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Star Wars d20 Core Rules

What follows is a conversion of the Star Wars d20 Revised Core Rulebook. Some entries have been ported over from the previous edition's conversion, as they have not changed (or have not changed significantly). This file is meant to be self-inclusive, representing the material from the book that is not available in published D6 format. There are still some interesting tidbits that did not make the changeover to the Revised Core Rulebook (Dugs, for example), so the original conversion might also be of some interest to the reader.

- Brief Overview -

This is it: the Revised Core Rulebook for the d20 Star Wars role-playing game. The production values of this edition are top notch, and the art, lay-out, and design that we've come to expect from WOTC is in full swing with this product. The book is hard-bound, the binding and paper are of excellent quality, the print and typesets are clear and legible, and everything is in full color.

My initial impressions are that I like the lay-out and design of this edition more than the last one. There is a lot more material packed between the covers of this book, and this is obvious when you take into account that it weighs about three pounds. Most of what is present won't be much help for a D6 campaign, since it's a lot of d20-specific rules, although there is some informative information concerning the background of the setting, NPCs, the Force, etc.

What's new and never before seen in this edition? You'll find a couple of alien species from Episode II, several new vehicles, a couple of new starships, and a handful of creatures and droids. A good bit of the content that is new to this edition has, unfortunately, seen print in earlier supplements and/or magazines.

Should you buy it? That depends largely on a) whether or not you intend to play d20, and b) whether or not you own the original edition of the d20 Star Wars RPG. If you intend to play d20, then you're going to need this book. It features several major and minor updates to the d20 Star Wars rules, and future products will doubtless cater to these changes. If you play D6 and own a copy of the old d20 Star Wars rules, you might not get your money's worth. At $39.95 (reduced to $27.97 on Amazon by a hefty 30% discount), this book isn't a small investment.

- Alien Species -

Cereans (RCRBd20, pages 24, 320; SWd20, page 29)
Average Cerean.
Dexterity 1D+1, Knowledge 2D+2, Mechanical 1D+2, Perception 2D+1, Strength 2D, Technical 2D.
Home Planet
: Cerea
Attribute Dice
: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D+2/4D+1
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Initiative Bonus: Cereans gain a +1D bonus to all initiative rolls.
Move: 10/12

Geonosian Worker (RCRBd20, pages 321-322)
Average Geonosian Worker.
Dexterity 2D, Knowledge 1D+1, Mechanical 1D+2, Perception 1D+2, Strength 2D+1, Technical 2D.
Home Planet
: Geonosis
Attribute Dice: 11D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+2
STRENGTH 2D/4D+1
TECHNICAL 1D/4D
Special Abilities:
Natural Armor: Due to their thick chitinous shells, Geonosian workers gain a +2 pip bonus to Strength rolls made to resist any form of damage.
Radiation Resistance: Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.
Story Factors:
Caste-Driven Society: Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.
Move: 10/12
Size: 1.6 meters tall

Geonosian Aristocrat (RCRBd20, pages 321-322)
Average Geonosian Aristocrat.
Dexterity 2D+2, Knowledge 2D, Mechanical 1D+2, Perception 2D, Strength 1D+2, Technical 2D.
Home Planet
: Geonosis
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D+2/4D+1
STRENGTH 1D/3D+1
TECHNICAL 1D+1/4D
Special Abilities:
Flight: Geonosian aristocrats have wings, and are able to fly.
Natural Armor
: Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage.
Radiation Resistance: Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.
Story Factors:
Caste-Driven Society: Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.
Move: 10/12 (walk), 16 (flight)
Size: 1.7 meters tall

Gungans (RCRBd20, pages 26-27, 322; SWd20, pages 30-31, 249-250)
Average Gungan.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 1D+2, Strength 2D+2, Technical 1D+2.
Home Planet
: Naboo
Attribute Dice
: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+2
Special Abilities:
Swimming: Gungans get a permanent +1D bonus to all Swimming skill checks.
Good Hearing: Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.
Move: 10/12

Kaminoans (RCRBd20, pages 323-324)
Average Kaminoan.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 1D+1, Strength 2D+1, Technical 2D+1.
Home Planet
: Kamino
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D+2/4D
MECHANICAL 1D/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+2/4D+1
TECHNICAL 2D/4D+1
Special Abilities:
Hardy: Due to their innate hardiness, Kaminoans gain a permanent +2 pip bonus to Survival and Stamina skill checks.
Story Factors:
Cloners: Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.
Move: 10/12
Size: 2.3-2.6 meters

Kel Dor (RCRBd20, pages 28, 324-325; AA, pages 81-82)
Average Kel Dor.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 2D.
Home Planet
: Dorin
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+2/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D+1/4D
Special Abilities:
Low Light Vision: Kel Dor can see twice as far as a normal human in poor lighting conditions.
Story Factors:
Atmospheric Dependence: Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.
Move: 10/12
Size: 1.4 to 2 meters tall.

Neimoidians (RCRBd20, page 325; SON, sidebar, page 14)
Average Neimoidian
. Dexterity 1D+2, Knowledge 2D+1, Mechanical 2D, Perception 2D+2, Strength 1D+1, Technical 2D.
Home Planet: Neimoidia
Attribute Dice
: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 2D/4D+2
STRENGTH 1D/3D+1
TECHNICAL 1D+1/4D
Special Abilities:
Skill Bonus: At the time of character creation only, Neimoidian characters gain 2D for every 1D placed in either the Value or Con skills.
Move: 10/12

Yuuzhan Vong (RCRBd20, page 328; SWd20, pages 253-255)
Average Yuuzahn Vong.
Dexterity 2D, Knowledge 1D+2, Mechanical 1D+2, Perception 1D+2, Strength 3D+1, Technical 1D+2.
Home Planet
: Unknown
Attribute Dice
: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+2
STRENGTH 2D+2/5D+1
TECHNICAL 1D/3D+2
Special Abilities:
Force Immunity: Yuuzahn Vong are immune to all Force powers that involve Sense or Alter.
Move: 10/12

Zabrak (RCRBd20, pages 33, 329; AA, pages 117-118)
Average Zabrak.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Home Planet
: Iridonia
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Hardiness: Zabrak characters gain a +1D bonus to Willpower and Stamina skill checks.
Move: 10/12
Size: 1.6 to 2.1 meters tall

- Force Powers -

Control Powers

Burst of Speed (Adapted from RCRBd20, page 107; SWd20, page 99)
Control Difficulty
: Moderate
Required Powers: Enhance Attribute
Effect: A Jedi can use this power to enhance his Move rating, increasing his running and walking speeds dramatically for a short period of time. Both the duration and Move increase are determined by the amount the Jedi's Control roll exceeds the difficulty. The duration can be increased by spending character points – for each character point spent, the duration is increased by one round. These points can be spent at any time before the power fades.

Control Roll > Difficulty By:Move IncreaseDuration
0-8+54 Rounds
9-20+103 Rounds
21++152 Rounds

Alter Powers

Force Flight (Adapted from RCRBd20, page 108)
Alter Difficulty
: Equal to the number of meters the Jedi wishes to move himself (20 meters maximum).
Required Powers: Concentration, Telekinesis
Effect: Using this power instead of walking, a Force-user can physically move himself a number of meters either horizontally or vertically. The difficulty of the Alter roll for this ability is equal to the number of meters that the Jedi wishes to move himself, but under no circumstances can the distance be greater than 20 meters. If the Force-user has not landed by the end of the round, he may suffer falling damage (GM's discretion).

Force Strike (Adapted from RCRBd20, page 88)
Alter Difficulty
: Target's Control or Perception Roll, modified by proximity.
Required Powers: Concentration, Injure/Kill, Life Detection, Life Sense, Telekinesis
Warning: A character who uses this power to injure a living being (or beings) automatically receives a Dark Side Point.
Effect
: With this power, a Jedi may use the Force to strike up to four adjacent targets. Each target past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D penalty). Each target makes either a Control or Perception roll to resist the attack, and the acting Jedi's Alter roll result is compared to each result in turn to determine the effects.

Alter Roll > Difficulty By:Effect
0-9Target suffers 3D Damage
10-19Target suffers 4D Damage
20+Target suffers 5D Damage

Note: It seems as if this power was made to replace the "Force Push" power in SWd20. Each has a different effect, so feel free to use them both if you like.

Control and Alter Powers

Create Force Talisman (Adapted from the Force Adept ability, RCRBd20, page 56; SWd20, page 52)
Control Difficulty
: Moderate.
Alter Difficulty: Difficult.
Required Powers: Concentration, Control Another's Pain, Control Pain, Force Weapon, Transfer Force.
Effect: By using this power and spending a Force Point, a Force user can imbue an item of personal significance with Force energy, thereby creating a Force Talisman. A Force Talisman grants its possessor a bonus to resist Force powers, adding this bonus to any rolls made to resist hostile Force powers. A Force user can only possess one Talisman at a time. The bonus granted by the Talisman depends on the amount by which the Force user succeeds at his Alter skill roll.

Alter Roll > Difficulty By:Resistance Bonus
0-8+2 pips
9-16+1D
17++1D+1

Enhance Another's Attribute (Use in place of "Force Mind", RCRBd20, pages 108-109; SWd20 pg 100)
Control Difficulty
: Easy, modified by relationship.
Alter Difficulty: Moderate.
Required Powers: Enhance Attribute, Control Another's Pain, Transfer Force
Effect: A Jedi can use this power to enhance a single attribute for one being for a limited amount of time. All skills covered by the attribute are increased by the same amount for as long as the power remains in effect. An attribute increased by this power remains enhanced for the duration listed below. Both duration and attribute increase are determined by the amount the Jedi's Alter roll exceeds the difficulty. Duration can be increased by spending character points – for each character point spent, the duration increases by one combat round. These points can be spent at any time before the power fades. A Jedi can only increase on attribute at a time. If a character attempts to enhance a second attribute, the first enhancement fades and the second is increased.

Alter Roll > Difficulty By:Attribute IncreaseDuration
0-13+1D3 Rounds
14-25+2D2 Rounds
26++3D1 Round

Force Weapon (Adapted from the Force Adept ability, RCRBd20, pages 55-56; SWd20, page 52)
Control Difficulty
: Equal to the melee weapon's base difficulty (ie, a knife is Very Easy).
Alter Difficulty: Moderate.
Required Powers: Concentration.
Warning: A character who uses this power in order to injure or kill a helpless being immediately gains a Dark Side point.
Effect: A Force user with this power can temporarily imbue a non-powered melee weapon (such as a club, knife, staff, etc.) with the Force. This power can only be used on the Force user's personal weapon, and only while he uses the weapon himself. The power lasts for five rounds, after which time it must be activated again. The amount by which the Alter skill roll exceeds the difficulty determines how much extra damage the weapon inflicts on a successful hit. Note that this damage will allow a weapon to exceed its listed Maximum Damage (if any).

Alter Roll > Difficulty By:Damage Increase
0-8+1 pip
9-16+2 pips
17-24+1D
25++1D+1

Sense and Alter Powers

Friendship (Adapted from RCRBd20, page 89; SWd20, page 86)
Sense Difficulty
: Target's Control or Perception roll.
Alter Difficulty: Very Easy against a person or animal that has no reason to mistrust you, or who wants something from you (an eager salesman, for example). Easy against a person or an animal who is neutral or indifferent to you. Moderate against a wild animal, or a person who has a societal reason to dislike you (i.e., prejudice). Difficult against a hungry predator, or a person who has a personal reason to dislike or hate you. Very Difficult against a person who is a sworn enemy, or an animal who is starving, angry, or wounded.
Effect: Proper application of this power can calm a hostile person or animal. Use of Friendship employs calming emotions that can cause enemies to re-think their motives, or open them up to discussion and parley. Friendship does not make them forget past events (such as when you tried to kill them), but it might give you a chance to bring about a peaceful solution to a disagreement. The target of Friendship will remain calm until a situation occurs that alters that state. A bonus granted to all Bargain, Command, Con, or Persuasion rolls made against the target following the use of Friendship is based on the amount by which the Sense roll exceeds the target's Control or Perception roll.

Sense Roll > Difficulty By:Skill Bonus
0-5+2
6-10+1D
11-15+1D+1
16-20+1D+2
21++2D

- Equipment -

Atlatl (RCRBd20, page 131; SWd20, page 115)
Model
: Otoh Gunga Standard Issue Atlatl
Type: Melee Weapon or Thrown Weapon (w/energy balls)
Scale: Character
Cost: 50
Availability: 3; R
Difficulty: Very Easy
Damage: STR+1D (maximum: 5D)
Game Notes: A Gungan weapon that consists of a short stick used to hurl energy balls (see below). It can also be used as a club.

Cesta (RCRBd20, page 131; SWd20, page 115)
Model
: Otoh Gunga Standard Issue Cesta
Type: Melee Weapon or Thrown Weapon (w/energy balls)
Scale: Character
Cost: 100
Availability: 3; R
Difficulty: Easy
Damage: STR+1D+1 (maximum: 6D)
Game Notes: A long staff used by Gungans to hurl energy balls (see below). It has a greater range than an atlatl. It can also be used as a staff in melee combat.

Combat Gloves (RCRBd20, pages 131, 133; SWd20, page 115)
Model
: Stock Combat Gloves
Type: Melee/Brawling Weapon
Scale: Character
Cost: 200
Availability: F; 1
Difficulty: Easy
Damage: STR+2
Game Notes: Heavy gloves that are made from weighted materials, and designed to add more impact to an unarmed attack (+2 to punching damage).

Energy Balls (RCRBd20, chart, page 132; SWd20, chart, page 116)
These are the blue energy balls used as missile weapons by Gungans. They can be thrown like grenades, but are generally hurled with an atlatl or a cesta. Damage from energy balls is considered to be energy damage (as opposed to physical damage) insofar as armor value is concerned. According to the "Secrets of Naboo" supplement (which gives more detail on energy balls), energy balls function just like ion cannons do (refer to SWD6, page 127, and the effects of ionized controls on page 128), and come in two scales: character (used in atlatls and cesta) and speeder (used in the Gungan Battle Wagon Mk. II's catapult). In addition to use against vehicles, energy balls work against droids in a manner similar to a Jawa ionization gun. Against creatures and characters, the energy balls only inflict stun damage. The text on page 49 of SON indicates that they come in a variety of sizes, so it is possible that they are available in walker scale as well. Energy balls do 3D ionization and/or stun damage, adjusted for scale.

Ion Gun, Pistol (RCRBd20, page 137; SWd20, page 120)
Model
: Generic Ion Pistol
Type: Ion Gun
Scale: Character
Skill: Blaster: Ion Pistol
Ammo: 30 (power packs: 25)
Cost: 250
Availability: 2; R
Fire Rate: 1
Range: 3-8/16/24
Damage: 4D
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.

Ion Gun, Rifle (RCRBd20, page 137; SWd20, page 120)
Model
: Generic Ion Rifle
Type: Ion Gun
Scale: Character
Skill: Blaster: Ion Rifle
Ammo: 30 (power packs: 25)
Cost: 800
Availability: 2; R
Fire Rate: 1
Range: 3-30/60/90
Damage: 4D+2
Game Notes: Aside from somewhat higher damage and increased range, an ion rifle works in much the same was as an ion pistol (see Ion Gun, Pistol).

Lightsaber, Double-Bladed (RCRBd20, page 134; SWd20, page 117)
Model
: Double-Bladed Lightsaber
Type: Lightsaber: Double-Bladed Lightsaber
Scale: Character
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: Proper use of a double-bladed lightsaber requires the specialization "Lightsaber: Double-Bladed Lightsaber." Without the proper specialization, the difficulty to use a double-bladed lightsaber is one grade higher than normal (ie, Very Difficult), and none of the special benefits of the double-bladed lightsaber may be used. If used with only a single blade projected, a double-bladed lightsaber is treated as if it were a normal lightsaber. If properly trained, a Jedi wielding a double-bladed lightsaber gains a +5 bonus to all parry rolls made when both lightsaber blades are extended.

Longsword (RCRBd20, page 134)
Model
: Generic Longsword
Type: Melee Weapon
Scale: Character
Cost: 150
Availability: 2, F or R
Difficulty: Moderate
Damage: STR+2D (maximum: 6D)
Game Notes: A somewhat exotic weapon, simply because of its level of technology.

Mace, Light (RCRBd20, page 134)
Model
: Generic Light Mace
Type: Melee Weapon
Scale: Character
Cost: 50
Availability: 2, F or R
Difficulty: Easy
Damage: STR+1D+1 (maximum: 5D+1)
Game Notes: A short, flanged stick, or a stick with a heavy metal ball mounted at the end.

Missile WeaponRangeDamageAmmoAvailabilityCost
Atlatl w/Energy Ball10/20/403D13, R50
Cesta w/Energy Ball20/40/803D13, R100
Energy Ball2-3/5/103D13, R20 each
Ion Gun, Pistol3-8/16/244D302, R250
Ion Gun, Rifle3-30/60/904D+2302, R800

Melee WeaponDifficultyDamageAvailabilityCost
AtlatlV. EasySTR+1D3, R50
CestaEasySTR+1D+13, R100
Combat GlovesEasySTR+2F, 1200
Double-Bladed LightsaberDifficult5D4, X--
LongswordModerateSTR+2D1, F or R150
Mace, LightEasySTR+1D+11, F or R50

- Yuuzhan Vong Equipment -

Amphistaff (RCRBd20, sidebar, page 356; SWd20, page 255)
Model
: Yuuzhan Vong Amphistaff
Type: Multi-purpose melee weapon
Scale: Character
Skill: Melee Parry: Amphistaff, Melee Weapons: Amphistaff
Cost
: Not available for sale
Availability: 4, X
Difficulty: Varies (see below)
Damage: Varies (see below)
Game Notes: The amphistaff is an organic weapon used by the Yuuzhan Vong. If used by someone familiar with its various functions, the amphistaff can be used as a quarterstaff, a two-headed spear (adds +1D to all parry rolls), a whip (adds +1D to attempts to disarm or entangle an opponent; successful hits with the whip inject venom), or a whip-spear (which shares the qualities of both the whip and the spear, though the granted bonuses are only +2 pips). In addition, the amphistaff can spit venom, or inject it with a successful whip hit that results in a damage result higher than Stunned. Either way, a victim affected by amphistaff venom must succeed at a Very Difficult Strength check. If injected, the poison reduces the victim's Dexterity score by 1D (cumulatively). If the poison is sprayed into a victim's eyes, blindness results. The effects last until the venom is treated. Statistics for amphistaff weapons are listed below:

Amphistaff ModeDifficultyRangeDamageMax
QuarterstaffEasyMeleeSTR+1D+15D
Two-Headed SpearModerateMeleeSTR+2D7D
WhipModerateMeleeSTR+1D+26D
Venom Spittern/a1-3/10/20Poisonn/a

Blorash Jelly (RCRBd20, sidebar, page 356; SWd20, page 255)
Blorash jelly is an amorphous, sticky blob. When struck, a character must succeed at a Difficult Dodge roll or be pinned and unable to move. Even if this Dodge roll succeeds, the character can only move at half speed, and his Dexterity is penalized by -2D. Removing the blorash jelly requires either a Very Difficult Strength roll, or a Difficult Knowledge roll. Alternately, either an energy weapon or a cutting weapon can be employed, but this requires a damage roll against a Strength of 3D+1 that results in either a Incapacitated or Dead wound result.

Gnullith (RCRBd20, sidebar, page 356; SWd20, page 255)
A gnullith is an organic breath mask that sticks a proboscis down the user's throat, allowing him to breath any non-corrosive gas, or underwater. To successfully employ a Gnullith requires a Moderate Strength check, which can be attempted once per round.

Ooglith Masquer (RCRBd20, sidebar, page 356; SWd20, sidebar, page 244)
The ooglith masquer, similar to the ooglith cloaker, covers its user's body with a convincing disguise. Each masquer is engineered to mimic a specific species. When used, an ooglith masquer grants a Yuuzhan Vong a +3D bonus to his Con: Disguise skill roll. Just like the ooglith cloaker, the masquer is painful to wear, and inflicts 2D damage every time it is worn. It can also be removed by pressing a hidden organ.

Razorbug (RCRBd20, sidebar, pages 356-357; SWd20, page 255)
Model
: Yuuzahn Vong Razorbug
Type: Organic Thrown Weapon
Scale: Character
Skill: Thrown Weapons: Razorbug
Ammo: 1
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1
Range: 1-6/20/40
Damage: 3D+1
Game Notes: Razorbugs are used as thrown weapons by the Yuuzahn Vong, and guide themselves towards their targets. If they miss, they will return to the thrower at the end of the following round. The razorbug guides itself to the target, granting a +1 pip bonus to the thrower's skill roll. If the razorbug hits its target, it uses its claws to burrow deeper into the wound on the following round (doing another 3D+1 of damage) unless it is removed first.

Thud Bug (RCRBd20, sidebar, page 357; SWd20, page 255)
Model
: Yuuzhan Vong Thud Bug
Type: Organic Thrown Weapon
Scale: Character
Ammo: 1
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1
Range: 1-6/20/40
Damage: 4D
Game Notes: The thud bug, unlike the razorbug, is not thrown. Instead, it is released, and guides itself towards its target with an attack skill of 5D. A thud bug that misses its target will continue to attack each round until it either hits, or is destroyed. If it hits, it inflicts the listed damage. The target must also make a Moderate Strength roll to keep his footing, otherwise he is knocked prone. Once the bug hits, it returns to its dormant state until activated again.

Tizowyrm (RCRBd20, sidebar, page 357; SWd20, sidebar, page 244)
A tizowyrm, which is placed inside a Yuuzhan Vong's ear, allows him to speak and understand one specific language.

Tsaisi (RCRBd20, sidebar, page 357; SWd20, sidebar, page 244)
Model
: Yuuzhan Vong Tsaisi
Type: Multi-purpose melee weapon
Scale: Character
Skill: Melee Parry: Tsaisi, Melee Weapons: Tsaisi
Cost
: Not available for sale
Availability: 4, X
Difficulty: Varies (see below)
Damage: Varies (see below)
Game Notes: The tsaisi is a shorter version of the amphistaff. When used by a skilled combatant, it can be used as a baton, a two-headed dagger (adds +2 pips to all parry rolls), a lash (adds +2 pips to attempts to disarm an opponent; successful hits with the lash also inject the target with venom), and a lash-dagger (which shares the qualities of both the lash and the dagger, though the granted bonuses are only +1 pip). Like the amphistaff, it can also spit venom. The venom is injected when a successful hit with the lash inflicts a damage result higher than Stunned, and effects are the same as for the amphistaff. Statistics for the tsaisi's different weapon modes are listed below.

Tsaisi ModeDifficultyRangeDamageMax
BatonEasyMeleeSTR+1D4D
Two-Headed DaggerModerateMeleeSTR+1D+26D
LashModerateMeleeSTR+1D+15D
Venom Spittern/a1-2/5/10Poisonn/a

Villip (RCRBd20, sidebar, page 357; SWd20, sidebar, page 244)
Villips are used by the Yuuzahn Vong to communicate over long distances, and they function just as detailed in the SWd20 core rules. Learning how to awaken and use a Villip requires a Difficult Knowledge check.

Vonduun Crab-Shell Plated Armor (RCRBd20, sidebar, page 357; SWd20, page 255)
Model
: Vonduun Crab-Shell Plated Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: When worn by a Yuuzhan Vong, vonduun crab-shell plated armor grants a +1D+1 bonus to Strength when resisting damage from all attacks, and reduces the wearer's Dexterity score by -1D.

- Vehicles -

All-Terrain Tactical Enforcer (RCRBd20, page 197)
Craft
: Rothana Heavy Engineering All-Terrain Tactical Enforcer
Type: Walker
Scale: Walker
Length: 12.4 meters long
Skill: Walker Operation: AT-TE
Crew: 7
Crew Skill: All skills typically at 8D
Passengers: 20 (troops) or cargo
Cargo Capacity: 60 tons
Cover: Full
Cost: Not available for sale
Maneuverability: 0D+1
Move: 21; 60 km/h
Body Strength: 5D+1
Weapons:
Heavy Projectile Cannon
Fire Arc: Front
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
50-300/1000/3000m
Damage:
5D
6 Light Blaster Cannons (fire separately)
Fire Arc: 4 front, 2 rear
Skill:
Vehicle Blasters
Scale:
Speeder
Fire Control:
3D
Range:
10-250/500/1000m
Damage:
4D

Naboo Security Forces Flash Speeder (RCRBd20, page 199; SWd20, page 166; SON, sidebar, page 40)
Craft
: Modified SoroSuub Seraph
Type: Landspeeder
Scale: Speeder
Length: 4.5 meters long
Skill: Repulsorlift Operation: Flash Speeder
Crew: 1
Crew Skill: Varies
Passengers: 1
Cargo Capacity: 10 kilograms
Cover: 1/2
Altitude Range: Ground level – 2 meters
Cost: 12,000 (new), 6,000 (used)
Maneuverability: 2D+1
Move: 70; 200 km/h
Body Strength: 2D
Weapons:
Defense Blaster
Fire Arc: Any
Scale: Speeder
Skill:
Vehicle Blasters: Defense Blaster
Fire Control:
2D
Range: 3-50/120/300
Damage: 3D

Armored Assault Tank (RCRBd20, page 201; SON, sidebar, page 9)
Craft
: Baktoid Armor Workshop AAT-1
Type: Armored Assault Tank
Scale: Walker
Length: 9.75 meters
Skill: Repulsorlift Operation: AAT-1
Crew: 1 pilot droid, 2 gunner droids, 1 commander droid
Crew Skill: 4D in all applicable skills
Passengers: 6 battle droids (using handholds on the exterior of the tank)
Cargo Capacity: 500 kilograms
Cover: Full (None for passengers clinging to the exterior)
Altitude Range: Ground – 4 meters
Cost: Not available for sale
Maneuverability: 1D
Move: 42; 120 km/h
Body Strength: 6D
Weapons:
Heavy Laser Cannon
Fire Arc: Front
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
50-500/1/2km
Damage:
6D
8 Light Repeating Laser Cannons (fire seperately)
Fire Arc: Front
Scale:
Speeder
Skill: Vehicle Blasters
Fire Control: 1D
Range: 3-50/120/300
Damage: 4D
6 Shell Launchers
Fire Arc: Front
Skill: Missile Weapons
Fire Control: 0D
Range: 100/200/400
Damage: 3D
Game Notes: If attacked from the rear, the AAT only has an effective Body Strength of 2D due to the thinness of the rear armor (to allow for ventilation of the power plant). If the AAT suffers a damage result of Heavy or higher from a rear attack, the power plant will explode within 2D turns. This explosion will destroy any droids and/or characters on board and completely gut the AAT. Secondly, the AAT's electrical systems are poorly shielded. If damage from ion weapons (or Gungan energy balls) exceeds the AAT's Body roll by more than 9 points, the electrical system shorts out. As a result, the AAT shuts down and will not function again until the electrical system is completely replaced.

Multi-Troop Transport (RCRBd20, page 201; SON, sidebar, page 9)
Craft
: Baktoid Armor Workshop Multi Troop Transport
Type: Heavy Armored Troop Transport
Scale: Walker
Length: 31 meters
Skill: Repulsorlift Operation: MTT
Crew: 1 pilot droid, 1 gunner droid
Crew Skill: 4D in all applicable skills
Passengers: 100 Infantry Battle Droids, 10 Security Battle Droids, 2 Commander Battle Droids
Cargo Capacity: 10 metric tons
Cover: Full
Altitude Range: Ground – 4 meters
Cost: 138,000 (new), 80,000 (used)
Maneuverability: 0D
Move: 12; 35 km/h
Body Strength: 3D
Weapons:
2 Dual Blaster Cannons (fire-linked)
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control:
2D
Range: 50-400/900/3km
Damage:
5D+1
Game Notes: If attacked from the rear, the MTT only has an effective Body Strength of 1D due to the thinness of the rear armor (to allow for ventilation of the power plant). If the MTT suffers a damage result of Heavy or higher from a rear attack, the power plant will explode within 2D turns. This explosion will destroy any droids and/or characters on board and completely gut the MTT.

Coruscant Air Taxi (RCRBd20, page 235; SWd20, page 166)
Craft
: Hyrotii EasyRide Passenger Airspeeder
Type: Airspeeder
Scale: Speeder
Length: 8 meters
Skill: Repulsorlift Operation: Airspeeder
Crew: 1 pilot
Crew Skill: Repulsorlift Operation 5D+2
Passengers: 6
Cargo Capacity: 100 kilograms
Cover: 1/4
Altitude Range: Ground Level – 3.4km.
Cost: 16,000 (new), 8,000 (used)
Maneuverability: 2D
Move: 67; 191 km/h
Body Strength: 2D
Weapons: None

MandalMotors Shadow V Combat Airspeeder (RCRBd20, page 235; SWd20, page 167)
Craft
: MandalMotors Shadow V Combat Airpspeeder
Type: Combat Airspeeder
Scale: Speeder
Length: 6.5 meters
Skill: Repulsorlift Operation: Shadow V
Crew: 1 pilot, 1 gunner
Crew Skill: Varies
Passengers: 1
Cargo Capacity: 10 kilograms
Cover: Full
Altitude Range: Ground Level – 550 meters
Cost: 50,000 (new), 25,000 (used)
Maneuverability: 2D
Move: 280; 800 km/h
Body Strength: 4D
Weapons:
Double Laser Cannon
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-300/800/1.5km
Damage: 4D+2

Desler Gizh Outworld Mobility Corp Koro-2 Airspeeder (RCRBd20, page 236)
Craft
: Desler Gizh Outworld Mobility Corp Koro-2
Type: Airspeeder
Scale: Speeder
Length: 6.61 meters
Skill: Repulsorlift Operation: Koro-2
Crew: 1
Crew Skill: Varies
Passengers: 1
Cargo Capacity: 80 kilograms
Cover: Full
Altitude Range: Up to 25 kilometers
Cost: 24,800 (new), 16,400 (used)
Maneuverability: 3D
Move: ; 800 km/h
Body Strength: 2D+1
Weapons: None

Rothana Heavy Engineering LAAT/i Attack Gunship (RCRBd20, pages 236-237)
Craft
: Rothana Heavy Engineering LAAT/i Attack Gunship
Type: Airspeeder
Scale: Speeder
Length: 17.4 meters
Skill: Repulsorlift Operation: LAAT/i Attack Gunship
Crew: 6
Crew Skill: All skills typically at 6D
Passengers: 30 (troops)
Cargo Capacity: 2 tons
Cover: Full
Altitude Range: Up to 1,000 meters
Cost: 65,000 (new), 40,000 (used)
Maneuverability: 2D+1
Move: 216; 620 km/h
Body Strength: 4D
Weapons:
2 Mass Driver Missile Launchers (fire-linked)
Fire Arc: Front
Skill:
Vehicle Blasters
Fire Control:
1D
Range:
50-250/1000/3000m
Damage:
6D
3 Anti-Personnel Laser Cannons (fire separately)
Fire Arc: Partial Turret (1 front/right/left, 1 front/right/rear, 1 front/left/rear)
Skill:
Vehicle Blasters
Scale:
Character
Fire Control:
0D
Range:
3-50/200/400m
Damage:
8D
4 Composite Beam Pinpoint Laser Turrets (fire separately)
Fire Arc: Turret
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
10-75/150/300m
Damage:
4D
2 Rocket Launchers (4 missiles each)
Fire Arc: Front
Skill:
Missile Weapons
Fire Control:
1D
Range:
2000m
Damage:
5D

Single Trooper Aerial Platform (RCRBd20, page 237; SON, sidebar, page 10)
Craft
: Baktoid Armor Workshop STAP-1
Type: Single Trooper Aerial Platform
Scale: Speeder
Length: 1.9 meters
Skill: Repulsorlift Operation: STAP
Crew: 1
Crew Skill: Repulsorlift Operation 4D; Vehicle Blasters 4D
Passengers: None
Cargo Capacity: None
Cover: 1/4
Altitude Range: Ground – 20 meters
Cost: Not available for sale
Maneuverability: 3D
Move: 105; 300 km/h
Body Strength: 1D
Weapons:
2 Blaster Cannons (fire-linked)
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 1D
Range: 50-400/900/3km
Damage: 5D

- Starships -

Droid Starfighter (RCRBd20, pages 228-229; SWd20, page 184; SON, sidebar, page 8)
Craft
: Xi Char Variable Geometry Self-Propelled Battle Droid, Mk. 1
Type: Autonomous Starfighter
Scale: Starfighter
Length: 3.5m long
Skill: Starfighter Piloting
Crew: 0
Crew Skill: Starfighter Piloting 4D+1, Starship Gunnery 4D+1
Cargo Capacity: None
Consumables: None
Cost: 19,000 (new), 5000 (used)
Hyperdrive Multiplier: None.
Nav Computer: None.
Maneuverability: 3D
Space: 10
Atmosphere: 415; 1200 km/h
Hull: 4D
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
Blaster Cannons (2 fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km.
Damage: 5D
Two Energy Torpedo Launchers (4 torpedoes each)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700m.
Damage: 9D

Naboo N-1 Starfighter (RCRBd20, page 229; SWd20, page 184; SON, sidebar, page 39)
Craft
: Theed Palace Space Vessel Engineering Corps N-1 Royal Starfighter
Type: Space Superiority Starfighter
Scale: Starfighter
Length: 11m.
Skill: Starfighter Piloting
Crew: 1 pilot/1 astromech droid
Crew Skill: Starfighter Pilot 4D+1, Starship Gunnery 4D+1, Starship Shields 4D+1
Cargo Capacity: 65kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Limited to 10 jumps with Astromech Droid
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1050 km/h
Hull: 2D
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 40/2D
Focus: 2/3D
Weapons:
Laser Cannons (2 fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km.
Damage: 5D
Proton Torpedo Magazine (10 torpedoes)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700m.
Damage: 10D

Jedi Starfighter (RCRBd20, page 229)
Craft
: Kuat Systems Engineering Delta-7 Aethersprite-class Starfighter
Type: Starfighter
Scale: Starfighter
Length: 8 meters
Skill: Starfighter Piloting: Delta-7
Crew: 1 and modified astromech droid (can coordinate)
Crew Skill: All skills typically at 4D
Passengers: 0
Cargo Capacity: 60 kilograms
Consumables: 1 week
Cost: 180,000 (new), 145,000 (used), both prices are black market value
Hyperdrive Multiplier: x1 (with booster ring, see below)
Nav Computer: Uses a modified astromech droid programmed with 10 jumps
Maneuverability: 3D+2
Space: 8
Atmosphere: 365; 1,050 km/h
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 25/1D
Scan: 45/2D
Search: 65/2D+2
Focus: 3/3D+1
Weapons:
4 Laser Cannons (fire-linked)
Fire Arc: Front
Skill:
Starship Gunnery
Fire Control:
2D
Space Range:
1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km.
Damage: 6D
Notes: The Delta-7 requires a separate hyperdrive module in the form of a booster ring (the TransGalMeg Industries hyperdrive booster ring). Docking with the ring takes 3 rounds to accomplish, and requires a Difficult Starfighter Piloting skill check (the fighter's maneuverability counts for this roll). Additionally, the Delta-7 incorporates a specially-designed astromech droid (R4-P series), which is hardwired into the starfighter. Without the proper droid, the pilot suffers a -1D penalty to his Astrogation skill checks. The droid suffers the same penalty to both its Astrogate and Starfighter Repair skill checks.

Corellian Space Cruiser (RCRBd20, page 234; SOG, pages 91-92)
Craft
: Corellian Engineering Corporation Space Cruiser
Type: Diplomatic Transport
Scale: Capital
Length: 115 meters
Skill: Capital Ship Piloting: Corellian Space Cruiser
Crew: 8
Crew Skill: Typically 6D in applicable skills
Passengers: 16
Cargo Capacity: 1,000 metric tons
Consumables: 6 months
Cost: 1.25 million
Hyperdrive Multiplier: x2
Hyperdrive Back-Up: None
Nav Computer: Yes
Maneuverability: 0D+2
Space: 6
Atmosphere: 330; 950 km/h
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 40/1D
Scan:
80/2D
Search:
100/3D
Focus:
5/4D
Weapons: None.

Trade Federation Battleship (RCRBd20, page 234; SWd20, page 187; SON, sidebar, page 6)
Craft
: Modified Hoersch-Kessel Drive, Inc., LH-3210
Type: Battleship
Scale: Capital
Length: 3,170 meter diameter
Skill: Capital Ship Piloting: LH-3210
Crew: 150 droids, 25 Neimoidian command staff
Passengers: 50 landing ships, 550 MTTs, 1500 troop carriers, 1500 droid starfighters, 6250 ATTs, and 139,000 battle droids
Crew Skill: Capital Ship Piloting 4D+1, Capital Ship Gunnery 4D+1, Capital Ship Shields 4D+1
Cargo Capacity: 5 million metric tons
Consumables: 500 days
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Back-Up: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 6D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 90/3D+2
Focus:
6/4D
Weapons:
Quadlasers (42)
Fire Arc: 14 front, 14 rear, 7 right, 7 left.
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-5/10/20
Atmosphere Range: 100-500/1/2km.
Damage: 5D

Republic Assault Ship (RCRBd20, page 234)
Craft
: Rothana Heavy Engineering Acclamator-class Military Transport
Type: Assault Ship
Scale: Capital
Length: 752 meters
Skill: Capital Ship Piloting: Acclamator-class
Crew: 700
Crew Skill: All skills typically at 4D
Passengers: 16,000 (troops)
Cargo Capacity: 2,000 metric tons
Consumables: 20 days
Cost: 29 million (new), 19 million (used)
Hyperdrive Multiplier: x2
Hyperdrive Back-Up: x10
Nav Computer: Yes
Maneuverability: 0D
Space: 6
Atmosphere: 330; 950 km/h
Hull: 3D+1
Shields: 2D+1
Sensors:
Passive: 40/1D
Scan:
70/2D
Search:
150/3D
Focus:
4/3D+2
Weapons:
12 Turbo Quadlasers
Fire Arc: Partial Turret (6 front/left, 6 front/right)
Skill:
Capital Ship Gunnery
Fire Control:
2D
Space Range:
3-15/35/75
Atmosphere Range:
6-30/70/150km
Damage:
6D
4 Assault Concussion Missile Tubes (20 missiles each)
Fire Arc: 4 Front
Skill:
Capital Ship Gunnery
Fire Control:
3D
Space Range:
2-12/30/60
Atmosphere Range:
4-24/60/120km
Damage:
9D
24 Point Laser Cannons
Fire Arc: 2 Batteries Front, 2 Batteries Left, 2 Batteries Right
Skill:
Starship Gunnery
Scale:
Starfighter
Fire Control:
1D
Space Range:
1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km.
Damage: 4D+1

Escape Pod (RCRBd20, page 235; SOG, pages 66-67)
Craft
: Escape Pod
Type: Ship Lifeboat
Scale: Starfighter
Length: 3.5 meters
Skill: N/A
Crew: 0
Crew Skill: N/A
Passengers: 8
Cargo Capacity: None.
Consumables: 1 day
Cost: 20,000 (new)
Maneuverability: 0D
Space: 1
Atmosphere: 210; 600 km/h
Hull: 1D+1
Notes: As I can find no formal D6 statistics for escape pods, I've gone ahead and converted this entry. More information on D6 escape pods can be found in the SWS, page 12.

- Creatures -

Acklay (RCRBd20, page 335)
Dexterity 1D+1
Perception 2D+1

search 4D+1

Strength 7D
climbing/jumping 9D+2

Special Abilities:
Armor: The natural armor of the acklay grants it a +2D bonus to Strength when resisting physical damage.
Bite:
Does Strength +2 damage.
Claws:
Do Strength +1D damage.
Exceptional Reflexes:
Acklays gain a +1D bonus to all Perception rolls made to determine initiative.
Resistant to Radiation: Acklays gain a +1D bonus to Strength when resisting the effects of harmful radiation.
Move: 12
Size: @ 6 meters long (huge)

Gundark (RCRBd20, pages 336-337; AA, page 31)
Dexterity 4D+2
melee 7D
Perception 3D+2
hide 5D+2, search 7D
Strength 6D+2
brawling 8D+1, climbing/jumping 8D
Special Abilities:
Bite:
Does Strength +1D damage.
Crushing Attack: If a gundark successfully grapples an opponent, it will crush for Strength +1D+1 damage on the following round.
Fearless: Gundarks gain a +1D bonus to resist Intimidation and Force powers that cause fear.
Low Light Vision: A gundark can see twice as far as a normal human in poor lighting conditions.
Track by Scent: Gundarks receive a +3D bonus to Search: Tracking if scent plays a part.
Weapons: Gundarks often wield weapons, such as clubs, which inflict Strength +2 damage.
Move: 12
Size: 1 to 2.5 meters tall, 1.5 meters on average.

Kouhun (RCRBd20, page 337)
Dexterity 5D+1
sting 6D
Perception 1D
hide 3D, search 3D, sneak 3D
Strength 0D+1
Special Abilities:
Poisonous Sting:
While a successful attack does no damage, the sting of a kouhun is very poisonous. Anyone stung by a kouhun takes 10D of poison damage. Note that the sting of a kouhun will not penetrate armor, and must strike an exposed portion of the target.
Stealthy:
Kouhun gain a +2D bonus to both Hide and Sneak skill checks.
Move: 6
Size: Up to 30 centimeters long

Massiff (RCRBd20, page 337)
Dexterity 3D
running +2
Perception 2D+2
hide 3D+2, search 3D+1, search: tracking 4D, sneak 3D+2
Strength 3D+1
climbing/jumping 5D+1
Special Abilities:
Bite: Does Strength +2 damage.
Resistant to Radiation:
Massiff gain a +1D bonus to Strength when resisting the effects of harmful radiation.
Track by Scent: Massiff can track by scent, and gain a +1D bonus to their Search: Tracking skill when doing so.
Move: 10
Size: @ 2 meters long (medium)

Nexu (RCRBd20, page 338)
Dexterity 4D+2
Perception 3D

hide 4D+1, search 5D, sneak 4D+1
Strength 4D+1
climbing/jumping 6D+1
Special Abilities:
Bite: Does Strength +2 damage.
Claws:
Do Strength +1 damage.
Exceptional Reflexes:
Nexu gain a +1D bonus to all Perception rolls made to determine initiative.
Keen Hearing: Nexu have excellent hearing, and gain a +1D bonus to all Search rolls that involve sound.
Move: 16
Size: @ 2 meters long (medium)

Reek (RCRBd20, pages 338-339)
Dexterity 1D+1
Perception 1D

hide 2D, search 2D+1
Strength 6D
Special Abilities:
Enraged: When enraged, a reek gains +1D to all Perception rolls made to determine initiative.
Gore Attack:
A reek can gore with its horn for Strength +1D damage.
Thick Skin: Due to a reek's thick hide, it gains a +2D bonus to Strength rolls when resisting physical damage, and +1D bonus to Strength rolls when resisting energy damage.
Move: 10
Size: @ 6 meters long (huge)

- Droids -

M-TD Series Translator Droid (RCRBd20, page 372; SWd20, page 291)
Type: M-TD Series Translator Droid (SWd20, page 291)
Dexterity 2D
Knowledge 3D
languages 5D, planetary systems 5D
Mechanical 1D
Perception 1D
Strength 1D
Technical 1D
computer programming/repair 2D+1
Equipped With:
Repulsorlift Unit (Allows limited flight)
Vocabulator (The droid can replicate human speech)
Move: 10
Size: Unspecified (tiny)
Cost: 2,350 credits

Baktoid Combat Automata B1 Series Battle Droid (RCRBd20, pages 372-373; SWd20, page 292)
Dexterity 1D
blaster: blaster rifle 3D
Knowledge 1D
Mechanical 1D
Perception 1D
Strength 2D
brawl 3D
Technical 1D
Equipped With
:
Blaster rifle (5D damage, range: 3-30/100/300)
Integrated comlink (The droid has an integrated comlink system)
Remote receiver (5,000 km range)
Armor (+1D to Strength to resist damage)
Vocabulator (The droid can replicate organic speech)
Move: 10
Size: @1.8 meters tall
Cost: 1,800 credits

Baktoid Combat Automata B2 Series Battle Droid (RCRBd20, page 373)
Dexterity 2D

blaster 3D, blaster: blaster rifle 4D, dodge 3D, melee combat 3D, vehicle blasters 3D
Knowledge 1D
Mechanical 1D
Perception 1D
Strength 2D
brawl 3D
Technical 1D
Equipped With:
Blaster rifle (5D damage, range: 3-30/100/300)
Remote receiver (5,000 km range, with local back-up processor)
Light Armor (+1D to Strength to resist damage)
Vocabulator (The droid can replicate organic speech)
Move: 10
Size: @1.8 meters tall
Cost: 3,300 credits

Droideka Series Destroyer Droid (RCRBd20, pages 373-374; SWd20, page 292)
Dexterity 3D
blaster: heavy repeating blaster 8D+2
Knowledge 1D
Mechanical 1D
Perception 1D
search 3D+2
Strength 3D
brawl 7D+1
Technical 1D
Equipped With
:
Two heavy repeating blasters (8D damage, range: 3-75/200/500)
Armor (+1D to Strength to resist damage)
Defensive shields (+3D to Strength to resist damage)
Remote Processor (500km range)
Move: 4 walking, 25 in "wheel mode"
Size: @1.5 meters tall
Cost: 9,000 credits

Sith Sentry Droid (RCRBd20, page 374; SWG#5, pages 61-62)
Dexterity 2D
blaster: blaster rifle 3D+1, melee weapons 2D+2
Knowledge 2D
Mechanical 1D
Perception 3D
search 4D
Strength 3D
Technical 1D
Equipped With:
Alchemically-Treated Sith Armor Plating (+1D to Strength to resist damage, -1D to Dexterity)
Arm-Mounted Blaster Rifle (Does 5D damage, range: 3-30/100/300)
Locked Access (The droid's shut-down switch is secured or internally located)
Move: 8
Size: @1.8 meters tall
Cost: Not available for sale

E522 Series Assassin Droid (RCRBd20, pages 374-375; SWd20, page 294)
Dexterity 3D
blaster 6D+1, dodge 4D+2, melee parry 4D, melee weapons 4D, missile weapons 4D+2
Knowledge 2D
intimidation 3D, survival 5D
Mechanical 1D
Perception 2D
hide 4D+1, search 3D+2, search: tracking 4D, sneak 4D+1
Strength 5D
brawl 6D+2
Technical 1D
Equipped With:
Heavy repeating blaster (Damage is 8D, range 3-75/200/500)
Ion cannon (Damage is 4D+2 versus droids, no effect on humans, range 3-30/60/90)
Needler gun (Range is 3-10/30/60, see below for other details)
Hunter-seeker missiles (Range is 40/80/160, blast radius is 0-4/8/12/16, and damage is 7D/5D+1/3D+2/2D, see below for other details)
Heavy armor (Adds +2D to Strength rolls to resist damage)
Infrared vision (The droid can see in the dark up to 30 meters)
Weapon mounts x2 (The droid has one or more appendages that have weapons attached to them)
Locked access (The droid's shut-down switch is secured or internally located)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)
Equipment Notes:
Needler Gun
: This needler gun is loaded with darts that contain a paralytic poison. The darts inflict no damage, but if used against an unarmored target (or an unarmored portion of a target, see the rules for called shots, SWD6, page 91), they inject their poison. The target of such an attack must succeed at a Difficult Strength check or be paralyzed and unable to move for 1D x 40 minutes (40-240 minutes). No ammunition total is listed, so assume the needler gun carries enough darts for ten shots.
Hunter-Seeker Missiles: In order to get a missile lock on a target, the droid must make a successful Missile Weapons skill roll, the difficulty of which is based on range. If the target is aware of the droid, it may attempt a Dodge skill roll. If the lock-on is successful, the droid may fire the missile in the following turn. The missile rolls its skill score of 6D+2 to hit the target it has locked onto, with the difficulty based on range and other appropriate modifiers. A successful to-hit roll indicates that the target suffers damage. If the missile's to-hit roll fails by less than eight points, it is allowed to make another attack roll on the following turn. If the to-hit roll fails by nine or more points, the missile deviates and explodes like a grenade (refer to the rules for grenade deviation, SWD6, page 92). No ammunition total is listed, so assume the droid has enough missiles for six shots.
Move: 6
Size: Unlisted (medium)
Cost: 12,500

- Existing Material References -

Below, you will find references to just about everything in the Revised Core Rules that has been previously detailed in WEG products. If it's on this list, that's why I haven't presented conversion information for it. This list might also be useful for players and GMs of SWd20 who are looking for additional reference material on any of the following subjects. Be warned, I only plan to list up to three or four references for each entry.

Alien Species –

Bothans (RCRBd20, pages 23, 319-320; SWd20, page 247)
AE, pages 32-34.

Duros (RCRBd20, pages 24-25, 320; AA, pages 69-70)
GG#4, page 39.

Ewoks (RCRBd20, pages 25, 320-321; SWd20, pages 29-30, 248-249)
SWD6, pages 212-213; SWS, pages 70-72; SWTSE, page 13; AE, pages 44-46.

Gamorreans (RCRBd20, pages 26, 321; SWd20, page 249)
SWD6, page 213; SWS, pages 72-74; AE, pages 54-56.

Hutts (RCRBd20, page 323; SWd20, page 250)
SWTSE, page 71; GG#4, pages 51-53.

Ithorians (RCRBd20, pages 27-28, 323; SWd20, pages 31, 250-251)
SWD6, page 214; SWS, pages 74-75; SWTSE, page 96; AE, pages 72-74.

Jawas (RCRBd20, page 323; SOT, pages 11-12)
SWS, pages 75-77; GG#1 pages 9 and 12.

Mon Calamari (RCRBd20, pages 28-29, 325; SWd20, pages 32, 251)
SWD6, pages 214-215; SWS, pages 77-78; GG#4, pages 67-68; AE, pages 93-95.

Noghri (RCRBd20, pages 325-326; SWd20, pages 251-252)
AE, pages 110-111; TTS, pages 161-169.

Quarren (RCRBd20, pages 29-30, 326; AA, page 92)
AE, page 122; SWTSE, page 76; SWS, pages 78-80.

Rodians (RCRBd20, pages 30, 326-327; SWd20, pages 32-33, 252)
SWD6, page 215; SWTSE, page 67; GG#4, pages 77-79.

Sullustans (RCRBd20, pages 30-31, 327; SWd20, pages 33, 252-253)
SWD6, page 216; SWS, pages 81-82; SWTSE, page 22; AE, pages 147-148.

Trandoshans (RCRBd20, pages 31, 327; SWd20, pages 33-34)
SWTSE, page 62.

Tusken Raiders (RCRBd20, page 327; SOT, pages 10-11)
SWS, page 80; GG#1, pages 12-13.

Twi'leks (RCRBd20, pages 32, 327-328; SWd20, pages 34-35, 253)
SWD6, page 216; SWS, pages 82-84; SWTSE, page 66; AE, pages 159-160.

Wookies (RCRBd20, pages 32-33, 328; SWd20, pages 35, 253)
SWD6, pages 216 and 218; SWS, pages 84-85; SWTSE, page 11; AE, pages 169-170.

Vehicles –

Bespin Motors Storm IV Cloud Car (RCRBd20, page 237; SWd20, page 167)
SWD6, pages 244-245; SWS, page 61.

Chariot Command Speeder (RCRBd20, pages 199-200)
IS, pages 77-78; TTS, pages 203 and 205.

Incom T-47 Airspeeder (RCRBd20, page 235; SWd20, page 166)
SWD6, page 244 (listed as a T-47I); SWS, page 60.

Kuat Drive Yards All-Terrain Armored Transport (RCRBd20, page 197; SWd20, page 165)
SWD6, page 242; SWS, pages 66 and 68.

Kuat Drive Yards All-Terrain Scout Transport (RCRBd20, page 197; SWd20, page 165)
SWD6, page 241; SWS, pages 68-69.

Modified Ikos-Adno 22-B Nightfalcom (RCRBd20, pages 200; SWd20, page 166)
SWD6, page 243.

Modified Ubrikkian Luxury Sail Barge (RCRBd20, page 201)
SWS, pages 61 and 63; SWTSE, page 159.

Rebel Alliance Combat Snowspeeder (RCRBd20, page 235; SWd20, pages 166-167)
SWD6, page 244; SWS, page 60.

SoroSuub X(P)-34 Landspeeder (RCRBd20, page 198; SWd20, page 166)
SWTSE, pages 159-160.

Ubrikkian SuperHaul Model II Cargo Skiff (RCRBd20, page 201; SWd20, page 167)
SWD6, page 245; SWS, page 63.

Starships –

Corellian Corvette (RCRBd20, page 233; SWd20, page 187)
SWD6, page 253; SWS, pages 30-31.

Corellian YT-1300 Transport (RCRBd20, page 230; SWd20, page 185)
SWD6, page 254; SWS, pages 39-40.

Firespray-31 (RCRBd20, page 230; SOG, pages 81-82)
P&P, page 75 (as "Firespray Patrol/Attack Craft").

Imperial Customs Guardian-Class Light Cruiser (RCRBd20, pages 231-232; SWd20, pages 185-186)
SWD6, page 256.

Imperial Star Destroyer (RCRBd20, page 232; SWd20, page 186)
SWD6, page 252; SWS, pages 34-35.

Millenium Falcon (RCRBd20, page 230; SWd20, page 185)
SWD6, page 254; SWS, pages 40-44.

Mon Calamari Star Cruiser (RCRBd20, pages 232-233; SWd20, page 186)
SWD6, pages 252-253; SWS, pages 36-37.

Nebulon-B Escort Frigate (RCRBd20, page 233; SWd20, pages 186-187)
SWD6, page 253-254; SWS, pages 31-32.

Slave I (RCRBd20, page 231)
SWTSE, pages 134-135.

TIE Fighter (RCRBd20, page 228; SWd20, page 183)
SWD6, pages 249-250; SWS, pages 25-27.

X-Wing Fighter (RCRBd20, page 227; SWd20, page 182)
SWD6, page 249; SWS, pages 19-25.

Y-Wing Fighter (RCRBd20, page 228; SWd20, page 183)
SWD6, page 249; SWS, pages 18-19.

Z-95 Headhunter (RCRBd20, page 228; SWd20, pages 183-184)
SWD6, page 250; SWS, page 15.

Creatures –

Bantha (RCRBd20, pages 335-336)
SWD6, page 222; SWS, pages 86-87; SWTSE, pages 172-173.

Dewback (RCRBd20, page 336; SWd20, page 258)
SWS, pages 87-88; SWTSE, page 174.

Dianoga (RCRBd20, page 336; SWd20, page 258)
SWTSE, page 175.

Mynock (RCRBd20, page 338; SWd20, pages 258-259)
SWS, pages 88-89; SWTSE, page 177.

Rancor (RCRBd20, page 338; SWd20, page 259)
SWD6, page 224; SWS, pages 89-91; SWTSE, page 177.

Tauntaun (RCRBd20, page 339; SWd20, pages 259-260)
SWD6, page 222; SWS, pages 92-93; SWTSE, pages 180-181.

Wampa (RCRBd20, page 339; SWd20, page 260)
SWD6, page 224; SWTSE, pages 181-182.

Droids –

2-1B Series Medical Droid (RCRBd20, page 370; SWd20, page 289)
SWD6, pages 238-239; SWS, pages 53-54; CFTD page 48.

3PO Series Protocol Droid (RCRBd20, pages 371-372; SWd20, page 291)
SWD6, page 239; SWS, pages 52-53; CFTD, page 73.

ASP Series Labor Droid (RCRBd20, page 375)
SWTSE, pages 162-163; SOE, page 102.

EG-6 Series Power Droid (RCRBd20, page 375; SWd20, page 295)
CFTD, page 88; SWTSE, pages 167-168.

IT-O Series Interrogation Droid (RCRBd20, page 371; SWd20, pages 289-290)
SWTSE, pages 165-166.

J9 Series Worker Drone (RCRBd20, page 375; SWd20, page 295)
CFTD, page 87; SWTSE, pages 162-163.

R2 Series Astromech Droid (RCRBd20, page 371; SWd20, page 290)
SWD6, page 238; SWS, pages 51-52; CFTD, page 70.

Viper Series Probe Droid (RCRBd20, page 374; SWd20, page 293)
SWD6, page 239; SWS, pages 54-56; CFTD, page 60.



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