships). Equipment can give modifiers to the search roll. This skill is also used to see how much information about a scene a character takes in during a reaction situation.
Specialization: Tracking, Frisking, Awareness, Vigilance, Specific environments. See page 57.

Perception Skill: Gambling:Sabacc
Each player first pays a fixed stake into the hand pot and the sabacc pot. Each player is then given two cards. Players must freeze the value of at least one card each round. They may buy extra cards by paying into the sabacc pot. A stake must be paid into the hand pot to continue playing. At the end of the round any unfrozen cards are randomised and play continues. The hand pot is won by the player with the highest total which is less than or equal to 23. The sabacc pot is only won by a two card total of exactly 23, or by the three cards 0, 2 and 3.
Card values are determined by rolling Gambling skill dice (at least 2d). Any two dice are picked to give the card value. Pip bonuses may be added to the value by the player. A Wild die roll of 6 may be rolled again to give a new value. A Wild die roll of 1 gives a card determined by the gamesmaster, either 0, -2, -8, -11, -13 or -14. The Gambling skill may be used to cheat by fixing the value of one card per round.

Strength Skill: Acrobatics
Time taken: One round.
This is the skill of tumbling, jumping and other complex movements. Characters may make Acrobatics checks to avoid the penalty of a movement failure (this is a multiple action and suffers as such). Difficulty is the original terrain difficulty plus the amount by which the original roll failed (do not add modifiers for maneuvers). Characters making Acrobatics rolls can also reduce falling damage. The difficulty is based on the distance fallen: 3-6m Very Easy -2d; 7-8m Easy -2d+2; 9-12m Mod -3d; 13-15m Diff -3d+2; 16m+, Very Diff, -4d.
See 'Han Solo and CS' page 139.

Special Ability: Pistolier
A pistolier is a character with a great affinity for using pistols (heavy, sporting or hold-out pistols are included). The pistolier may have a number of special abilities. They can draw their weapon form its holster as a free action. They may select specific hit locations on a target with no penalty. They may use any blaster pistol type with a single specialization eg. a heavy blaster pistol could be used with the sporting blaster pistol specialization. They may display their prowess with the pistol to impress or intimidate others. They receive +1d to initiative rolls if the only actions in the round are shots.

Equipment: Bracelet of Joining
Cost: Not available for sale; Availability: Unique
An ancient Jedi artifact used to link a non-Force sensitive character with a Force sensitive character. To join they must both hold the bracelet and make a Mod Perception/Sense roll. Later if either makes a Mod Perception/Sense roll the two are aware as with Life Sense and if both are willing may use each other’s Character and Force points. The Force sensitive character may drop the join at will, the non-Forcce sensitive character must make a Diff Perception roll. If a Dark Side charater has joined he can use the other’s Character or Force points without consent.

Equipment: Dragon Heart
Cost: Not available for sale; Availability: Unique
The Dragon Heart is an ancient Force artifact belonging to the Duinuogwuin. It is a crystal used to focus and store the natural energies of the Force. The Dragon Heart can store up to 10 Force Points which a Jedi may spend to activate any Force power, including those they have not learnt, and 10 Character Points which the Jedi may spend to enhance their own Force powers. The Force Points spent from the Dragon Heart may not be regained at the end of an adventure, but using Dark Side powers does give the Jedi Dark Side points. A Jedi may learn the power Store Force (Control: Moderate, Alter: Moderate) to store their own Force points, and an equal number of their own Character points, in the Dragon Heart.

Equipment: Hyperspace Jump Analyser
Cost: 12,000 credits; Availability: 3, R; Difficulty: Mod Sensors, Mod+ Astrogation
This device can be fitted to a starship's Sensors and Nav computer to analyse the course of a vessel entering hyperspace (Easy Space Transports Repair, Mod Computer Repair). This allows the operator to predict possible exit points for the ship being tracked. The Pursuing ship must make a focused Sensors roll on the target vessel the round it enters hyperspace. It is usually not possible to make an exact prediction of the jump, but at least the next system to continue searching may be identified. Intelligent prey make temporary jumps to lose hunters before jumping to a true destination.

Grinaldonines
Grinald is one of the largest planets in the Outer Rim of the galaxy. The Grinaldonine people are tall (6' 6'', 200lb) with brown, leathery skin. They are long limbed with a slightly protruding lower face. The Grinaldonines showed very little interest in the rest of the galaxy, preferring to develop their own world. They value wealth and personal gain above all other things. As a result of this, Grinald is one of the jewels of the galaxy - a rich, beautiful and highly advanced world. However its resources are almost completely exhausted. This has forced the Grinaldonines to move into the galaxy - to find new homes or purchase much needed food and fuel for Grinald.
Attribute dice: 13d
Dexterity 2d+2 / 5d; Knowledge 1d / 4d; Mechanical 2d / 4d
Perception 2d+2 / 5d+1; Strength 1d+2 / 4d; Technical 2d / 4d+1; Move: 10/13
Special Abilities: Starting characters get +1d to Value and Bargain skills. If the character is off Grinald they require a special fluid to replace chemicals in Grinald's atmosphere. Otherwise they must make a Mod Stamina roll every 3 hours.

Lemmings
The planet of Lemon is home to the Lemming race. The Lemmings are small (4', 100lb) with soft pink skin and wild, green hair. Their long faces are dominated by large, half-closed eyes. Rumours persist that the Lemmings are in some way related to the Jawa people. The Lemmings dedicate their lives to specific tasks, disregarding all others activities. Nearly all Lemmings have a flair for using and making machinery. They are a simple people, happy to get on with their assigned tasks with no real ambitions beyond making a new gadget to play with. The Empire tried to enslave Lemon but found that governing the Lemmings just wasn't worth the effort.
Attribute dice: 11d
Dexterity 2d / 4d; Knowledge 1d+2 / 3d; Mechanical 2d+2 / 4d+2
Perception 1d / 2d+2; Strength 1d+2 / 3d; Technical 2d / 4d; Move: 9/12
Special Abilities: Each Lemming picks one attribute for which skills are learned twice as quick and at half the cost. Other skills cost twice as much when starting and may never be specialised. All Lemmings receive an extra +1d bonus when using coordinated skills. Lemmings use Tech: Construction to build gadgets and machinery (see Ewok's Primitive Construction, page 134). Lemming gadgets are subject to the failures for jury-rigging.

Incom 220 Unibot Droid
Incom designed the 220 series to try and replace the many astromech droids in service throughout the galaxy, including Industrial Automaton's R2 series. It was planned that the Unibots would be fully compatible with all popular starships and repulsorlift vehicles, able to enhance piloting performance and carry out running repairs. The project only got as far as the second Beta line prototype before serious short comings were identified in the Artificial intelligence and personality circuits. The droids were known to become 'bored' with assigned work and attempt tasks beyond their programming.
Dexterity 2d; Knowledge 2d; Mechanical 4d;
Perception 1d+2; Strength 2d; Technical 2d+2; Move: 6
Skills: Know: Languages:Machine Dialects 3d; Mech: Astrogation, Repulsorlift Op, Sensors, Space Transports 5d, Starfighter Piloting 5d; Tech: Computer Rep 3d, Repulsorlift Rep 4d, Space Transport Rep 3d, Starfighter Rep 5d;
Equipped With: Large cavity torso with hemi-spherical head and multi-jointed skeletal arms and legs (Height 1.4m, 360 degree head rotation, 0.5m neck extension). Internal storage compartment for tools. Sensor array (+1d Search < 100m). Repulsorlift pod (Move 9, +1d to Movement), Thermal Slice(2d - 4d damage).

Kylos V
Kylos V is a small planet in a Mid Rim system. It had been home to a series of Jedi Knights who meditated in the desert close to the only sizeable city. The desert is also home to ‘guardian’ creatures who prevent non-Force sensitive characters approaching and who attack items of technology on sight. During the Empire the world was used as a military supply base after the last Jedi to live there was killed by Brysk, an Imperial Guard trained as a Dark Jedi. The New Republic defeated Brysk’s Forces on Kylos two years after Endor and began building a training academy on the planet. The third planet in the system is used as a New Republic military training centere.
Type: Terrestrial; Terrain: Plains, Desert, Mountain; Day: 24 hrs; Year: 285 days; Atmosphere: Type 1; Hydrosphere: Dry; Temperature: Temperate; Gravity: Standard; Species: Human; Population: 93,000; Tech Level: Information; Starport: Limited Services; Function: Colony, Academic; Government: New Republic

Benzin
Benzin is the only inhabited planet in a large system in a sector of the Expansion Region. As such it lies on a main trade route connecting various other sectors. When the New Republic drove the Empire out of the system the planet’s government chose to remain independant. Benzin became a popular planet for traders, smugglers and other Fringe elements. When the former Imperial Govenor was invited back by the still corrupt government, various leaders from the Fringe worked together to form a hidden starport on the planet’s moon. The base is unseen from the planet and its existance is only revealed to those deemed trust worthy. The base is currently run by the smuggler Derin Morgan, with backing from Bradda the Hutt.
Type: Terrestrial; Terrain: Urban, Wetlands, Glacier; Day: 24 hrs; Year: 285 days; Atmosphere: Type 1; Hydrosphere: Saturated; Temperature: Cool; Gravity: Standard; Species: Human; Population: 7.7 billion; Tech Level: Space; Starport: 2 Imperial; Function: Trade; Government: Imperial Govenor
Benzin’s Second Moon
Type: Satellite; Terrain: Crater; Orbit: Base faces planet for 1 week every 3 months. Atmosphere: Type 4; Hydrosphere: Arid; Temperature: Cool; Gravity: Zero; Species: Various; Population: 220; Tech Level: Space; Starport: Limited Services; Function: Hidden Smuggler Base; Government: ‘Professional’ Organisation




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