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Page 1: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf
Page 2: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

Alien Species Arkanian Home Planet: Arkania Attribute Dice: 13D DEXTERITY 1D/3D+2 KNOWLEDGE 1D+2/4D+1 MECHANICAL 1D+1/4D PERCEPTION 1D+1/4D STRENGTH 1D+2/4D+1 TECHNICAL 2D/4D+2 Special Abilities: Darkvision: Arkanian characters can see up to 20 meters in total darkness. Story Factors: Arrogance: Arkanians are typically arrogant, believing that they have reached the pinnacle of evolution. Infamy: Arkania was once part of the Sith empire, and their dedication to aggressive scientific research has given them a somewhat bad reputation as the galaxy’s mad scientists. Move: 10/12 Size: 1.6 to 2.2 meters tall. Source: Ultimate Alien Anthology (pages 15-16), Alien Anthology (pages 57-58), Power of the Jedi Sourcebook (page 64), Knights of the Old Republic Campaign Guide (pages 10-11) Arkanian Offshoot Home Planet: Arkania Attribute Dice: 12D DEXTERITY 2D/4D+1 KNOWLEDGE 1D+2/3D+2 MECHANICAL 1D+1/4D PERCEPTION 1D+1/3D+2 STRENGTH 1D+2/4D+1 TECHNICAL 1D+2/4D Special Abilities: Engineered: Arkanian Offshoots are typically engineered for specific industrial tasks. At character creation they get an extra 2D to place in either lifting, repair skills, piloting skills, survival or first aid. Story Factors: Sub-race: Pureblood Arkanians consider the Offshoot to be no more than tools or slaves. Move: 10/12 Size: 1.6 to 2.2 meters tall. Source: Knights of the Old Republic Campaign Guide (pages 10-11) Cathar Home Planet: Cathar Attribute Dice: 12D DEXTERITY 2D/4D+2 KNOWLEDGE 1D/3D+2 MECHANICAL 1D/4D PERCEPTION 1D/4D

STRENGTH 1D/4D TECHNICAL 1D/3D+2 Special Abilities: Claws: The more common Cathar sub-species has claws that do STR+1D damage. Camouflage Fur: The less common Cathar subspecies has shorter fur with color-changing ability. Using this ability counts as an action for every round the fur’s color remains altered to match the environment, granting a +2D sneak bonus against being spot visually. Move: 12/14 Size: 1.7 meters on average Source: Ultimate Alien Anthology (pages 28-29), Power of the Jedi Sourcebook (pages 65-66), Knights of the Old Republic Campaign Guide (page 12) Draethos Home Planet: Thosa Attribute Dice: 12D DEXTERITY 1D+1/4D KNOWLEDGE 2D+1/5D MECHANICAL 1D+2/4D PERCEPTION 1D/3D STRENGTH 1D/3D+2 TECHNICAL 1D+1/4D+1 Special Abilities: Broadcast Telepathy: Draethos can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic com-munication must make an opposed willpower or control skill roll against the Draethos’ own willpower or control skill. This ability cannot be used to “steal” memories or information. Low-light Vision: A Draethos can see twice as far as a normal human in poor lighting conditions. Skill Bonus: Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only. Story Factors: Long-Lived: Draethos character can live up to 800 years. Move: 10/12 Size: 1.8 meters tall on average. Source: Ultimate Alien Anthology (pages 46-47), Power of the Jedi Sourcebook (page 67), Knights of the Old Republic Campaign Guide (pages 12-13)

Page 3: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

Feeorin Home Planet: Odryn Attribute Dice: 12D DEXTERITY 1D/3D+2 KNOWLEDGE 1D+1/4D MECHANICAL 1D/3D+2 PERCEPTION 1D+1/4D STRENGTH 2D/4D+2 TECHNICAL 1D+1/4D Special Abilities: Low-Light Vision: Feeorin can see twice as far as a human in dim light. Endurance: Due to their high level of endurance, Feeorin may re-roll any failed Stamina check once. Story Factors: Bad Reputation: On worlds where they have settled, Feeorin characters may be regarded as evil or dangerous based on their species alone. Move: 10/12 Size: 2.2 meter tall on average Source: Ultimate Alien Anthology (pages 58-59), Knights of the Old Republic Campaign Guide (pages 13-14) Khil Home Planet: Belnar Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 2D/4D MECHANICAL 1D 4D PERCEPTION 1D/4D STRENGTH 1D/3D TECHNICAL 1D+1/4D Move: 8/10 Size: 1.2-2 meters tall Source: Galaxy Guide 12 – Aliens: Enemies and Allies (pages 47-48), Ultimate Alien Anthology (pages 84-86), Knights of the Old Republic Campaign Guide (pages 14-15) Kissai Home Planet: Korriban Attribute Dice: 12D DEXTERITY 1D+2/4D KNOWLEDGE 1D+1/3D+2 MECHANICAL 1D+2/4D PERCEPTION 1D+2/4D+1 STRENGTH 2D/4D TECHNICAL 1D+2/3D+2 Special Abilities: Low Light Vision: Massassi can see twice as far as a

normal human in poor lighting conditions. Warrior Culture: Kissai grow up in a violent and warlike society, so they constantly watch for threats, gaining a permanent +1D bonus to search or Perception rolls to spot a threat. Story Factors: Thought to be Extinct: Most scholars believe the Kissai were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited. Move: 10/12 Size: 1.8 meters tall (average) Source: Knights of the Old Republic Campaign Guide (pages 15-16) Massassi Home Planet: Korriban Attribute Dice: 12D DEXTERITY 1D+2/4D+1 KNOWLEDGE 1D/3D+2 MECHANICAL 1D+1/4D PERCEPTION 1D/3D+2 STRENGTH 2D+1/5D TECHNICAL 1D/3D+1 Special Abilities: Low Light Vision: Massassi can see twice as far as a normal human in poor lighting conditions. Warrior Culture: Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to search and intimidation skill rolls. Story Factors: Thought to be Extinct: Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited. Move: 10/12 Size: 1.9 meters tall (average) Source: The Dark Side Sourcebook (pages 114-115), Knights of the Old Republic Campaign Guide (pages 15-16) Miraluka Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 2D/4D MECHANICAL 2D/4D PERCEPTION 1D/5D STRENGTH 2D/4D TECHNICAL 2D/4D Special Abilities: Force Sight: The Miraluka rely on their ability to percieve their surroundings by sensing the slight force vibrations emanated from all objects. In any location where the force is

Page 4: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

some way cloaked, the Miraluka are effectively blind. Move: 10/12 Size: 1.6-1.8 meters tall Source: Ultimate Alien Anthology (pages 97-98), Tales of the Jedi Companion (pages 101-102), Power of the Jedi Sourcebook (pages 70-71), Threats of the Galaxy (page 31), Knights of the Old Republic Campaign Guide (pages 16-17) Rakata Home Planet: Rakata Prime Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 2D/4D MECHANICAL 2D/4D+1 PERCEPTION 1D+1/3D+2 STRENGTH 1D+2/3D+2 TECHNICAL 2D+1/4D+2 Special Abilities: Force Blind: For reasons unknown, they have lost their connection to the Force. Rakata characters can’t be Force Sensitive, though they can still gain Dark Side Points and be affected by Force Powers. Rage: Once per day, a Rakata can fly into a rage, gaining a +1D bonus to melee attacks and damage,

but cannot use skills that require patience and concentration. A fit of rage lasts for a number of rounds equal to 5+ the character’s number of full Strength dice. At the end of its rage, the character is tired, suffering a -1 penalty to all actions until he rests for at least 10 minutes. Move: 10/12 Size: 2 meters tall on average Source: Knights of the Old Republic Campaign Guide (pages 17-18)

Selkath Home Planet: Manaan Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 2D/4D MECHANICAL 2D/4D PERCEPTION 2D+1/4D+1 STRENGTH 1D+2/4D TECHNICAL 2D/4D Special Abilities: Amphibious: Selkath can breathe underwater and get a +2D bonus to swimming. Poison: Selkath retractable claws can inject venom into an enemy that does 3D damage on a successful attack and another 2D after 5 rounds. Using poison in

a fight is considered unseemly by many Selkath and was outlawed on ancient Manaan. Able Healers: Selkath get a +1D bonus to first aid when healing another. Move: 10/12 (walking), 6/8 (swimming) Size: 1.5 meters tall on average Source: Knights of the Old Republic Campaign Guide (pages 18-19) Snivvian Home Planet: Cadomai Attribute Dice: 12D DEXTERITY 1D/3D KNOWLEDGE 2D/4D MECHANICAL 1D/3D PERCEPTION 2D+1/4D+2 STRENGTH 2D/4D TECHNICAL 1D/4D Story Factors: Strife-Torn History: The Snivvians never seem to get a break. From the genetic problems with the Blood Code, to the period of slavery by the Thalassians, the Snivvians have undergone hardship after hardship. Now that the Blood Code may have returned, the Snivvians are bracing themselves for more troubles. Despite such adversity (or perhaps because of it), the Snivvians are respected artists and writers.

Blood Code: The genetic flaw that has led to much violence in Snivvian history has also caused the Snivvians to be very distrustful of twins of any species. As families, Snivvian brothers tend to be very distant. Special Abilities: Adaptive Skin: Snivvian can survive in temperature extremes of minus

30 degrees standard, to temperatures up to 45 degrees standard without harm or protective gear. They do wear clothing for cultural reasons. The Snivvian’s tough skin give them +1D armor bonus to resist physical damage. Move: 10/12 Size: 1.2-1.8 meters tall Source: Galaxy Guide 12 – Aliens: Enemies and Allies (pages 80-82), Ultimate Alien Anthology (pages 147-149), Alien Anthology (pages 101-102), Knights of the Old Republic Campaign Guide (page 19)

Page 5: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 6: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 7: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 8: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 9: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 10: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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nsumables: 4t: 75,000 (ne

perdrive Mul Computer:

neuverabilityce: 4 osphere: 28l: 3D+1 sors: sive: 10/0D n: 20/1D apons: er Cannon w: 1 Arc: Turret l: Starship gu Control: 1D ce Range: 1-osphere Ran

mage: 4D

on Hawk

ft: Modified ghter liation: Davi: Old Republrce: Knights

ge 220) e: Modified lle: Starfightegth: 24 metel: Space tranw: 3, gunnersengers: 8

: 40 metric to4 months ew), 28,000 (ltiplier: x3 Yes y: 0D

80; 800 kmh

unnery 2/10/20

nge: 50-100/2

Core Galacti

k Kang / Darlic of the Old R

light freighteer ers nsports rs: 1, skeleton

ons

used)

250/400

ic Systems D

rth Revan

Republic Cam

er

n: 1/+10

Dynamic-clas

mpaign Guid

ss

de

CaCoCoHyNaMaSpAtmHuShSePaScaWeDoFirSkFirSpAtmDaDoFirCreSkFirSpAtmDaDoFirScSkFir3DAtmDaGafor+2Dy Vi CrYaAffErSo(paTySc

argo Capacitonsumablesost: Not availyperdrive Mav Computeraneuverabilpace: 8 mosphere: 3ull: 4D+2 hields: 2D+2ensors: assive: 15/1Dan: 30/2D eapons: ouble Laser re Arc: Front ill: Starship g

re Control: 2Dace Range: mosphere Raamage: 4D ouble Heavyre Arc: Turretew: 1 ill: Starship g

re Control: 3Dace Range: mosphere Raamage: 6D ocking Gun re Arc: Turretale: Charactill: Vehicle b

re Control: 1D) mosphere Raamage: 7D+ame notes: Tr easy modifi2 bonus to ynamic-class

sionary

raft: Modifieacht filiation: G0a: Old Repub

ource: Knighages 221-222

ype: Modifiedale: Starfigh

ty: 40 metric: 2 months lable for saleultiplier: x1r: Yes lity: 1D+2

380; 1,100 km

2

Cannon gunnery D+2 1/5/10 ange: 50-100

y Laser Cannt

gunnery D 1-3/10/18 ange: 50-100

t ter blasters 1D+2 (or au

ange: 10-50/1 The Dynamicfication and rany skill rol

s freighter.

ed Elaor P

-T0 (droid smblic

hts of the Old2) d light freighter

c tons

e (estimated

mh

0/300/700

non

0/200/300

uto targeting

100/200

c class freighrepair. Charalls to modify

Propulsion S

muggler)

d Republic C

ter

154,000)

with a skill

hter is designacters receivfy or repair

Starscape-cl

ampaign Gu

l of

ned ve a the

lass

uide

Page 11: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

LengSkillCrewPassCargConCostHypNav ManSpacAtmHullShieSensPassScanWea2 MeFire CrewSkillFire SpacAtmoDam4 LigFire CrewSkillFire SpacAtmoDamGamcryspenapenasyste Con

CrafhaulAffilEra:Sou(pagTypeScal

gth: 130 metl: Space tranw: 14, gunnesengers: 12 go Capacity

nsumables: 6t: Not availab

perdrive Mul Computer:

neuverabilityce: 4 osphere: 48l: 4D elds: 2D sors: sive: 25/1D+n: 40/2D+2 apons: edium Laser Arc: Turret w: 2 l: Starship gu Control: 1D ce Range: 1/osphere Ran

mage: 5D ght Laser Ca Arc: Turret w: 2 l: Starship gu Control: 1D+ce Range: 1-osphere Ran

mage: 3D me Note: The

tal cloaking alty to any sealty also reduems to a min

nductor Lan

ft: Republic l Landing Craliation: Old R: Old Republrce: Knights

ges 181-182) e: Landing cle: Starfighte

ters nsports: Starsers: 12, skele

: 50 metric to6 months ble for sale ltiplier: x1 Yes y: +2

80; 800 kmh

2

r Cannons

unnery 5/10

nge: 50-100/3

annons

unnery +2 3/10/18

nge: 50-100/2

e ship is equidevice. This ensors rolls muces bonusenimum of 0D

nding Craft

Fleet Systemaft Republic lic of the Old R

craft er

scape yacht ton: 6/+10

ons

300/700

200/300

ipped with a device bestomade to detees granted byD.

t

ms Conducto

Republic Cam

a stygium ows a 3D+1ect it. This y Fire Contro

or-class Shor

mpaign Guid

ol

rt-

de

LeSkCrPaCaCoCoHyNaMaSpAtmHuSePaScaWeLigFirSkFirSpAtmDa Je

CrAffErSo(paTyScLeSkCrPaCaCoCoHyNaMaSp

ength: 19 mekill: Space trarew: 1 assengers: 5argo Capacitonsumablesost: 250,000 (yperdrive Mav Computeraneuverabilpace: 1 mosphere: 1ull: 4D ensors: assive: 15/1Dan: 30/2D eapons: ght Laser Care Arc: Front ill: Starship g

re Control: 1Dace Range: mosphere Raamage: 4D

edi Covenan

raft: Elaor Prfiliation: Jeda: Old Repub

ource: Knighage 143)

ype: Converteale: Starfigh

ength: 26 mekill: Space trarew: 1 assengers: 4argo Capacitonsumablesost: 200,000 (yperdrive Mav Computeraneuverabilpace: 5

eters ansports: Co

(plus 2 bulkty: 80 metric: 2 weeks (new), 100,0ultiplier: x3r: Yes lity: +1

175; 500 kmh

annon gunnery D+1 1-2/4/7 ange: 50-150

nt Shuttle

ropulsion Bardi Covenant blic

hts of the Old

ed luxury yater

eters ansports: Ba

ty: 30 metric: 1 month (new), 120,0ultiplier: x3r: No lity: 1D

onductor

k-loader droic tons

000 (used)

h

0/350/700

ronial-class

d Republic C

cht

ronial yacht

c tons

000 (used)

ds)

Yacht

ampaign Gu

uide

Page 12: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

AtmHullShieSensPassScanWeaDouFire SkillFire SpacAtmoDam Min

CrafAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostManSpacAtmHullShieSensPassScanWeaDouFire SkillFire SpacAtmoDam

osphere: 31l: 3D+2 elds: 1D sors: sive: 15/1D n: 35/2D+2 apons: uble Light La Arc: Front l: Starship gu Control: 3D ce Range: 1-osphere Ran

mage: 4D

nistry Orbit

ft: Zentine Dliation: Old R: Old Republrce: Knights

ge 182) e: Orbital shle: Starfightegth: 20 metel: Space tranw: 2 sengers: 36 go Capacity

nsumables: 1t: 160,000 (n

neuverabilityce: 3 osphere: 26l: 3D+2 elds: 2D sors: sive: 15/1D n: 40/2D apons: uble Laser C Arc: Front l: Starship gu Control: 3D ce Range: 1-osphere Ran

mage: 5D

0; 900 kmh

aser Cannon

unnery

2/4/7 nge: 50-150/3

al Shuttle

Dynamics MinRepublic / Glic of the Old R

uttle er ers nsports: Minis

: 1,500 kilogr1 week

new), 80,000 y: 1D+2

60; 750 kmh

Cannon

unnery

2/4/7 nge: 50-150/3

n

350/700

nistry-class OGeneral

Republic Cam

stry Shuttle

rams

(used)

350/700

Orbital Shuttl

mpaign Guid

le

de

G-

CrAffErSo(paTyScLeSkCrPaCaCoCoMaSpAtmHuShSePaScaWeDoFirSkFirSpAtmDaGaspatha G-CrShAffErSo(paTyScLeSkCr

-Type Light

raft: Hoerschfiliation: Gea: Old Repub

ource: Knighage 98)

ype: Light shuale: Starfigh

ength: 23 mekill: Space trarew: 1 assengers: 3argo Capacitonsumablesost: 200,000 (aneuverabilpace: 6 mosphere: 3ull: 3D+1 hields: 2D ensors: assive: 15/1Dan: 30/2D eapons: ouble Laser re Arc: Front ill: Starship g

re Control: 2Dace Range: mosphere Raamage: 5D ame Note: Pace transporat skill.

-Type Escapraft: Modifiehuttle filiation: Gea: Old Repub

ource: Knighages 98-99)

ype: Escape sale: Starfigh

ength: 23 mekill: Space trarew: 1

t Shuttle

h-Kessel Driveneral blic

hts of the Old

uttle ter

eters ansports: G-T

ty: 10 metric: 1 week (new), 95,00lity: 2D

330; 950 kmh

Cannon gunnery D+2 1-2/3/5 ange: 50-100

Pilot assistarts bonus to

pe Shuttle ed Hoersch-K

eneral blic

hts of the Old shuttle ter

eters ansports: G-T

ve G-Type Lig

d Republic C

Type shuttle

c tons

00 (used)

h

0/250/500

ance system characters

Kessel Drive

d Republic C

Type shuttle

ght Shuttle

ampaign Gu

grants a +that don’t ha

e G-Type Li

ampaign Gu

uide

+1D ave

ight

uide

Page 13: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

PassCargConCostHypHypNav ManSpacAtmHullShieSensPassScanWeaDouFire SkillFire SpacAtmoDamGamspacthat Her CrafAffilEra:Sou(pagTypeScalLengSkillCrewPassCargonlyConCostcredHypNav ManSpacAtmHullShieSensPassScanWea

sengers: Nogo Capacity

nsumables: 4t: 230,000 (n

perdrive Mulperdrive Bac Computer:

neuverabilityce: 6 osphere: 33l: 3D+1 elds: 3D+1 sors: sive: 15/1D n: 30/2D apons: uble Laser C Arc: Front l: Starship gu Control: 2D+ce Range: 1-osphere Ran

mage: 5D me Note: Pice transports skill.

rald Shuttle

ft: Star Forgeliation: Sith : Old Republrce: Knights

ge 164) e: Multipurple: Starfightegth: 28 metel: Space tranw: 2 sengers: 5 (go Capacityy model) nsumables: 1t: Not ava

dits; 222,500 perdrive Mul Computer:

neuverabilityce: 3 osphere: 21l: 4D+1 elds: 1D+1 sors: sive: 15/1D+n: 40/2D+2 apons:

one : 2 metric to4 months

new), 105,000ltiplier: x2 ckup: x10 Yes y: 2D

30; 950 kmh

Cannon

unnery +2 2/3/5

nge: 50-100/2

lot assistancs bonus to c

e

e Manufactur

lic of the Old R

ose shuttle er ers nsports: Hera

10 on shuttley: 70 metric

1 month ilable for sfor shuttle-oltiplier: x2 No y: +2

0; 600 kmh

1

ns

0 (used)

250/500

ce system gcharacters th

re Herald-cla

Republic Cam

ald Shuttle

e-only modetons (15 ton

sale (estimnly model)

grants a +1hat don’t hav

ass Shuttle

mpaign Guid

l) ns on shuttle

ated 120,00

D ve

de

e-

00

LigFirScaSkFirSpAtmDaDoFirSkFirSpAtmDa Le

CrFreAffErSo(paTyScLeSkCrPaCaCoCoHyHyNaMaSpAtmHuShSePaScaWeDoCreFirSkFirSp

ght Turbolare Arc: Front ale: Capital ill: Capital sh

re Control: 2Dace Range: mosphere Raamage: 3D ouble Laser re Arc: Turretill: Starship g

re Control: 3Dace Range: mosphere Raamage: 4D

ethisk Arme

raft: Arakyeighter filiation: Gea: Old Repub

ource: Knighage 99)

ype: Armed fale: Starfigh

ength: 34 mekill: Space trarew: 3, gunneassengers: 8argo Capacitonsumablesost: 470,000 (yperdrive Myperdrive Baav Computeraneuverabilpace: 5 mosphere: 3ull: 5D hields: 2D ensors: assive: 15/1Dan: 30/1D+2eapons: ouble Laser ew: 1 re Arc: Turretill: Starship g

re Control: 2Dace Range:

aser Cannon

hip gunnery D+1 1-5/10/17 ange: 100-50

Cannon t gunnery D 1-2/4/7 ange: 50-150

ed Freighte

yd Industrie

eneral blic

hts of the Old

freighter ter

eters ansports: Leters: 1 ty: 60 metric: 2 months (new), 225,0ultiplier: x2ackup: x12 r: Yes lity: +2

310; 900 kmh

2

Cannon

t gunnery D+2 1-2/10/20

ns

00/1/1.7 km

0/350/700

er

es Lethisk

d Republic C

thisk Armed

c tons

000 (used)

h

-class Arm

ampaign Gu

Freighter

med

uide

Page 14: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

AtmoDamLighFire SkillFire SpacAtmoDam Sha

CrafAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostHypNav ManSpacAtmHullShieSensPassScanWea2 MeFire CrewSkillFire SpacAtmoDam2 IonFire CrewScalSkillFire

osphere Ranmage: 6D ht Concussio Arc: Front l: Starship gu Control: 2D ce Range: 1/osphere Ran

mage: 8D

aadlar Troo

ft: Modified Bliation: Man: Old Republrce: Knights

ges 204-205) e: Invasion sle: Capital gth: 130 metl: Space tranw: 30, gunnesengers: 800go Capacity

nsumables: 1t: 3 million (

perdrive Mul Computer:

neuverabilityce: 4 osphere: 28l: 2D+2 elds: 2D+2 sors: sive: 25/1D n: 50/2D apons: edium Turb Arc: Front w: 5 l: capital ship Control: 2D ce Range: 1-osphere Ran

mage: 5D n Cannons Arc: 1 left, 1 w: 3 le: Starfighterl: Starship gu Control: 2D+

nge: 50-100/2

on Missile L

unnery

2/5 nge: 25-70/10

opship

Basilisk Shaadalorians lic of the Old R ship

ters nsports: Shaaers: 26 0 : 2,500 tons 1 year new), 1.2 mltiplier: x2 Yes y: 1D+1

80; 800 kmh

bolaser Cann

p gunnery

3/12/25 nge: 100-300/

right

r unnery +2

250/400

Launcher (12

00/150

adlar-type Tr

Republic Cam

adlar Troops

illion (used)

nons

/1.2/2.5 km

2 missiles)

roopship

mpaign Guid

ship

de

SpAtmDa2 CFirCreScaSkFirSpAtmDa Te

CrAffErSo(paTyScLeSkCrPaCaCoCoHyNaSpAtmHuShSePaScaWeDoFirCreSkFirSpAtmDa

ace Range: mosphere Raamage: 5D Concussion re Arc: Front ew: 5 ale: Starfightill: Starship g

re Control: 3Dace Range: mosphere Raamage: 7D

eroch Guns

raft: Teroch-tfiliation: Maa: Old Repub

ource: Knighage 205)

ype: Fast attaale: Starfigh

ength: 18 mekill: Space trarew: 8, gunneassengers: 6argo Capacitonsumablesost: 400,000 (yperdrive Mav Computerpace: 7 mosphere: 3ull: 3D+2 hields: 1D+2ensors: assive: 20/1Dan: 30/2D eapons: ouble Laser re Arc: Turretew: 1 ill: Starship g

re Control: 2Dace Range: mosphere Raamage: 6D

1-3/7/36 ange: 100-30

Missile Lau

ter gunnery D 1/3/7 ange: 100/30

ship

type Fast Attaandalorians blic

hts of the Old

ack gunship ter

eters ansports: Terers: 1, skelet ty: 8 metric t: 3 weeks (new), 200,0ultiplier: x2r: Yes

350; 1,000 km

2

Cannon t

gunnery D+1 1-3/10/18 ange: 50-100

00/700/3.6 km

unchers (16 m

00/700

ack Gunship

d Republic C

roch gunshipton: 3/+10

tons

000 (used)

mh

0/200/300

m

missiles eac

p

ampaign Gu

p

h)

uide

Page 15: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

KT-4

CrafCarrAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostSpacAtmHullShieSensPassScanWeaDouFire CrewSkillFire SpacAtmoDam Dup

400 Militar

ft: Republic rier liation: Old R: Old Republrce: Knights

ge 183) e: Droid carrle: Starfightegth: 24 metel: Space tranw: 8, gunnersengers: 400go Capacity

nsumables: 2t: 280,000 (nce: 4 osphere: 28l: 4D+1 elds: 2D sors: sive: 15/1D n: 30/1D+2 apons: ube Medium Arc: Turret w: 1 l: Starship gu Control: 1D ce Range: 1-osphere Ran

mage: 6D

plex Comm

ry Droid Ca

Fleet Syste

Republic lic of the Old R

rier er ers nsports: KT-4rs: 1, skeleton0 bipedal dro: 40 metric to2 week

new), 150,000

80; 800 kmh

m Laser Cann

unnery

2/7/12 nge: 50-100/2

mand Assau

arrier

ms KT-400

Republic Cam

400 n: 4/+10 oids ons

0 (used)

nons

200/300

ult Gunship

Military Droi

mpaign Guid

p

id

de

CrAffErSo(paTyScLeSkCrPaCaCoCoSpAtmHuShSePaScaWe2 HFirCreSkFirSpAtmDa2 LFirSkFirSpAtmDaGasupwegrain QuCrCaAffErSo(paTyScLeSkCrPaCaCoCoHyHyNaMa

raft: Pelagia filiation: Tapa: Old Repub

ource: Knighage 100)

ype: Assault gale: Starfigh

ength: 30 mekill: Space trarew: 5, gunneassengers: 6argo Capacitonsumablesost: 525,000 (pace: 4 mosphere: 2ull: 4D+1 hields: 1D+1ensors: assive: 20/1Dan: 35/2D eapons: Heavy Laserre Arc: Turretew: 1 ill: Starship g

re Control: 2Dace Range: mosphere Raamage: 6D Laser Cannore Arc: Front ill: Starship g

re Control: 2Dace Range: mosphere Raamage: 4D ame Notes: pply condueapons sysanting a +2Dsuch cases.

uartermastraft: Corelliaarrier filiation: Gea: Old Repub

ource: Knighage 100)

ype: Supply cale: Starfigh

ength: 45 mekill: Space trarew: 2 assengers: 1argo Capacitonsumablesost: 300,000 (yperdrive Myperdrive Baav Computeraneuverabil

Duplex Compani / Generblic

hts of the Old

gunship ter

eters ansports: Duers: 2, skelet ty: 10 metric: 1 week (new), 310,0

295; 850 kmh

1

r Cannons t

gunnery D 1-3/10/18 ange: 50-100

ons gunnery D+2 1-3/10/18 ange: 50-100

Built-in weuits make stems and D bonus to s

ter Supply Ca Stardrive Q

eneral blic

hts of the Old

carrier ter

eters ansports: Qu

0 ty: 120 metri: 6 months (new), 110,0ultiplier: x3ackup: x12 r: Yes lity: 0D

mmand Assaural

d Republic C

uplex ton: 2/+5

c tons

000 (used)

h

0/200/300

0/200/300

eapon mounit easier t

upgrade tarship weap

Carrier Quartermast

d Republic C

uartermaster

ic tons

000 (used)

ult Gunship

ampaign Gu

nts and powto install nexisting onpon repair r

ter-class Sup

ampaign Gu

uide

wer new nes, olls

pply

uide

Page 16: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

SpacAtmHullShieSensPassScan Der CrafDerrAffilEra:SouKnig163)TypeScalLengSkillCrewCrewPassCargConCostHypHypNav ManSpacHullSensPassScanWea6 BlaFire Scal

ce: 1 osphere: 12l: 6D+2 elds: 3D sors: sive: 10/0D n: 15/1D

rriphan Bat

ft: Star Forgeriphan-class liation: Sith : Old Republrce: The D

ghts of the O) e: Battle crule: Capital gth: 215 metl: Capital shiw: 25 w Skill: 6D insengers: 850go Capacity

nsumables: 1t: Not availab

perdrive Mulperdrive Bac Computer:

neuverabilityce: 4 l: 3D sors: sive: 25/1D n: 50/2D apons: aster Canno Arc: 3 left, 3 le: Starfighter

25; 350 kmh

ttleship

e Manufactur Battleship

lic Dark Side Old Republic

iser

ters ip piloting: Si

n relevant sk0 : 5,000 metri1 year ble for sale ltiplier: x4 ckup: x12 Yes y: 0D

ons right r

re

Sourcebookc Campaign

ith battleship

kills

ic tons

k (page 63 Guide (pag

p

3), ge

SkFirSpAtmDa3 CFirSkFirSpAtmDaCa Kr

CrShAffErSo(paTyScLeSkCrPaCaCoCoHyHyNaMaSpHuShSePaScaWe9 LFirCreSkFirSpDa9 HFirCreSkFirSp

ill: Starship gre Control: 1Dace Range: mosphere Raamage: 4D Concussion re Arc: Front ill: Missile w

re Control: 0Dace Range: mosphere Raamage: 8D arried Craft:

rath Comm

raft: Koros hip filiation: Gea: Old Repub

ource: Knighage 121)

ype: Attack cale: Capital

ength: 550 kill: Capital srew: 1,800, guassengers: 3argo Capacitonsumablesost: Not availyperdrive Myperdrive Baav Computeraneuverabilpace: 3 ull: 5D hields: 2D+1ensors: assive: 25/1Dan: 45/2D eapons: Light Doublre Arc: 3 fronew: 6 ill: Capital sh

re Control: 2Dace Range: 3

amage: 4D Heavy Ion Cre Arc: 3 fronew: 6 ill: Capital sh

re Control: 2Dace Range: 3

gunnery D+2 1-3/12/25 ange: 100-30

Missile Lau

weapons: conD+2 1/3/7 ange: 50-500

: 6 starfighter

mand Ship

Spacework

eneral / Krathblic

hts of the Old

cruiser

hip piloting unners: 156 ,000 (troops)ty: 6,000 me: 2 years lable for saleultiplier: x2ackup: x8 r: Yes lity: +2

1

e Turbolasent, 3 left, 3 rig

hip gunnery D 3-10/20/40

Cannons nt, 3 left, 3 rig

hip gunnery D+2 3-10/20/40

00/1.2/2.5 km

unchers

ncussion mis

0/1/5 km

rs, 2 shuttles

s Supremac

h

d Republic C

) tric tons

e (estimated

ers ght

ght

m

ssiles

s

cy-class Atta

ampaign Gu

16 million)

ack

uide

Page 17: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

Dam15 MFire CrewScalSkillFire SpacDam9 TrFire CrewSkillFire SpacDam Inte

CrafWarAffilEra:Sou(pagTypeScalLengSkillCrewPassCargConCostHypHypNav ManSpacHullShieSensPassScanWea15 MFire CrewSkillFire SpacDam18 L

mage: 3D Medium Lase Arc: 4 front, w: 2 le: Starfighterl: Starship gu Control: 3D ce Range: 1-

mage: 4D ractor Beam Arc: 2 front, w: 2 l: Capital ship Control: 2D ce Range: 1-

mage: 3D+2

erdictor Wa

ft: Star Forship liation: Sith : Old Republrce: Knights

ge 161) e: Hyperdrivle: Capital gth: 600 l: Capital shiw: 5,224, gunsengers: 3,6go Capacity

nsumables: 3t: Not availab

perdrive Mulperdrive Bac Computer:

neuverabilityce: 5 l: 4D+1 elds: 2D sors: sive: 25/1D n: 50/2D apons: Medium Turb Arc: 5 front, w: 5 l: Capital ship Control: 2D ce Range: 3-

mage: 4D Light Laser C

er Cannons 4 left, 4 right

r unnery

3/8/12

m Projectors 3 left, 3 right

p gunnery

3/10/15

arship

orge Manu

lic of the Old R

ve interdictio

ip piloting nners: 155 600 (troops) : 11,000 met3 years ble for sale ltiplier: x2 ckup: x9 Yes y: 1D

bolasers 5 left, 5 right

p gunnery

10/20/40

Cannons

t, 3 rear

t, 1 rear

ufacture Int

Republic Cam

n cruiser

tric tons

t

terdictor-clas

mpaign Guid

ss

de

FirCreScaSkFirSpDa6 TFirCreSkFirSpDa4 GFirCreSkFirSpDaCacra Je

CrAffErSo(paTyScLeSkCrPaCaCoCoHyHyNaSpMaHuShSePaSca

re Arc: 4 fronew: 3 ale: Starfightill: Starship g

re Control: 3Dace Range:

amage: 3D Tractor Beamre Arc: 1 fronew: 3 ill: Capital sh

re Control: 2Dace Range:

amage: 3D+2Gravity Wellre Arc: Turretew: 2 ill: Capital sh

re Control: 2Dace Range:

amage: Blockarried Craftaft

ehavey’ir As

raft: Jehaveyfiliation: Maa: Old Repub

ource: Knighages 205-206

ype: Ambushale: Capital

ength: 155 mkill: Capital srew: 200, gunassengers: 5argo Capacitonsumablesost: 10 millioyperdrive Myperdrive Baav Computerpace: 5 aneuverabilull: 3D hields: 1D+2ensors: assive: 20/1Dan: 40/2D

nt, 5 left, 5 rig

ter gunnery D 1-3/8/12

m Projectornt, 2 left, 2 rig

hip gunnery D 1-3/10/15 2 l Projectors t

hip gunnery D 1-3/30/60 ks hyperspac: 48 Sith Int

ssault Ship

y’ir-type Assaandalorians blic

hts of the Old6) h frigate

meters hip piloting:

nners: 50, ske00 ty: 3,500 me: 6 months

on (new), 3 multiplier: x2ackup: x12 r: Yes

lity: 2D

2

ght, 4 rear

rs ght, 1 rear

ce travel terceptors, v

ault Ship

d Republic C

Jehavey’ir Aeleton: 90/+

tric tons

million (used

various supp

ampaign Gu

Assault Ship 10

d)

port

uide

Page 18: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

Wea4 DoFire CrewSkillFire SpacAtmoDam4 HeFire CrewSkillFire SpacAtmoDam3 SumissFire CrewSkillFire SpacAtmoDam Kyra

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apons: ouble Turbo Arc: 2 front, w: 5 l: Capital ship Control: 2D+ce Range: 1-osphere Ran

mage: 6D eavy Ion Can Arc: 2 front, w: 3 l: Capital ship Control: 3D ce Range: 1-osphere Ran

mage: 4D uper-heavy siles each) Arc: Front w: 6 l: Capital ship Control: 2D+ce Range: 1-osphere Ran

mage: 11D

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ft: Kyramud-liation: Man: Old Republrce: Knights

ge 206) e: Battleshiple: Capital gth: 752 metl: Capital shiw: 1,200, gunsengers: 2,0go Capacity

nsumables: 1t: 40 million

perdrive Mulperdrive Bac Computer:

olaser Cann 1 left, 1 right

p gunnery +2 10/20/40

nge: 3-15/40/

nnons 1 left, 1 right

p gunnery

10/20/40 nge: 3-15/40/

Concussion

p gunnery +1 5/15/30

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leship

-type Battlesdalorians lic of the Old R

p

ters ip piloting: Knners: 143 000 : 8,000 metri1 year (new), 22 mltiplier: x2 ckup: x15 Yes

ons t

80 km

t

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Kyramud Batt

ic tons

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tleship

)

12

de

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pace: 4 aneuverabilull: 4D hields: 1D+2ensors: assive: 25/1Dan: 50/2D eapons: Medium Io

re Arc: 3 fronew: 3 ale: Starfightill: Starship g

re Control: 3Dace Range: 2mosphere Raamage: 4D 5 Double Mere Arc: 5 fronew: 5 ill: Capital sh

re Control: 2Dace Range: mosphere Raamage: 6D Heavy Conc

ach) re Arc: 2 fronew: 5 ill: Capital sh

re Control: 2Dace Range: mosphere Raamage: 9D Tractor Beamre Arc: 1 fronew: 3 ill: Capital sh

re Control: 3Dace Range: mosphere Raamage: 4D

andosii Dreraft: Kandosifiliation: Maa: Old Repub

ource: Knighages 206-207

ype: Dreadnaale: Capital

ength: 1,360 kill: Capital srew: 10,000, gassengers: 3argo Capacitonsumablesost: 200 milliyperdrive Myperdrive Baav Computerpace: 3 aneuverabil

lity: 1D+1

2

n Cannons nt, 3 left, 3 rig

ter gunnery D 2-5/10/15 ange: 200-50

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hip gunnery D+2 1-10/20/40 ange: 3-15/40

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nt, 1 left, 1 rig

hip gunnery D+1 1-5/15/30 ange: 2-10/30

m Projectornt, 1 left, 1 rig

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eadnaught ii-type Dread

andalorians blic

hts of the Old7) aught

meters hip piloting: gunners: 2640,000 (troopty: 45,000 me: 5 years on (new), 12ultiplier: x2ackup: x9 r: Yes

lity: 1D

ght, 3 back

00/1/1.5 km

olaser Cannght, 2 back

0/80 km

sile Launche

ght

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rs ght, 1 back

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d Republic C

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Page 19: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

HullShieSensPassScanWea20 DFire CrewSkillFire SpacAtmoDam10 TFire CrewScalSkillFire SpacAtmoDam10 SmissFire CrewSkillFire SpacAtmoDam8 TrFire CrewSkillFire SpacAtmoDam ForaCrafRunAffilEra:

l: 7D elds: 2D+1 sors: sive: 30/2D n: 70/3D apons: Double Medi Arc: 2 front, w: 6 l: Capital ship Control: 3D ce Range: 1-osphere Ran

mage: 6D Triple Laser Arc: 2 front, w: 6 le: Starfighterl: Starship gu Control: 3D+ce Range: 2-osphere Ran

mage: 6D Super-heavysiles each) Arc: 3 front, w: 6 l: Capital ship Control: 2D+ce Range: 1-osphere Ran

mage: 11D ractor Beam Arc: 1 front, w: 3 l: Capital ship Control: 3D ce Range: 1-osphere Ran

mage: 4D

ay Blockadft: Republic ner liation: Old R: Old Republ

ium Turbola 8 left, 8 right

p gunnery

10/20/40 nge: 3-15/40/

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3 left, 3 right

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p gunnery

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de Runner Fleet Syste

Republic lic

aser Cannont, 2 back

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ource: Knighage 183)

ype: Versatileale: Capital

ength: 155 mkill: Capital srew: 100, gunassengers: 3argo Capacitonsumablesost: Not availyperdrive Mav Computerpace: 6 aneuverabilull: 2D+1 hields: 1D+2ensors: assive: 20/1Dan: 40/1D+2eapons: Twin Mediumre Arc: 1 left, ew: 5 ill: Capital sh

re Control: 3Dace Range: 3mosphere Raamage: 5D

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raft: Rendili Hfiliation: Gea: Old Repub

ource: Knighage 101)

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ength: 180 m

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meters hip piloting:

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Page 20: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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l: Capital shiw: 1,470, gunw Skill: All sksengers: 2,7go Capacity

nsumables: 2t: 12 million

perdrive Mulperdrive Bac Computer: ce: 5 osphere: 29

neuverabilityl: 3D elds: 2D sors: sive: 40/1D n: 60/2D apons: Light Turbol Arc: 2 front, w: 4 l: Capital ship Control: 3D ce Range: 3-osphere Ran

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mmerhead ft: Rendili ser liation: Old R: Old Republrce: Knights

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ate

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ss

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re Control: 2Dace Range: mosphere Raamage: 4D arried Craftnistry-class o

ultiplier: x2r: Yes

330; 950 kmhlity: 1D

2

olaser Cannnt, 5 left, 5 rig

hip gunnery D+2 3-15/35/75 ange: 6-30/70

urbolaser Cant, 2 left, 2 rig

hip gunnery D 3-15/35/75 ange: 6-30/70

nons nt, 2 left, 2 rig

ter gunnery D 1-3/12/25 ange: 100-30

m Projectornt, 3 left, 3 rig

hip gunnery D 1-5/15/30 ange: 2-10/30

t: 12 Aurekorbital shuttl

h

nons ght, 5 back

0/150 km

annons ght, 1 back

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k tactical ses, various s

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, 2

Page 21: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

Inex

CrafTactAffilEra:Sou(pagTypeScalLengSkillCrewCrewPassCargConCostHypHypNav SpacManHullShieSensPassScanWea20 DFire CrewSkillFire SpacAtmoDam25 LFire CrewSkillFire SpacAtmoDam10 LFire CrewScalSkillFire

xpugnable

ft: Rendilitical Commaliation: Old R: Old Republrce: Knights

ges 184-185) e: Coordinatle: Capital gth: 3,100 ml: Capital shiw: 4,300, gunw Skill: All sksengers: 2,0go Capacity

nsumables: 2t: Not availab

perdrive Mulperdrive Bac Computer: ce: 3

neuverabilityl: 6D+2 elds: 3D sors: sive: 40/1D n: 75/2D apons: Double Turb Arc: 5 front, w: 5 l: Capital ship Control: 2D ce Range: 3-osphere Ran

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e Tactical Co

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y: +2

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p gunnery

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ss

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Page 22: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

18 MFire CrewSkillFire SpacAtmoDam18 HFire CrewSkillFire SpacAtmoDam18 LFire CrewScalSkillFire SpacAtmoDam9 TrFire CrewSkillFire SpacAtmoDamCarrvehi ArkCrafArkaAffilEra:SouTypeScalLengSkillCrew

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mage: 3D Light Laser C Arc: 4 front, w: 3 le: Starfighterl: Starship gu Control: 3D+ce Range: 1-osphere Ran

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Page 23: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 24: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 25: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

Droids ET-47 Communications Droid

Type: Automata Galactica ET-47 Communications Droid DEXTERITY 2D KNOWLEDGE 2D+2 Languages 4D, planetary systems 3D+2 MECHANICAL 3D Communication 6D, sensors 3D+2 PERCEPTION 2D Command: droids 3D, persuasion 3D STRENGTH 1D TECHNICAL 3D Computer programming/repair 6D Equipped With: -Walking locomotion -2 hand appendages -Translator unit (+2D to languages) -Vocabulator Move: 6 Size: 1.5 meters tall Cost: 2,700 credits Equipment: Comlink, datapad, portable computer. Source: Knights of the Old Republic Campaign Guide (pages 80-81) G0-T0 Infrastructure-Planning Droid Type: Aratech G0-T0 Infrastructure-Planning Droid DEXTERITY 3D KNOWLEDGE 3D Bureaucracy 5D, cultures 4D, scholar: planetary infrastructure management 7D, planetary systems 5D+2 MECHANICAL 3D PERCEPTION 3D Command 4D, persuasion 5D+2 STRENGTH 1D TECHNICAL 3D Computer programming/repair 6D Equipped With: -Repulsorlift engine -2 tool appendages -Electroshock probe (3D stun/ion damage) -Holorecorder/projector -Improved sensor package (+2D to search) -Integrated comlink

-Vocabulator Move: 8 (flying) Size: 0.3 meter diameter Cost: 60,000 credits Source: Knights of the Old Republic Campaign Guide (pages 81-82) T3 Utility Droid Type: Duwani Mechanical Products T3-series Utility Droid DEXTERITY 2D+1 KNOWLEDGE 1D+2 MECHANICAL 2D+2 Astrogation 4D, space transports 4D PERCEPTION 1D STRENGTH 1D TECHNICAL 2D+2 Computer programming/repair 4D+2, droid programming 3D, droid repair 3D, space transport repair 4D+2 Equipped With: -Stun ray (4D stun damage) -Electroshock probe (2D ion damage) -Electric arc welder -Fire extinguisher -Video and auditory sensors (+2D to search, negates darkness penalties) -Holorecorder/projector -Internal storage space (2 Kg) -5 tool appendages -4 wheeled magnetic feet Move: 8 Size: 1 meter tall Cost: 3,500 credits Source: Knights of the Old Republic Campaign Guide (page 216) GE3 Protocol Droid Type: Czerka Corporation GE3-series Protocol Droid DEXTERITY 1D KNOWLEDGE 2D+2 Alien species 5D, bureaucracy 6D, cultures 6D, languages 8D MECHANICAL 1D PERCEPTION 2D Persuasion 4D+2 STRENGTH 1D

Page 26: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

TECHNICAL 1D Equipped With: -Humanoid body (two arms, two legs, head) -Audio recorder -Vocabulator -Basic processor -Translator unit Move: 8 Size: 1.7 meters tall Cost: 2,500 (new) Equipment: Comlink Source: Knights of the Old Republic Campaign Guide (pages 82-83) GG Hospitality Droid Type: Adascorp GG-series Hospitality Droid DEXTERITY 2D KNOWLEDGE 2D

Bureaucracy 4D, cultures 4D MECHANICAL 1D+2 Communications 3D+2 PERCEPTION 2D+2 Persuasion 6D STRENGTH 1D TECHNICAL 1D Equipped With: -Humanoid body (two arms, two legs, head) -Vocabulator -Basic processor Move: 8 Size: 1.6 meters tall Cost: 4,000 (new) Equipment: Comlink Source: Knights of the Old Republic Campaign Guide (pages 83-84)

Juggernaut War Droid Type: Duwani Mechanical Products Juggernaut War Droid DEXTERITY 3D+2 Blaster 4D, dodge 4D, pulse-wave rifle 4D+2, shatter beam 4D+1, sonic weapons 4D+1 KNOWLEDGE 2D MECHANICAL 2D Jet pack operation 4D PERCEPTION 2D+2 Search 3D STRENGTH 3D+2 Lifting 5D TECHNICA L 1D Equipped With: -Humanoid body (two arms, two legs, head) -2 tool mounts -Vocabulator

-Durasteel plating (+1D to Strength to resist damage) -Jet pack (also provides swim speed) -Pulse-wave rifle (5D) -Shatter beam (5D, deals double damage to objects) -Heavy sonic pistol (4D) Move: 10 (fly, walk or swim) Size: 1.8 meters tall Cost: 20,000 credits Source: Knights of the Old Republic Campaign Guide (pages 85-86) K-X12 Probe Droid

Type: MerenData K-X12 Probe Droid DEXTERITY 3D Blaster 4D, dodge 4D KNOWLEDGE 2D MECHANICAL 1D PERCEPTION 2D+2 Search 6D, sneak 5D STRENGTH 1D Lifting 3D TECHNICAL 2D Computer programming/repair 4D Equipped With: -Repulsorlift unit -3 claw appendages -1 tool appendage -Improved sensor package (+2D to search rolls) -Self-destruct system -Holorecorder -Integrated blaster (4D) Move: 8 Size: 1 meter tall Cost: 6,000 credits Source: Knights of the Old Republic Campaign Guide (page 86) Patrol Droid Mark I Type: Municipal Patrol Droid Mark I DEXTERITY 4D Blaster 4D+2, dodge 6D KNOWLEDGE 2D Law enforcement 3D MECHANICAL 1D PERCEPTION 2D+1 Search 5D

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Page 28: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

T1 Bulk Loader Droid

Type: Kellenech Technologies T1-LB Bulk Loader Droid DEXTERITY 2D KNOWLEDGE 1D MECHANICAL 1D PERCEPTION 1D STRENGTH 6D Lifting 9D, stamina 10D TECHNICAL 1D Equipped With: -2 legs -2 heavy grasper arms -Internal storage space (5 Kg) -Duranium armor plating (+1D to Strength against physical damage) Move: 13 Size: 2.6 meter tall Cost: 6,000 credits Source: Knights of the Old republic Campaign Guide (page 88) R-8009 Utility Droid Type: Serv-O-Droid R-8009 Utility Droid DEXTERITY 1D KNOWLEDGE 1D MECHANICAL 1D PERCEPTION 1D Search 3D STRENGTH 1D Lifting 2D TECHNICAL 1D Computer programming/repair 2D, machinery repair 2D Equipped With: -Repulsorlift unit -4 tool appendages -Varying maintenance and cleaning equipment Move: 8 Size: 0.9 meters tall Cost: 800 credits Source: Knights of the Old Republic Campaign Guide (page 89)

Mark I Assault Droid

Type: Czerka Corporation Mark I Assault Droid DEXTERITY 3D Blaster 4D, flame projectors 4D KNOWLEDGE 2D MECHANICAL 1D PERCEPTION 1D+2 Search 5D STRENGTH 3D Brawling 3D+2 TECHNICAL 1D Equipped With: -Walking locomotion -3 tool mounts -2 claw appendages (STR+2 damage) -Duranium plating (+1D to Strength to resist physical damage) -Shield generator (+2D to Strength to resist energy damage) -2 onboard blasters (5D) -Built-in flamethrower (4D per round until put out) Move: 7 Size: 1.85 meters tall Cost: 14,910 credits Source: Knights of the Old Republic Campaign Guide (page 165) Mark IV Assault Droid Type: Czerka Corporation Mark IV Assault Droid DEXTERITY 2D Blaster cannon 3D, dodge 3D KNOWLEDGE 2D MECHANICAL 1D PERCEPTION 1D+1 Search 4D+1 STRENGTH 3D+2 TECHNICAL 1D Equipped With: -4 legs -1 tool mount -Duranium plating (+1D to Strength to resist physical damage) -Shield generator (+1D+1 to Strength to resist energy damage)

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-Double blaster cannon (7D, 2-meter blast radius) Move: 9 Size: 0.7 meters tall Cost: 16,270 credits Source: Knights of the Old Republic Campaign Guide (page 165) Krath War Droid Type: The Krath War Droid DEXTERITY 3D+2 Dodge 5D, melee combat 5D+2, melee parry 5D+2, pulse-wave pistol 5D KNOWLEDGE 1D MECHANICAL 1D PERCEPTION 1D Search 3D STRENGTH 5D TECHNICAL 1D Equipped With: -Humanoid body (two arms, two legs, head) -Durasteel battle armor (+1D to Strength to resist physical damage) Equipment: Short sword (STR+1D+2 damage), pulse-wave pistol (4D+2 damage) Move: 10 Size: 1.7 meters tall Cost: 11,000 credits Source: Knights of the Old Republic Campaign Guide (page 222) Rakatan Guardian Droid Type: Rakatan Guardian Droid DEXTERITY 3D Blaster 5D, carbonite projector 5D, dodge 5D+2, flame projector 5D KNOWLEDGE 2D Languages 2D, survival 5D MECHANICAL 1D PERCEPTION 2D Search 6D STRENGTH 2D Stamina 6D

TECHNICAL 2D Droid repair 5D Equipped With: -Walking locomotion -Improved sensor package (+2D to search and infrared vision) -Internal generator (indefinitely self-powered) -Duranium plating (+1D to Strength against physical damage) -Integrated blaster (5D) -Integrated flamethrower (4D per round until extinguished) -Carbonite projector (5D stun) Equipment: Short sword (STR+1D+2 damage), pulse-wave pistol (4D+2 damage) Move: 14 Size: Cost: Not available for sale Source: Knights of the Old Republic Campaign Guide (page 223) Goto Type: Aratech G0-T0 Infrastructure-Planning Droid DEXTERITY 3D+1 Blaster 4D, dodge 4D, melee combat: electroshock probe 3D+2 KNOWLEDGE 3D Bureaucracy 5D+2, cultures 4D+2, scholar: planetary infrastructure management 7D, planetary systems 6D+1 MECHANICAL 3D PERCEPTION 3D Con 5D, command 4D+2, persuasion 6D+1 STRENGTH 1D TECHNICAL 3D Computer programming/repair 6D+2 Equipped With: -Repulsorlift engine -2 tool appendages -Electroshock probe (3D stun/ion damage) -Integrated blaster (4D+1) -Holorecorder/projector -Improved sensor package (+2D to search) -Integrated comlink -Vocabulator Move: 8 (flying) Size: 0.3 meter diameter Cost: Not for sale Source: Knights of the Old Republic Campaign Guide (page 212) HK-24 Assassin Droid Type: Czerka Corp. HK-24 Series Assassin Droid DEXTERITY 4D Blasters: blaster rifle 5D+2, dodge 5D, melee combat 4D+1 KNOWLEDGE 2D+1 Intimidation 3D, tactics 3D MECHANICAL 2D+2 PERCEPTION 2D+1 Persuasion 4D+2, sneak 3D STRENGTH 3D+1

Page 30: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 31: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

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Page 32: RP_SagaConversion_Knights_of_the_Old_Republic_Campaign_Guide.pdf

Weapons Mandalorian Stunning Gauntlet Model: Mandalorian Stunning Gauntlet Type: Powered brawling weapon Scale: Character Skill: Brawling Cost: 200-300/pair (depending on size) Availability: 2, R Difficulty: Easy Damage: STR+1 stun damage Source: Knights of the Old Republic Campaign Guide (page 202) Short Sword Model: Standard Short Sword Type: Melee weapon Scale: Character Skill: Melee combat: sword Cost: 40 Availability: 1 Difficulty: Easy Damage: STR+1D+2 (maximum: 4D) Source: Knights of the Old Republic Campaign Guide (pages 64-65) War Sword Model: Generic Longsword/Broadsword Type: Melee weapon Scale: Character Skill: Melee combat: longsword/broadsword Cost: 150 Availability: 2, F or R Difficulty: Moderate Damage: STR+2D (maximum: 6D) Source: Knights of the Old Republic Campaign Guide (pages 64/66), d20 Core Rulebook (page 134), Adventure Journal 2 (page 203) Double-bladed Sword Model: Standard Double Sword Type: Double-bladed sword Scale: Character Skill: Melee combat: double-bladed sword Cost: 120 Availability: 2 Difficulty: Moderate Damage: STR+2D (max: 5D) Game Notes: Characters with the double-bladed sword specialization gain a +5 bonus to melee parry rolls. Source: Knights of the Old Republic Campaign Guide (pages 64/66) Fira Model: Order of Shasa Fira Type: Traditional selkath curved blade Scale: Character Skill: Melee combat: swords Cost: 100 Availability: 4 Difficulty: Easy Damage: STR+2D+2 (maximum: 5D+2)

Game Notes: This weapon is made with a cortosis alloy and can parry lightsabers without taking damage. Source: Knights of the Old Republic Campaign Guide (page 64) Dire Sword Model: Dire Longsword/Broadsword Type: Melee weapon Scale: Character Skill: Melee combat: longsword/broadsword Cost: 100 Availability: 2 Difficulty: Moderate Damage: STR+2D+2 (maximum: 6D) Source: Knights of the Old Republic Campaign Guide (pages 64/66) Mythosaur Axe Scale: Character Skill: Melee combat: axe Cost: 1,000 Availability: 4, F Difficulty: Easy Damage: STR+2D (max: 5D) Source: Knights of the Old Republic Campaign Guide (page 202) Mandalore the Ultimate’s Mythosaur Axe Scale: Character Skill: Melee combat: axe Cost: Not available for sale Availability: 4, X Difficulty: Moderate Damage: STR+4D (max: 7D) Source: Knights of the Old Republic Campaign Guide (page 202) Arg’garok Model: Gamorrean Warrior’s Arg’garok Axe Type: Large Melee weapon Scale: Character Skill: Melee combat: Arg’garok Cost: 1,000 (150-250 on Gamorr or Pzob) Availability: 3, R Difficulty: Moderate Damage: STR+2D+2 (maximum: 7D+2) Game Notes: Anyone with a strength less than 4D attempting to wield this weapon suffers a -2D penalty to their attack roll. Source: Knights of the Old Republic Campaign Guide (pages 64-65), Ultimate Alien Anthology (page 62) Zhaboka Model: Iridonian Zhaboka Double-Bladed Fighting Pike Type: Double-bladed pike Scale: Character Skill: Melee combat: double-bladed pike Cost: 750-1,000 (includes shoulder scabbard) Availability: 3, R Difficulty: Difficult Damage: STR+2D (max: 6D)

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Game Notes: Characters with the double-bladed pike specialization gain a +5 bonus to melee parry rolls. Weapon can be unlocked at the grip and folded in half for ease of transport. Source: Knights of the Old Republic Campaign Guide (pages 64/66) Dire Vibroblade Model: Vlaxar two-handed 22B-1 Vibro Type: Advanced Melee weapon Scale: Character Skill: Melee combat: vibroblade Cost: 60 Availability: 2, F Difficulty: Moderate Damage: STR+3D+2 (maximum: 6D+2) Source: Knights of the Old Republic Campaign Guide (pages 64-65) Double Vibroblade Model: Czerka Double Vibroblade Type: Double vibroblade Scale: Character Skill: Melee combat: double vibroblade Cost: 550 Availability: 3, F Difficulty: Difficult Damage: STR+3D (max: 7D) Game Notes: Characters with the double vibroblade specialization gain a +5 bonus to melee parry rolls. Source: Knights of the Old Republic Campaign Guide (pages 64-65) Shockstaff Model: Arkanian Mechanicals Shockstaff Type: Electric staff Scale: Character Skill: Melee combat: shockstaff Cost: 3,500 Availability: 3, R Difficulty: Moderate Damage: STR+3D (max: 6D), plus 3D stun damage Game Notes: Characters with the shockstaff specialization gain a +5 bonus to melee parry rolls. This weapon can parry lightsabers without taking damage. Source: Knights of the Old Republic Campaign Guide (pages 64-65) Shyarn Model: Cerean Shyarn Blade Type: Magnetically Charged Melee weapon Scale: Character Skill: Melee combat: Shyarn Cost: 40 Availability: 4 Difficulty: Easy Damage: STR+3D+2 (maximum: 6D+2) Game Notes: Characters with the shryarn specialization gain an additional +2 to hit characters with armor, and a +2 to parry metal melee weapons. Source: Knights of the Old Republic Campaign Guide (pages 64-65)

Lightfoil Type: Lightfoil Scale: Character Skill: Lightsaber Cost: 4,500 Availability: 4, R Damage: 5D Game Notes: Lightfoils are more common in the Knights of the Old Republic era than in other eras, and are more reliable, and are likely to do as much damage as a lightsaber. However, gamemasters should be aware that these advantages are not available for characters desiring the weapon anytime outside the Knights of the Old Republic era, given that the art of making quality lightfoils is soon lost. Source: Knights of the Old Republic Campaign Guide (pages 64-65) Massassi Lanvarok Model: Massassi Lanvarok Type: Disk launcher/polearm Scale: Character Skill: Melee weapons: Massassi Lanvarok / Thrown weapons: Massassi Lanvarok Ammo: Enough for one burst Cost: 250 Availability: 4, X Range: 2-5/10/20 Difficulty: Moderate Damage: STR+1D+2 (Max: 7D) / 3D+1 (discs) Game Notes: Useable either as a ranged or melee weapon. When used as a ranged weapon, the disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load. Source: The Dark Side Sourcebook (page 58), Knights of the Old Republic Campaign Guide (pages 68-69) Sith Lanvorok Model: Sith Lanvarok Type: Disk launcher Scale: Character Skill: Thrown weapons: Sith Lanvarok Ammo: Enough for one burst Cost: 4,000 Availability: 4, X Range: 2-10/20/40 Damage: 3D+1 Game Notes: The Sith Lanvarok is useable only as a ranged weapon. The disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.

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Source: The Dark Side Sourcebook (page 58), Knights of the Old Republic Campaign Guide (pages 68-69) Blaster Assault Rifle Model: Czerka L-21 Suppressor Type: High accuracy assault rifle Scale: Character Skill: Blaster: blaster rifle Ammo: 50 Cost: 1,000 Availability: 3, X Range: 3-50/200/450 Damage: 5D Source: Knights of the Old Republic Campaign Guide (pages 67-68) Sith Blaster Rifle Model: Czerka XKCD-311 Type: Blaster rifle Scale: Character Skill: Blaster: blaster rifle Ammo: 100 Cost: Not available for sale Availability: 3, X Range: 3-30/100/300 Damage: 5D Source: Knights of the Old Republic Campaign Guide (page 148) Commando Special Rifle Model: Gra’tl Industries 561 Special Type: Specialized blaster carbine Scale: Character Skill: Blaster: blaster carbine Ammo: 25 Cost: 1,250 (85 ammo) Availability: 3, X Range: 3-25/50/75 Damage: 5D+2 Source: Knights of the Old Republic Campaign Guide (page 180) Repeating Blaster Carbine Type: Heavy repeating blaster Scale: Character Skill: Blaster: blaster carbine Ammo: 30 Cost: 2,000 Availability: 2, X Range: 3-25/50/200 Damage: 6D+1 Source: Knights of the Old Republic Campaign Guide (pages 67-68) Sonic Disruptor Pistol Model: Standard Sonic Disruptor Pistol Type: Anti-personnel weapon Scale: Character Skill: Blaster: sonic disruptor Ammo: 10 Cost: 1,000 Availability: 4, X

Fire Rate: 2 Range: 3-4/8/12 Damage: 5D+2 Game Notes: After 10 shots, the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber. Source: Knights of the Old Republic Campaign Guide (pages 68-69) Aurial Blaster Model: Systech “Screamer” Aurial blaster Type: Aurial blaster Scale: Character Skill: Blaster: aurial blaster pistol Ammo: 50 Cost: 2,500 (power packs: 25) Availability: 2, R Range: 3-10/40/60 Damage: 3D+2 Game Notes: Any character taking damage from an aurial blaster suffers as -2D penalty on perception based rolls until the end of the attacker’s next turn. Source: Knights of the Old Republic Campaign Guide (pages 67-68) Carbonite Rifle Model: Kez’del Systems freeze rifle Type: Specialized carbonite rifle Scale: Character Skill: Blaster: carbonite rifle Ammo: 20 Cost: 1,200 (power packs: 50) Availability: 2, F Range: 3-5/10/20 Damage: 5D+2 (stun) Game Notes: Calculating damage on a carbonite rifle is similar to that of calculating stun damage. However, instead of a target being rendered unconscious, the target is caught by the quickly freezing and hardening stream that the rifle emits, and is then rendered immobilized. An immobilized target cannot make any actions or use any skills that are based on movement. Source: Knights of the Old Republic Campaign Guide (pages 68-69) Ion Carbine Model: Czerka 58-X23 Ion Carbine Type: Ionization gun Scale: Character Skill: Blaster: ion carbine Ammo: 30 (power packs: 25) Cost: 800 Availability: 2, F Fire Rate: 1 Range: 3-25/50/80 Damage: 5D ionization damage Game Notes: Ion guns fire streams of energy that wreak havoc on electrical systems, and they are usually employed against droids, light vehicles, and

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some types of equipment. When used normally, an ion gun fries a droid’s circuits and internal components, inflicting lethal damage. If set to “stun,” it works much the same as a blaster set on stun works against organic opponents. A droid stunned in such a way is out of commission for 2D minutes. An ion gun’s blast has no effect on organic targets, unless such targets have cybernetic replacements. Source: Knights of the Old Republic Campaign Guide (pages 68/70) Needler Model: Czerka Industries Penetrator Type: Slug throwing pistol Scale: Character Skill: Firearms: slugthrower pistol Ammo: 10 Cost: 650 (ammo clip 20) Availability: 1, F Range: 0-3/10/20 Damage: 3D+1 Game Notes: Needlers throw a sharpened slug at the target that is not stopped by personal energy shields of the Knights of the Old Republic Era. Further, many who carried Needler pistols laced the projectiles with toxins to further damage their targets. Source: Knights of the Old Republic Campaign Guide (pages 68-69) Ripper Model: Kal’na 321 “Eviscerater” Type: Shrapnel throwing projectile weapon Scale: Character Skill: Firearms: ripper pistol Ammo: 10 Cost: 750 (ammo clip 20) Availability: 1, F Range: 0-3/10/20 Damage: 3D+2 Game Notes: Ripper weapons bypass energy shields of the Knights of the Old Republic by throwing a variety of oddly shaped shrapnel in order to do physical damage (similar to flechette weapons of the Rebellion era). Source: Knights of the Old Republic Campaign Guide (pages 68-69) Pulse Wave Pistol Model: Czerka Pulse L-631 Type: Pulse-wave blaster Scale: Character Skill: Pulse-wave weapons: blaster Ammo: 50 Cost: 600 (power packs: 35) Availability: 1, F Fire Rate: 1 Range: 3-8/20/100 Damage: 4D Source: Knights of the Old Republic Campaign Guide (pages 68, 69) Pulse Wave Rifle Model: Czerka KC-71 Pulse Wave Rifle

Type: Pulse-wave rifle Scale: Character Skill: Pulse-wave weapons: rifle Ammo: 50 Cost: 550 (power packs: 50) Availability: 2, F Fire Rate: 1 Range: 3-20/75/150 Damage: 5D Source: Knights of the Old Republic Campaign Guide (pages 68/70) Sonic Pistol Model: Tlas’Chel LD-18 Sonic Blaster Pistol Type: Sonic blaster pistol Scale: Character Skill: Sonic Weapons: pistol Ammo: 100 Cost: 900 Availability: 2, F Fire Rate: 1 Range: 2-10/15/35 Damage: 3D+2 Game Notes: After 100 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber. Source: Knights of the Old Republic Campaign Guide (pages 68/70) Heavy Sonic Pistol Model: Tlas’Chel LD-44 Sonic Blaster Pistol Type: Sonic blaster pistol Scale: Character Skill: Sonic Weapons: pistol Ammo: 50 Cost: 1,250 Availability: 2, F Range: 2-7/10/20 Damage: 4D+2 Game Notes: After 50 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber. Source: Knights of the Old Republic Campaign Guide (pages 68/70) Sonic Rifle Model: Tlas’Chel LD-44 Sonic Blaster Pistol Type: Sonic blaster pistol Scale: Character Skill: Sonic Weapons: pistol Ammo: 50 Cost: 900 Availability: 2, F Range: 3-10/30/60 Damage: 4D+2 Game Notes: After 50 shots the power pack may be recharged in lieu of purchasing additional

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ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber. Source: Knights of the Old Republic Campaign Guide (pages 68/70) Cryoban Grenade Model: Irridonian C-46 Cryogenic Grenade Type: Explosive Scale: Character Skill: Grenade Cost: 500 Availability: 1, R Range: 2-6/20/40 Blast Radius: 0-2/4/6/10 Damage: 4D+1/3D+2/3D/2D+1 Game Notes: Cryoban grenades issue a blast of below freezing temperatures. It causes serious pain and immobility when it comes in contact with a target. Anyone taking damage from a Cryoban grenade has his or her movement reduced to 4 until the end of his or her next turn. Source: Knights of the Old Republic Campaign Guide (page 68) Adhesive Grenade Model: Czerka GL-85-K Sticky Grenade Type: Explosive Scale: Character Skill: Grenade Cost: 200 Availability: 1, R Range: 3-7/20/40 Blast Radius: 0-2/4/6/10 Damage: 5D/4D/3D/2D Game Notes: Adhesive grenades are intended to immobilize, rather than destroy a target. By issuing a splatter of a sticky solution, the grenade can effectively trap a target in place. Once hit by the glue, a character must roll his Strength to resist. If the grenade damage is higher, than instead of taking damage, the character remains trapped in place for 3 rounds. If the character succeeds in making the Strength roll, then he need not make any other rolls while moving through the blast radius. Source: Knights of the Old Republic Campaign Guide (pages 67-68)

Remote Grenade Model: Gra’tl Industries F-21-Remote Fragmentation Grenade Type: Explosive Scale: Character Skill: Demolitions Cost: 300 (additional 100 for a detonator switch) Availability: 3, X Blast Radius: 0-2/4/6/10 Damage: 5D/4D/3D/2D Game Notes: These grenades are programmed for remote detonation. After an Easy (Difficulty 10) demolitions roll to plant the explosive, the grenade is set. The explosives may be detonated by a remote switch (sold by the manufacturer) as long as the switch is within 100 meters of the grenades. Source: Knights of the Old Republic Campaign Guide (page 180)

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Equipment Fiber armor Model: Typical Fiber Armor Vest Type: Personal armor Scale: Character Cost: 3,000 Availability: 1, F Game Notes: +1D energy Source: Knights of the Old Republic Campaign Guide (pages 71-72) Powered Light Battle Armor Model: Typical Powered Light Battle Armor Type: Upgradeable Personal armor Scale: Character Cost: 6,500 Availability: 3, X Game Notes: +1D to resist energy and physical damage. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots. Source: Knights of the Old Republic Campaign Guide (pages 70-71) Light Battle Armor Model: Typical Light Battle Armor Type: Personal armor Scale: Character Cost: 3,500 Availability: 3, X Game Notes: +1D to resist energy, and physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (pages 70-71) Mesh Armor Model: Typical Mesh Armor Suit Type: Personal armor Scale: Character Cost: 6,000 Availability: 2, R Game Notes: +1D+1 to resist energy, and +2D+1 to resist physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (pages 71-72) Weave Armor Model: Typical Mesh Armor Suit Type: Personal armor Scale: Character Cost: 5,000 Availability: 3, R Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (pages 71-72) Powered Battle Armor Model: Typical Powered Medium Battle Armor Type: Upgradeable Personal armor Scale: Character

Cost: 11,000 Availability: 3, X Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots. Source: Knights of the Old Republic Campaign Guide (page 71) Matrix Armor Model: Heavy Matrix Armor Suit and Helmet Type: Personal armor Scale: Character Cost: 9,000 Availability: 2, R Game Notes: +1D+2 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (pages 71-72) Heavy Powered Battle Armor Model: Typical Powered Heavy Battle Armor Type: Upgradeable Personal armor Scale: Character Cost: 19,000 Availability: 3, X Game Notes: +1D+2 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots. Source: Knights of the Old Republic Campaign Guide (page 71) Republic Light Armor Model: Republic standard issue light armor Type: Military light armor Scale: Character Cost: Not available for sale Availability: 3, X Game Notes: +1D to resist physical and +2 to resist energy. Source: Knights of the Old Republic Campaign Guide (page 179) Republic Combat Armor Model: Republic standard issue medium combat armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 3, X Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (page 179) Republic Heavy Armor Model: Republic heavy combat armor Type: Military armor Scale: Character Cost: Not available for sale

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Availability: 3, X Game Notes: +1D+1 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide (page 179) Sith Trooper Armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 3, X Game Notes: +2D physical, +1D energy, -1D Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide (page 148) Darth Malak’s Armor Type: Custom built personal armor Scale: Character Cost: Not available for sale Availability: 4, X Game Notes: +2D physical, +1D energy. Due to the armor having been custom built for Darth Malak, he suffers no Dexterity penalties for wearing the amor. Source: Knights of the Old Republic Campaign Guide (page 155) Darth Bandon’s Armor Type: Custom built personal armor Scale: Character Cost: Not available for sale Availability: 4, X Game Notes: +1D physical, +1D energy. Due to the armor having been custom built for Darth Malak, he suffers no Dexterity penalty for wearing the amor. Source: Knights of the Old Republic Campaign Guide (page 155) Neo-Crusader Light Armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 4, X Game Notes: +2D physical, +1D energy, -1D Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide (page 201) Mandalorian Combat Suit Type: Military armor Scale: Character Cost: Not available for sale Availability: 4 Game Notes: +1D physical, +1D energy. Source: Knights of the Old Republic Campaign Guide (page 201) Mandalorian Battle Armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 4

Game Notes: +2D+1 physical, +1D energy, -1D Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide (page 201) Neo-Crusader Assault Armor Type: Military armor Scale: Character Cost: Not available for sale Availability: 4 Game Notes: +2D+2 physical, +1D+2 energy, -1D+2 Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide (page 201) Personal Shields Model: Czerka 351-K personal shield Type: Protective energy-dispersing shield Cost: See chart below * Availability: 1 Game Notes: Energy shields may be activated once a day, for a full day's worth of limited protection from energy attacks. Personal shields are unaffected by physical attacks. Once the wearer has taken damage of Wounded or greater, the energy shield shuts down to prevent a critical overload. The shield may be activated again the following day. However, the shield can only be activated a total of five times. * The Strength bonus to resist energy damage determines the cost of the shield.

Bonus Cost +1 500 +2 2,500 1D 4,000 1D+1 8,000 1D+2 12,000 2D 18,000

Source: Knights of the Old Republic Campaign Guide (pages 71-72) Aural Amplifier Type: Sensor headgear Scale: Character Cost: 2,000 Availability: 2 Game Notes: Amplifier adds 1D+2 to all Perception checks and skills involving hearing. Source: Knights of the Old Republic Campaign Guide (page 73) Computer Interface Visor Type: Sensor headgear Scale: Character Cost: 1,200 Availability: 2 Game Notes: Amplifier adds 1D to all computer programming/repair rolls Source: Knights of the Old Republic Campaign Guide (page 73)

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Demolitions Sensor Type: Sensor headgear Scale: Character Cost: 1,000 Availability: 2 Game Notes: Amplifier adds 1D+2 to all Perception checks or search rolls to perceive demolition charges, mines, or explosives. Source: Knights of the Old Republic Campaign Guide (page 73) Mechanical Interface Visor Type: Sensor headgear Scale: Character Cost: 2,500 Availability: 2 Game Notes: Amplifier adds 1D to all Mechanical rolls to repair common starships and vehicles. Source: Knights of the Old Republic Campaign Guide (page 73) Medical Interface Visor Type: Sensor headgear Scale: Character Cost: 1,500 Availability: 2 Game Notes: Amplifier adds +2 to all first aid or Medicine rolls. Source: Knights of the Old Republic Campaign Guide (page 73) Motion Sensing Visor Type: Sensor headgear Scale: Character Cost: 2,500 Availability: 2 Game Notes: Amplifier adds 1D+2 to all Perception checks and skills to find or notice a moving target. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Neural Band Type: Force-protective headgear Scale: Character Cost: 3,500 Availability: 2 Game Notes: Amplifier adds +2 to all Perception or willpower rolls to resist the effects of Force powers. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Stealth Field Generator Type: Personal camouflage generator Scale: Character Cost: 5,000 Availability: 2 Game Notes: By dampening sound and visible light around the character, this device adds a 2D+2 to all sneak rolls. Source: Knights of the Old Republic Campaign Guide (pages 73-74)

Vacuum Mask Type: Personal life support mask Scale: Character Cost: 650 Availability: 2 Game Notes: Provides 10 minutes of breathable air in a complete vacuum. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Bio-Stabilizer Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 1,750 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: This implant immediately stimulates segments of the brain to synthesize antidotes to poisons. A character with this implant is immune to poisons. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Cardio Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 1,750 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants +1 to resist damage Source: Knights of the Old Republic Campaign Guide (pages 73-74) Combat Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 5,000 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants a +1D+1 bonus to use any character-scale weapon in which the character has not received any skill advancement. Source: Knights of the Old Republic Campaign Guide (pages 73-74) Memory Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 2,000 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants a +1D to Knowledge rolls. Source: Knights of the Old Republic Campaign Guide (pages 73-74)

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Nerve Reinforcement Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 5,000 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants +1D to resist stun damage. Source: Knights of the Old Republic Campaign Guide (pages 73/75) Regenerative Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 4,250 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Characters with this implant installed may make two natural healing rolls per day instead of one. Source: Knights of the Old Republic Campaign Guide (pages 73/75) Sensory Implant Type: Cybernetic brain implant Scale: Character Skill: Medicine: cyborging (to install) Cost: 2,500 (does not include cost to install) Availability: 2 Difficulty: To install: Difficult Game Notes: Grants the special ability Darkvision: can see up to 20 meters in complete darkness. Source: Knights of the Old Republic Campaign Guide (pages 73/75) Armor Reinforcement Skill: Armor repair (to install) Difficulty: to install: Easy Cost: 3,000 Availability: 2 Upgrade slot cost: 1 Game Notes: Adds a +2 to the physical damage resistance of any armor Source: Knights of the Old republic Campaign Guide (page 75) Beam Splitter Skill: Blaster repair (to install) Difficulty: to install: Moderate Cost: 1,200 Availability: 2 Upgrade slot cost: 2 Game Notes: The beam splitter broadens a blaster bolt, making it more difficult to aim accurate, by increases damage. A character firing a blaster with a beam splitter takes a -2 penalty to their blaster roll, but gains an additional +2 to damage. Source: Knights of the Old republic Campaign Guide (page 75)

Durasteel bonding Skill: relevant weapon repair (to install) Difficulty: to install: Easy Cost: 2,000 Availability: 2 Upgrade slot cost: 1 Game Notes: Durasteel coats a weapon, adding +1D to its Body Strength. Source: Knights of the Old republic Campaign Guide (page 75) Enhanced Energy Projector Skill: blaster repair Difficulty: to install: Moderate Cost: 3,000 Availability: 2 Upgrade slot cost: 1 Game Notes: Allows a weapon with a blaster pack or rechargeable energy pack to double the number of shots fired on a single energy pack. Source: Knights of the Old republic Campaign Guide (page 75) Hair Trigger Skill: relevant weapon repair (to install) Difficulty: to install: Moderate Cost: 1,200 Availability: 2 Upgrade slot cost: 1 Game Notes: Weapons with a hair trigger increase their Fire Rate by +3. Source: Knights of the Old republic Campaign Guide (pages 75-76) Tremor Cell Skill: relevant weapon repair (to install) Difficulty: to install: Easy Cost: 1,000 Availability: 2 Upgrade slot cost: 1 Game Notes: The tremor cell allows a melee weapon with a power source (such as a vibrosword) to produce a dazzling tremor on contact with a target that will stun rather than kill the target. When the weapon it set to stun it keeps its base damage, but the damage should be treated as stun damage. Source: Knights of the Old republic Campaign Guide (pages 75-76)

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Force Powers Fear Control Difficulty: Target’s opposing control or Perception roll. Alter difficulty: Moderate. Required Powers: Aura of Uneasiness Warning: Any character who uses this power gains an immediate Dark Side Point. Effect: This power targets the psychological vulnerabilities of a target and uses a powerful wave of the Dark Side to fill them with a paralyzing fear. In game terms, the Force user can so fill them with fear that it will limit how many actions they may take on the target’s next turn. The limit is dependent on how much the Force user’s roll beats the target’s opposed roll. Control roll exceeds Maximum number target roll by of actions next turn

1-4………………3 actions 5-9………………2 actions 10-14……………1 action 15+……………..0 actions

Source: Knights of the Old Republic Campaign Guide (page 50) Force Whirlwind Alter Difficulty: Moderate, or target’s Strength roll (whichever is higher). Required Powers: Telekinesis Warning: Any character using this power to damage a living being gains an immediate Dark Side Point. Effect: The Jedi may call upon the Force to surround a target in a swirling vortex of Force energy. The whirlwind will lift the target approximately one meter into the air and buffet them with Force energy. In game terms, the target will be lifted into the air, and incapable of movement for the rest of the round. However, the Force user may attempt to extend the whirlwind by spending one character point per round. When the whirlwind dissipates, the target falls prone. It counts as an action for the target to get back up again. The Force user has the option of additionally doing damage equal to one third of his or her alter roll. If the character does so, then he or she gains an immediate Dark Side Point. Source: Knights of the Old Republic Campaign Guide (page 51)

Resist Force Control Difficulty: Moderate Time to use: One round Required Powers: Concentration Effect: This is a rare power that allows a Force User to center herself so that she will be prepared to resist any number of Force powers used against her. In game terms, if the character succeeds in her roll, then she gains an additional +1D to her control or willpower rolls to resist Force powers for 5 rounds. The character receives an additional +1D for every +10 by which she exceeds the difficulty. Source: Knights of the Old Republic Campaign Guide (page 51) Slow Control Difficulty: Easy Alter Difficulty: Moderate, or target’s control or Perception roll Required Powers: Accelerate healing, accelerate another’s healing, control pain, control another’s pain, remove fatigue, remove another’s fatigue. Effect: This power allows a Jedi to fill another person with the feeling of a heavy burden and a great fatigue, preventing them from moving and acting effectively. In game terms, the Jedi can decrease the movement rating of a target. The debilitating effect of the encumbrance lasts for 2D rounds. See chart below to determine the reduction of movement: Difficuly……….….Movement reduced by Moderate………….1/3 Difficult…………....1/2 Very Difficult.……..2/3 Heroic…………..…Paralized Source: Knights of the Old Republic Campaign Guide (page 52)