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Secrets of Naboo

This file consists of conversions taken from the Secrets of Naboo supplement for the d20 Star Wars Roleplaying Game.

- Brief Supplement Overview -

This supplement gives a detailed account of the Naboo system. I didn't expect to like this supplement much, but I enjoyed it in spite of myself. A lot of non-rules-based information is presented, making it suitable for fans of Episode I who don't intend to actually play the role-playing game. The interior art is composed mostly of photos from the movie, with a few illustrations and maps here and there.

What pleased me the most is that just about everything presented in this supplement was new. Even though most of the equipment and NPCs presented are very strictly Naboo-oriented, they can easily be used as-is or mined for inspirational use in other (non-Naboo) storylines. Aside from the heaps of equipment, creatures, and characters presented, there is also an adventure that allows a group of players to be involved with the events presented in Episode I as they unfold. Though I'm not generally inclined to run or participate in such adventures, I'm sure that there are others who would enjoy it.

The book is perfect-bound, though the paper and binding (at least in my case) seem to be fairly low-quality. There is a certain amount of warping in the spine of my copy, and opening the book all the way gives me the impression that I'm going to ruin it. While I like this product, I do wish the materials used to construct it were of higher quality. The cover is glossy, while the interior is black and white. At 96 pages for $19.95, it is a bit expensive when compared to products from other companies with similar page counts.

Should you buy it? I would have to say, "Yes, you should." It contains a slew of information usable in most any setting, and is especially applicable to games set in the "Rise of the Empire" era.

- Equipment -

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

Cesta (SWd20, page 115; SON, sidebar, page 50)
Model
: Otoh Gunga Standard Issue Cesta
Type: Melee Weapon or Thrown Weapon (w/energy balls)
Scale: Character
Cost: 100
Availability: 3; R
Difficulty: Easy
Damage: STR+1D+1 (maximum: 6D)
Game Notes: A long staff used by Gungans to hurl energy balls (see below). It has a greater range than an atlatl. It can also be used as a staff in melee combat.

CR-2 Blaster Pistol (SON, sidebar, page 41)
Model
: Corellian Arms CR-2 Basic Blaster
Type: Blaster Pistol
Scale: Character
Skill: Blasters: Corellian Arms CR-2
Ammo: 50
Cost: 450 (power packs: 25)
Availability: 1; F, R, or X
Fire Rate: 1
Range: 3-12/36/144
Damage: 4D

Electropole (SON, sidebar, page 50)
Model
: Otoh Gunga Defense League Electropole
Type: Melee Weapon
Scale: Character
Cost: Not available for sale
Availability: 3; R
Difficulty: Moderate
Damage: STR+1D+1 (stun or killing)
Game Notes: This staff can deliver both bludgeoning (lethal) and electrical (stun) damage at the wielder's whim. Before damage is rolled, the wielder must decided what percentage of stun and real damage he will inflict on the target.

Energy Balls (SWd20, chart, page 116; SON, sidebar, page 50)
These are the blue energy balls used as missile weapons by Gungans. They can be thrown like grenades, but are generally hurled with an atlatl or a cesta. Damage from energy balls is considered to be energy damage (as opposed to physical damage) insofar as armor value is concerned. According to the "Secrets of Naboo" supplement (which gives more detail on energy balls), energy balls function just like ion cannons do (refer to SWD6, page 127, and the effects of ionized controls on page 128), and come in two scales: character (used in atlatls and cesta) and speeder (used in the Gungan Battle Wagon Mk. II's catapult). In addition to use against vehicles, energy balls work against droids in a manner similar to a Jawa ionization gun. Against creatures and characters, the energy balls only inflict stun damage. The text on page 49 of SON indicates that they come in a variety of sizes, so it is possible that they are available in walker scale as well. Energy balls do 3D ionization and/or stun damage, adjusted for scale.

Glie Poisons (SON, sidebar, page 52)
Model
: Naboo Glie Poisons
Type: Poisons
Scale: Character
Cost: Unlisted, though probably very high (perhaps 500-2000 per ounce, depending on the desired effect)
Availability: 3; X
Game Notes: These poisons are refined from a type of algae that is native to Naboo (for details, see the sourcebook). The refined algae can be used to make a number of poisons. When a poison is ingested, a character must roll his Strength score to resist the effects, and the difficulty depends on the poison being administered. Below is a list of glie poison types, their converted onset times, Strength check difficulties, detection difficulties, and any effects. For more details on Glie Poisons, please see the entry in "Secrets of Naboo."

TypeOnsetResist Diff.Detection Diff.Game Effects
Intoxication1 minV. Diff.V. Diff.Drunkenness, -2 on ability/skill rolls
Musc. Spasm1D/2 minV. Diff.Moderate-1D on all ability/skill rolls
Seizures1D minDifficultDifficult-2D on all ability/skill rolls
Sleep1D minModerateModerateUnconsciousness
Paralyzation1D minDifficultDifficultWithout care, death will result
Heart Failure2D hrsDifficultV. Diff.Heart attack, possibly death
Death (1)1D minEasyModerateDeath
Death (2)1D hrsModerateDifficultDeath
Death (3)2D hrsV. Diff.V. Diff.Death

As far as the game effects are concerned, the deciding roll is the initial Strength roll to resist the poison. In the case of a failure, the subject suffers whatever the game effect is. Dosage must be in the correct amount, based on the size/strength/species of the subject as detailed on page 62. No effect durations are listed, however, so assume that all effects (with the exception of Heart Failure and Death) last for 10 hours, minus the number dice in the subject's Strength rating (ie, someone with a Strength score of 2D+1 would suffer the effects for 10-2, or 8 hours). In the case of glie that produces heart failure, note the amount by which the target fails his Strength check, and after the onset time has expired, apply it as if it were damage.

Millaflower (SON, sidebar, page 54)
Model
: Millaflower Extract
Type: Tranquilizer
Scale: Character
Cost: 30 doses for 15+2D credits (from a pharmacist), or 30+3D credits (illegally)
Availability: 3; R
Game Notes: Millaflowers are used to soothe nerves, but this has no game effect. The extract of the millaflower, however, is a potent tranquilizer. Effects of the tranquilizer are as listed in the sidebar on page 54, while the game effects in D6 terms are listed below. For each dose administered, one Strength roll versus the listed difficulty is permitted. Each successive roll is more difficult than the last, but each successful roll negates the most serious effect that the dosage would otherwise indicate.

DoseEffectResist Diff.Detection Diff.Game Effects
1RelaxedV. EasyHeroic +5Character is relaxed
2UninhibitedEasyHeroicCharacter is unrestrained
3IntoxicatedModerateV. Diff.Character is drunken (-2 to all actions)
4SleepDifficultDifficultCharacter is unconscious
5ParalyzationV. Diff.ModerateDeath in 1 hour without care
6Heart FailureHeroicEasyImmediate death without care

Drug effects last for 10 hours, minus the number dice in the subject's Strength rating (ie, someone with a Strength score of 2D+1 would suffer the effects for 10-2, or 8 hours), and this duration does not change regardless of the dosage administered. Multiple doses can be given within a 24 hour period, and will count as additional doses as per the above chart.

Naboo Royal Pistol (SON, sidebar, page 41)
Model
: Theed Arms Royal Pistol
Type: Hold-Out Blaster
Scale: Character
Skill: Blaster: Royal Pistol
Ammo: 50
Cost: Not available for sale (Power Pack: 25)
Availability: 4; R or X
Fire Rate: 1
Range: 3-4/8/12 (short barrel), 3-10/20/30 (long barrel)
Damage: 3D+1
Game Notes: The Naboo royal pistols are custom-made, and not available to anyone but the Queen and her personal entourage. When used by the person for whom it was made, the pistol grants a +1D bonus to Blaster skill rolls. The pistols are equipped with a short barrel and a long barrel. The short barrel makes the weapon easier to conceal, but hampers the range somewhat. It takes one action to switch barrels.

Neimoidian Data Goggles (SON, sidebar, page 17)
Model
: Stock Neimoidian Data Goggles
Type: Cybernetic Interface
Scale: Character
Cost: 2,000 (includes implants and surgery)
Availability: 3; F or R
Game Notes: This is a cybernetic implant used by Neimoidians, and is not usually installed in non-Neimoidian patients (see below). To be of use, the goggles must be properly attuned to the wearer, and linked to a ship's computer and communications system. The goggles grant a 1D+2 bonus on all Astrogation, Computer Programming/Repair, and appropriate spacecraft Repair rolls, as well as a 3D+1 bonus on all appropriate spacecraft Piloting rolls. If a successful attack disrupt the vessel's internal communications network, the user must make a Heroic Strength check or be stunned for 1D+1 rounds. The price for such an installation is not only financial – the mere installation of the implant causes the pilot to lose +2 pips of both Knowledge and Perception (the loss is permanent). Neimoidian surgeons are unlikely to install this sort of hardware into non-Neimoidians without a sufficient bribe. However, since the technology is made specifically for Neimoidians, any character of another species loses twice as much Knowledge and Perception (ie, +4 pips/1D+1) due to the installation.

Personal Energy Shield (SON, sidebar, page 50)
Model
: Otoh Gunga Defense League Standard Issue Energy Shield
Type: Personal Energy Shield
Scale: Character
Skill: Melee Parry: Personal Energy Shield
Cost: Not available for sale
Availability: 3
Game Notes: This personal energy shield is held and wielded much the same way as a normal shield. The user makes a Melee Parry skill check to deflect incoming attacks, be they from melee weapons or blasters. Success indicates that the shield takes the damage. The shield has a Strength of 5D. If the damage roll is greater than the shield's Strength roll, excess damage affects the shield bearer. Every time the shield is compromised, the protection value is reduced by 1D.

Portable Shield Generator (SON, sidebar, page 50)
Model
: Otoh Gunga Stock Shield Generator Units
Type: Portable Blast Shield
Scale: Speeder
Cost: Not available for sale
Crew: 2 operators (one for the capacitor, one for the generator), 2 fambaas, plus any fambaa handlers
Availability: 3
Game Notes: This is a portable shield generator used by Gungans. It projects a circular shield canopy that provides protection for everything within a 75-meter radius of the capacitor. Multiple shields can be positioned so that their effects overlap. A shield provides 5D of protection from small, fast-moving objects that produce extreme heat (such as projectiles from weapons fire, as well as lasers and blasters (I presume)), and restricts the movement of large, slow-moving objects (such as troop transports and tanks). It will not stop the passage of small, slow-moving object, such as foot soldiers, nor will it protect against small projectiles that generate no energy signatures or only miniscule amounts of hear (such as arrows). Each time damage penetrates the force field, it loses 1D from its rating.

S-5 Heavy Blaster/Ascension Gun (SON, sidebar, page 41)
Model
: Theed Arms S-5 Heavy Blaster Pistol
Type: Heavy Blaster
Scale: Character
Skill: Blaster: S-5 (for heavy blaster), Firearms: S-5 (for microdarts and cable/grappling hook)
Ammo: 20 blast charges, 10 microdarts, and 2 twenty-meter long liquid cables
Cost: 1000 (Power Packs: 25)
Availability: 3; F, R, or X
Fire Rate: 1
Range: 3-10/30/60 (blaster and microdarts), 3-12/36/72 (cable)
Damage: 5D (blaster), Paralysis (poison microdarts, see below), or Entanglement (liquid cable)
Game Notes: This weapon can fire normal heavy blast charges, poisoned microdarts, or a length of liquid cable. Microdarts inflict no damage, but if used against an unarmored target (or an unarmored portion of a target, see the rules for called shots, SWD6, page 91), they inject a paralyzing poison. The target of such an attack must succeed at a Moderate Strength check or be paralyzed and unable to move for 2D minutes. The liquid cable can be used to scale walls (in conjunction with a grappling hook attachment), or can be used to ensnare an opponent. If a hit his scored with the cable, roll 4D "damage" against the target's Dexterity rating with the following results: 0-3: Grazed, -2 pips to Dexterity until freed, Very Easy Strength check to break free; 4-8: Lightly entangled, -1D to Dexterity until freed, Easy Strength check to break free; 9-12: Heavily entangled, -2D to Dexterity until freed, Moderate Strength check to break free; 13-15: Severely entangled, -3D to Dexterity until freed, Very Difficult Strength check to break free; 16+: Completely entangled, cannot perform any actions, Heroic Strength check to break free.

- Vehicles -

Bongo Submersible (SON, sidebar, page 48)
Craft
: Otoh Gunga Bonmeken Cooperative Tribubble Bongo
Type: Submarine
Scale: Speeder
Length: 15 meters
Skill: Watercraft Operation: Submarine
Crew: 1 pilot
Crew Skill: Varies
Passengers: 2
Cargo Capacity: 1600 kilograms (800 kilograms per cargo bubble)
Cover: Full
Altitude Range: n/a
Cost: 23,000 (new), 12,500 (used)
Maneuverability: 1D
Move: 80; 230 km/h
Body Strength: 4D
Weapons: None

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

Gian Speeder (SON, sidebar, page 40)
Craft
: Modified Sorosuub V-19
Type: Landspeeder
Scale: Speeder
Length: 5.7 meters
Skill: Repulsorlift Operation: Sorosuub V-19
Crew: 1 pilot, 1 gunner
Crew Skill: Varies
Passengers: 2
Cargo Capacity: 10 kilograms
Cover: 1/2
Altitude Range: Ground – 1.5 meters
Cost: 12,800 (new), 7,500 (used)
Maneuverability: 1D
Move: 55; 160 km/h
Body Strength: 4D
Weapons:
2 Light Repeating Blasters (fire-linked)
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3-50/120/300
Damage: 4D+1

Gungan Battle Wagon (Mk. I and Mk. II) (SON, sidebar, page 48)
Craft
: Otoh Gunga Defense League Battle Wagon/Catapult
Type: Beast-Propelled Low-Tech Military Transport
Scale: Speeder
Length: 8 meters
Skill: Beast Riding: Falumpaset (the beast obeys commands from kaadu-mounted soldiers)
Crew: 1 driver, 1 animal
Crew Skill: Usually 4D
Passengers: 0 (10, once payload has been expended)
Cargo Capacity: 100 energy balls (800 kilograms)
Cover: None
Cost: Not available for sale
Maneuverability: 0D
Move: 25; 70 km/h
Body Strength: 1D
Weapons:
Catapult (on the Mk. II only)
Fire Arc: Front
Skill: Missile Weapons: Catapult
Fire Control: 2D
Range: 50/100/200 meters
Damage: 3D (see entry for energy balls)

Neimoidian Mechno-Chair (SON, sidebar, page 17)
Craft
: Neimoidian Mechno-Chair
Type: Personalized One-Person Conveyance
Scale: Character
Length: .5 meters to 1.5 meters with legs extended
Skill: Walker Operation: Mechno-Chair
Crew: 1 pilot/passenger
Crew Skill: Usually 4D or higher
Passengers: None
Cargo Capacity: 20 kilograms
Cover: 1/4
Cost: 12,500
Maneuverability: 0D
Move: 14; 40 km/h
Body Strength: 2D
Weapons: None
Game Notes: Important Neimoidians use these chairs to get around. Due to the fact that they are unique and handcrafted, they are easily traced if stolen.

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

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

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

- Ships -

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

Neimoidian Shuttle (SON, sidebar, page 18)
Craft
: Neimoidian Shuttle
Type: Transport Shuttle
Scale: Starfighter
Length: 15 meters
Skill: Space Transports: Neimoidian Shuttle
Crew: 2 pilot droids
Crew Skill: As pilot droid
Passengers: 5
Cargo Capacity: 500 kilograms
Consumables: 5 days
Cost: 22,000 (new), 9,000 (used)
Hyperdrive Multiplier: None
Maneuverability: 0D
Space: 5
Atmosphere: 295; 850 km/h
Hull: 2D
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 25/1D
Search: 40/2D
Focus: 1/2D
Weapons:
Blaster Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7km
Damage: 3D

Queen Amidala's Royal Starship (SON, sidebar, page 39)
Craft
: Theed Palace Space Vessel Engineering Corps J-type Royal Starship
Type: Royal Starship
Scale: Starfighter
Length: 76 meters
Skill: Space Transports: J-type Royal Starship
Crew: 1 pilot, 1 navigator/shield operator, 1 communications/security officer, 1 engineer, and 8 astromech droids
Crew Skill: Varies, usually 4D in all applicable skills
Passengers: 10
Cargo Capacity: 4 metric tons
Consumables: 3 months
Cost: Not available for sale
Hyperdrive Multiplier: x.5
Hyperdrive Back-Up: None
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 km/h
Hull: 6D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 75/3D
Focus: 4/4D
Game Notes: Outside of the manufacturer, spare parts for this ship are exceedingly rare.

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

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

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


Trade Federation Freighter (SON, sidebar, page 6)
Craft
: Hoersch-Kessel Drive, Inc., LH-3210
Type: Freighter
Scale: Capital
Length: 3,170 meter diameter
Skill: Capital Ship Piloting: LH-3210
Crew: 500
Passengers: 200 battle droids or troops, 50 sapients (typically diplomats or trade reps)
Crew Skill: All appropriate skills at 4D
Cargo Capacity: 25 million metric tons
Consumables: 500 days
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Back-Up: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 6D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 90/3D+2
Focus: 6/4D
Weapons:
Quadlasers (28)
Fire Arc: 7 front, 7 rear, 7 right, 7 left.
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-5/10/20
Atmosphere Range: 100-500/1/2km.
Damage: 5D

Trade Federation Landing Craft (SON, sidebar, page 8)
Craft
: Haor Chall Engineering C-9979
Type: Heavy Transport
Scale: Capital
Length: 370 meters
Skill: Capital Ship Pilot: C-9979
Crew: 88 droids or 140 sapients
Crew Skill: All appropriate skills at 6D
Passengers: 30 repair droids, 40 commander battle droids, 39 pilot battle droids, 15 security droids, 28 troop carriers (each containing 112 battle droids), 11 MTTs (each containing 112 battle droids)
Cargo Capacity: 1800 metric tons (used primarily for storing ATTs)
Consumables: 1 day
Cost: 200,000 (new), 75,000 (used)
Hyperdrive Multiplier: None
Maneuverability: 1D+1
Space: 5
Atmosphere: 295; 850 km/h
Hull: 2D
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 25/1D
Search: 40/2D
Focus: 1/2D
Weapons:
2 Wingtip Dual Laser Cannons (fire-linked)
Fire Arc: Front
Scale: Starship
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 5D+1
2 Dual Laser Cannons
Fire Arc: Turret
Scale: Starship
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 5D
Note: Due to the size of this ship, I decided to make it Capital scale. FYI, Starship scale stats would have converted to a Hull rating of 6D+2, and a Shield rating of 3D+1.

- Alien Species -

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

- Creatures -

Clodhopper (SON, sidebar, page 54)
Dexterity 5D
dodge 6D
Perception 1D
Strength 2D
climbing/jumping 6D
Special Abilities:
Pesticide/Poison Resistance: If a clodhopper successfully resists a given pesticide or poison, all further exposure to that toxin by the clodhopper or his descendants is at a +5D bonus.
Swarm Attack: Clodhoppers do not attack individually, but in swarms. Damage is equal to the swarm's Strength rating plus 1D. The swarm's Strength is equal to 1D, +1 pip for every 20 clodhoppers. For example, a swarm of 200 Clodhoppers would do 4D+1 damage.
Move: 30
Size: 1 meter long (adult)

Colo Claw Fish (SON, sidebar, page 55)
Dexterity 4D+1
Perception 1D
Strength 5D (walker scale)
Special Abilities:
Bite: Does Strength +4D damage (walker scale).
Claws: Does Strength +2D damage (walker scale).
Venom: Anyone bitten by a colo claw fish that survives must succeed at a Moderate Strength check or be paralyzed for thirty-six hours, minus one hour per die in their Strength rating.
Move: 70; 200 km/h
Size: Up to 40 meters long

Falumpaset (SON, sidebar, page 58)
Dexterity 2D+2
Perception 1D
Strength 6D
Special Abilities:
Headbutt: Does Strength +1D damage.
Move: 30
Size: Unlisted (Huge)
Orneriness: 2D+1

Fambaa (SON, sidebar, page 58)
Dexterity 1D
Perception 1D
Strength 6D+2
Special Abilities:
Bite: Does Strength +1D+1 damage.
Claw: Does Strength +1D damage.
Move: 20
Size: Unlisted (Huge)
Orneriness: 1D

Kaadu (SWd20, page 258; SON, sidebar, page 58)
Dexterity 2D+2
Perception 1D+2
search 3D
Strength 3D+2
climbing/jumping 4D
swimming 5D+1
Special Abilities:
Bite: Does Strength +2 damage.
Kick: Does Strength +1D damage.
Low-Light Vision: A kaadu can see twice as far as a human in dim light.
Move: 20
Size: 2.5-3 meters
Orneriness: 1D

Nuna "Swamp Turkey" (SON, sidebar, page 58)
Dexterity 1D+1
Perception 1D
Strength 1D+1
Special Abilities:
Bite: Does Strength +1 damge
Kick: Does Strength +2 damage.
Story Factors:
Allergic Reaction: Rodians and Twi'leks suffer from a potentially lethal allergy to nuna meat. A member of either species who partakes of nuna meat must succeed at a Moderate Strength check. Failure indicates that the character's throat swells shut, impairing breathing. If not treated with the appropriate anti-toxin, the character will suffocate. Even if the Strength check is successful, the character will be stricken with severe headache and stomach cramps which penalizes all the character's actions by -1D for twenty hours. If the character is a Force user, any use of Force skills within that period of time receives a -2D penalty. This illness can be cured by administering the appropriate antitoxin.
Move: 5
Size: .5 meters tall

Opee Sea Killer (SON, sidebar, page 59)
Dexterity 2D+2
tongue attack 3D+1
Perception 1D
hide 5D+2
Strength 8D+1
swimming 9D
Special Abilities:
Bite: Does Strength +3D damage.
Low Light Vision
: An opee sea killer can see twice as far as a human in dim light.
Tongue Attack: A target hit by the opee sea killer's tongue can attempt to break free by making a Heroic difficulty Strength/Hull roll, modified by the scale of the target. Failure indicates that the sea killer draws the prey into its mouth and bites on the following turn.
Move: 63; 180 km/h
Size: Unlisted (gargantuan)

Peko Peko (SON, sidebar, page 59)
Dexterity 4D+2 (in flight), 1D (on the ground)
Perception 1D
search 4D+1
Strength 1D+2
Special Abilities:
Bite: Does Strength +2 damage.
Flight: The peko peko can fly with a Move score of 30.
Move: 5 (ground), 30 (flying)
Size: 2.5 meters long

Shaak (SON, sidebar, page 59)
Dexterity 2D+1
Perception 1D
search 3D
Strength 3D+2
Special Abilities:
Kick: Does Strength +2 damage.
Move: 20
Size: Unlisted (large)

Tusk-Cat (SON, sidebar, page 59)
Dexterity 4D
Perception 1D
search 4D+1
search: tracking 4D+1
sneak 2D+2
Strength 4D+2
Special Abilities:
Bite: Does Strength +1D damage.
Claw: Does Strength +2 damage.
Low Light Vision: A tusk-cat can see twice as far as a human in dim light.
Move: 20
Size: Unlisted (large)

Veermok (SON, sidebar, page 59)
Dexterity 4D+1
dodge 5D
Perception 2D+1
hide 3D+2
search 5D+1
sneak 5D
Strength 2D+2
jump 5D+1
Special Abilities:
Bite: Does Strength +1D damage.
Claw: Does Strength +2 damage.
Gore: Does Strength +1D damage.
Low Light Vision: A veermok can see twice as far as a human in dim light.
Move: 15
Size: Unlisted (medium)

- NPCs -

Amidala (Queen), female human (SON, sidebar, page 30)
Dexterity 3D
blaster 5D+2
dodge 5D
vehicle blasters 4D+2
Knowledge 3D+1
intimidation 5D+1
languages 4D
planetary systems: Naboo 5D+1
willpower 5D+1
Mechanical 3D
Perception 3D+1
command 5D+1
con 4D+2
con: disguise 7D+1
hide 4D+1
persuasion 6D+1
search 5D
sneak 4D+1
Strength 2D+1
brawl 4D
Technical 3D
blaster repair 4D+1
computer programming/repair 4D+2
first aid 4D+2

Boss Nass, male Gungan (SON, sidebar, page 46)
Dexterity 2D
dodge 4D
melee weapons 3D+2
thrown weapons 3D+1
Knowledge 4D
intimidation 5D+2
scholar: administrative techniques 5D
scholar: Gungan history 5D
scholar: Otoh Gunga 6D
value 5D+2
willpower 5D+2
Mechanical 3D
beast riding 6D
watercraft operation 4D+1
Perception 3D+2
command 6D
con 5D
investigation 4D+2
persuasion 4D+2
search 6D
Strength 2D+1
brawl 4D
swimming 3D+2
Technical 3D

Daultay Dofine, male Neimoidian (SON, sidebar, page 15)
Dexterity 3D
blaster 4D+2
dodge 5D+1
Knowledge 3D+1
intimidation 5D
scholar: republic law 5D
scholar: trade federation bylaws 4D+2
value 7D
willpower 5D+2
Mechanical 3D+1
astrogation 5D
capital ship pilot 6D
capital ship shields 5D+1
Perception 3D
con 6D
forgery 4D+2
persuasion 4D+1
search 4D+2
Strength 2D+1
brawl 4D
Technical 3D
computer programming/repair 4D+1

Eirtae (Handmaiden), female human (SON, page 32)
Dexterity 2D+2
blaster 3D+2
dancing: formal dance 4D
dodge 5D
melee weapons 3D+2
Knowledge 3D+1
cultures: Naboo royal protocols 5D+2
value 4D+2
willpower 5D
Mechanical 3D
Perception 4D
con 6D
con: disguise 5D+2
hide 5D+1
persuasion 5D+2
search 6D+1
sneak 5D+1
Strength 2D
brawl 4D
Technical 3D
computer programming/repair 4D+1
sculpting 4D+2

Generic Gungan Rep (SON, sidebar, page 47)
Dexterity 1D+2
Knowledge 2D
scholar: field of expertise (choose one) 4D+2
scholar: Gungan politics 3D
value 3D
Mechanical 2D
Perception 2D
con 3D+2
forgery 3D
investigation 4D+1
persuasion 4D+1
search 3D
Strength 2D
brawl 3D
swimming 3D+1
Technical 2D+1
computer programming/repair 3D+1

Generic Gungan Scout (SON, sidebar, page 47)
Dexterity 3D
dodge 4D
melee parry 3D+1
melee weapons 3D+2
thrown weapons 4D+1
Knowledge 2D
scholar: swamps 3D
Mechanical 3D
beast riding 4D+1
Perception 2D
search 4D+1
search: tracking 3D+2
Strength 3D
swimming 5D+1
Technical 2D

Generic Handmaiden (SON, page 32)
Dexterity 2D+2
blaster 3D
dodge 4D+1
melee weapons 3D
Knowledge 2D+1
willpower 3D+1
Mechanical 2D+2
repulsorlift operation 3D
Perception 2D+2
con 3D+2
con: disguise 4D
hide 3D+2
investigation 3D
search 4D+2
sneak 3D+1
Strength 2D
brawl 2D+1
Technical 2D+2
computer programming/repair 3D+1
first aid 3D
security 3D+2
Note: All Generic Handmaidens have a total of 2 pips to divide between Knowledge, Mechanical, and Technical skills to reflect a craft, profession, or trade.

Generic Naboo Fighter Pilot (SON, sidebar, page 37)
Dexterity 3D
blaster 4D
dodge 3D+2
melee 3D+2
vehicle blasters 3D+1
Knowledge 2D
tactics: starfighter tactics 2D+2
Mechanical 3D
astrogation 4D+1
starfighter pilot 5D
starship gunnery 4D
starship shields 4D+1
Perception 2D+1
search 3D+2
Strength 2D
brawl 2D+2
Technical 2D+2
computer programming/repair 4D
starfighter repair 3D+2
Note: All Generic Naboo Fighter Pilots have a total of 5 pips to divide between Knowledge, Mechanical, and Technical skills to reflect a craft, profession, or trade.

Generic Naboo Royal Advisor (SON, sidebar, page 33)
Dexterity 1D+2
Knowledge 2D
value 3D+2
willpower 3D+2
Mechanical 2D
Perception 2D+2
investigation 4D+1
persuasion 4D+1
Strength 1D+2
brawl 2D+1
Technical 2D
Note
: All Generic Naboo Royal Advisors have a total of 11 pips to divide between Knowledge, Mechanical, and Technical skills to reflect a craft, profession, or trade that relates to their area of expertise and/or specialty.

Generic Palace Guard, male human (SON, sidebar, page 36)
Dexterity 3D
blaster 4D+1
dodge 4D+2
melee parry 3D+1
melee weapons 3D+2
Knowledge 2D+1
intimidation 3D+2
scholar: Royal Palace layout 3D+2
willpower 3D+1
Mechanical 2D+2
Perception 2D+1
search 3D+1
Strength 2D+1
brawl 3D+1
Technical 2D+1
computer programming/repair 2D+2
Note: All Generic Palace Guards have a total of 6 pips to divide between Knowledge, Mechanical, and Technical skills to reflect a craft, profession, or trade.

Generic Security Guard (SON, sidebar, page 36)
Dexterity 2D+2
blaster 3D+1
dodge 4D
melee weapons 3D
Knowledge 2D
intimidation 3D
willpower 2D+2
Mechanical 2D+2
repulsorlift operation 3D+2
Perception 2D
search 3D
Strength 2D+1
brawl 2D+1
Technical 2D+1
computer programming/repair 2D+2
first aid 2D+2
Note: All Generic Security Guards have a total of 7 pips to divide between Knowledge, Mechanical, and Technical skills to reflect a craft, profession, or trade.

Hesh Verbon, female human (SON, sidebar, page 25)
Dexterity 3D
blaster 4D+1
dodge 5D+2
Knowledge 3D
bureaucracy: BOSS regulations 4D
bureaucracy: Naboo import/export laws 4D+2
value 4D+1
willpower 5D
Mechanical 3D+2
astrogation 5D
beast riding 4D+2
starfighter pilot 6D
starship gunnery 5D
starship shields 4D+2
Perception 3D
con 4D+1
forgery 4D+1
investigation 5D
persuasion 4D+2
search 5D+2
sneak 4D+1
Strength 2D
brawl 3D+1
swimming 3D
Technical 3D+1
computer programming/repair 4D
starfighter repair 5D
woodworking 4D+1

Nute Gunray, male Neimoidian (SON, sidebar, page 15)
Dexterity 2D+2
blaster 4D+2
dodge 4D+2
Knowledge 3D+2
business 6D
scholar: republic law 8D
scholar: trade federation bylaws 8D
value 8D
willpower 7D
Mechanical 3D
Perception 4D
con 8D+2
persuasion 8D
Strength 1D+2
brawl 3D+2
Technical 3D
computer programming/repair 4D

Panaka (Captain), male human (SON, sidebar, page 34)
Dexterity 4D
blaster 7D
blaster: S-5 ascension gun 9D+1
dodge 5D+2
melee parry 5D+2
melee weapons 6D
vehicle blasters 8D+1
Knowledge 3D
cultures: Naboo royal protocol 4D+1
intimidation 5D+1
scholar: teaching techniques 4D+2
scholar: Theed 5D
tactics: small unit tactics 5D
value 3D+2
willpower 5D+1
Mechanical 2D+1
repulsorlift operation 4D+1
Perception 3D
command 6D+2
con 5D+1
search 7D
Strength 3D+1
brawl: martial arts 7D+2
Technical 2D+1
blaster repair 4D+1
computer programming/repair 3D+2
demolitions 4D
first aid 4D+2
metalworking 3D+2

Rabe (Handmaiden), female human (SON, page 32)
Dexterity 3D+2
blaster 5D
dodge 5D+1
melee weapons 4D+1
Knowledge 3D
cultures: Naboo royal protocols 3D+2
languages 3D+1
willpower 4D+2
Mechanical 3D+1
Perception 3D
con 4D+2
con: disguise 4D+2
hide 4D+2
search 5D+1
sneak 4D+2
Strength 2D
brawl 2D+2
Technical 3D
ceramics 4D+1
hair styling 4D+2

Ric Olie, male human (SON, sidebar, page 35)
Dexterity 4D
blaster 6D
dodge 6D+1
Knowledge 2D+1
survival: desert 3D
survival: frozen climate 3D
tactics: starfighter tactics 4D+1
Mechanical 3D+2
astrogation 7D
space transports 6D+2
starfighter pilot 7D
starship gunnery 5D+2
starship shields 5D+1
Perception 2D+1
poetry writing 3D+2
search 4D
Strength 3D
brawl 5D
Technical 2D+2
computer programming/repair 4D
first aid 4D
space transports repair 3D+2
starfighter repair 4D+1

Rune Haako, male Neimoidian (SON, sidebar, page 15)
Dexterity 3D+2
blaster 5D
dodge 6D+2
pick pocket 5D+1
Knowledge 3D
business 5D
scholar: republic law 5D
scholar: trade federation bylaws 5D
value 5D+1
willpower 6D
Mechanical 3D
repulsorlift operation 4D+1
Perception 3D+2
con 7D
forgery 5D+2
investigation 5D+2
persuasion 6D
search 7D+1
Strength 2D
brawl 3D+2
Technical 2D+2
computer programming/repair 4D

Sabe (Handmaiden), female human (SON, page 32)
Dexterity 3D+1
blaster 4D+1
dodge 5D+1
melee weapons 4D+1
pick pockets 5D
Knowledge 3D+2
cultures: Naboo royal protocols 5D
scholar: Theed Palace lay-out 4D+2
value 5D
willpower 5D+1
Mechanical 3D
Perception 3D+1
con 5D
con: disguise 5D+1
hide 5D+1
investigation 5D+1
persuasion 4D+2
persuasion: acting 4D+2
search 6D
sneak 5D+1
Strength 2D
brawl 3D
Technical 2D+2
blaster repair 3D+2
computer programming/repair 4D
first aid 3D+1

Security Officer (SON, sidebar, page 37)
Dexterity 3D+1
blaster 4D
dodge 4D+1
melee weapons 4D
vehicle blasters 4D
Knowledge 3D
intimidation 4D
scholar: teaching methods 3D+2
tactics: small unit tactics 4D+1
willpower 4D+2
Mechanical 2D+2
repulsorlift operation 4D
Perception 2D+2
persuasion 3D+2
Strength 3D+1
brawl 4D
Technical 3D
computer programming/repair 3D+2
first aid 3D+2
Note: All Security Officers have a total of 2 pips to divide between Knowledge, Mechanical, and Technical skills to reflect a craft, profession, or trade.

Shep Contopault, male human (SON, sidebar, page 26)
Dexterity 3D
blaster 4D+1
dodge 9D
pick pockets 3D+2
Knowledge 2D+2
streetwise 4D
willpower 4D
Mechanical 3D+1
astrogation 4D+2
space transports 4D
Perception 3D+1
con 4D+2
forgery 4D+2
hide 5D
investigation 6D+2
persuasion 4D
search 7D+2
sneak 4D
Strength 2D+1
brawl 3D+2
Technical 3D+1
security 4D
space transports repair 4D+2

Sio Bibble, male human (SON, sidebar, page 34)
Dexterity 2D+1
brawling parry 3D+2
dodge 4D+1
Knowledge 4D
scholar: Naboo philosophical thought 8D+2
scholar: teaching methods 7D+2
value 7D
willpower 7D
Mechanical 3D
beast riding 3D+1
Perception 3D+2
investigation 6D+2
persuasion 7D+1
search 6D
Strength 2D+1
brawl 3D
Technical 2D+2
computer programming/repair 5D
sculpting 5D+2

Starport Security Personnel (SON, sidebar, page 26)
Dexterity 2D
blaster 2D+2
dodge 2D+2
melee weapons 2D+2
Knowledge 2D+1
intimidation 5D
law enforcement 4D+2
law enforcement: Republic customs law 3D
willpower 3D
Mechanical 1D+2
Perception 2D+1
search 3D
Strength 2D
brawl 2D+2
Technical 2D

Tarpals (Captain), male Gungan (SON, sidebar, page 47)
Dexterity 3D+1
blaster 6D
brawling parry 4D
dodge 6D
melee parry 4D
melee weapons 4D+2
thrown weapons 5D+2
vehicle blasters 5D+1
Knowledge 3D
intimidation 4D+1
law enforcement: Otoh Gunga 5D
willpower 4D+1
Mechanical 2D+2
beast riding 5D+2
Perception 3D+1
command 5D+1
search 4D+2
search: tracking 5D
Strength 3D+1
brawl 5D+1
swimming 5D+1
Technical 2D+1
first aid 3D+1
watercraft repair 3D+2

- Droids -

Type: Neimoidian Series Commander Battle Droid (SON, sidebar, page 11)
Dexterity 2D
blaster 3D
Knowledge 2D
Mechanical 1D
Perception 1D
search 3D
Strength 2D
brawl 3D
Technical 1D
Equipped With
:
Blaster rifle
Electrobinoculars
Integrated multichannel comlink
Remote receiver (5,000 km range)
Armor (+1D to Strength to resist damage)
Vocabulator
Move: 10
Size: @1.8 meters tall
Cost: 1200 credits

Type: Droideka Series Destroyer Droid (SWd20, page 292; SON, sidebar, page 11)
Dexterity 3D
blaster: heavy repeating blaster 8D+2
Knowledge 1D
Mechanical 1D
Perception 1D
search 3D+2
Strength 3D
brawl 7D+1
Technical 1D
Equipped With
:
Two heavy repeating blasters (8D damage, range: 3-75/200/500)
Armor (+1D to Strength to resist damage)
Defensive shields (+3D to Strength to resist damage)
Remote Processor (500km range)
Move: 4 walking, 25 in "wheel mode"
Size: @1.5 meters tall
Cost: 9,000 credits

Type: Neimoidian Series Infantry Battle Droid (SWd20, page 292; SON, sidebar, page 11)
Dexterity 1D
blaster 2D
Knowledge 1D
Mechanical 1D
Perception 1D
Strength 1D+2
brawl 2D+1
Technical 1D
Equipped With
:
Blaster rifle
Integrated multichannel comlink
Remote receiver (5,000 km range)
Armor (+1D to Strength to resist damage)
Vocabulator
Move: 10
Size: @1.8 meters tall
Cost: 800 credits

Type: Neimoidian Series Pilot Battle Droid (SON, sidebar, page 13)
Dexterity 2D
blaster 3D
melee weapons 3D
missile weapons 3D
vehicle blasters 3D
Knowledge 1D
Mechanical 4D
astrogation 5D
repulsorlift operation 4D+1
Perception 1D
Strength 1D+2
brawl 2D
Technical 1D
computer programming/repair 1D+2
Equipped With:
Blaster rifle
Multichannel comlink
Remote receiver (5,000 km range)
Armor (+1D to Strength to resist damage)
Vocabulator
Move: 10
Size: @1.8 meters tall
Cost: 1000 credits

Type: Neimoidian Series Security Battle Droid (SON, sidebar, page 13)
Dexterity 1D
blaster 2D
Knowledge 2D
Mechanical 1D
Perception 2D
search 3D
Strength 1D+2
brawl 2D+1
Technical 1D
computer programming/repair 1D+2
Equipped With:
Blaster rifle
Integrated multichannel comlink
Remote receiver (5,000 km range)
Armor (+1D to Strength to resist damage)
Vocabulator
Move: 10
Size: @1.8 meters tall
Cost: 900 credits



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