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Issue 5

D6 Conversions for Star Wars Gamer, Issue #5
by Gary Astleford

This file contains the complete conversions for SWG#5, in the order in which the original material appeared in the magazine, referenced by article name and page number.

- Force Feedback -

Jawas Made Me Do It (SWG#5, pages 10-11)

Ships –

The Guardian Mantis (SWG#2, page 97, SWG#5, page 11)
Craft
: The Guardian Mantis
Type: Unique Xi Char creation
Scale: Starfighter
Length: 14 meters
Skill: Starfighter Piloting: Guardian Mantis
Crew: Unique (1 pilot, 1 hardwired astromech)
Crew Skill: Astrogation 8D+1, Starfighter piloting 8D+2, Starship gunnery 5D+2, Starship shields 6D+1
Passengers: None
Cargo Capacity: 70 kilograms
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Back-Up: x5
Nav Computer: Uses an Astromech droid programmed with 10 sets of coordinates
Maneuverability: 2D+2
Space: 9
Atmosphere: 400; 1,150 km/h
Hull: 1D+2
Shields: 1D *
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/4D
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill:
Starship Gunnery
Fire Control:
4D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
4D
Nano Missile Magazine (10 missiles)
Fire Arc: Front
Skill:
Missile Weapons: Nano Missiles
Fire Control:
3D
Space Range:
1/2/5
Atmosphere Range:
50-100/200/500 meters
Damage:
3D
Ion Encumbrance System (10 tags)
Fire Arc: Front
Skill:
Missile Weapons: IES
Fire Control:
2D
Space Range:
1/2/-
Atmosphere Range:
50-100/200/-
Damage:
Special **
*The Guardian Mantis' shields replenish at an increased rate. If damage versus the Mantis results in a "Shields Blown" effect, decrease the ship's shield capacity by +1 pips. If this reduces the shields to 0D, they do not replenish.
** The Ion Encumbrance System launches small projectiles that generate ion fields called "tags." Tags latch onto an enemy vessel if a hit is scored with the weapon. The tag immediately inflicts 2D of ionization damage to the target vessel, and reduces its Space (movement) rating by 1. For each additional tag that latches onto the vessel, the ionization damage is increased by +2D, and the ship's Space rating is further reduced. For example, a ship hit by a third ion tag takes 6D of ionization damage. This damage is constant until the tags are physically removed (which calls for a Moderate Starship Repair roll).

- Fiction Articles -

The Crystal (SWG#5, page 18)

NPCs –

Cyborg, male Human (SWG#5, sidebar, page 24)
Dexterity 4D
blaster 7D+1
dodge 6D+2
melee parry 6D+2
melee weapons 6D+1
vehicle blasters 7D
Knowledge 2D
intimidation 4D
law enforcement 4D
planetary systems 4D
survival 3D+1
Mechanical 3D+2
astrogation 7D+2
starfighter pilot 9D
starship gunnery 6D+2
starship shields 5D
Perception 2D+2
search 4D
Strength 3D+2
Technical 2D
computer programming/repair 5D+1
starfighter repair 5D+1
Force Points: 2
Dark Side Points: 2

Ships –

Bail Jumper (SWG#5, sidebar, page 24)
The Bail Jumper is a modified T-65B X-wing fighter. Modifications include five fire-linked laser cannons in lieu of the original four, and a reduced cargo capacity. Changes to statistics are as follows:
Craft
: Modified Incom T-65B X-Wing
Cargo Capacity: 75 kg.
Weapons:
5 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:
7D

The Crystal (SWG#5, sidebar, page 25)
The Crystal is a modified Z-95 Headhunter. Modifications include a decreased cargo capacity, six days additional consumables, the inclusion of a x1 hyperdrive, and a hull increase of +1D. Changes to statistics are as follows:
Craft
: Modified Incom/Subpro Z-95 Headhunter
Cargo Capacity: 60 kg.
Consumables: 1 week
Hyperdrive Multiplier: x1
Hull: 5D

Darkness Shared (SWG#5, page 28)

NPCs –

Kaox Krul, male Human (SWG#5, page 38)
Dexterity 3D+1
blaster 7D
dodge 6D+1
lightsaber 9D
melee parry 5D+2
melee weapons 6D+2
vehicle blasters 7D+1
Knowledge 2D+1
scholar: Sith lore 3D
Mechanical 3D
astrogation 4D
starfighter pilot 4D+1
starship gunnery 6D+2
Perception 2D
search 3D
sneak 2D+2
Strength 3D+2
climbing/jumping 5D
Technical 2D+2
armor repair 5D
Control 5D+1
Sense 3D+2
Alter 3D+1
Force Powers
: Accelerate Another's Healing, Alchemy, Burst of Speed, Channel Rage, Combat Sense, Control Another's Pain, Control Pain, Danger Sense, Emptiness, Enhance Attribute, Enhance Another's Attribute, Feed on Dark Side, Force of Will, Force Push, Hibernation Trance, Injure/Kill, Life Detection, Life Sense, Place Another in Hibernation Trance, Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Potential, Sith Sorcery, Telekinesis, Telekinetic Kill, Transfer Force, Waves of Darkness.
Force Points: 6
Dark Side Points: 16

Dree Vandap, female Rodian (SWG#5, page 38)
Dexterity 3D+2
blaster 4D+2
dodge 5D+2
lightsaber 6D
Knowledge 2D+1
scholar: Jedi lore 3D
Mechanical 2D+2
space transports 4D
Perception 3D
search 5D+1
Search: tracking 6D
Strength 4D
climbing/jumping 5D+1
Technical 2D+1
lightsaber repair 3D+1
Control 1D
Sense 2D
Alter 1D
Force Powers
: Combat Sense, Emptiness, Hibernation Trance, Life Detection, Telekinesis.
Force Points: 2
Dark Side Points: 0

Crian Maru, Female Human (SWG#5, page 38)
Dexterity 3D+1
blaster 6D
dodge 4D+1
lightsaber 7D+1
Knowledge 3D
intimidation 4D+2
scholar: Jedi lore 5D+2
Mechanical 3D+1
space transports 4D
Perception 2D+2
Strength 2D+2
Technical 3D
computer programming/repair 4D+1
lightsaber repair 5D+2
Control 5D+2
Sense 4D+2
Alter 2D+1
Force Powers
: Accelerate Healing, Affect Mind, Combat Sense, Concentration, Control Pain, Danger Sense, Emptiness, Enhance Attribute, Force of Will, Force Push, Hibernation Trance, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Lightsaber Combat, Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Potential, Telekinesis, Telekinetic Kill.
Force Points: 5
Dark Side Points: 5

- RPG Articles -

The Emperor's Pawns (SWG#5, page 44)

NPCs –

Blackhole, male Human (SWG#5, pages 44-46)
Dexterity 2D+2
blaster 6D+1
dodge 6D+2
melee parry 6D+2
melee weapons 5D+2
pick pocket 5D+1
Knowledge 4D
intimidation 7D+2
languages 5D
scholar: galactic politics 6D+1
scholar: Imperial intelligence 5D+2
survival 5D+1
willpower 6D+1
Mechanical 2D+1
Perception 4D
con 7D+1
con: disguise 4D+2
hide 4D+2
investigation 5D+1
persuasion 6D
search 6D
sneak 6D
Strength 1D
Technical 4D
computer programming/repair 6D
security 5D+1
Control 15D
Sense 9D
Alter 8D+1
Force Powers:
Absorb/Dissipate Energy, Accelerate Another's Healing, Accelerate Healing, Affect Mind, Control Another's Pain, Control Mind, Control Pain, Dim Another's Senses, Emptiness, Enhance Attribute, Enhanced Coordination, Drain Energy, Farseeing, Force of Will, Hatred, Hibernation Trance, Illusion, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Magnify Senses, Memory Wipe, Projective Telepathy, Rage, Receptive Telepathy, Sense Force, Sense Force Potential, Telekinesis, Telekinetic Kill, Waves of Darkness.
Force Points: 3
Dark Side Points: 28

Roganda Ismaren, female Human (SWG#5, pages 46-47)
Dexterity 3D
blaster 6D
dance 4D
dodge 5D+1
melee parry 5D+1
melee weapons 5D+1
Knowledge 3D+1
intimidation 4D+2
scholar: Imperial court 6D
willpower 5D+2
Mechanical 3D
Perception 3D+2
con 7D+1
con: disguise 6D+2
investigation 5D+2
persuasion 8D
search 5D
sneak 4D+2
Strength 2D
Technical 3D
computer programming/repair 4D+2
Control 3D+1
Sense 3D+1
Alter 2D
Force Powers:
Accelerate Healing, Affect Mind, Enhance Attribute, Force of Will, Friendship, Life Detection, Life Sense, Receptive Telepathy.
Force Points: 6
Dark Side Points: 9

Lumiya, female Human (SWG#5, pages 47-48)
Dexterity 3D+2
blaster 9D+2
dodge 9D
lightsaber 9D+2
lightwhip 10D+1
melee parry 9D
melee weapons 9D
Knowledge 2D+2
alien species 4D
intimidation 7D
languages 3D+2
planetary systems 5D+2
scholar: Sith lore 5D+2
survival 5D+2
Mechanical 3D+1
astrogation 5D+1
starfighter pilot 5D
starship gunnery 8D+2
starship shields 5D
Perception 3D
con 5D+1
con: disguise 5D
hide 4D+1
investigation 4D+2
persuasion 5D+1
search 6D
sneak 4D+1
Strength 3D
brawling 8D+1
Technical 2D+1
computer programming/repair 5D
lightwhip repair 4D+2
security 3D+2
Control 9D
Sense 6D+1
Alter 5D+2
Force Powers:
Absorb/Dissipate Energy, Accelerate Healing, Affect Mind, Combat Sense, Control Pain, Danger Sense, Emptiness, Enhance Attribute, Farseeing, Force of Will, Force Wind, Hatred, Hibernation Trance, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Lightsaber Combat, Magnify Senses, Rage, Sense Force, Shift Sense, Telekinesis, Telekinetic Kill, Waves of Darkness.
Force Points: 9
Dark Side Points: 15

Sarcev Quest, male Human (SWG#5, pages 48-49)
Dexterity 2D
blaster 6D
dodge 5D+2
lightsaber: short lightsaber 6D+2
pick pockets 4D+1
Knowledge 4D
intimidation 4D+2
languages 4D+1
scholar: galactic politics 6D+2
scholar: nobility 6D
Mechanical 2D+2
repulsorlift operation 4D+2
Perception 4D
con 7D+2
con: disguise 4D+2
investigation 8D
persuasion 11D+1
search 8D
sneak 6D+1
Strength 2D+1
Technical 3D
computer programming/repair 5D+2
security 5D
Control 6D+1
Sense 3D+1
Alter 4D+2
Force Powers:
Accelerate Healing, Affect Mind, Dim Another's Senses, Emptiness, Force of Will, Hibernation Trance, Illusion, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Telekinesis, Waves of Darkness.
Force Points: 7
Dark Side Points: 10

Arden Lyn, female Human (SWG#5, pages 49-50)
Dexterity 4D
blaster 8D+2
brawling parry 7D+2
dodge 8D
melee parry 7D+1
melee weapons 8D
thrown weapons 8D
Knowledge 2D+2
languages 3D+1
scholar: Palawan lore 4D+1
survival 4D+1
Mechanical 3D
Perception 2D+1
con 3D+2
hide 4D
investigation 3D+2
search 3D+2
sneak 3D+2
Strength 3D+1
brawling 8D+2
climbing/jumping 5D
Technical 2D+2
droid programming 4D+1
security 5D+1
Control 5D+2
Sense 4D+2
Alter 3D+2
Force Powers:
Absorb/Dissipate Energy, Accelerate Healing, Burst of Speed, Channel Rage, Combat Sense, Concentration, Control Pain, Danger Sense, Emptiness, Enhance Attribute, Force Lightning*, Force Push, Hibernation Trance, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Receptive Telepathy, Sense Force, Sense Force Potential, Telekinesis, Telekinetic Kill.
Force Points: 8
Dark Side Points: 12
*Arden Lyn's "Force Lightning" power manifests as a sonic shockwave.

Marek Stele, male Human (SWG#5, page 50)
Dexterity 3D+2
blaster 7D+1
dodge 7D+1
melee weapons 5D+1
melee parry 5D
Knowledge 2D+1
survival 4D+1
willpower 5D
Mechanical 4D
astrogation 8D
starfighter pilot 8D+2
starship gunnery 7D
starship shields 7D
Perception 3D
hide 4D+1
investigation 4D+1
search 3D+2
sneak 4D+1
Strength 2D+2
Technical 2D+1
computer programming/repair 4D+1
first aid 2D+2
security 4D+1
starfighter repair 5D+1
Control 2D+2
Sense 2D+1
Alter 2D+1
Force Powers
: Affect Mind, Concentration, Enhance Attribute, Force Push, Friendship, Life Detection, Life Sense, Receptive Telepathy, Sense Force, Telekinesis.
Force Points: 5
Dark Side Points: 5

Jeng Droga, male Human (SWG#5, page 51)
Dexterity 4D
blaster 9D+1
dodge 8D+1
lightsaber 10D+1
pick pockets 5D+1
Knowledge 2D+1
scholar: Jedi lore 4D+1
scholar: Sith lore 4D+2
survival 3D+2
Mechanical 2D+2
repulsorlift operation 5D+1
Perception 2D+2
con 4D
hide 4D
investigation 4D
search 6D+1
sneak 4D
Strength 4D
climbing/jumping 4D+2
Technical 2D+1
demolitions 3D
lightsaber repair 5D
security 5D
Control 7D
Sense 5D+1
Alter 3D
Force Powers:
Affect Mind, Channel Rage, Combat Sense, Concentration, Danger Sense, Enhance Attribute, Force of Will, Hibernation Trance, Life Detection, Life Sense, Lightsaber Combat, Projective Telepathy, Receptive Telepathy, Sense Force, Telekinesis.
Force Points: 8
Dark Side Points: 13

Equipment –

Arden Lyn's Juggernaut Droid Arm (SWG#5, sidebar, page 50)
Model
: Arden Lyn's Juggernaut Droid Arm
Type: Custom Cybernetic Implant
Scale: Character
Skill: Brawling and/or Martial Arts, or Blaster
Ammo: 25 (arm blaster only)
Cost: Not available for sale
Availability: 4, X
Range: 3-7/25/50 (arm blaster only)
Difficulty: Easy (punching only)
Damage: Strength +2D+1 (punch only, maximum 6D)/5D (arm blaster only)
Game Notes: This is Arden Lyn's robotic arm. The arm has a body strength of 6D, and resists damage done to it with that rating. It takes damage as if it were equipment (see "Damaged Weapons," SWD6, page 95).

Lumiya's Lightwhip (SWG#5, text, page 47 & sidebar, page 48)
Model
: Lumiya's Lightwhip
Type: Custom melee weapon
Scale: Character
Skill: Dexterity: Lightwhip
Cost: Not available for sale
Availability: 4, X
Difficulty: Moderate
Damage: Strength +3D+2 (maximum: 7D)
Game Notes: Lumiya's lightwhip is armed with lacerating tentacles formed from a Kaiburr crystal shard and Mandalorian iron. In addition to its use as a weapon, the whip grants its user a +1D bonus to rolls when attempting to trip or disarm opponents.

Sarcev Quest's Short Lightsaber (SWG#5, page 48)
Model
: Sarcev Quest's Short Lightsaber
Type: Lightsaber
Scale: Character
Skill: Dexterity: Lightsaber
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 4D
Game Notes: Sarcev Quest's lightsaber is listed as being a "short lightsaber," so I've given a D6 approximation of it here.

Ships –

The Singularity (SWG#5, sidebar, page 46)
The Singularity is a standard Imperial I Star Destroyer, with the following changes:
Type: Modified Imperial I Star Destroyer
Hyperdrive Multiplier
: x1.5
Hyperdrive Back-Up: x6
Shields: 2D+1
Notes: Equipped with a stygian-triprismatic polymer that makes it difficult to detect with sensor equipment. All treated objects (starships, vehicles, and armor) confer a -2D penalty to Search and Sensor skill rolls made to find or detect them. This penalty also reduces bonuses granted by Fire Control systems to a minimum of 0D. Against dark backgrounds, a treated object's lines are partially indistinct, and the difficulty to hit it is increased as if the object were under ½ cover.

The Sith Compendium (SWG#5, page 60)

Ships –

Sith Personnel Carrier (SWG#5, pages 60-61)
Craft
: Sith Personnel Carrier
Type: Space Transport
Scale: Capital
Length: 215 meters
Skill: Capital Ship Piloting: Sith Personnel Carrier
Crew: 12
Crew Skill: Typically 6D in all relevant skills.
Passengers: 360 (troops)
Cargo Capacity: 1000 metric tons (6 troop containers, see below)
Consumables: 6 months
Cost: Not available for sale
Hyperdrive Multiplier: x6
Hyperdrive Back-Up: x12
Nav Computer: Yes
Maneuverability: 0D+2
Space: 5
Atmosphere: 295; 850 km/h
Hull: 3D+2
Shields: None
Sensors:
Passive: 20/0D+1
Scan: 40/1D
Weapons:
8 Light Blaster Cannons
Fire Arc: 1 front, 3 left, 3 right, 1 rear
Scale: Walker
Skill: Vehicle Blasters
Fire Control: 1D
Space Range: 1-3/5/10
Atmosphere Range: 100-300/500/1 km
Damage: 3D
Note: Being as the Sith Personnel Carrier is an older model, I've only given it two sensor modes: passive and scan. For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112.

Sith Troop Containers (SWG#5, text, page 60)
Craft
: Sith Troop Container
Type: Ship-to-ground troop container
Scale: Starfighter
Length: @60 meters long
Passengers: 60 troops, 1 Sith slayer, or 2 Sith war behemoths
Hull: 3D

Sith Gunship (SWG#5, page 61)
Craft
: Sith Gunship
Type: Sith Escort Gunship
Scale: Capital
Length: 75 meters
Skill: Capital Ship Piloting: Sith Gunship
Crew: 18
Crew Skill: Typically 6D in all relevant skills
Passengers: 30
Cargo Capacity: 250 metric tons
Consumables: 1 year
Cost: Not available for sale
Hyperdrive Multiplier: x4
Hyperdrive Back-Up: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950 km/h
Hull: 3D+2
Shields: None
Sensors:
Passive: 30/1D
Scan: 60/2D
Weapons:
6 Autoblasters
Fire Arc: 3 front, 1 left, 1 right, 1 rear
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-8/25/40
Atmosphere Range: 100-800/2.5/4 km
Damage: 3D
Note: Being as the Sith Gunship is an older model, I've only given it two sensor modes: passive and scan. For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112.

Sith Starfighter (SWG#5, page 61)
Craft
: Sith Starfighter
Type: Starfighter
Scale: Starfighter
Length: 45 meters long
Skill: Starfighter Piloting: Sith Starfighter
Crew: 1
Crew Skill: Typically 4D in all relevant skills
Passengers: None
Cargo Capacity: 0.5 metric tons
Consumables: 5 days
Cost: Not available for sale
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 km/h
Hull: 6D
Shields: None
Sensors:
Passive: 15/0D
Scan: 30/1D
Weapons:
Triple Blaster Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 2D+2
Note: Being as the Sith Starfighter is an older model, I've only given it two sensor modes: passive and scan. For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112.

Droids –

Sith Sentry, Security Droid (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

Sith Elite Warbot, Ancient Battle Droid (SWG#5, page 62)
Dexterity 4D
blaster 6D, dodge 5D+1, melee weapons 7D+1, melee parry 5D+2, vehicle blasters 6D
Knowledge 2D
intimidation 5D+1
Mechanical 1D
Perception 4D
search 5D+1
Strength 4D
brawling 6D
Technical 1D
Equipped With:
Alchemically-Treated Sith Armor (+3D to Strength to resist damage, -2D to Dexterity)
2 Arm-Mounted Blaster Pistols (Do 4D damage each, range: 3-7/25/120)
Arm-Mounted Sith Sword (Does Strength +2D damage)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)
Locked Access (The droid's shut-down switch is secured or internally located)
Move: 6
Size: @1.8 meters tall
Cost: Not available for sale

Sith Slayer, Ancient War Machine (SWG#5, pages 62-63)
Dexterity 2D
blasters 6D, dodge 3D, melee parry 3D+2, melee weapons 7D, vehicle blasters: heavy repeating blaster 6D+2
Knowledge 2D
intimidation 6D
Mechanical 1D
Perception 3D
search 5D+2
Strength 5D
Technical 1D
Equipped With:
Alchemically-Treated Sith Armor Plating (+3D to Strength to resist damage, -2D to Dexterity)
2 Arm-Mounted Sith Spinning Bladers (Do Strength +1D+2 damage each)
2 Shoulder-Mounted Blaster Cannons (Do 8D damage each, range: 3-75/200/500)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)
Locked Access (The droid's shut-down switch is secured or internally located)
Move: 6
Size: Unlisted (gargantuan)
Cost: Not available for sale

Creatures –

Corrupted Snake (SWG#5, page 63)
Dexterity 2D+2
Perception 2D+2
hide 4D+2
search 6D
sneak 6D
Strength 7D+2
Special Abilities:
Bite: Does Strength +1D+2 damage.
Constrict: The corrupted snake can attempt to constrict a foe. It must first make a successful Brawling skill roll to grab its opponent, after which it must succeed in an opposed Strength check. If successful, it inflicts its Strength rating in damage each turn until the victim breaks free or dies.
Exceptional Reflexes: Corrupted snakes gain a +1D bonus to all Perception rolls made to determine initiative.
Poisonous: The venom of a corrupted snake is similar to Sith poison (see the entry on Sith poison in the Dark Side Sourcebook conversion file), with the exception that only a single Willpower or Control roll need be made to purge the venom from a character's system. This venom can be milked from a subdued corrupted snake, but requires a Difficult Beast Riding (or similar animal-handling) skill roll. For each five points the difficulty number is exceeded on this roll, one additional dose of venom is extracted. A complication on this roll indicates that the would-be milker has been bitten.
Move: 8
Size: 10 meters long

Sith Warbird (SWG#5, page 63)
Dexterity 3D
beak attack 3D+2
Perception 2D
Strength 6D+1
climbing/jumping 7D
Special Abilities:
Battle Harness: A Sith warbird equipped with a battle harness can accommodate a rider. A battle harness provides the warbird with armor, which grants +2D to the warbird's Strength rolls to resist damage. In addition, the harness is equipped with a cockpit that provides ¾ cover to the rider, special reins that add a 1D bonus to the riders Beast Riding skill rolls, and a mounted blaster cannon (use statistics for an E-Web blaster, see SWD6, pages 231, 233, and 263).
Beak: Does Strength +1D+1 damage.
Trample: Does Strength +1D damage.
Move: 10
Size: 6 meters tall, 10 meters long

Sith Familiar (SWG#5, pages 63-64)
Dexterity 5D
Perception 2D+1
hide 5D, search 4D+1, sneak 3D+2
Strength 0D+2
Control 3D

Force Powers: Enhance Attribute.
Special Abilities:
Alchemically Created: A Sith familiar can be created by following the instructions written on Sith scrolls, or contained in a Sith holocron. This requires 10,000 credits worth of materials, an alchemical apparatus (see the Dark Side Sourcebook), and a Very Difficult Alter roll when using the Alchemy Force skill.
Bite: Does Strength +2 damage.
Claws: Do Strength +1 damage.
Force Conduit: The master of a Sith familiar can use certain Force powers as if she were are the familiar's location. These powers include Enhance Attribute, Force of Will, Illusion, Life Detection, Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Potential, and Telekinesis. Additionally, the familiar's master can use Affect Mind, Create Force Storms, Hatred, Memory Wipe, or Waves of Darkness as if he were at its location, but this has a 3 in 6 chance of destroying the familiar.
Force Resistance: Sith familiars are resistant to Force powers that utilize the Sense skill, and receive a +3D bonus to any Perception or Control rolls made to resist these powers. Any Sense powers used against a Sith familiar that do not grant a resistance roll have their Sense difficulty increased by +10.
Force-Sensitive: Sith familiars are Force-sensitive.
Move: 4 (ground), 15 (fly)
Size: 0.5 meter wingspan

Equipment –

Meditation Chamber (SWG#5, pages 64-65)
A typical meditation chamber provides a +1D bonus when using the Accelerate Healing, Enhanced Coordination, Farseeing, Illusion, Projective Telepathy, and Receptive Telepathy Force powers. Each time the chamber is used to gain this bonus, the user gains a Dark Side Point. Additionally, the meditation chamber doubles the speed of natural healing. Meditation chambers must be custom-built. Anyone using a chamber not specifically made for them has the Force skill bonuses reduced to +1 pip, and gains an additional Dark Side Point. Construction of a meditation chamber requires schematics available only in Sith scrolls and holocrons, material costs as listed in the article, and a Heroic Alter roll when using the Alchemy Force skill.

Focusing Chamber (SWG#5, pages 65-66)
A typical focusing chamber amplifies the following Force powers: Create Force Storms, Enhanced Coordination, Farseeing, Force Wind, Hatred, Illusion, Projective Telepathy, Receptive Telepathy, and Telekinesis. Any use of a focusing chamber grants the user an additional Dark Side Point. The chamber requires a full minute of concentration prior to any powers being used. Using a chamber for ten minutes fatigues the user, and half an hour exhausts him completely. The Force powers used through a focusing chamber operate somewhat differently than normal, as noted below:

Create Force Storms
: A successful use of the Farseeing power allows the user to summon a storm anywhere on the same planet. The maximum and minimum storm diameters are doubled, as is damage. Use the following ranges in lieu of those listed in the Force Power description when using Create Force Storms in a focusing chamber: +5 for 200 meters or less, +10 for 200 meters to 2 kilometers, +15 for a base of 2 kilometers, +2 for every addition 2 kilometers, and +5 for every 2D of damage.
Enhanced Coordination: This power affects ten times the number of targets, and the difficulty increase for proximity is halved (round fractions up).
Farseeing: A focusing chamber grants a +3D bonus to the use of this power.
Force Wind: The area affected, duration, and range of this power are increased by ten times.
Hatred: The affected area of this power is doubled to twenty meters. Amplified Hatred inflicts 5D damage, and gives each affected character a -2D penalty to all rolls while in the area of effect.
Illusion: A focusing chamber grants a +3D bonus to the use of this power, and increases the range of the power to 100,000 meters.
Projective Telepathy: A focusing chamber grants a +3D bonus to the use of this power, and the difficulty increase for proximity is halved (round fractions up).
Receptive Telepathy: A focusing chamber grants a +3D bonus to the use of this power.
Telekinesis: A focusing chamber grants a +3D bonus to the use of this power, and the difficulty increase for proximity is halved (round fractions up).

Construction of a focusing chamber requires schematics that are available only in some Sith scroll and holocrons, incredible resources, and a huge cavernous space. In addition to the material costs and space requirements listed in the article, construction would take an alchemist 3 years to complete, and require a Heroic +15 Alter roll when using the Alchemy Force skill.

Artifacts –

Sith Sarcophagus (SWG#5, page 66)
If the Dark Side spirit is within ten meters of its Sarcophagus, Force-sensitive characters within ten meters must make Moderate Control or Willpower rolls or succumb to feelings of anger, fear, and aggression. If a character who has failed this roll attempts to call on the Force at any time within 24 hours, he will automatically call on the Dark Side. If any character finds himself laying inside a Sith sarcophagus for more than a single full round, he must make a Moderate Willpower roll or be possessed by the Dark Side spirit. Transferring the essence of a living being into a Sith sarcophagus requires that one be custom built. Materials costs are as listed in the article, and the being creating the sarcophagus must have the Alchemy Force power and another living being to sacrifice. To complete the process, the Force user must successfully use the Transfer Life Force power. For every 100 lives that are willingly sacrificed, the difficulties on the use of the Transfer Life power are reduced by 1.

Sith Scrolls (SWG#5, page 66)
To read a Sith scroll requires that the reader be familiar with the Sith language, either through pre-established character knowledge, or a Very Difficult Languages roll. A Sith library typically contains 16D scrolls. The chance that a character finds the information he is searching for is a cumulative 1% per scroll researched. Time spent researching is equal to that listed in the article.

A Campaign Guide to The Centrality (SWG#5, page 68)

NPCs –

Fleet Admiral Sris Lehhett, male Human (SWG#5, sidebar, page 69)
Dexterity 3D
blaster 7D+2
dodge 5D+1
melee parry 4D+2
melee weapons 6D+1
vehicle blasters 6D+1
Knowledge 2D+2
intimidation 6D+2
scholar: Centrality Navy 6D+2
willpower 4D+1
Mechanical 3D
astrogation 5D
capital ship pilot 7D+1
Perception 3D+1
persuasion 4D+2
Strength 3D+1
stamina 4D
Technical 2D+2
demolitions 4D
Force Points: 2

Drofo III, male Toydarian (SWG#5, page 70)
Dexterity 3D+1
blasters 4D+1
dodge 4D
melee parry 4D
melee weapons 4D+1
Knowledge 3D+1
business: hotels 6D+1
intimidation 4D+1
languages 4D
streetwise: Oseon 6D
value 5D+1
willpower 4D+2
Mechanical 3D
Perception 3D+1
con 4D+1
forgery 4D+1
gambling 5D
investigation 6D
persuasion 5D+1
search 4D+2
Strength 1D+2
Technical 3D+1

Equipment –

Stingbeams (SWG#5, sidebar, page 70)
Model
: Generic Stingbeam
Type: Stingbeam
Scale: Character
Skill: Blaster: Stingbeam
Ammo: 5
Cost: 400 credits
Availability: 2, F, R, or X
Range: 1-2/4/6
Damage: 4D (Stun)
Game Notes: A stunning weapon that is smaller than a hold-out blaster. Increase the listed price to 1,500 credits for a model that adds +5 to the difficulty of any Search or Sensors rolls made to detect it.

Life Crystals (SWG#5, sidebar, page 70)
Model
: Life Crystal
Type: Alien Technology
Cost: 5,000 credits per crystal (up to the Rise of the Empire); 25,000 credits (later eras, black market)
Availability: 3, R
Game Notes: After the first week of wearing a life crystal, roll 2D to determine its effects on the wearer:

2-3:        +1 pips to Strength
4:         +1 pips to Perception
5:         +1 pips to Knowledge
6-8:         No Effect
9:         +1 pips to Technical
10:         +1 pips to Mechanical
11-12:        +1 pips to Dexterity

Each successive year, the wearer rolls again and can gain additional bonuses. The bonuses are cumulative, as are bonuses awarded by multiple life crystals. If a life crystal is not worn for 24 hours, the bonuses become penalties. If the crystal is replaced within a week, the bonuses are restored. If the crystal is not replaced, the penalties will wear off in one year.

Miscellaneous Rules –

A Walk Through the Woods (SWG#5, sidebar, page 71)
For every 24 hours spent in the life orchards, a character must succeed in a Moderate Perception or Strength roll (use the better of the two attributes). If failed, roll 1D and consult the following chart:

1-3: -1 pips from Knowledge
4-5: -1 pips fom Perception
6: -1 pips from Strength

Once the character leaves the orchards, the penalties last thirty days. If a character loses more than 2 pips in any one attribute, the loss is permanent. A long and "gentle" exposure to the orchards requires only one roll per month.

Flamewind (SWG#5, text, pages 69-70)
Flying during the Flamewind results -10 to all skill rolls made. There is also a 2 in 6 chance that ship systems will fail (roll 1D on the "Lightly Damaged" column of the Starship Damage table, SWD6, page 128).

Shield Camouflage (SWG#5, sidebar, page 73)
In areas of stellar disturbance, such as nebulas, a ship equipped with shield camouflage will blend in with the dust. This bestows a 3D+1 penalty to any Sensors rolls made to detect the ship, and this penalty also reduces bonuses granted by Fire Control systems to a minimum of 0D. While so camouflaged, shields must be powered down or the bonus is lost.

Alien Species –

Toka (SWG#5, sidebar, page 72)
Average Toka.
Dexterity 2D, Knowledge 1D+1, Mechanical 2D, Perception 1D+1, Strength 2D, Technical 1D+1.
Home Planet
: Rafa V
Attribute Dice: 10D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+1
Special Abilities:
Skill Bonus: Toka characters gain a permanent +1D bonus to the Hide and Scholar: Sharu Legends skills.
Story Factors:
The Awakening: A few years before the Battle of Endor, Lando Calrissian activated the Mindharp of the Sharu, which "awoke" the Toka, who then became the Sharu. Toka characters who awaken add 2 to their Move score, +1D each to both their Knowledge and Technical attributes, and trade their own special abilities for those of the Sharu.
Move: 8/10
Size: Unlisted, but likely @1.8 meters tall on average.

Sharu (SWG#5, sidebar, page 72)
Average Sharu.
Dexterity 2D, Knowledge 2D+1, Mechanical 2D, Perception 1D+1, Strength 2D, Technical 2D+1.
Home Planet
: Rafa V
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+1/4D
TECHNICAL 1D+2/4D+1
Special Abilities:
Martial Arts: Sharu characters begin play with two extra skill dice, which they must assign to the Martial Arts skill as presented in the "Rules of Engagement" supplement. If this supplement is unavailable, these extra dice must be assigned to the Brawling and Brawling Parry skills.
Sharu Technology:
Sharu technology is incredibly advanced. When attempting to use Sharu technology, beings of other species suffer a -2D penalty. If a character takes the time to learn Scholar: Sharu Technology to a level of 6D or higher, this penalty is negated. This skill can only be learned from a Sharu, or a non-Sharu character who meets this requirement.
Move: 10/12
Size: Unlisted, but likely @1.8 meters tall on average.

Creatures –

Akorec (SWG#5, sidebar, page 74)
Dexterity 4D+2
Perception 1D
search 2D+1
Strength 5D+1
bite 6D
Special Abilities:
Bite: Does Strength +1D+2 damage.
Blaster-Resistant Scales: Akorec scales are blaster-resistant, giving them a bonus of +4D to their Strength score for the purpose of resisting blaster damage.
Claws: Do Strength +2 damage.
Low Light Vision: An akorec can see twice as far as a normal human in poor lighting conditions.
Move: 20
Size: 10 meters tall.

Adult Oswaft (SWG#5, sidebar, page 75)
Dexterity 2D+2

maser beam 4D
Knowledge 4D
scholar: games 4D+1, scholar: ThonBoka 6D+1, survival 4D+2
Mechanical 3D+1
astrogation 5D+1, capital ship pilot (themselves) 6D
Perception 3D
persuasion 4D+2
Strength 1D (Capital-scale)
Technical 4D+1
first aid 5D+1, simple matter alteration/creation 6D
Special Abilities:
Bite: Does Strength +2 damage (Capital-scale). If the oswaft's attack roll exceeds the to-hit number by more than 10, it has swallowed the target whole. Oswafts can only swallow starships that are less than 250 meters in size. Swallowed ships automatically suffer the oswaft's bite damage each round unless they can escape. Use the oswaft's pilot skill roll when biting.
Darkvision: Oswafts can see up to 20 meters in total darkness.
Can Survive in Vacuum: Oswafts live in the vacuum of space.
Capital Scale: Due to their size, adult oswaft are considered to be Capital scale for the purposes of taking and inflicting damage. They have a Space movement rating of 1.
Maser Beam: Does 6D damage (Capital-scale), range: 1-5/20/40.
Microwave Manipulation: Oswaft manipulate microwave energy in order for besnt space and time, which allows them to travel through hyperspace as a starship with a x2 hyperdrive. They can also focus microwaves into a maser beam (see Maser Beam), transmit to and receive signals from standard electronic communications gear, and change the molecular structure of matter in order to create simple compounds.
Space: 1
Size: Elder oswaft have a wingspan nearly a kilometer wide.

Ships –

Akorec Strike Cruiser (SWG#5, sidebar, page 74)
Craft
: Akorec Strike Cruiser
Type: Scillal Designs 89lc Akorec Strike Cruiser
Scale: Capital
Length: 250 meters
Skill: Capital Ship Piloting: Akorec Strike Cruiser
Crew: 205, gunners: 15, skeleton 70/+10
Crew Skill: Typically 4D in all relevant skills
Passengers: 700 (100-200 troops as standard)
Cargo Capacity: 4,000 metric tons
Consumables: 1 year
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Back-Up: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 7
Hull: 4D+1
Shields: 1D+2
Sensors:
Passive: 40/1D
Scan: 60/2D
Search: 120/3D
Focus: 5/4D
Weapons:
12 Laser Cannons
Fire Arc: 6 front, 2 right, 2 left, 2 rear
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km.
Damage: 4D

Tractor Beam Projector
Fire Arc: Front
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3 km.
Damage: 5D

University of Sanbra Guide to Intelligent Life: The Chiss (SWG#5, page 108)

Equipment –

Charric (SWG#5, sidebar, page 109)
Model
: Standard Charric Rifle
Type: Charric Rifle
Scale: Character
Skill: Charric
Ammo: 40
Cost: n/a
Availability: 3, X
Fire Rate: 1
Range: 3-8/30/60
Damage: 4D6
Notes: Not a blaster, but a weapon firing a maser-guided particle discharge that delivers both kinetic and thermal energy. Ceramic and polymer-based armor is useless against charrics, and characters wearing such armor do not add its bonus to Strength rolls to resist damage from them. While metal armor is effective against charrics, contact creates an electrical charge (treat damage from a charric against someone in metal armor as if the charric had been set to "stun"). Some charrics do have a stun setting.

Alien Species –

Chiss (AA, page 64-65; SWG#5, sidebar, page 110)
Average Chiss.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Home Planet
: Csilla
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:
Low Light Vision: Chiss can see twice as far as a normal human in poor lighting conditions.
Skill Bonuses: At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.
Tactics: Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.
Move: 10/12
Size: 1.6 to 2.1 meters tall.

Ships –

Chiss Clawcraft (SWG#5, sidebar, page 111)
Craft
: Chiss Clawcraft
Type: Starfighter
Scale: Starfighter
Length: 7.65 meters
Skill: Starfighter Piloting: Chiss Clawcraft
Crew: 1
Crew Skill: Typically 8D in relevant skills
Passengers: None
Cargo Capacity: 25 kilograms
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1.5
Nav Computer: No
Maneuverability: 3D+1
Space: 10
Atmosphere: 415; 1,200 km/h
Hull: 2D
Shields: 1D+1
Sensors:
Passive: 25/1D+1
Scan: 40/2D+1
Search: 60/3D+1
Focus: 4/4D
Weapons:
4 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5
Damage: 7D

- Adventure Articles -

The Hutt Hit (SWG#5, page 84)

NPCs –

Krova the Hutt, female Hutt (SWG#5, sidebar, page 90)
Dexterity 2D
blaster 3D
dodge 5D
Knowledge 4D
intimidation 7D
languages 4D+2
scholar: criminal organizations 7D+2
value 6D+2
willpower 8D
Mechanical 3D
Perception 4D+1
con 8D
forgery 6D
hide 6D
investigation 8D
persuasion 8D
search 7D
sneak 5D+1
Strength 3D+1
stamina 4D
Technical 3D+1
computer programming/repair 4D+2
Force Points: 2
Dark Side Points: 2

Langro Dis, Bounty Hunter, male Dug (SWG#5, sidebar, page 90)
Dexterity 4D+1
blaster 7D
dodge 7D
melee weapons 7D
Knowledge 2D+2
intimidation 5D
languages 3D
Mechanical 3D+2
astrogation 5D
space transports 6D+2
Perception 2D
con 4D
hide 5D+2
investigation 4D+2
search 5D+2
Search: tracking 2D+2
sneak 5D+2
Strength 2D+1
climbing/jumping 3D+2
Technical 3D
demolitions 4D+2
space transports repair 4D+1
Force Points: 2
Dark Side Points: 2

Marshall Hundria Kast, female Human (SWG#5, sidebar, page 91)
Dexterity 3D+2
blaster 7D
dodge 5D
melee parry 5D
melee weapons 5D+2
vehicle blasters 5D+2
Knowledge 2D+2
intimidation 5D+2
law enforcement 5D+2
planetary systems: Alvorine 5D
willpower 3D+1
Mechanical 3D
repulsorlift operation 6D
Perception 2D+1
Strength 3D+1
brawling 5D+1
Technical 3D
computer programming/repair 5D+1
blaster repair 4D+2
demolitions 3D+2
first aid 5D+1
repulsorlift repair 4D+2
Force Points: 1

Noth, Devotee of the Dark Side, male near-Human (SWG#5, sidebar, page 91)
Dexterity 4D
blaster 6D
dodge 6D+2
melee parry 7D+1
melee weapons 5D+1
thrown weapons 6D+2
Knowledge 2D+1
intimidation 4D+1
scholar: Sith lore 4D+2
willpower 3D
Mechanical 3D+1
Perception 2D+1
hide 6D+1
search 5D+1
Strength 3D+2
Technical 2D+1
Control 5D+1
Sense 2D+2
Alter 5D
Force Powers
: Absorb/Dissipate Energy, Affect Mind, Channel Rage, Concentration, Control Pain, Drain Energy, Emptiness, Enhance Attribute, Feed on Dark Side, Force Push, Hibernation Trance, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Sense Force, Sith Sorcery, Telekinesis, Telekinetic Kill.
Force Points: 1
Dark Side Points: 6

Fallanji, Information Broker, male Twi'lek (SWG#5, page 93)
Dexterity 3D
blaster 3D+2
dodge 5D+1
Knowledge 3D
languages 3D+2
scholar: Alvorine 4D+1
willpower 4D
Mechanical 2D+1
Perception 4D+1
con 6D+2
con: disguise 5D+1
forgery 5D+1
hide 6D+1
investigation 7D+2
persuasion 5D+1
search 8D
sneak 5D
Strength 2D
Technical 2D+1
computer programming/repair 3D+2
security 3D+1
Force Points: 1

Miera Lij, Disgruntled Employee, female Human (SWG#5, page 93)
Dexterity 2D+1
melee weapons 2D+2
Knowledge 3D
bureaucracy 4D+2
scholar: Alvorine 5D
value 4D+1
Mechanical 2D+2
Perception 2D
con 3D+1
investigation 4D+1
persuasion 2D+2
Strength 2D
Technical 3D
computer programming/repair 5D+1
droid programming 4D

Typical Trooper (SWG#5, page 93)
Dexterity 3D
blaster 5D
dodge 3D+1
melee parry 3D+1
melee weapons 4D
Knowledge 2D
intimidation 4D
Mechanical 2D+2
repulsorlift operation 3D+2
Perception 2D
Strength 2D+1
Technical 2D
first aid 2D+1
security 3D+1

Vehicles –

Sorosuub HL-38 Armored Hovervan (SWG#5, page 93)
Craft
: SoroSuub HL-38 Armored Hovervan
Type: Landspeeder
Scale: Speeder
Length: 9 meters
Skill: Repulsorlift Operation: HL-38
Crew: 1 pilot
Crew Skill: Typically 6D in all pertinent skills
Passengers: 10 or cargo
Cargo Capacity: 600 metric tons
Cover: ½ to those in forward cab, full to those in back
Altitude Range: Up to 1 meter
Cost: 13,000 (new), 4,000 (used)
Maneuverability: 1D+1
Move: 50; 140 km/h
Body Strength: 2D+2
Weapons: None.

Talnar's Rescue (SWG#5, page 94)

NPCs –

Imperial Stormtroopers (SWG#5, sidebar, page 97)
Use stats for Imperial Stormtroopers (SWD6, pages 208-209).

Imperial Biker Scouts (SWG#5, sidebar, page 97)
Use stats for Stormtrooper Scouts/Biker Scouts (IS page 48, GG5 page 65, or RoE pages 100-101).

Oquan Lieutenants, "Patch" and Selana (SWG#5, page 98)
Dexterity 3D+2
blaster 6D+1
dodge 6D+2
melee parry 4D+2
melee weapons 5D+1
Knowledge 3D
intimidation 6D+2
Mechanical 3D+1
any pilot skill (pick one) 5D
Perception 2D+2
con 4D
hide 6D+1
investigation 6D+1
search 5D+2
Search: tracking 3D+1
sneak 6D+1
Strength 2D+1
Technical 3D
any repair skill (pick one) 4D+1
computer programming/repair 4D+1
demolitions 4D

Oquan, The (15) (SWG#5, page 98)
Dexterity 3D+1
blaster 5D
dodge 4D+2
melee weapons 4D+1
Knowledge 3D
intimidation 4D
streetwise 5D
survival: track 3D+2
Mechanical 3D
any pilot skill (pick one) 5D
Perception 2D
hide 5D
search 4D+1
sneak 5D
Strength 2D
brawl 3D
Technical 2D+2
computer programming/repair 4D

Prit's Guards (SWG#5, page 101)
Dexterity 2D+1
melee parry 2D+2
melee weapons 4D+1
Knowledge 1D+1
intimidation 3D+2
Mechanical 1D+2
Perception 1D+2
Strength 4D
brawling 5D+1
Technical 1D

Nir Rinit, male Human (SWG#5, sidebar, page 102)
Dexterity 3D
blaster 3D+2
dodge 6D
Knowledge 3D+1
scholar: surveillance 5D+1
survival 5D
Mechanical 3D
Perception 3D+2
con 6D
con: disguise 5D+2
forgery 5D
hide 6D
investigation 7D
persuasion 4D+1
search 6D+2
Search: tracking 4D+1
Strength 2D
Technical 2D+2
computer programming/repair 4D+1
security 4D
Force Points: 1
Dark Side Points: 1

Goons (SWG#5, sidebar, page 102)
Dexterity 2D+1
blaster 3D+2
dodge 2D+2
melee parry 2D+2
melee weapons 3D+2
Knowledge 1D+2
intimidate 4D
Mechanical 1D+2
Perception 2D
Strength 3D
climbing/jumping 5D
Technical 1D+1

Rel Acoi, male Human (SWG#5, sidebar, page 103)
Dexterity 3D
blaster 7D+1
dodge 6D
melee parry 6D
melee weapons 6D+1
Knowledge 2D+2
intimidation 6D
streetwise 4D+1
willpower 5D+2
Mechanical 2D+2
astrogation 4D
jet pack operation 7D+1
Perception 3D+1
con 5D+2
con: disguise 4D
hide 5D+2
investigation 6D
persuasion 6D
search 7D+2
sneak 5D+1
Strength 3D+2
brawling 7D
Technical 2D+2
armor repair 4D
blaster repair 3D+1
computer programming/repair 4D+2
demolitions 4D+1
first aid 4D+1
Force Points: 3
Dark Side Points: 3

Talnar, male Human (SWG#5, sidebar, page 106)
Dexterity 2D+1
blaster 3D+2
dodge 4D
Knowledge 3D+1
survival 4D+2
willpower 4D
Mechanical 3D+1
astrogation 4D+2
space transports 5D+2
starship gunnery 4D+2
starship shields 5D+1
Perception 2D+2
con 3D+1
hide 4D
investigation 4D
search 7D+1
Strength 2D+1
climbing/jumping 3D+2
Technical 4D
computer programming/repair 7D
droid programming 6D
first aid 4D+1
Force Points: 4

Vehicles –

Imperial Troop Transport (SWG#5, sidebar, page 97)
Craft
: Nen-Carvon PX-7 Tracked Troop Transport
Type: Troop Transport
Scale: Speeder
Length: 13.25 meters
Skill: Ground Vehicle Operation: PX-7 Troop Transport
Crew: 2 (1 pilot, 1 gunner)
Crew Skill: Typically 4D in all pertinent skills
Passengers: 6
Cargo Capacity: 100 metric tons
Cover: ¾
Cost: Not available for sale
Maneuverability: 0D+2
Move: 45; 130 km/h
Body Strength: 3D
Weapons:
Twin Light Blaster Cannon
Fire Arc: Turret
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-250/750/1.5 km.
Damage: 4D

Speeder Bikes (SWG#5, page 98)
Use statistics for the Ikos-Adno 22-B Nightfalcon (SWD6, page 243).

Lead Speeder (SWG#5, page 98)
Craft
: Modified SoroSuub LLS-3 Landspeeder
Type: Landspeeder
Scale: Speeder
Length: 4 meters
Skill: Repulsorlift Opertaion: LLS-3
Crew: 2 (1 pilot, 1 gunner)
Crew Skill: Typically 6D in all pertinent skills
Passengers: 4
Cargo Capacity: 50 kilograms
Cover: ½
Altitude Range: Up to 2 meters
Cost: 12,000 (new), 5,000 (used)
Maneuverability: 2D
Move: 70; 200 km/h
Body Strength: 2D+1
Weapons:
Defense Blaster
Fire Arc: Turret
Scale: Speeder
Skill: Vehicle Blasters: Defense Blaster
Fire Control: 2D
Range: 3-50/120/300
Damage: 3D

Speeder Trucks (SWG#5, page 98)
Craft
: Modified Ubrikkian Speeder Truck QL-2a Landspeeder
Type: Landspeeder Truck
Scale: Speeder
Length: 12 meters
Skill: Repulsorlift Operation: QL-2a
Crew: 2 (1 pilot, 1 gunner)
Crew Skill: Typically 6D in all pertinent skills
Passengers: 2
Cargo Capacity: 50 metric tons
Cover: ½ cover to occupants, full cover for cargo
Altitude Range: Up to 2 meters
Cost: 20,000 (new), 10,000 (used)
Maneuverability: 1D
Move: 52; 150 km/h
Body Strength: 2D+2
Weapons:
Defense Blaster
Fire Arc: Turret
Scale: Speeder
Skill: Vehicle Blasters: Defense Blaster
Fire Control: 2D
Range: 3-50/120/300
Damage: 3D

Equipment –

Mitrinomon Z-6 Jet Pack (SWG#5, page 98)
Model
: Mitrinomon Z-6 Jet Pack
Type: Personal jet pack
Skill: Jet Pack Operation
Cost: 300 (fuel not included)
Availability: 3, F or R
Game Notes: Has a Move of 100 meters horizontally, 70 meters vertically. The base difficulty to use is Easy, modified by obstacles. It has 20 charges, and can expend up to two per round. Additional fuel cells cost 150 credits each.

Ships –

The Miniad (SWG#5, sidebar, page 102)
Craft
: The Miniad
Type: Corellian Engineering Corporation FA-504S
Scale: Starfighter
Length: 28 meters
Skill: Space Transports: FA-504S
Crew: 1 (Unique)
Crew Skill: As Pilot
Passengers: 10
Cargo Capacity: 100,000 metric tons
Consumables: 2 months
Cost: 100,000 (new), 30,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Back-Up: x12
Nav Computer: Yes
Maneuverability: 1D+1
Space: 7
Atmosphere: 350; 1,000 km/h
Hull: 3D+2
Shields: 2D
Sensors:
Passive: 25/1D
Scan: 50/2D
Search: 70/3D
Focus: 3/3D+2
Weapons:
Laser Cannon
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: 4D

Droids –

Modified Baktoid Combat Automata Protector Series (SWG#5, sidebar, page 106)
Dexterity 4D
vehicle blasters 10D+1
Knowledge 1D
Mechanical 1D
Perception 1D
search 4D+2
Strength 3D
climbing/jumping 6D+2
Technical 1D
Equipped With:
Armor (+2D to Strength rolls to resist damage)
Shield Generator (+3D to Strength rolls to resist damage)
Two Heavy Repeating Blasters (Do 8D damage, range 3-75/200/500)
Move: 8
Size: 2.5 meters tall
Cost: Not available for sale

- Computer Game Articles -

State of the Arts (SWG#5, page 120)

NPCs –

Jinkins: The "Wedge Antilles" of Starfighter, male Bith (SWG#5, page 121)
Dexterity 3D
blaster 4D
dodge 4D+2
melee parry 4D+2
melee weapons 4D
Knowledge 3D
survival 5D+2
Mechanical 4D+2
astrogation 7D+1
starfighter pilot 8D
starship gunnery 5D+2
starship shields 6D+1
Perception 2D+1
search 6D+1
Strength 1D+2
Technical 3D+1
computer programmin/repair 6D+2
demolitions 6D
security 6D
starfighter repair 6D+2

Ships –

The Freefall (SWG#5, page 122)
Craft
: The Freefall
Type: Modified Freefall-class starfighter
Scale: Starfighter
Length: 30 meters
Skill: Starfighter Piloting: Freefall
Crew: Unique (1 pilot, 3 gunners, 1 navigator, 1 bomber)
Crew Skill: Varies
Passengers: 8
Cargo Capacity: 20 metric tons
Consumables: 4 weeks
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Back-Up: x10
Nav Computer: Yes
Maneuverability: 2D+2
Space: 7
Atmosphere: 350; 1,000 km/h
Hull: 4D
Shields: 1D+2
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 3/4D
Weapons:
4 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
2 Laser Turrets
Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
Bomb Chute (20 bombs)
Fire Arc: Ventral
Skill: Missile Weapons: Bombs
Fire Control: 1D
Space Range: 1/2/3
Atmosphere Range: 500/1/2 km (altitude)
Damage: 14D

Naboo Bomber (SWG#5, page 123)
Craft
: Naboo Bomber
Type: Starfighter/Bomber
Scale: Starfighter
Length: 20 meters
Skill: Starfighter Piloting: Naboo Bomber
Crew: Unique (1 pilot)
Crew Skill: Varies
Passengers: 2
Cargo Capacity: 5 metric tons
Consumables: 2 weeks
Cost: Not available for sale
Maneuverability: 2D
Space: 7
Atmosphere: 350; 1,000 km/h
Hull: 5D
Shields: 1D+1
Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 40/2D
Focus: 2/3D
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Bomb Chute (30 ion bombs)
Fire Arc: Ventral
Skill: Missile Weapons: Ion Bombs
Fire Control: 1D
Space Range: 1/2/3
Atmosphere Range: 500/1/2 km (altitude)
Damage: 7D (actual damage, not ionization damage)



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