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Coruscant and the Core Worlds

This file consists of conversions taken from the Coruscant and the Core Worlds sourcebook for the d20 Star Wars Roleplaying Game.

- Brief Supplement Overview -

Let me start by saying that Coruscant and the Core Worlds is one fine-looking book. The interior art is superb, and the information presented between its covers is top-notch and sure to make any Star Wars GM happy. Lots of the things in this supplement are new and original, which is always a good sign. With 30 creatures, 16 pieces of equipment, 11 new vehicles, 5 alien species, 4 droids, 3 starships, and 1 Force power converted, there are definitely enough goodies to go around.

The book details 28 of the Core Worlds, including such Star Wars staples as Alderaan, Corellia, Duro, and Kuat. Each planet gets (on average) 5 pages of coverage, with special attention being paid to Coruscant (which gets nearly 30 pages by itself). Each entry includes planetary statistics, a description of the world, a brief history, information on the people who populate it, sample locations, and a GM's section (which includes plot hooks, NPCs, and other yummies). Over one-hundred non-player characters are detailed, as well as scores of adventure ideas.

Nearly 160 pages in length, Coruscant and the Core Worlds is a real treat. Interior art is plentiful and very nice to look at. Hard-bound and well-constructed, the only real disappointment is the high price tag ($29.95). Seeing as Amazon was out of stock, I picked my copy up at a local retailer that discounts all WOTC merchandise by 10%. Still, you get a lot of bang for your buck in this product. It may sting a bit at first, but you will feel better once you're home and had a little time to appreciate it.

Should you buy it? If you're interested in running a Core Worlds campaign, or just want to know more about the Core Worlds, then this book is for you. I can't think of a reason why anyone would not want this book, unless they are prejudiced towards the d20 game system. While this is understandable, especially in regards to someone who never intends to play d20, Wizards has continued to release quality SWRPG products on a regular basis. Coruscant and the Core Worlds is no exception.

Alien Species –

Aquar (CCW, page 159)
Home Planet
: Velusia
Average Aquar. Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Breath Underwater: Aquar can breathe underwater as normal, and will not drown.
Excellent Craftsmen: At the time of character creation, an Aquar character gains a free skill die which must be placed into a skill related to a specific craft.
Good Swimmers:
Aquar have evolved to be excellent swimmers, and get a permanent +1D bonus to their Swimming skill rating.
Move: 10/12 (swimming and walking)
Size: Unlisted (Medium)

Fia (CCW, page 104)
Home Planet
: Galantos
Average Fia. Dexterity 2D, Knowledge 2D+1, Mechanical 2D, Perception 2D, Strength 1D+2, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 1D/4D
KNOWLEDGE 2D/4D+1
MECHANICAL 1D/4D
PERCEPTION 1D+2/4D
STRENGTH 1D+1/3D+2
TECHNICAL 1D/4D
Special Abilities:
Injury Resistant: The Fia enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.
Surefooted:
Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.
Move
: 8/10
Size: Unlisted (Medium)

Gados (CCW, page 39)
Home Planet
: Abregado-rae
Average Gados. Dexterity 3D, Knowledge 1D+2, Mechanical 2D+1, Perception 1D+2, Strength 1D+1, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 2D/5D
KNOWLEDGE 1D/3D+2
MECHANICAL 2D/4D+1
PERCEPTION 1D/3D+2
STRENGTH 1D/3D+1
TECHNICAL 1D+1/4D
Special Abilities:
Acrobatic: Gados character gain a permanent +1D bonus to their Dodge skills.
Fragile: Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice.
Move: 12/14
Size: Unlisted (Medium)

Moocher (CCW, pages 39-40)
Home Planet
: Abregado-rae
Average Moocher. Dexterity 2D+2, Knowledge 1D, Mechanical 1D+2, Perception 1D+1, Strength 1D+1, Technical 1D.
Attribute Dice
: 9D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+1
STRENGTH 1D/3D+1
TECHNICAL 1D/3D
Special Abilities:
Blindsight: Moochers can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.
Prehensile Tail: Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.
Move: 10/12
Size: Unlisted (Small)

Mugaari (CCW, page 26)
Home Planet
: Unlisted (Javin sector)
Average Mugaari. Dexterity 1D+1, Knowledge 2D, Mechanical 1D+1, Perception 2D+1, Strength 2D+2, Technical 1D+1.
Attribute Dice
: 11D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+1
PERCEPTION 2D/4D+1
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+1
Story Factors:
Antisocial: The Mugaari were once the masters of the Javin sector, but have since been replaced by humans. Though they have learned to live with humans, they are still somewhat resentful of their culture's decline. They do not make friends with outsiders easily, and suffer a –1D penalty to Bargain, Command, Con, Investigation, and Persuasion skill checks when dealing with non-Mugaari.
Move: 10/12
Size: Unlisted (Medium)

Nosaurian (CCW, page 118; SWG#9, pages 85-86)
Average Nosaurian.
Dexterity 2D+1, Knowledge 2D, Mechanical 2D+1, Perception 1D+2, Strength 1D+2, Technical 2D.
Home Planet
: New Plympto
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D/4D
MECHANICAL 2D/4D+1
PERCEPTION 1D/3D+2
STRENGTH 1D/3D+2
TECHNICAL 1D/4D
Special Abilities:
Horns: Nosaurians possess six horns on the tops of their heads that they can employ as weapons. Goring an opponent with these horns inflicts the Nosaurian's Strength +1 in damage.
Internal Clock: Nosaurians attuned to the planet they are living on instinctively know when the sun is setting. They usually accompany the setting sun by braying at the top of their lungs. This is largely involuntary, and any Nosaurian wishing to resist the urge to "sing it [the sun] down" must succeed at a Very Difficult Willpower skill roll.
Story Factors:
Color Blind: Nosaurians only see in black and white. While they are not typically affected by this, they may have difficulty interpreting color-coded computer displays or vehicle controls that they are unfamiliar with.
Phosphorescent Mouth Lining: A Nosaurian can make the lining of his mouth phosphorescent at will. Although many animals on New Plympto use similar abilities to attract prey, it grants no appreciable bonus to Nosaurian characters.
Resentful of Humans: Nosaurians blame Republic politicians (and humans in general) for financial problems suffered on their homeworld of New Plympto. These feelings were further compounded by a heavy-handed Imperial subjugation of their planet.
Move: 10/12
Size: 1.2 to 1.55 meters tall

Creatures

Armadid (CCW, page 123)
Dexterity 3D+1
Perception 1D+2

hide 2D+1 (4D+1 in rocky terrain), search 3D
Strength 4D+2
climbing/jumping 7D+1
Control 2D
Force Powers
: Burst of Speed.
Special Abilities:
Camouflage: When in rocky terrain, the armadid's gray armored body blends in with its surrounding. This provides the armadid with a +2D bonus to Hide skill checks made in rocky environments.
Exceptional Reflexes:
Armadids gain a +1D bonus to all Perception rolls made to determine initiative.
Force-Sensitive:
Armadids are Force-sensitive.
Horns:
An armadid can gore a foe with its horns, inflicting its Strength +2 in damage.
Low-light Vision:
Armadids can see twice as far as humans in dim light.
Natural Armor:
The armadid adds +2D to Strength rolls made to resist physical damage, and +1D to Strength rolls made to resist energy damage.
Tail:
The crab-like pincer on the end of an armadid's tail can pinch an opponent for the creature's Strength rating in damage.
Move: 10
Size: 3 meters long
Note: The Armadid's camouflage bonus is not listed in the d20 entry, so the amounts listed in the conversion are based on my own estimation.

Bulfus (CCW, page 79)
Dexterity 3D+1
dodge 4D
Perception 1D+1
search 4D+1
Strength 2D+1
swimming 3D
Special Abilities:
Bite: The bite of a bulfus inflicts its Strength +2 in damage.
Diving Ram:
A bulfus can dive-bomb a target, physically ramming it after diving from a height. This attack, if successful, inflicts the bulfus' Strength +1D in damage.
Exceptional Reflexes:
Bulfusi gain a +1D bonus to all Perception rolls made to determine initiative.
Move: 20 (flying), 10 (swimming), 6 (ground)
Size: Unlisted (Medium)

Cairnmog (CCW, page 68)
Dexterity 3D+1
Perception 2D

search 4D
Strength 4D
Special Abilities:
Armor: The cairnmog's armored hide adds +2D to all Strength rolls it makes to resist physical damage, and +1D to all Strength roll it makes to resist energy damage.
Gore:
By goring a foe with its spikes, a cairnmog inflicts Strength +1 damage.
Kick:
The kick of a cairnmog inflicts Strength +2 damage.
Trample:
Cairnmogs can trample a foe smaller than themselves, inflicting Strength +2 damage.
Move: 18
Size: Unlisted (Large)

Casting Hawk (CCW, page 132)
Dexterity 2D+1
sap attack 3D+1
Perception 2D+2
search 5D+2, sneak 4D
Strength 2D+1
Special Abilities:
Beak: A successful beak attack inflicts the hawk's Strength +1 in damage.
Excellent Vision:
Casting hawks gain a +2 pip bonus to Search skill rolls related to their sense of sight.
Exceptional Reflexes:
Casting hawks gain a +1D bonus to all Perception rolls made to determine initiative.
Sap Attack: By using broken branches of the liquid thoron tree, the casting hawk is able to ensnare prey by covering them in dripping tree sap. This sap, when dry, is difficult to break, and requires a Difficult Strength check in order to do so. Entangled creatures suffer a -1D penalty to all attack rolls, a -2D penalty to their Dexterity ratings, and can only move at half of their normal Movement scores.
Talons:
A successful talon attack inflicts the hawk's Strength in damage.
Move: 16 (fly), 2 (ground)
Size: 1.5 to 1.8 meter wingspan

Coromon Headhunter (CCW, page 99)
Dexterity 5D
dodge 6D+1
Perception 2D+2
hide 6D+2, search 3D+1, sneak 6D+2
Strength 4D+2
climbing/jumping 8D
Special Abilities:
Dew Claw Attack: When hunting prey, a Coromon headhunter will unleash a devastating attack with both of its dew claws upon its prey. This attack is a called shot aimed at the target's neck, adding +1D to the difficulty of the attack (see the rules for Called Shots, SWD6, page 91). This attack inflicts Strength +1D damage, and any damage result of Mortally Wounded or Dead results in the target being instantly decapitated.
Exceptional Reflexes:
Coromon headhunters gain a +1D bonus to all Perception rolls made to determine initiative.
Foreclaw Attack:
A foreclaw attack from a Coromon headhunter inflicts Strength +1 in damage.
Move: 16
Size: Unlisted (Medium)

Cthon (CCW, page 35)
Dexterity 1D+2
dodge 3D+1
Perception 2D+1
hide 4D+1, search 3D+2, search: tracking 4D+1, sneak 4D+1
Strength 5D+1
brawling 7D+1
Special Abilities:
Blindsight: Cthon are blind, but due to their exceptional hearing, can accurately sense their surroundings within 10 meters.
Slam Attack: Cthon inflict their Strength rating in damage on a successful Brawling attack.
Move: 10
Size: Unlisted (Large)

Dimlurker (CCW, page 155)
Dexterity 3D
dodge 4D+2
Perception 3D
hide 4D+1, search 4D+2, sneak 4D+1
Strength 3D+1
brawling 4D, climbing/jumping 8D+1
Special Abilities:
Claws: A successful claw attack by a dimlurker inflicts its Strength +1D.
Crushing Attack:
If a dimlurker hits a target with two claw attacks, it can attempt a grapple check to pull its victim into a crushing "hug." A successful hug by a dimlurker inflicts the creature's Strength +2D. While hugging and grappling, the dimlurker can make no other attacks, though it is capable of moving at its full Move allowance.
Darkvision:
Dimlurkers have no eyes, but they can "see" out to 20 meters by other means.
Stench:
Dimlurkers have a characteristic rotting stench that hangs around them.
Terrifying Presence:
When encountering a dimlurker for the first time, characters must make an opposed Control or Willpower skill check against the dimlurker's Perception score. Failure indicates that the character is terrified, and must either make an attack, or flee the creature immediately.
Move: 12 (ground), 12 (climb)
Size: Unlisted (Large)

Droidbreaker (CCW, page 54)
Dexterity 2D
dodge 4D
Knowledge 2D
survival 2D+2
Mechanical 1D+2
Perception 2D+2

hide 4D+2, search 4D, search: tracking 4D
Strength 4D+1
brawling 5D+2
Technical 1D+2
Special Abilities:
Acid Resistance: When resisting damage from acids, a droidbreaker adds +3D to its Strength checks.
Armor:
The thick hide of a droidbreaker provides it with a +2D bonus to Strength checks made to resist physical damage, and a +1D bonus to Strength checks made to resist energy damage.
Energy Sense:
Droidbreakers can pinpoint the locations of power outputs by succeeding in a Moderate Search skill check. The range of this ability is 200 meters.
Exceptional Reflexes:
Droidbreakers gain a +1D bonus to all Perception rolls made to determine initiative.
Low-light Vision:
A droidbreaker can see twice as far as a human in dim light.
Metal Sense:
Droidbreakers can track sources of metal within 10 meters. Finding the metal requires a Moderate Search skill check.
Poison Resistance:
When resisting damage from poisons, a droidbreaker adds +2D to its Strength checks.
Proboscis:
The bone proboscis of a droidbreaker inflicts its Strength +2D damage.
Move: 12
Size: 5 meters tall at the shoulder
Note: As sentient creatures, I've converted droidbreakers in the same manner as I would normally convert characters.

Firehead (CCW, page 140)
Dexterity 4D+2
Perception 2D+1

search: smell 3D+1
Strength 1D
swimming 6D
Special Abilities:
Amphibious: Fireheads are equally comfortable in or out of water.
Darkvision:
Fireheads are able to see in complete darkness out to 20 meters.
Heat Attack:
Fireheads melt their way through glaciers with a heat-generating knobby growth on their upper jaws. They can also ram an opponent with this growth, and this attack inflicts 3D+1 damage.
Scent:
Fireheads gain a +1D bonus to all smell-related Search skill rolls.
Move: 20 (swim), 4 (ground), 2 (burrowing through ice)
Size: Unlisted (Tiny)

Gartro (CCW, pages 34-35)
Dexterity 3D+1
Perception 3D

search 5D+1
Strength 1D+1
Special Abilities:
Bite: The bite of a gartro inflicts damage equal to the creature's Strength rating.
Exceptional Reflexes:
Gartros gain a +1D bonus to all Perception rolls made to determine initiative.
Low-light Vision:
Gartros can see twice as far as humans in dim light.
Move: 4 (ground), 20 (flying)
Size: Unlisted (small)

Ibbot, Flame (CCW, page 84)
Dexterity 4D
dodge 4D+2, water jet 4D+1
Perception 1D+2
search 4D+1
Strength 2D
Special Abilities:
Bite: Flame ibbots can bite, inflicting their Strength in damage.
Quick Reflexes:
Flame ibbots gain a +2 pip bonus to all Perception rolls made to determine initiative.
Scalding Water Jet:
Flame ibbots can project a stream of scalding water at opponents. The stream has a range of 1-3/10/20, and inflicts 3D of damage.
Move: 10 (ground), 60 (flying)
Size: 4 meter wingspan

Ibbot, Great (CCW, page 84)
Dexterity 3D+1
dodge 6D
Perception 1D
spot 6D+2
Strength 5D+2
Special Abilities:
Bite: Great ibbots can bite for Strength +1D damage.
Quick Reflexes:
Great ibbots gain a +2 pip bonus to all Perception rolls made to determine initiative.
Move: 20 (ground), 40 (flying)
Size: 10 meter wingspan

Keffi (CCW, page 50)
Dexterity 4D+1
dodge 5D+1
Perception 3D+1
hide 3D+2, search 5D+1
Strength 3D
climbing/jumping 3D+1, stamina 3D+2
Special Abilities:
Bite: The bite of a keffi inflicts damage equal to the creature's Strength rating.
Kick:
Keffis can kick opponents, and this does Strength +2 damage.
Move: 20
Size: Unlisted (Medium)

Krendel (CCW, page 136)
Dexterity 3D
dodge 4D+2
Perception 1D
search 3D (search: scent 4D)
Strength 3D+2
bite 4D+2, climbing/jumping 5D, swimming 7D
Special Abilities:
Amphibious: Krendels are equally comfortable in or out of water.
Bite:
The sharp, needle-like teeth of a krendel inflict the creature's Strength +2D in damage.
Breath Weapon:
A krendel is able to spew a cloud of corrosive gas out to a range of 1-2/5/10, inflicting 5D of damage to anyone caught in it. This attack can be dodged as normal.
Scent:
Krendels gain a +1D bonus to all smell-related Search skill rolls.
Move: 10 (ground), 20 (swimming)
Size: Unlisted (Large)

Kundril (CCW, page 59)
Dexterity 6D+2
Perception 1D

hide 4D, search 5D+1
Strength 4D+2
brawling 5D+1
Special Abilities:
Bite: When biting with its mandibles, a kundril inflicts Strength +3D damage.
Quick Reflexes:
Kundrils gain a +2 pip bonus to all Perception rolls made to determine initiative.
Slam Attack:
Kundril can slam opponents for Strength +2D damage.
Move: 6 (ground), 60 (flying)
Size: Unlisted (Colossal)

Mutant Fefze Beetle (CCW, page 87)
Dexterity 4D
brawling parry 5D+2, dodge 5D+1
Perception 0D+2
hide 1D, search 2D+1
Strength 2D
brawling 2D+1
climbing/jumping 3D+2
Special Abilities:
Armor: A fefze beetle can add +1D to all Strength rolls made to resist physical damage.
Claw:
The claw attack of a mutant fefze beetle inflicts the creature's Strength +1 in damage.
Darkvision:
Mutant fefze beetles can see in the dark up to 20 meters.
Scent: Mutant fefze beetles gain a +1D bonus to all smell-related Search skill rolls.
Move: 12
Size: Unlisted (Medium)

Mutated Behemoth (CCW, page 64)
Dexterity 3D+2
brawling parry 4D+2, dodge 4D+1
Perception 1D
Strength 4D+2
bite 5D+1, climbing/jumping 6D+2
Special Abilities:
Bite: Mutated behemoths can bite foes, inflicting Strength +2D damage.
Low-light Vision: Mutated behemoths can see twice as far as humans in dim light.
Scaly Hide:
The scaly hide of a mutated behemoth adds +1D to all Strength rolls made to resist physical damage.
Move: 12
Size: 4 meters long

Rikknit (CCW, page 118)
Dexterity 3D+1
dodge 4D
Perception 1D+2
search 4D
Strength 2D+1
claw 2D+2, climbing/jumping 8D+2
Special Abilities:
Armor: Rikkits add +2 pips to all Strength rolls made to resist physical damage.
Bite: The bite of a rikkit inflicts Strength +2 damage.
Claws:
A rikkit has two claws, each of which inflicts the creature's Strength +1D damage. A rikkit may attack with both claws in the same round, and suffers no additional action penalty when doing so.
Darkvision:
Rikkits can see up to 20 meters in complete darkness.
Move: 12 (climbing & ground)
Size: Unlisted (Medium)

Sacorrian Grain Fly (CCW, page 144)
Dexterity 5D+1
bite 6D+1
Perception 2D
search 5D+2
Strength 0D+1
Special Abilities:
Bite: A successful bite attack made by a Sacorrian grain fly injects a poison (see below).
Darkvision:
Sacorrian grain flies can up to 20 meters in complete darkness.
Poison: The poison of a Sacorrian grain fly produces a painful bite, and anyone bitten must succeed at a Moderate Strength check or be considered to have taken a "Stunned" damage effect. These stuns are cumulative, and failing a number of saves equal to a character's Strength rating will knock the character unconscious (as detailed in SWD6, page 97).
Move: 2 (crawling), 12 (flying)
Size: "…the length of an adult Human's thumb."

Siringana (CCW, page 127)
Dexterity 2D+2
dodge 6D
Perception 2D+2
hide 7D, search 3D, sneak 3D+1
Strength 4D+1
brawling: spiked tail 6D
Special Abilities:
Bite: The bite of siringana inflicts the creature's Strength +1D+1 in damage.
Darkvision:
The siringana can see up to 20 meters in complete darkness.
Exceptional Reflexes:
Siringana gain a +1D bonus to all Perception rolls made to determine initiative.
Scent:
Siringana gain a +1D bonus to all smell-related Search skill rolls.
Spiked Tail:
When used as a weapon, the spiked tail of a siringana inflicts Strength +1D damage.
Terrifying Presence:
When encountering a siringana for the first time, characters must make an opposed Control or Willpower skill check against the siringana Perception score. Failure indicates that the character is terrified, and must either make an attack, or flee the creature immediately.
Move: 30
Size: Unlisted (Large)

Skree-skater (CCW, page 104)
Dexterity 5D
Perception 2D+2

hide 6D, search 7D
Strength 4D
jumping 5D+1
Special Abilities:
Exceptional Reflexes: Skree-skaters gain a +1D bonus to all Perception rolls made to determine initiative.
Gelatin:
Skree skaters gain a +3D bonus to Hide and Move Silently skill checks when moving on gelatinous terrain. They are also able to burrow through the gelatin of their homeworld.
Low-light Vision:
Skree-skaters can see twice as far as humans in dim light.
Piercing Beak:
The piercing beak of a skree-skater inflicts its Strength +1D in damage.
Scent:
Skree-skaters gain a +1D bonus to all smell-related Search skill rolls.
Move: 10 (ground), 4 (burrowing through gelatin)
Size: Unlisted (Medium)

Spukamas (CCW, page 75)
Dexterity 5D+1
running 6D
Perception 3D+1
search 5D, search: tracking 5D
Strength 1D
jumping 2D+2
Special Abilities:
Bite: A spukamas inflicts its Strength +1 on a successful bite attack.
Claw:
The claws of a spukamas inflict the creature's Strength in damage.
Exceptional Reflexes: Spukamas gain a +1D bonus to all Perception rolls made to determine initiative.
Move: 12
Size: Unlisted (Tiny)

Squall (CCW, page 68)
Dexterity 4D+2
Perception 1D+2

hide 4D, search 4D
Strength 1D
Special Abilities:
Bite: A squall can bite for its Strength rating in damage.
Keen Senses:
Squalls have exceptional senses, and gain a +1D+1 bonus to all Search skill checks.
Move: 10 (ground), 2 (burrow)
Size: Unlisted (Tiny)

Steep (CCW, page 113)
Dexterity 1D+1
Perception 2D+2
search 6D
Strength 4D+1
Special Abilities:
Amphibious: Steeps are equally comfortable living in or out of water.
Bite:
A steep's bite inflicts Strength +1D damage.
Exceptional Reflexes:
Steeps gain a +1D bonus to all Perception rolls made to determine initiative.
Low-light Vision:
Steeps can see twice as far as a human in dim light.
Thick Hide: The thick hide of a steep gives it a +2D bonus to Strength rolls made to resist physical damage, and a +1D bonus to Strength rolls made to resist energy damage.
Move: 8 (ground), 16 (swimming)
Size: Unlisted (Large)

Stratt (CCW, page 35)
Dexterity 4D
Perception 2D+1

hide 4D, search: track 3D, sneak 4D
Strength 4D
brawling 4D+2, climbing/jumping 6D+2
Special Abilities:
Bite: A stratt's bite inflicts Strength +1D damage.
Camouflage:
The dark fur of a stratt aids the creature in blending into shadows. In dimly lit environments, stratts receive a +3D bonus to Hide skill checks.
Claws:
The claws of a stratt inflict Strength +1D damage.
Move: 16
Size: 2 meters long

Styanax (CCW, page 155)
Dexterity 4D
Perception 3D

search 7D, sneak 5D+2
Strength 6D
ram 6D+2, swimming 10D
Special Abilities:
Battering Ram: Styanax can ram an opponent (usually a watercraft), inflicting Strength +1D damage.
Bite:
The bite of a styanax does the creature's Strength +1D damage.
Breathe Underwater:
As fish-like creatures that live in water, styanax are able to breathe underwater.
Low-light Vision:
A styanax can see twice as far as a human in dim light.
Poison:
A successful tail attack made by a styanax that results in any damage rating greater than "Stunned" results in the poisoning of the target. Anyone poisoned in this manner must succeed at a Difficult Strength check, or take 6D poison damage.
Tail Whip:
A successful strike from a Styanax's tail does the creature's Strength +1D+1 damage.
Move: 16 (swim)
Size: Up to 14 meters long

Tenticulon (CCW, page 140)
Dexterity 3D+2
sting 5D+2
Perception 2D
search 4D, sneak 3D+1
Strength 4D
grapple 6D, swimming 9D
Special Abilities:
Blindsight: Tenticulons can detect prey out to 80 meters.
Breathe Underwater: As water-born creatures, tenticulons can breathe underwater and will not drown.
Fast Healing:
Tenticulons heal twice as fast as is normal.
Grasping Tentacles:
If a tenticulon successfully grapple an opponent, it can constrict its tentacle(s), inflicting the creature's Strength in damage each round, +1D per tentacle past the first that is constricting. To escape, the target must succeed in an opposed Strength roll with the tenticulon.
Immune to Heat:
Attacks that do damage by producing heat have their damages reduced to zero against tenticulons.
Stinging Tendrils (12):
The stings on a tenticulon's tendrils inflict the creature's Strength rating in damage, but they are only effective against an unarmored opponent.
Swallow Whole:
If the tenticulon manages to grapple a target with at least five of its tentacles, it can swallow its target whole if it makes a successful grappling attack. Any creature swallowed whole is subjected to the tenticulon's digestive acids, and these inflict 4D acid damage per round.
Move: 12 (swim)
Size: Unlisted (Colossal)

Thornsniper Plant (CCW, page 64)
Dexterity 0D
thorns 3D
Perception 1D+2
hide 5D
Strength 2D
Special Abilities:
Camouflage: The thornsniper plant blends in with the plants around it. When in a jungle or wooded environment, thornsnipers may add +2D to their Hide skill checks to avoid detection.
Thorns:
When it senses vibrations, the thornsniper shoots volleys of thorns in that direction. The plant will continue to fire thorns for up to five rounds after it has "spotted" a victim.
Tremorsense:
A thornsniper automatically detects vibrations made by moving creatures that are in contact with the ground. This sense extends to a range of 20 meters.
Move: 0
Size: Unlisted (Small)

Umrach (CCW, page 34)
Dexterity 3D+2
Perception 3D

hide 4D, search 4D, search: track 5D, sneak 5D
Strength 4D+1
jumping 6D
Special Abilities:
Blindsight: Even though it has no eyes, an umrach can detect its surrounds up to 30 meters distant.
Constrict: If the umrach succeeds in a grappling attack against a foe, it can automatically constrict the foe on subsequent rounds for its Strength rating in damage. While constricting, it can also bite, and receives a +2D bonus to the attack roll. Anyone so constricted can break free by succeeding in an opposed Strength check with the umrach.
Exceptional Reflexes:
Umrachs gain a +1D bonus to all Perception rolls made to determine initiative.
Force Absence:
Umrach are immune to all Force powers that involve Sense or Alter.
Mouth Tentacle "Bite":
A successful "bite" with the umrach's mouth tentacles inflicts its Strength +1D+2.
Slam Attack:
A slam attack by an umrach inflicts the creature's Strength +1 in damage.
Tail Attack:
An umrach can inflict its Strength +1 by striking an opponent with its tail.
Move: 16
Size: Unlisted (Large)

Velusian Fursnake (CCW, page 159)
Dexterity 4D+1
dodge 5D+1, poisonous sting 5D+2
Perception 1D
hide 2D+1, search 3D
Strength 2D
climbing 3D+1
Special Abilities:
Poisonous Sting: The sting of a Velusian fursnake inflicts the creature's Strength +1 in damage. Any damage result greater than "Stunned" indicates that it has injected a paralyzing poison into its prey. The target must succeed in a Moderate Strength check or else lose 2D pips from his Dexterity rating. A Character whose Dexterity has been reduced below 0D is paralyzed and unable to move. These effects last 1D hours, after which the victim recovers 1 pip to his Dexterity per hour.
Move: 8 (ground), 4 (climb)
Size: 2 meters long

Droids –

Chiba DR-10 (CCW, page 94)
Dexterity 2D
blaster 3D
Knowledge 2D
alien species 3D+2, bureaucracy 3D+1, value 3D+1, willpower 3D+1
Mechanical 3D
Perception 1D
investigation 3D+1, persuasion 3D+1, search 3D, search: tracking 3D+2
Strength 1D
Technical 2D
computer programming/repair 3D+1
Equipped With:
360 Degree Vision (The droid can see in all directions at once, making it difficult to surprise)
Blaster (Damage 4D, Range: 3-10/30/120)
Comlink (The droid has an integrated comlink system)
Heuristic Processor (The droid is able to use skills it is untrained in)
Improved Sensor Package (The droid has a +2 bonus to all Search skill checks)
Infrared Vision (The droid can see in the dark up to 30 meters)
Motion Sensors (The droid gains a +2 bonus to Search checks against moving targets)
Recording Unit (The droid can record and play back up to 5 minutes of holographic footage)
Repulsorlift Unit (Allows limited flight)
Telescopic Vision (The droid's visual sensors include a long-range capability)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)
Move: 10 (hover)
Size: Unlisted (Medium)
Cost: 12,000
Note: The type of recording unit was not specified in this droid's d20 entry, so I've picked that value out of a hat until official errata is available.

Construction Droid (CCW, page 35)
Dexterity 1D
Knowledge 1D
planetary systems: Coruscant 6D+1
Mechanical 1D
Perception 1D
Strength 3D
Technical 1D
construction 7D, demolitions 3D+2, security 4D
Equipped With:
Battering Ram (Damage: 6D, Scale: Starfighter)
Explosive Electrical Claws (Damage: 4D, Scale: Speeder)
Heavy Shovel Arms Damage: 6D, Scale: Starfighter)
Implosion Wrecking Balls (Damage: 4D, Scale: Starfighter)
Plasma Cutters (Damage: 3D, Scale: Walker)
Move: 10
Scale: Starfighter
Size
: Forty stories tall
Cost: 900,000

KDY-4 Series Tech Droid (CCW, page 109)
Dexterity 2D
Knowledge 3D
languages 8D, scholar: engineering 4D+2, scholar: physics 4D+2, scholar: technology 5D+2
Mechanical 2D
Perception 2D
search 5D
Strength 3D
Technical 4D
computer programming/repair 5D, capital ship repair 7D, capital ship weapon repair 5D, security 4D+1, space transports repair 6D, starfighter repair 6D, starfighter weapon repair 5D
Equipped With:
Comlink (The droid has an integrated comlink system)
Diagnostics Package (+2D to Capital Ship Repair)
Environmental Compensation (The droid is adapted for exposure to open space)
Heuristic Processor (The droid is able to use skills it is untrained in)
Improved Sensor Package (The droid has a +2 bonus to all Search skill checks)
Infrared Vision (The droid can see in the dark up to 30 meters)
Internal Storage (The droid has 3 kilograms of extra space available for storage or upgrades)
Low-light Vision (The droid can see twice as far as a human in dim light)
Magnetic Feet (The droid's feet are equipped with electromagnetic grippers)
Recording Unit (The droid can record and play back up to 5 minutes of video footage)
Telescopic Appendage x2 (A telescopic appendage can reach up to 2 meters away from the droid)
Tool Mounts (The droid has two appendages that have tools attached to them)
Translator Unit (Gives the droid a +5D bonus to Knowledge: Languages)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)
Move: 10
Size: Unlisted (Medium)
Cost: Unlisted (Not generally available for sale to non-Kuati)
Note: Neither the type of translator unit or recording unit was specified in this droid's d20 entry, so I've picked those values out of a hat until official errata is available.

WA-7 (CCW, page 30)
Dexterity 1D
Knowledge 2D
planetary systems: Coruscant 3D+2, value 3D+1, willpower 3D+2
Mechanical 1D
Perception 3D
con 4D+2, investigation 4D+2, persuasion 4D+1, search 3D+2
Strength 1D
Technical 1D
computer programming/repair 2D
Equipped With:
Order Transmitter (Transmits orders automatically to the kitchen)
Repulsor Stabilizer (Keeps the droid upright, +2D to any rolls involving the droid's balance)
Vocabulator (The droid can replicate organic speech)
Move: 10
Size: Unlisted (Medium)
Cost: 2,500

Equipment –

Archidia Fragrance (CCW, page 123)
If inhaled by a character, the fragrance of the archidia can cause euphoria. Anyone inhaling the fragrance must attempt a Moderate Strength check, or be struck with euphoria (-1 pip to Perception for 1Dx10 minutes).

Concentrated Archidia Poison (CCW, page 123)
If this concentrated archidia poison is inhaled, the inhaler must make a Very Difficult Strength check to avoid its effects. If this roll is failed, the user loses 6D+2 pips from his Perception score for 1D days. This loss is temporary, but if it reduces the character's Perception below 0D, he enters a coma and can only be revived with the proper medical attention.

Coruscant Survival Kit (CCW, pages 17-18)
In addition to the included equipment, the supplied maps grant a +2 pip bonus to all Planetary Systems: Coruscant skill rolls. Descriptions of the other items in the kit are as follows: breather (as "Breath Masks," SWD6, pages 225-226), glow rod (SWD6, page 226), "Stinger" hold-out blaster (as the hold-out blaster in SWD6, page 229, but with a 5 shot capacity instead of 6), small datapad (as "Datapads," SWD6, page 226), and comlink (as "Comlinks," SWD6, page 226).

Datadagger (CCW, page 66)
Model
: Datadagger
Type: Melee Weapon/Code Cylinder
Scale: Character
Cost: 2,000
Availability: 3, R
Difficulty: Easy
Damage: Strength +2 (maximum: 5D)
Game Notes: The code cylinder allows access to restricted data via scomp link, based on the owner's level of personal security clearance.

Death Stick (CCW, page 18)
Anyone who sample a death stick must make a Difficult Willpower skill check. If failed, the character suffers a -1D penalty to both his Dexterity and Knowledge attributes. After 1-2 hours, the effects wear off, and the character must attempt a Very Difficult Strength check. Failure indicates addiction and the loss of -1 pips of Strength (which is permanent, unless treated). Anyone wishing to break their addiction can seek treatment, but this is costly. At the GM's option, lost points of Strength can be recovered by using the Medicine (A) skill (difficulty equal to 20, +1 per lost point of Strength), or the Accelerate Healing or Accelerate Healing in Another Force powers.

Dim Goggles (CCW, page 81)
When worn by a light-sensitive character, these goggles negate any penalties caused by bright illumination or sunlight.

Disguise Kit (CCW, page 125)
This kit adds a +1D bonus to any Con: Disguise skill rolls.

Flashstick (CCW, page 81)
Model
: Flashstick
Type: Drallish Melee Weapon
Scale: Character
Cost: 100
Availability: 3, F
Difficulty: Moderate
Damage: Strength, plus blindness
Game Notes: When touched to a target, a flashstick produces a flash of light, and this blinds the target for 1D+2 rounds.

Harvest Blade (CCW, pages 115-116)
Model
: Harvest Blade
Type: Nosaurian Farm Implement
Scale: Character
Cost: 125
Availability: 3
Difficulty: Moderate
Damage: Strength +2
Game Notes: A harvest blade can be folded down to 1 meter in length when not in use. When fully-extended, it has a reach of 4 meters.

Magna Bolas (CCW, page 157)
Model
: Magna Bolas
Type: Thrown Weapon
Scale: Character
Skill: Thrown Weapons: Magna Bolas
Ammo: 1
Cost: 500
Availability: 2, F
Fire Rate: 1
Range: 3-6/12/25
Damage: 4D stun, or entanglement
Game Notes: When used, the thrower of magna bolas must decide if he intends to stun his target or entangle it. If attempting to stun the target, the bolas inflict a 4D stunning attack if the thrower is successful. If attempting to entangle a foe, a successful hit inflicts 2D+2 damage. The target of the entangling attack must succeed at a Difficult Dexterity check or be entangled. Entangled creatures suffer a -1D penalty to all attack rolls, a -2D penalty to their Dexterity ratings, and can only move at half of their normal Movement scores.

Selonian Glaive (CCW, page 154)
Model
: Selonian Glaive
Type: Melee Weapon
Scale: Character
Cost: 500
Availability: 3, X
Difficulty: Difficult
Damage: Strength +2D (maximum: 7D)
Game Notes: If used to disarm opponents, the user of a Selonian glaive gets a +3D bonus to his attack roll.

Shadowcloak (CCW, pages 44-45)
This device, when worn, distorts the wearer's voice until it cannot be recognized, even to a voice reader. It also creates as static "black field," which generates a field of blackness over the wearer's entire body. This makes the subject featureless to all eyes and sensors. A shadowcloak grants a +6D bonus to any Con: Disguise skill checks made to conceal a character's identity. An opposed Search roll can be attempted against the wearer's Con: Disguise skill if an observer wishes to identify the subject. The downside is that a subject cannot walk around without being identified, but must instead remain stationary. The device can maintain its black field for an hour, after which it must cool down and recharge for 4 hours.

Spot-On Locator (CCW, page 19)
Spot-on locators work as described.

Suppressor Riot Rifle (CCW, page 19)
Model
: Merr-Sonn R-88 Suppressor Riot Rifle
Type: Riot Rifle
Scale: Character
Skill: Blasters: R-88
Ammo: 50 (stunning blasts)/10 (stun fluid)
Cost: 2,000
Availability: 2, X
Fire Rate: 1
Range: 3-20/50/100
Damage: 5D stun
Game Notes: Not only is this a powerful riot rifle, but it incorporates an underbarrel chemical sprayer that delivers Brix-C stun fluid onto targets up to 100 meters away. All characters within 4 meters of a spray's impact point much atempt a Dodge skill check to avoid Brix-C droplets. Characters who fail must attempt a Very Difficult Strength check, or be knocked unconscious for 2D minutes. The chemical cloud extends 8 meters from the point of impact (with this likely being modified by local wind and weather conditions). Any characters in the aerosol cloud (including any who have already resisted contact with any droplets) must make a Moderate Strength check upon inhaling the mist. Those who fail are knocked unconscious for 2D-1 minutes. Breath masks or full-body armor can protect characters from the effects of Brix-C, and characters wearing both types of protection are immune.

Tree-Claw (CCW, pages 115-116)
A pair of tree-claws grant their wearer a +1D bonus to Climb skill checks.

Vitapill (CCW, page 82)
Vitapills are a stimulant that aids in stun recovery, with a single pill reducing the number of "stuns" a character has received by 1D+2. For each pill past the first that is taken within the same 21 hour period, this roll is modified by -2.

Force Powers –

Sense Powers

Nature Affinity (CCW, page 45)
Sense Difficulty
: Moderate or Difficult
Required Powers: Life Detection, Life Sense, Sense Force.
Effect: With a Moderate difficulty, this power allows the user to detect and identify the specific kinds of plant and animal lifeforms in a 200 meter radius. Those not wishing to be found can resist by rolling Control or Perception: Hide, and the result of this roll replaces the standard difficulty number. Can only be used once per hour. With a Difficult difficulty, the user can also sense the "health" of an area, and this is expressed in a single word such as "harmonious," "threatened," or "dying."

Starships –

DDF Dagger-D (CCW, page 90)
Craft
: Duro Defense Force Dagger-D Police Fighter
Type: Starfighter
Scale: Starfighter
Length: 11.8 meters
Skill: Starfighter Pilot: Dagger-D
Crew: 1
Crew Skill: 5D in all applicable skills
Passengers: 2
Cargo Capacity: 85 kilograms
Consumables: 2 days
Cost: 27,500 credits
Maneuverability: 2D+1
Space: 10
Atmosphere: 415; 1,200 km/h
Hull: 2D
Shields: 1D
Sensors:
Passive: 30/0D
Scan:
55/1D
Search:
85/2D+1
Focus:
5/4D
Weapons:
2 Triple Blasters (fire-linked)
Fire Arc: Front
Skill:
Starship Gunnery
Fire Control:
1D
Space Range:
1-5/10/17
Atmosphere Range:
100-500/1/1.7 km
Damage:
3D

Selonian Cone Ship (CCW, page 147)
Craft
: Selonian Cone Ship
Type: Space Transport
Scale: Starfighter
Length: 20 meters
Skill: Space Transports: Selonian Cone Ship
Crew: 1
Crew Skill: 2D in all applicable skills
Passengers: 4
Cargo Capacity: 50 tons
Consumables: 1 month
Cost: Not available for sale
Maneuverability: 0D
Space: 4
Atmosphere: 168; 480 km/h
Hull: 2D
Sensors:
Passive: 15/–1D–1
Scan:
25/0D–1
Search:
40/0D+2
Focus:
1/0D+2
Weapons: None

TIE/Ad Defender Prototype (CCW, pages 77-78)
Craft
: Sienar Fleet Systems TIE/Ad x7 Prototype
Type: Prototype Starfighter
Scale: Starfighter
Length: 9.2 meters
Skill: Starfighter Pilot: TIE/Ad x7
Crew: 1
Crew Skill: 5D in all applicable skills
Passengers: None
Cargo Capacity: 85 kilograms
Consumables: 2 days
Cost: Prototype, not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Back-Up: None
Nav Computer: Programmable for 2 jumps
Maneuverability: 3D
Space: 10
Atmosphere: 415; 1,200 km/h
Hull: 3D
Sensors:
Passive: 25/1D
Scan:
40/2D
Search:
60/3D
Focus:
4/3D+2
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

Vehicles –

Anaxes Groundcoach (CCW, page 48)
Craft
: Anaxes Groundcoach
Type: Keffi-Drawn Coach/Ground Vehicle
Scale: Speeder
Length: 4.2 meters
Skill: Beast Riding: Teamster
Crew: 1
Crew Skill: 4D in all applicable skills
Passengers: 4
Cargo Capacity: 200 kilograms
Cover: 1/4 (driver & servant), full (passengers)
Cost: 42,000 (new), 28,000 (used)
Maneuverability: 0D+2
Move: 20; 55 km/h
Body Strength: 1D+1
Weapons: None

Armored Speedertruck (CCW, page 130)
Craft
: Ralltiir Securities Armored Speedertruck
Type: Repulsor Truck
Scale: Speeder
Length: 7 meters
Skill: Repulsorlift Operation: Armored Speedertruck
Crew: 2
Crew Skill: 5D in all applicable skills
Passengers: 3
Cargo Capacity: 120 tons
Cover: 3/4
Altitude Range: Ground level to 20 meters
Cost: 30,000 (new), 22,500 (used)
Maneuverability: 1D+1
Move: 70; 200 km/h
Body Strength: 6D
Weapons:
Defense Blaster
Fire Arc: Any
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
3-50/100/200
Damage:
3D

Cargo Container Loader (CCW, pages 56-57)
Craft
: Modified Travis Motors Starlifter
Type: Cargo Skiff
Scale: Speeder
Length: 16 meters
Skill: Repulsorlift Operation: Starlifter
Crew: 1
Crew Skill: 5D in all applicable skills
Passengers: None
Cargo Capacity: 75 tons
Cover: Full
Altitude Range: Ground to 5 meters
Cost: 100,000 (new), 7,000 (used)
Maneuverability: 0D
Move: 60; 173 km/h
Body Strength: 3D+2
Weapons:
Double Blaster Cannons (fire-linked)
Fire Arc: Front
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
3-150//300/800
Damage:
4D

Gados Floatboat (CCW, page 38)
Craft
: Gados Floatboat
Type: Amphibious Repulsorcraft
Scale: Speeder
Length: 10 meters
Skill: Repulsorlift Operation: Floatboat
Crew: 1
Crew Skill: 5D in all applicable skills
Passengers: 15
Cargo Capacity: 50 tons
Cover: Full (pilot)
Altitude Range: Ground to 500 meters
Cost: 13,000 (new), 4,000 (used)
Maneuverability: 1D+1
Move: 18; 50 km/h
Body Strength: 2D
Weapons:
Laser Cannon (Security models only)
Fire Arc: Front
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
3-50/100/200
Damage:
4D

Hot Rod Airspeeder (CCW, page 18)
Craft
: Hot Rod Airspeeder
Type: Airspeeder
Scale: Speeder
Length: 6.23 meters
Skill: Repulsorlift Operation: Hot Rod Airspeeder
Crew: 1
Crew Skill: 5D in all applicable skills
Passengers: 1
Cargo Capacity: None
Cover: 1/2
Altitude Range: Ground level to 5,000 meters
Cost: 55,000 (new), 22,000 (used)
Maneuverability: 3D+2
Move: 250; 720 km/h
Body Strength: 2D
Weapons: None

Nubian Cloudbus (CCW, page 121)
Craft
: Nubian B4 Cloudbus
Type: Airspeeder Transport
Scale: Speeder
Length: 10.5 meters long
Skill: Repulsorlift Operation: B4 Cloudbus
Crew: 2
Crew Skill: 4D in all applicable skills
Passengers: 36
Cargo Capacity: 200 kilograms
Cover: Full
Altitude Range: Ground level to 75,000 meters
Cost: 88,000 (new), 37,500 (used)
Maneuverability: 1D
Move: 243; 700 km/h
Body Strength: 6D
Weapons: None

PCBU (CCW, page 17)
Craft
: Police Cruiser Backup Unit
Type: Law Enforcement Airspeeder
Scale: Speeder
Length: 5 meters
Skill: Repulsorlift Operation: PCBU
Crew: 1 Droid
Crew Skill: 5D in all applicable skills
Passengers: None
Cargo Capacity: 10 kilograms
Cover: Full
Altitude Range: Ground level to 4,000 meters
Cost: 16,000 (new), 8,000 (used)
Maneuverability: 2D+1
Move: 87; 250 km/h
Body Strength: 2D
Weapons:
2 Swivel Laser Cannons (fire separately)
Fire Arc: Turret
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
50-300/1,000/2,000 m
Damage:
5D

Pols Anaxes Airspeeder (CCW, page 48)
Craft
: Pols Anaxes Airspeeder
Type: Airspeeder
Scale: Speeder
Length: 3.6 meters
Skill: Repulsorlift Operation: Pols Anaxes Airspeeder
Crew: 1
Crew Skill: 3D in all applicable skills
Passengers: 4
Cargo Capacity: 30 kilograms
Cover: Full
Altitude Range: Ground to 500 meters
Cost: 11,000 (new), 8,000 (used)
Maneuverability: 1D
Move: 190; 550 km/h
Body Strength: 2D
Weapons: None

Racing Wings (CCW, page 18)
Craft
: Racing Wing
Type: Homemade Parawing Racer
Scale: Speeder
Length: 5 meters
Skill: Repulsorlift Operation: Racing Wing
Crew: 1
Crew Skill: 6D in all applicable skills
Passengers: None
Cargo Capacity: None
Cover: 1/4
Altitude Range: Up to 250 meters
Cost: 4,000 (new), 2,000 (used)
Maneuverability: 2D
Move: 21; 60 km/h
Body Strength: 1D
Weapons: None

Vert'bo Airship (CCW, page 102)
Craft
: Vert'bo Airship
Type: Air/Ground Transport
Scale: Speeder
Length: 22 meters
Skill: Dirigible: Vert'bo Airship
Crew: 2
Crew Skill: 7D in all applicable skills
Passengers: 40
Cargo Capacity: 1 ton
Cover: Full
Altitude Range: Ground level to 5,000 meters
Cost: 50,000 (new), 28,000 (used)
Maneuverability: 0D
Move: 21; 60 km/h (flying)/10; 30 km/h (ground)
Body Strength: 8D
Weapons:
Deck-Mounted Blaster Cannon
Fire Arc: Turret
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
3-50/150/300
Damage:
5D
2 Swivel Laser Cannons (fire separately)
Fire Arc:
Turret
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
3-50/100/200
Damage:
5D

V-Fin Submersible Icebreaker (CCW, page 138)
Craft
: V-Fin Submersible Icebreaker
Type: Aquatic Submersible
Scale: Walker
Length: 9.5 meters
Skill: Watercraft Operation: V-Fin
Crew: 2
Crew Skill: 5D in all applicable skills
Passengers: 10
Cargo Capacity: 20 tons
Cover: Full
Depth Range: Surface level to 2,000 meters
Cost: 26,000 (new), 11,000 (used)
Maneuverability: 1D+2
Move: 40; 115 km/h
Body Strength: 2D
Weapons:
Sonic Drill
Fire Arc: Front
Skill:
Vehicle Blasters
Fire Control:
2D
Range:
3-50/100/200
Damage:
9D

Existing Material References –

Below, you will find book and page references to everything in the "Coruscant and the Core Worlds" 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. I only plan to list up to three or four references for each entry.

Alien Species –

Sljee (CCW, page 28)
AE, pages 143-144.

Creatures –

Thranta (CCW, page 46; AA, pages 46-47)
GG#3, page 67.

Droids –

Labor Droid: ASP Series (CCW, page 35; RCRBd20, page 375)
SWTSE, pages 162-163; SOE, page 102.

Starships –

DDF E-Wing (CCW, page 90)
DES, pages 103-104.

Incom I-7 Howlrunner (CCW, page 97; SOG, pages 68-69)
DES, pages 105-106.




Star Wars: The Official Site
Official Site


Link to Us
Link to Us


Cerberus Sector
Cerberus Sector


Verminary's Home Page
Verminary.com


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