Professional Documents
Culture Documents
TECHNICAL 1D/3D+2
Alien Species Special Abilities:
Claws: The more
Arkanian common Cathar sub-
species has claws that
Home Planet: Arkania
do STR+1D damage.
Attribute Dice: 13D
Camouflage Fur: The
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+2/4D+1 less common Cathar
MECHANICAL 1D+1/4D subspecies has shorter
PERCEPTION 1D+1/4D fur with color-changing
STRENGTH 1D+2/4D+1 ability. Using this ability
TECHNICAL 2D/4D+2 counts as an action for
Special Abilities: every round the fur’s
Darkvision: Arkanian color remains altered to
characters can see up to match the environment,
20 meters in total darkness. granting a +2D sneak
Story Factors: bonus against being spot visually.
Arrogance: Arkanians are Move: 12/14
typically arrogant, believing Size: 1.7 meters on average
that they have reached the Source: Ultimate Alien Anthology (pages 28-29),
pinnacle of evolution. Power of the Jedi Sourcebook (pages 65-66), Knights
Infamy: Arkania was once of the Old Republic Campaign Guide (page 12)
part of the Sith empire, and their dedication to
aggressive scientific research has given them a Draethos
somewhat bad reputation as the galaxy’s mad Home Planet: Thosa
scientists. Attribute Dice: 12D
Move: 10/12 DEXTERITY 1D+1/4D
Size: 1.6 to 2.2 meters tall. KNOWLEDGE 2D+1/5D
Source: Ultimate Alien Anthology (pages 15-16), MECHANICAL 1D+2/4D
Alien Anthology (pages 57-58), Power of the Jedi PERCEPTION 1D/3D
Sourcebook (page 64), Knights of the Old Republic STRENGTH 1D/3D+2
Campaign Guide (pages 10-11) TECHNICAL 1D+1/4D+1
Special Abilities:
Arkanian Offshoot Broadcast Telepathy:
Home Planet: Arkania Draethos can speak
Attribute Dice: 12D telepathically with any
DEXTERITY 2D/4D+1 number of creatures
KNOWLEDGE 1D+2/3D+2 within 500 meters.
MECHANICAL 1D+1/4D Anyone wishing to resist
PERCEPTION 1D+1/3D+2 this telepathic com-
STRENGTH 1D+2/4D+1 munication must make
TECHNICAL 1D+2/4D an opposed willpower or
Special Abilities: control skill roll against
Engineered: Arkanian Offshoots are typically the Draethos’ own
engineered for specific industrial tasks. At character willpower or control skill. This ability cannot be used
creation they get an extra 2D to place in either lifting, to “steal” memories or information.
repair skills, piloting skills, survival or first aid. Low-light Vision: A Draethos can see twice as far as a
Story Factors: normal human in poor lighting conditions.
Sub-race: Pureblood Arkanians consider the Offshoot Skill Bonus: Draethos are encouraged to learn as
to be no more than tools or slaves. much as they can, and most adults are experts on
Move: 10/12 several topics. As such, Draethos characters receive
Size: 1.6 to 2.2 meters tall. 2D for every 1D placed into Knowledge skills at the
Source: Knights of the Old Republic Campaign Guide time of character creation only.
(pages 10-11) Story Factors:
Long-Lived: Draethos character can live up to 800
Cathar years.
Home Planet: Cathar Move: 10/12
Attribute Dice: 12D Size: 1.8 meters tall on average.
DEXTERITY 2D/4D+2 Source: Ultimate Alien Anthology (pages 46-47),
KNOWLEDGE 1D/3D+2 Power of the Jedi Sourcebook (page 67), Knights of
MECHANICAL 1D/4D the Old Republic Campaign Guide (pages 12-13)
PERCEPTION 1D/4D
normal human in poor lighting conditions.
Feeorin Warrior Culture: Kissai grow up in a violent and
Home Planet: Odryn warlike society, so they constantly watch for threats,
Attribute Dice: 12D gaining a permanent +1D bonus to search or
DEXTERITY 1D/3D+2 Perception rolls to spot a threat.
KNOWLEDGE 1D+1/4D Story Factors:
MECHANICAL 1D/3D+2 Thought to be Extinct: Most scholars believe the
PERCEPTION 1D+1/4D Kissai were driven to extinction prior to the Rise of
STRENGTH 2D/4D+2 the Empire, though it is possible that some survivors
TECHNICAL 1D+1/4D exist on remote worlds that the Sith may have
Special Abilities: inhabited.
Low-Light Vision: Move: 10/12
Feeorin can see twice Size: 1.8 meters tall (average)
as far as a human in Source: Knights of the Old Republic Campaign Guide
dim light. (pages 15-16)
Endurance: Due to their
high level of endurance, Massassi
Feeorin may re-roll any Home Planet: Korriban
failed Stamina check Attribute Dice: 12D
once. DEXTERITY 1D+2/4D+1
Story Factors: KNOWLEDGE 1D/3D+2
Bad Reputation: On MECHANICAL 1D+1/4D
worlds where they have PERCEPTION 1D/3D+2
settled, Feeorin characters may be regarded as evil or STRENGTH 2D+1/5D
dangerous based on their species alone. TECHNICAL 1D/3D+1
Move: 10/12 Special Abilities:
Size: 2.2 meter tall on average Low Light Vision:
Source: Ultimate Alien Anthology (pages 58-59), Massassi can see twice
Knights of the Old Republic Campaign Guide (pages as far as a normal human
13-14) in poor lighting conditions.
Warrior Culture: Massassi
Khil are trained from birth to
Home Planet: Belnar be efficient soldiers.
Attribute Dice: 12D As such, Massassi characters gain a permanent +1D
DEXTERITY 1D/4D bonus to search and intimidation skill rolls.
KNOWLEDGE 2D/4D Story Factors:
MECHANICAL 1D 4D Thought to be Extinct: Most scholars believe the
PERCEPTION 1D/4D Massassi were driven to extinction prior to the Rise of
STRENGTH 1D/3D the Empire, though it is possible that some survivors
TECHNICAL 1D+1/4D exist on remote worlds that the Sith may have
Move: 8/10 inhabited.
Size: 1.2-2 meters tall Move: 10/12
Source: Galaxy Guide Size: 1.9 meters tall (average)
12 – Aliens: Enemies Source: The Dark Side Sourcebook (pages 114-115),
and Allies (pages 47- Knights of the Old Republic
48), Ultimate Alien Campaign Guide (pages 15-16)
Anthology (pages 84-
86), Knights of the Old Miraluka
Republic Campaign Attribute Dice: 12D
Guide (pages 14-15) DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
Kissai MECHANICAL 2D/4D
Home Planet: Korriban PERCEPTION 1D/5D
Attribute Dice: 12D STRENGTH 2D/4D
DEXTERITY 1D+2/4D TECHNICAL 2D/4D
KNOWLEDGE 1D+1/3D+2 Special Abilities:
MECHANICAL 1D+2/4D Force Sight: The Miraluka rely
PERCEPTION 1D+2/4D+1 on their ability to percieve their
STRENGTH 2D/4D surroundings by sensing the
TECHNICAL 1D+2/3D+2 slight force vibrations
Special Abilities: emanated from all objects. In
Low Light Vision: Massassi any location where the force is
can see twice as far as a
some way cloaked, the Miraluka are effectively blind. a fight is considered
Move: 10/12 unseemly by many
Size: 1.6-1.8 meters tall Selkath and was
Source: Ultimate Alien Anthology (pages 97-98), outlawed on ancient
Tales of the Jedi Companion (pages 101-102), Power Manaan.
of the Jedi Sourcebook (pages 70-71), Threats of the Able Healers: Selkath get
Galaxy (page 31), Knights of the Old Republic a +1D bonus to first aid
Campaign Guide (pages 16-17) when healing another.
Move: 10/12 (walking),
Rakata 6/8 (swimming)
Home Planet: Rakata Prime Size: 1.5 meters tall on
Attribute Dice: 12D average
DEXTERITY 2D/4D Source: Knights of the
KNOWLEDGE 2D/4D Old Republic Campaign
MECHANICAL 2D/4D+1 Guide (pages 18-19)
PERCEPTION 1D+1/3D+2
STRENGTH 1D+2/3D+2 Snivvian
TECHNICAL 2D+1/4D+2 Home Planet: Cadomai
Special Abilities: Attribute Dice: 12D
Force Blind: For reasons unknown, they have lost DEXTERITY 1D/3D
their connection to the Force. Rakata characters can’t KNOWLEDGE 2D/4D
be Force Sensitive, though they can still gain Dark MECHANICAL 1D/3D
Side Points and be affected by Force Powers. PERCEPTION 2D+1/4D+2
Rage: Once per day, a Rakata can fly into a rage, STRENGTH 2D/4D
gaining a +1D bonus to melee attacks and damage, TECHNICAL 1D/4D
but cannot use skills Story Factors:
that require patience Strife-Torn History: The Snivvians never seem to get a
and concentration. A break. From the genetic problems with the Blood
fit of rage lasts for a Code, to the period of slavery by the Thalassians, the
number of rounds Snivvians have undergone hardship after hardship.
equal to 5+ the Now that the Blood Code may have returned, the
character’s number Snivvians are bracing themselves for more troubles.
of full Strength dice. Despite such adversity (or perhaps because of it), the
At the end of its Snivvians are respected artists and writers.
rage, the character is Blood Code: The
tired, suffering a -1 genetic flaw that
penalty to all actions has led to much
until he rests for at violence in Snivvian
least 10 minutes. history has also
Move: 10/12 caused the
Size: 2 meters tall on Snivvians to be very
average distrustful of twins
Source: Knights of of any species. As
the Old Republic families, Snivvian
Campaign Guide brothers tend to be
(pages 17-18) very distant.
Special Abilities:
Selkath Adaptive Skin:
Home Planet: Manaan Snivvian can survive
Attribute Dice: 12D in temperature
DEXTERITY 2D/4D extremes of minus
KNOWLEDGE 2D/4D 30 degrees standard, to temperatures up to 45
MECHANICAL 2D/4D degrees standard without harm or protective gear.
PERCEPTION 2D+1/4D+1 They do wear clothing for cultural reasons. The
STRENGTH 1D+2/4D Snivvian’s tough skin give them +1D armor bonus to
TECHNICAL 2D/4D resist physical damage.
Special Abilities: Move: 10/12
Amphibious: Selkath can breathe underwater and get Size: 1.2-1.8 meters tall
a +2D bonus to swimming. Source: Galaxy Guide 12 – Aliens: Enemies and Allies
Poison: Selkath retractable claws can inject venom (pages 80-82), Ultimate Alien Anthology (pages 147-
into an enemy that does 3D damage on a successful 149), Alien Anthology (pages 101-102), Knights of the
attack and another 2D after 5 rounds. Using poison in Old Republic Campaign Guide (page 19)
Vehicles Arratech Urba
an Navigattor
Lho
osan Swoop
p
Lho
osan AeroC
Chaser
Crafft: Lhosan Inndustries AerroChaser Spe eeder Bike
Type e: Speeder bike
b
Scalle: Speeder
Leng gth: 4.1 meters
Skilll: Repulsorlifft operation: AeroChaserr
Crew w: 1
Passsengers: 0
Carg go Capacity: 4 kilogramss
Cove er: 1/2
Altittude Range: Ground leve el-0.8 meterss
Costt: 5,800 (neww), 1,000 (used)
Man neuverabilityy: 3D
Movve: 175; 500 kmh
k
Boddy Strength: 1D
Source: Knightss Crraft: SoroSuuub TT-6 Land dspeeder
of the Old
d ype: Speederr bike
Ty
Repu ublic Scale: Speeder
Cammpaign ength: 5.2 me
Le eters
Guid de (page 92) kill: Repulsorrlift operation
Sk n: TT-6
Crrew: 1
assengers: 1
Pa
argo Capacitty: 40 kilogra
Ca ams
over: 1/2
Co
Alttitude Rangee: Ground le evel-2 meterss
ost: 12,000 (n
Co new), 3,800 ((used)
Maaneuverabillity: 2D
Moove: 140; 4000 kmh
Boody Strength h: 1D+2
ource: Knigh
So hts of the Oldd Republic Campaign Gu
uide
(paages 93-94)
PL-9
90 Luxury Speeder
S
Stin
nger
Visionary
Con
nductor Lan
nding Craftt
Min
nistry Orbital Shuttle
Crraft: Hoersch h-Kessel Drivve G-Type Lig ght Shuttle
Afffiliation: Ge
eneral
Era: Old Repub blic
ource: Knigh
So hts of the Old d Republic Campaign Gu uide
(paage 98)
Tyype: Light shu uttle
Scale: Starfighter
ength: 23 me
Le eters
kill: Space tra
Sk ansports: G-T Type shuttle
Crrew: 1
Paassengers: 3
Caargo Capacitty: 10 metric c tons
Coonsumables: 1 week
Coost: 200,000 (new),
( 95,0000 (used)
Ma aneuverabillity: 2D
pace: 6
Sp
Crafft: Zentine Dynamics
D Minnistry-class Orbital
O Shuttlle
Atmmosphere: 330;3 950 kmh h
Affilliation: Old Republic
R / General
G
Huull: 3D+1
Era:: Old Republlic
hields: 2D
Sh
Source: Knights of the Old Republic
R Cammpaign Guidde
Se
ensors:
(pagge 182)
Paassive: 15/1D
Type e: Orbital shuttle
Sca an: 30/2D
Scalle: Starfighteer
We eapons:
Leng gth: 20 mete ers
Doouble Laser Cannon
Skilll: Space trannsports: Minisstry Shuttle
Firre Arc: Front
Crew w: 2
Skill: Starship gunnery
g
Passsengers: 36
Firre Control: 2DD+2
Carg go Capacity: 1,500 kilogrrams
Space Range: 1-2/3/5
Connsumables: 1 week
Atmmosphere Ra ange: 50-100 0/250/500
Costt: 160,000 (n new), 80,000 (used)
Daamage: 5D
Manneuverabilityy: 1D+2
Gaame Note: PilotP assista
ance system grants a +1D +
Spacce: 3
spa ace transporrts bonus to characters that don’t ha ave
Atmosphere: 26 60; 750 kmh
thaat skill.
Hulll: 3D+2
Shieelds: 2D
G--Type Escap
pe Shuttle
Senssors:
Crraft: Modifieed Hoersch-K Kessel Drive
e G-Type Liight
Passsive: 15/1D
Sh
huttle
Scann: 40/2D
Afffiliation: Ge
eneral
Wea apons:
Era: Old Repub blic
Douuble Laser Cannon
C
ource: Knigh
So hts of the Old
d Republic Campaign Gu
uide
Fire Arc: Front
(paages 98-99)
Skilll: Starship gu
unnery
ype: Escape shuttle
Ty s
Fire Control: 3D
Scale: Starfighter
Spacce Range: 1-2/4/7
ength: 23 me
Le eters
Atmo osphere Ran nge: 50-150/3
350/700
kill: Space tra
Sk ansports: G-T
Type shuttle
Dammage: 5D
Crrew: 1
Passsengers: No one Ligght Turbola aser Cannon ns
Carg go Capacity: 2 metric tons Firre Arc: Front
Connsumables: 4 months Sca ale: Capital
Costt: 230,000 (n new), 105,000
0 (used) Skill: Capital shhip gunnery
Hypperdrive Mulltiplier: x2 Firre Control: 2DD+1
Hypperdrive Bacckup: x10 Space Range: 1-5/10/17
Nav Computer: Yes Atmmosphere Ra ange: 100-50
00/1/1.7 km
Manneuverabilityy: 2D Daamage: 3D
Spacce: 6 Doouble Laser Cannon
Atmosphere: 33 30; 950 kmh Firre Arc: Turrett
Hulll: 3D+1 Skill: Starship gunnery
g
Shieelds: 3D+1 Firre Control: 3DD
Senssors: Space Range: 1-2/4/7
Passsive: 15/1D Atmmosphere Ra ange: 50-150
0/350/700
Scann: 30/2D Daamage: 4D
Wea apons:
Douuble Laser Cannon
C Le
ethisk Arme
ed Freighte
er
Fire Arc: Front
Skilll: Starship gu
unnery
Fire Control: 2D+ +2
Spacce Range: 1-2/3/5
Atmo osphere Ran nge: 50-100/2
250/500
Dammage: 5D
Gamme Note: Pilot assistanc ce system grants
g a +1D
spacce transportss bonus to characters
c th
hat don’t havve
that skill.
Herrald Shuttle
e
Te
eroch Gunsship
Krrath Comm
mand Ship
Spacce: 1
Atmosphere: 12 25; 350 kmh
Hulll: 6D+2
elds: 3D
Shie
Senssors:
Passsive: 10/0D
n: 15/1D
Scan
Crraft: Koros Spaceworks Supremaccy-class Atta ack
Derrriphan Batttleship Sh
hip
Afffiliation: Geeneral / Krath h
Era: Old Repub blic
ource: Knigh
So hts of the Old d Republic Campaign Gu uide
(paage 121)
ype: Attack cruiser
Ty c
Scale: Capital
ength: 550
Le
Crafft: Star Forge e Manufacturre kill: Capital ship piloting
Sk
Derrriphan-class Battleship Crrew: 1,800, gu unners: 156
Affilliation: Sith assengers: 3,000 (troops))
Pa
Era:: Old Republlic argo Capacitty: 6,000 metric tons
Ca
Source: The Dark D Side Sourcebook k (page 63
3), onsumables: 2 years
Co
Knigghts of the OldO Republic c Campaign Guide (pag ge ost: Not availlable for sale
Co e (estimated 16 million)
163)) Hyyperdrive Multiplier: x2
Type e: Battle cruiser Hyyperdrive Ba ackup: x8
Scalle: Capital Naav Computerr: Yes
Leng gth: 215 metters Ma aneuverabillity: +2
Skilll: Capital shiip piloting: Siith battleship
p pace: 3
Sp
Crew w: 25 Huull: 5D
Crew w Skill: 6D inn relevant skkills hields: 2D+1
Sh 1
Passsengers: 850 0 Se
ensors:
Carg go Capacity: 5,000 metriic tons assive: 25/1D
Pa
Connsumables: 1 year Sca an: 45/2D
Costt: Not availab ble for sale We eapons:
Hypperdrive Mulltiplier: x4 9 Light
L Double Turbolase ers
Hypperdrive Bacckup: x12 Firre Arc: 3 fron
nt, 3 left, 3 rig
ght
Nav Computer: Yes Cre ew: 6
Manneuverabilityy: 0D Skill: Capital shhip gunnery
Spacce: 4 Firre Control: 2DD
Hulll: 3D Space Range: 3-10/20/40
3
Senssors: Daamage: 4D
Passsive: 25/1D 9 Heavy
H Ion Cannons
C
Scann: 50/2D Firre Arc: 3 fron
nt, 3 left, 3 rig
ght
Wea apons: Cre ew: 6
6 Bla aster Canno ons Skill: Capital shhip gunnery
Fire Arc: 3 left, 3 right Firre Control: 2DD+2
Scalle: Starfighterr Space Range: 3-10/20/40
3
Dammage: 3D Firre Arc: 4 fron
nt, 5 left, 5 rig
ght, 4 rear
15 Medium
M Laseer Cannons Cre ew: 3
Fire Arc: 4 front, 4 left, 4 rightt, 3 rear Sca ale: Starfightter
Creww: 2 Skill: Starship gunnery
g
Scalle: Starfighterr Firre Control: 3D D
Skilll: Starship gu
unnery Space Range: 1-3/8/12
Fire Control: 3D Daamage: 3D
Spacce Range: 1-3/8/12 6 Tractor
T Beam m Projectorrs
Dammage: 4D Firre Arc: 1 fron
nt, 2 left, 2 rig
ght, 1 rear
9 Trractor Beam m Projectors Cre ew: 3
Fire Arc: 2 front, 3 left, 3 rightt, 1 rear Skill: Capital shhip gunnery
Creww: 2 Firre Control: 2D D
Skilll: Capital ship
p gunnery Space Range: 1-3/10/15
Fire Control: 2D Daamage: 3D+2 2
Spacce Range: 1-3/10/15 4 Gravity
G Welll Projectors
Dammage: 3D+2 Firre Arc: Turrett
Cre ew: 2
Inte
erdictor Wa
arship Skill: Capital shhip gunnery
Firre Control: 2D D
Space Range: 1-3/30/60
Daamage: Block ks hyperspac ce travel
arried Craft: 48 Sith Intterceptors, various
Ca v supp
port
craaft
Je
ehavey’ir Asssault Ship
Ka
andosii Dre
eadnaught
Crraft: Kandosiii-type Dreaddnaught
Afffiliation: Ma
andalorians
Era: Old Repub blic
Crafft: Kyramud--type Battleship
ource: Knigh
So hts of the Old
d Republic Campaign Gu uide
Affilliation: Mandalorians
(paages 206-2077)
Era:: Old Republlic
ype: Dreadna
Ty aught
Source: Knights of the Old Republic
R Cam
mpaign Guid
de
Scale: Capital
(pagge 206)
ength: 1,360 meters
Le
Type e: Battleshipp
kill: Capital ship piloting: Kandosii Drreadnaught
Sk
Scalle: Capital
Crrew: 10,000, gunners:
g 264
4
Leng gth: 752 metters
assengers: 30,000 (troops)
Pa
Skilll: Capital shiip piloting: Kyramud
K Batttleship
argo Capacitty: 45,000 me
Ca etric tons
Crew w: 1,200, gunnners: 143
onsumables: 5 years
Co
Passsengers: 2,0 000
ost: 200 million (new), 12
Co 20 million (u
used)
Carg go Capacity: 8,000 metriic tons
Hyyperdrive Multiplier: x2
Connsumables: 1 year
Hyyperdrive Ba ackup: x9
Costt: 40 million (new), 22 million
m (used))
Naav Computerr: Yes
Hypperdrive Mulltiplier: x2
pace: 3
Sp
Hypperdrive Bacckup: x15
Maaneuverabillity: 1D
Nav Computer: Yes
ource: Knigh
So hts of the Old
d Republic Campaign Gu uide
(paage 183)
ype: Versatile
Ty e frigate
Scale: Capital
ength: 155 meters
Le m
kill: Capital ship piloting: Foray Block
Sk kade Runner
Crrew: 100, gun nners: 10, ske
eleton: 40/+5
Hulll: 7D assengers: 300
Pa
Shieelds: 2D+1 argo Capacitty: 2,800 metric tons
Ca
Senssors: onsumables: 9 months
Co
Passsive: 30/2D ost: Not availlable for sale
Co e (estimated 3 million)
Scann: 70/3D Hyyperdrive Multiplier: x2
Wea apons: Naav Computerr: Yes
20 Double
D Mediium Turbola aser Cannonns pace: 6
Sp
Fire Arc: 2 front, 8 left, 8 rightt, 2 back Ma aneuverabillity: 2D
Creww: 6 Huull: 2D+1
Skilll: Capital ship
p gunnery hields: 1D+2
Sh 2
Fire Control: 3D Se
ensors:
Spacce Range: 1-10/20/40 assive: 20/1D
Pa
Atmo osphere Ran nge: 3-15/40/80 km Sca an: 40/1D+2 2
Dammage: 6D We eapons:
10 Triple
T Laser Cannons 2 Twin
T Medium m Turbolase er Cannons
Fire Arc: 2 front, 4 left, 4 rightt Firre Arc: 1 left, 1 right
Creww: 6 Cre ew: 5
Scalle: Starfighterr Skill: Capital sh hip gunnery
Skilll: Starship gu
unnery Firre Control: 3D D
Fire Control: 3D+ +2 Space Range: 3-15/35/75
3
Spacce Range: 2-5/10/15 Atmmosphere Ra ange: 6-30/70
0/150 km
Atmo osphere Ran nge: 200-500//1/1.5 km Daamage: 5D
Dammage: 6D
10 Super-heavy
S y Concussio aunchers (1
on Missile La 12 Praetorian Frrigate
misssiles each)
Fire Arc: 3 front, 3 left, 3 rightt, 1 back
Creww: 6
Skilll: Capital ship
p gunnery
Fire Control: 2D+ +1
Spacce Range: 1-5/15/30
Atmo osphere Ran nge: 2-10/30/60 km
Dammage: 11D
8 Trractor Beam m Projectors
Fire Arc: 1 front, 3 left, 3 rightt, 1 back
Creww: 3
Skilll: Capital ship
p gunnery
Fire Control: 3D
Spacce Range: 1-5/15/30
Atmo osphere Ran nge: 2-10/30/60 km Crraft: Rendili Hyperworks
H class Frigate
Praetorian-c
Dammage: 4D Afffiliation: Ge
eneral
Era: Old Repub blic
Fora
ay Blockad
de Runner ource: Knigh
So hts of the Old
d Republic Campaign Gu uide
Crafft: Republic Fleet Systems Foray-cllass Blockad
de (paage 101)
Runner ype: Escort frrigate
Ty
Affilliation: Old Republic
R Scale: Capital
Era:: Old Republlic ength: 180 meters
Le m
Skilll: Capital shiip piloting: Praetorian Friigate
Crew w: 1,470, gun nners: 94
Crew w Skill: All sk
kills 3D+2
Passsengers: 2,7 700
Carg go Capacity: 10,000 mettric tons
Connsumables: 2 years
Costt: 12 million (new), 6 million (used)
Hypperdrive Mulltiplier: x2
Hypperdrive Bacckup: x12
Nav Computer: Yes
Spacce: 5
Atmosphere: 29 95; 850 kmh
Manneuverabilityy: 0D
Hulll: 3D
Shieelds: 2D Hyyperdrive Multiplier: x2
Senssors: av Computerr: Yes
Na
Passsive: 40/1D pace: 6
Sp
Scann: 60/2D Atmmosphere: 330; 3 950 kmh h
Wea apons: Ma aneuverabillity: 1D
10 Light
L Turbollaser Canno ons Huull: 3D+1
Fire Arc: 2 front, 3 left, 3 rightt, 2 back hields: 2D+2
Sh 2
Creww: 4 Se
ensors:
Skilll: Capital ship
p gunnery assive: 30/0D
Pa
Fire Control: 3D Sca an: 50/1D
Spacce Range: 3-15/35/75 We eapons:
Atmo osphere Ran nge: 6-30/70/150 km 20
0 Light Turbo olaser Cann nons
Dammage: 2D Firre Arc: 5 fron
nt, 5 left, 5 rig
ght, 5 back
10 Laser
L Canno ons Cre ew: 5
Fire Arc: 2 front, 3 left, 3 rightt, 2 back Skill: Capital shhip gunnery
Creww: 3 Firre Control: 1D D+2
Scalle: Starfighterr Space Range: 3-15/35/75
3
Skilll: Starship gu
unnery Atmmosphere Ra ange: 6-30/70 0/150 km
Fire Control: 3D Daamage: 4D
Spacce Range: 1-3/12/25 10
0 Medium Tu urbolaser Ca annons
Atmo osphere Ran nge: 100-300//1.2/2.5 km Firre Arc: 5 fron
nt, 2 left, 2 rig
ght, 1 back
Dammage: 4D Cre ew: 5
8 Trractor Beam m Projectors Skill: Capital shhip gunnery
Fire Arc: 1 front, 3 left, 3 rightt, 1 back Firre Control: 1D D
Creww: 3 Space Range: 3-15/35/75
3
Skilll: Capital ship
p gunnery Atmmosphere Ra ange: 6-30/70 0/150 km
Fire Control: 2D+ +2 Daamage: 5D
Spacce Range: 1-5/15/30 10
0 Laser Cann nons
Atmo osphere Ran nge: 2-10/30/60 km Firre Arc: 4 fron
nt, 2 left, 2 rig
ght, 2 back
Dammage: 4D Cre ew: 5
Carrried Craft: 12 starfighterrs, 6 shuttles Sca ale: Starfightter
Skill: Starship gunnery
g
Ham
mmerhead Cruiser Firre Control: 2D D
Crafft: Rendili Hyperworks Hamm merhead-classs Space Range: 1-3/12/25
Cruiser Atmmosphere Ra ange: 100-30 00/1.2/2.5 km
m
Affilliation: Old Republic
R Daamage: 3D
Era:: Old Republlic 8 Tractor
T Beam m Projectorrs
Source: Knights of the Old Republic
R Cammpaign Guidde Firre Arc: 1 fron
nt, 3 left, 3 rig
ght, 1 back
(pagge 184) Cre ew: 3
Type e: Battle friga
ate Skill: Capital shhip gunnery
Scalle: Capital Firre Control: 2D D
Leng gth: 315 metters Space Range: 1-5/15/30
Skilll: Capital shiip piloting: Hammerhead
H d Frigate Atmmosphere Ra ange: 2-10/30 0/60 km
Crew w: 300, gunn ners: 224 Daamage: 4D
Crew w Skill: All sk
kills 4D arried Craftt: 12 Aurek
Ca k tactical strikefighters
s , 2
Passsengers: 400 0 Min nistry-class orbital
o shuttles, various support
s craft
Carg go Capacity: 4,000 metriic tons
Connsumables: 8 months
Costt: Not availab ble for sale (estimated
( 10 million)
Inex
xpugnable
e Tactical Co
ommand Vessel
V Space Range: 1-3/12/25
Atmmosphere Ra ange: 100-30 00/1.2/2.5 km
m
Daamage: 3D
8 Tractor
T Beamm Projectorrs
Firre Arc: 1 fron
nt, 3 left, 3 rig
ght, 1 back
Cre ew: 3
Skill: Capital shhip gunnery
Firre Control: 3DD
Space Range: 1-5/15/30
Atmmosphere Ra ange: 2-10/30 0/60 km
Daamage: 4D
Caarried Craftt: 144 Aurek k tactical sttrikefighters, 24
Chhela-class staarfighters, 24 4 Conductor-c class short-h
haul
lan
nding craft, 6 Ministry-cla ass orbital shuttles, vario
ous
Crafft: Rendili Hyperwo orks Inexpu ugnable-classs sup pport craft
Tacttical Comma and Vessel Noote: The Inex xpugnable im mproves the e fire control of
Affilliation: Old Republic
R all capital shipps within a 5 Space unitss radius by +1D +
Era:: Old Republlic with a successsful Moderate e sensors check.
Source: Knights of the Old Republic
R Cam
mpaign Guid de
(pagges 184-185) Ce
enturion Ba
attlecruiserr
Type e: Coordinattion warship
Scalle: Capital
Leng gth: 3,100 meters
m diame eter
Skilll: Capital shiip piloting: In
nexpugnable e Vessel
Crew w: 4,300, gun nners: 299
Crew w Skill: All sk
kills 3D
Passsengers: 2,0 000
Carg go Capacity: 50,000 mettric tons
Connsumables: 2 years
Costt: Not availab ble for sale (estimated
( 70 million)
Hypperdrive Mulltiplier: x2
Hypperdrive Bacckup: x10
Nav Computer: Yes
Spacce: 3
Manneuverabilityy: +2
Hulll: 6D+2
Shieelds: 3D Crraft: Star Forge Man nufacture Centurion-cl
C lass
Senssors: Ba
attlecruiser
Passsive: 40/1D Afffiliation: Old
d Republic
Scann: 75/2D Era: Old Repub blic / Sith
Wea apons: ource: Knigh
So hts of the Oldd Republic Campaign Gu uide
20 Double
D Turbbolaser Cann nons (paages 162-163 3)
Fire Arc: 5 front, 5 left, 5 rightt, 5 back ype: Battlecru
Ty uiser
Creww: 5 Scale: Capital
Skilll: Capital ship
p gunnery ength: 1,200 meters
Le
Fire Control: 2D kill: Capital ship piloting: Centurion Battlecruiser
Sk B
Spacce Range: 3-15/35/75 Crrew: 31,452, gunners:
g 297
7
Atmo osphere Ran nge: 6-30/70/150 km Crrew Skill: All skills 3D
Dammage: 6D assengers: 7,400 (troops))
Pa
25 Light
L Turbollaser Canno ons argo Capacitty: 32,000 me
Ca etric tons
Fire Arc: 7 front, 6 left, 6 rightt, 6 back onsumables: 5 years
Co
Creww: 5 ost: Not availlable for sale
Co e
Skilll: Capital ship
p gunnery Hyyperdrive Multiplier: x2
Fire Control: 3D Hyyperdrive Ba ackup: x8
Spacce Range: 3-15/35/75 Naav Computerr: Yes
Atmo osphere Ran nge: 6-30/70/150 km pace: 5
Sp
Dammage: 3D Maaneuverabillity: 1D+2
10 Light
L Laser Cannons
C Huull: 6D+1
Fire Arc: 2 front, 3 left, 3 rightt, 2 back hields: 2D+2
Sh 2
Creww: 5 Se
ensors:
Scalle: Starfighterr assive: 40/1D+1
Pa
Skilll: Starship gu
unnery Scaan: 75/2D+2 2
Fire Control: 3D+ +1 We eapons:
18 Medium
M Turbbolaser Can nnons
Fire Arc: 5 front, 5 left, 5 rightt, 3 back
Creww: 6
Skilll: Capital ship
p gunnery
Fire Control: 2D+ +1
Spacce Range: 3-15/35/75
Atmo osphere Ran nge: 6-30/70/150 km
Dammage: 5D
18 Heavy
H Ion Caannons
Fire Arc: 5 front, 5 left, 5 rightt, 3 back
Creww: 6
Skilll: Capital ship
p gunnery
Fire Control: 3D
Spacce Range: 3-15/35/75
Atmo osphere Ran nge: 6-30/70/150 km
Dammage: 3D
18 Light
L Laser Cannons
C assengers: 104,079
Pa
Fire Arc: 4 front, 6 left, 6 rightt, 2 back Caargo Capacitty: 10,000 me etric tons
Creww: 3 Coonsumables: 2 years
Scalle: Starfighterr Coost: Not for sale
Skilll: Starship gu
unnery Hyyperdrive Multiplier: x2
Fire Control: 3D+ +2 Hyyperdrive Ba ackup: x8
Spacce Range: 1-3/12/25 Naav Computerr: Yes
Atmo osphere Ran nge: 100-300//1.2/2.5 km Ma aneuverabillity: 1D
Dammage: 3D pace: 3
Sp
9 Trractor Beam m Projectors Huull: 5D
Fire Arc: 2 front, 3 left, 3 rightt, 1 back hields: 2D
Sh
Creww: 3 Se
ensors:
Skilll: Capital ship
p gunnery assive: 10/0D
Pa
Fire Control: 3D Sca an: 25/1D
Spacce Range: 1-5/15/30 We eapons:
Atmo osphere Ran nge: 2-10/30/60 km 12 Light Turbo olaser Cann nons
Dammage: 4D Firre Arc: 3 fron
nt, 3 left, 3 rig
ght, 3 back
Carrried Craft: 96 Sith Interceptors, va arious suppo
ort Cre ew: 4
vehiicles Firre Control: 3DD
Space Range: 1-5/10/17
Ark
kanian Lega
acy Atmmosphere Ra ange: 100-50 00/1/1.7 km
Crafft: The Ada asca BioMe echanical Co
orporation of
o Daamage: 3D
Arkaania Custom Spaceship 36
6 Medium Tu urbolaser Ca annons
Affilliation: Adasscorp Firre Arc: 6 fron
nt, 12 left, 12 rright, 6 backk
Era:: Old Republlic Cre ew: 4
Source: Wizardss Website Firre Control: 3DD
Type e: Corporate e headquarte ers ship Space Range: 1-5/10/17
Scalle: Capital Atmmosphere Ra ange: 100-50 00/1/1.7 km
Leng gth: “Massivve” Daamage: 5D
Skilll: Capital shiip piloting Caarried Craft:: 24 starfighte ers, 9 shuttle
es, various
Crew w: 5,000, gunnners: 192 ressearch and transport cra aft
Cre
eatures Ho
orned Kath
h Hound
Fira
axa
Gizk
ka
Type edator
e: Plains pre
Plan
net of Origin e
n: Dantooine
DEXXTERITY 2D Raakghoul Dise ease: A Hum man bitten by a rakgh houl
PERRCEPTION 2D D mu ust succeed d at a Veryy Difficult sttamina roll or
Searrch 4D, trackking 5D co
ontract rakgh houl disease. If a Human n contracts the
STRRENGTH 3D+ +1 dissease, he or she must ma ake a Very Difficult
D stam
mina
Jum
mping 6D rolll every hour or suffer --1 penalty to
o Strength. This
T
Speccial Abilitiess: dissease cannoot be healed normally. Th he damage can c
Clawws: Do STR+ +1 damage. be
e healed onlly by application of a serum
s or otther
Bite:: Does STR++2 damage. agent specific cally designned to com mbat rakgh houl
Head-Butt: Head-butting ad dds +2 to brawling
b nd
an dissease. When n a target in
nfected with h the disease e is
doess STR+2 dam mage. redduced to Sttrength of 0 0, it dies annd immediattely
Movve: 10 be
ecomes a ra akghoul, pow werful chara acters beco ome
e: 1 meter talll
Size rakkghoul fiend
ds.
Source: Knights of the Old Republic
R Cam
mpaign Guid
de Ex
xceptional Reflexes:
R Gaain a +1D bonus to all
(pagge 223) erception rolls made to de
Pe etermine initiative.
Moove: 10
Myk
kal Sizze: Varies wiidely
ource: Wiza
So ards Websiite, Knightss of the Old O
Reepublic Camp paign Guide (page 223)
Viper Kinrath
h
ype: Insectile
Ty e predator
Plaanet of Oriigin:
Kaashyyyk and
Daantooine
DEEXTERITY 4D D
Type edator
e: Aerial pre PE
ERCEPTION 3D
Plan
net of Origin n: Kashyyyk Search 5D
DEXXTERITY 4D TRENGTH 5D
ST D
PERRCEPTION 2D D+1 Sp
pecial Abilitiies:
STRRENGTH 3D+ +1 Bliind: Kinrath are
Speccial Abilitiess: blind and lo ocate
Bite:: Does STR+ +2 damage. preey through h a
Movve: 14 (flying) co
ombination of
e: 5-6 meters wingspan
Size he
eat sensing and
a smell, thu us they suffe
ers no penaltties
Source: Wizardss Website rellated to poorr visibility.
inger: The viper kinratth’s stinger deals STR
Stin R+1
Rak
kghoul da
amage, plus poison.
p
oison: If a vip
Po per kinrath d deals damag ge with its stting
Typee: Infected predator
p atttack, the tarrget is also p poisoned. The
T target must
m
Plan
net of Origin n: Taris ma ake a Mod derate stam mina roll orr suffer 2D D+2
DEXXTERITY 4D da
amage. The poison
p attac
cks each rou und until cured
PERRCEPTION 2D D
with a Moderate first aid ro oll.
Searrch 4D+1
Moove: 10
STRRENGTH 4D
Sizze: 2.2 meterrs tall
Clim
mbing/jumpin ng 6D+2
ource: Wizarrds Website
So
Speccial Abilitiess:
Droids -Vocabulator
Move: 8 (flying)
ET-47 Communications Droid Size: 0.3 meter diameter
Cost: 60,000 credits
Source: Knights of the Old Republic Campaign Guide
(pages 81-82)
T3 Utility Droid
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) Type: MerenData K-X12 Probe Droid
-Vocabulator DEXTERITY 3D
-Basic processor Blaster 4D, dodge 4D
Move: 8 KNOWLEDGE 2D
Size: 1.6 meters tall MECHANICAL 1D
Cost: 4,000 (new) PERCEPTION 2D+2
Equipment: Comlink Search 6D, sneak 5D
Source: Knights of the Old STRENGTH 1D
Republic Campaign Guide Lifting 3D
(pages 83-84) TECHNICAL 2D
Computer programming/repair 4D
Equipped With:
Juggernaut War Droid -Repulsorlift unit
Type: Duwani Mechanical Products Juggernaut War -3 claw appendages
Droid -1 tool appendage
DEXTERITY 3D+2 -Improved sensor package (+2D to search rolls)
Blaster 4D, dodge 4D, -Self-destruct system
pulse-wave rifle 4D+2, -Holorecorder
shatter beam 4D+1, -Integrated blaster (4D)
sonic weapons 4D+1 Move: 8
KNOWLEDGE 2D Size: 1 meter tall
MECHANICAL 2D Cost: 6,000 credits
Jet pack operation 4D Source: Knights of the Old Republic Campaign Guide
PERCEPTION 2D+2 (page 86)
Search 3D
STRENGTH 3D+2 Patrol Droid Mark I
Lifting 5D Type: Municipal Patrol Droid Mark I
TECHNICA L 1D DEXTERITY 4D
Equipped With: Blaster 4D+2, dodge 6D
-Humanoid body (two KNOWLEDGE 2D
arms, two legs, head) Law enforcement 3D
-2 tool mounts MECHANICAL 1D
-Vocabulator PERCEPTION 2D+1
Search 5D
-Reedundant syystems (pena alty per Wou
und is -2 inste
ead
of -1D)
-In
nternal comliink
-Voocabulator
Moove: 10
Sizze: 1.75 meteers
Coost: 12,000 crredits
Eqquipment: Blaster rifle (5
5D)
Soource: Knighhts of the Old
d Republic Campaign Gu uide
(paage 87)
Se
entinel Droid
Tyype: Kellenecch Technolo ogies Sentine
el Droid Mark
kI
DEEXTERITY 3D D+2
Blaaster 4D, dod
dge 4D
KNNOWLEDGE 1D+1
MEECHANICAL 1D
STRRENGTH 1D PEERCEPTION 2D
TECCHNICAL 1D Search 3D
Com mputer progra amming/rep
pair 4D STTRENGTH 3D D+2
Equ uipped With:: Braawling 4D
-Reppulsorlift unitt TEECHNICAL 1D D
-2 to
ool mounts Security 2D
-2 onnboard blastters (4D) Eqquipped Witth:
Movve: 10 (flying)) -Huumanoid bo ody
Sizee: 0.35 meterrs (tw
wo legs, two arms, head))
Costt: 4,700 creddits -Duurasteel shelll (+1D+1
Source: Knights of the Old Republic
R Cam
mpaign Guid
de to Strength to resist
r damagge)
(pagges 86-87) -In
nternal comliink
-Voocabulator
Dev
vastator Wa
ar Droid Moove: 10
Sizze: 1.75 mete
ers
Coost: 2,400 cre
edits
Eqquipment: Blaster rifle (5
5D)
Soource: Knighhts of the Old
d Republic Campaign Gu uide
(paages 87-88)
S6
6 Security/M
Maintenancce Droid
Tyype: MerenData S6-series Security/Maintenan nce
Droid
DEEXTERITY 5D D
KNNOWLEDGE 1D
MEECHANICAL 1D
PEERCEPTION 2D+1
Search 5D
STTRENGTH 1D D
TEECHNICAL 2D D
Coomputer programmin ng/repair 4D, drroid
proogramming 4D, 4 droid reppair 4D
pe: Ubrikkian
Typ n Steamwork ks Devastato
or War Droid Eqquipped Witth:
DEXXTERITY 4D -Reepulsorlift un
nit
Blasster 6D, dodg
ge 5D+1 -2 tool appendages
KNOOWLEDGE 2D D mproved sen
-Im nsor package e (+2D to sea
arch)
MEC CHANICAL 1D -In
nternal comliink
PERRCEPTION 2D D+1 Moove: 16 (flyinng)
Searrch 6D Sizze: 0.25 meteers
STRRENGTH 3D Coost: 2,000 creedits
Brawwling 4D Soource: Knigh hts of the Old
d Republic Campaign Gu
uide
TECCHNICAL 1D (paage 88)
Secuurity 2D+2
Equuipped With::
-Hummanoid bodyy (two legs, two
t arms, heead)
-Durrasteel shelll (+1D+2 to Streng gth to resist
dam
mage)
T1 Bulk Loader Droid Mark I Assault Droid
HK--47
Type e: Modified HK
H Assassin Droid
DEX XTERITY 4D
Blassters 6D, blaaster artillerry 5D, dodg
ge 5D, meleee
commbat 5D, mele ee parry 4D+ +2
KNO OWLEDGE 2D D+2
Intim
midation 5D+2, languag ges 5D, stree
etwise 4D+1,
tactiics 4D+2
MEC CHANICAL 2D+2
PERRCEPTION 2D D+2
Con 6D+2, hide e 5D+1, searrch 7D, persuasion 4D+2,
sneaak 5D+1
STRRENGTH 3D+ +1
TECCHNICAL 2D+2
- Corre Level 3: Difficulty:
D Verry Difficult. Time
T taken: 12
1 MEECHANICAL 1D
roun nds. PEERCEPTION 1D+1
Succ cess: HK-47 gains an im mmediate +1 + permanen nt STTRENGTH 6D D
incre ease to the attribute
a of th
he master's choice, and a Liffting 9D, stam
mina 10D+1
perm manent +1 bonus to dodge and d parry rollls. TEECHNICAL 1D D
Mem mories of yet another dec ceased mastter restored. Eqquipped Witth:
Failuure: HK-47 suffers a permanentt -1 loss to t -2 legs
Know wledge, Pe erception, or Technical, and a -2 heavy graspe er arms
perm manent -1 pe enalty on all attack rolls. nternal storag
-In ge space (5 K
Kg)
- Co ore Level 4: Difficulty: Heroic. Tim me taken: 18 1 -Du uranium arm mor plating (+1D to Sttrength agaiinst
roun nds. phhysical dama age)
Succ cess: Assa assination protocols, self-destruc ct -Sppeech proce essor
systeem, and me emory core fully
f restoredd. Memory of o Moove: 13
origiinal master returns. HK K-47 receive es permanen nt Sizze: 2.6 meterr tall
+1 increase
i in all attributes, a +1 bon nus on attac ck Coost: Not for sale
rollss, and a +1 bonus
b to doddge and parrry rolls. If th
he Soource: Wizarrds Website
origiinal and cu urrent maste ers are not one and th he
samme (which the GM ca an arrange), HK-47 will w T3
3-M4
immmediately atte empt to retu urn to his oriiginal buildeer,
as viiolently as po ossible.
Failuure: System reboot. HK K-47 reverts to whateve er
statee he was in n when purc chased (indiicated by th he
statss above) and a must begin the process of o
redisscovery ane ew. Penaltie es from prrevious faile ed
droid d repair rollls as well as bonusess are erased d,
thou ugh the indep pendent core e remains in ntact.
Assa assination Prrotocols: Asssassination protocols
p maay
onlyy be unlocke ed through a successful Core Level 4
droid d repair rolll (see abovve) and gra ant HK-47 an a
addiitional +2 bo onus on atta ack rolls and d a +2 bonu us
to dodge
do and pa arry rolls whhen in comb bat against his
h
targe et or targetts. Only the e master ma ay name th he
targe ets, of whichh there can be b no more than five, an nd
HK-4 47 will pursuue their elimiination to the e exclusion of
o Tyype: Modified d T3-series AAstromech Droid
all other
o duties until
u the taskk is complete ed. DEEXTERITY 2D D+2
Movve: 10 Blaasters 4D
Sizee: 1.8 meters tall KNNOWLEDGE 2D
Costt: Not for sale Aliien species 3D, schola ar: chemistrry 4D, scho olar:
Source: Knights of the Old Republic
R Cam mpaign Guid de enngineering 4D D, tactics 3D
(pag ges 212-213),, Wizards Website
W MEECHANICAL 3D
Astrogation 6D D, space transsports 5D
Elbe
ee PEERCEPTION 2D
Foorgery 4D+1, hide 2D+2, search 4D, sneaks 2D
STTRENGTH 2D D
TEECHNICAL 3D D
Coomputer prrogramming g/repair 7D D, demolitio ons
6DD+2, droid programming 4D, dro oid repair 4D,
sec curity 5D+1,, space transsport repair 6D
6
Eqquipped Witth:
-In
ntegrated blaaster pistol (4
4D+2 damag ge, stun optio
on)
-Ellectroshock probe
p (2D io
on damage)
-Ellectric arc welder
-Fiire extinguishher
-Viideo and auditory senso ors (+2D to search,
s negaates
daarkness pena alties)
-Ho olorecorder//projector
-In
nternal storagge space (2 K Kg)
-5 tool appendages
-4 wheeled ma agnetic feet
e: Modified Kellenech Technologie
Type T es T1-LB Bulk Moove: 8
Load
der Droid Sizze: 1 meter tall
t
DEX
XTERITY 2D Soource: Knigh hts of the Oldd Republic Campaign Gu uide
KNO
OWLEDGE 1D D+1 (paage 216)
Weapons Game Notes: This weapon is made with a cortosis
alloy and can parry lightsabers without taking
Mandalorian Stunning Gauntlet damage.
Model: Mandalorian Stunning Gauntlet Source: Knights of the Old Republic Campaign Guide
Type: Powered brawling weapon (page 64)
Scale: Character
Skill: Brawling Dire Sword
Cost: 200-300/pair (depending on size) Model: Dire Longsword/Broadsword
Availability: 2, R Type: Melee weapon
Difficulty: Easy Scale: Character
Damage: STR+1 stun damage Skill: Melee combat: longsword/broadsword
Source: Knights of the Old Republic Campaign Guide Cost: 100
(page 202) Availability: 2
Difficulty: Moderate
Short Sword Damage: STR+2D+2 (maximum: 6D)
Model: Standard Short Sword Source: Knights of the Old Republic Campaign Guide
Type: Melee weapon (pages 64/66)
Scale: Character
Skill: Melee combat: sword Mythosaur Axe
Cost: 40 Scale: Character
Availability: 1 Skill: Melee combat: axe
Difficulty: Easy Cost: 1,000
Damage: STR+1D+2 (maximum: 4D) Availability: 4, F
Source: Knights of the Old Republic Campaign Guide Difficulty: Easy
(pages 64-65) Damage: STR+2D (max: 5D)
Source: Knights of the Old Republic Campaign Guide
War Sword (page 202)
Model: Generic Longsword/Broadsword
Type: Melee weapon Mandalore the Ultimate’s Mythosaur Axe
Scale: Character Scale: Character
Skill: Melee combat: longsword/broadsword Skill: Melee combat: axe
Cost: 150 Cost: Not available for sale
Availability: 2, F or R Availability: 4, X
Difficulty: Moderate Difficulty: Moderate
Damage: STR+2D (maximum: 6D) Damage: STR+4D (max: 7D)
Source: Knights of the Old Republic Campaign Guide Source: Knights of the Old Republic Campaign Guide
(pages 64/66), d20 Core Rulebook (page 134), (page 202)
Adventure Journal 2 (page 203)
Arg’garok
Double-bladed Sword Model: Gamorrean Warrior’s Arg’garok Axe
Model: Standard Double Sword Type: Large Melee weapon
Type: Double-bladed sword Scale: Character
Scale: Character Skill: Melee combat: Arg’garok
Skill: Melee combat: double-bladed sword Cost: 1,000 (150-250 on Gamorr or Pzob)
Cost: 120 Availability: 3, R
Availability: 2 Difficulty: Moderate
Difficulty: Moderate Damage: STR+2D+2 (maximum: 7D+2)
Damage: STR+2D (max: 5D) Game Notes: Anyone with a strength less than 4D
Game Notes: Characters with the double-bladed attempting to wield this weapon suffers a -2D penalty
sword specialization gain a +5 bonus to melee parry to their attack roll.
rolls. Source: Knights of the Old Republic Campaign Guide
Source: Knights of the Old Republic Campaign Guide (pages 64-65), Ultimate Alien Anthology (page 62)
(pages 64/66)
Zhaboka
Fira Model: Iridonian Zhaboka Double-Bladed Fighting
Model: Order of Shasa Fira Pike
Type: Traditional selkath curved blade Type: Double-bladed pike
Scale: Character Scale: Character
Skill: Melee combat: swords Skill: Melee combat: double-bladed pike
Cost: 100 Cost: 750-1,000 (includes shoulder scabbard)
Availability: 4 Availability: 3, R
Difficulty: Easy Difficulty: Difficult
Damage: STR+2D+2 (maximum: 5D+2) Damage: STR+2D (max: 6D)
Game Notes: Characters with the double-bladed pike Lightfoil
specialization gain a +5 bonus to melee parry rolls. Type: Lightfoil
Weapon can be unlocked at the grip and folded in Scale: Character
half for ease of transport. Skill: Lightsaber
Source: Knights of the Old Republic Campaign Guide Cost: 4,500
(pages 64/66) Availability: 4, R
Damage: 5D
Dire Vibroblade Game Notes: Lightfoils are more common in the
Model: Vlaxar two-handed 22B-1 Vibro Knights of the Old Republic era than in other eras,
Type: Advanced Melee weapon and are more reliable, and are likely to do as much
Scale: Character damage as a lightsaber. However, gamemasters
Skill: Melee combat: vibroblade should be aware that these advantages are not
Cost: 60 available for characters desiring the weapon anytime
Availability: 2, F outside the Knights of the Old Republic era, given
Difficulty: Moderate that the art of making quality lightfoils is soon lost.
Damage: STR+3D+2 (maximum: 6D+2) Source: Knights of the Old Republic Campaign Guide
Source: Knights of the Old Republic Campaign Guide (pages 64-65)
(pages 64-65)
Massassi Lanvarok
Double Vibroblade Model: Massassi Lanvarok
Model: Czerka Double Vibroblade Type: Disk launcher/polearm
Type: Double vibroblade Scale: Character
Scale: Character Skill: Melee weapons: Massassi Lanvarok / Thrown
Skill: Melee combat: double vibroblade weapons: Massassi Lanvarok
Cost: 550 Ammo: Enough for one burst
Availability: 3, F Cost: 250
Difficulty: Difficult Availability: 4, X
Damage: STR+3D (max: 7D) Range: 2-5/10/20
Game Notes: Characters with the double vibroblade Difficulty: Moderate
specialization gain a +5 bonus to melee parry rolls. Damage: STR+1D+2 (Max: 7D) / 3D+1 (discs)
Source: Knights of the Old Republic Campaign Guide Game Notes: Useable either as a ranged or melee
(pages 64-65) weapon. When used as a ranged weapon, the disks
launched from the lanvarok spread out, increasing
Shockstaff the chances of a hit. This grants a 1D bonus to hit any
Model: Arkanian Mechanicals Shockstaff target within 10 meters. Anyone using a lanvarok who
Type: Electric staff also possesses the Telekinesis Force power can
Scale: Character extend this bonus to the full range of the weapon
Skill: Melee combat: shockstaff with a successful use of that power. A lanvarok takes
Cost: 3,500 a full round to load.
Availability: 3, R Source: The Dark Side Sourcebook (page 58),
Difficulty: Moderate Knights of the Old Republic Campaign Guide (pages
Damage: STR+3D (max: 6D), plus 3D stun damage 68-69)
Game Notes: Characters with the shockstaff
specialization gain a +5 bonus to melee parry rolls. Sith Lanvorok
This weapon can parry lightsabers without taking Model: Sith Lanvarok
damage. Type: Disk launcher
Source: Knights of the Old Republic Campaign Guide Scale: Character
(pages 64-65) Skill: Thrown weapons: Sith Lanvarok
Ammo: Enough for one burst
Shyarn Cost: 4,000
Model: Cerean Shyarn Blade Availability: 4, X
Type: Magnetically Charged Melee weapon Range: 2-10/20/40
Scale: Character Damage: 3D+1
Skill: Melee combat: Shyarn Game Notes: The Sith Lanvarok is useable only as a
Cost: 40 ranged weapon. The disks launched from the
Availability: 4 lanvarok spread out, increasing the chances of a hit.
Difficulty: Easy This grants a 1D bonus to hit any target within 10
Damage: STR+3D+2 (maximum: 6D+2) meters. Anyone using a lanvarok who also possesses
Game Notes: Characters with the shryarn the Telekinesis Force power can extend this bonus to
specialization gain an additional +2 to hit characters the full range of the weapon with a successful use of
with armor, and a +2 to parry metal melee weapons. that power. A lanvarok takes a full round to load.
Source: Knights of the Old Republic Campaign Guide
(pages 64-65)
Source: The Dark Side Sourcebook (page 58), Fire Rate: 2
Knights of the Old Republic Campaign Guide (pages Range: 3-4/8/12
68-69) Damage: 5D+2
Game Notes: After 10 shots, the power pack may be
Blaster Assault Rifle recharged in lieu of purchasing additional
Model: Czerka L-21 Suppressor ammunition. Sonic weapons are considered energy
Type: High accuracy assault rifle weapons when calculating damage with shields and
Scale: Character armor, however sonic weapons may not be deflected
Skill: Blaster: blaster rifle with a lightsaber.
Ammo: 50 Source: Knights of the Old Republic Campaign Guide
Cost: 1,000 (pages 68-69)
Availability: 3, X
Range: 3-50/200/450 Aurial Blaster
Damage: 5D Model: Systech “Screamer” Aurial blaster
Source: Knights of the Old Republic Campaign Guide Type: Aurial blaster
(pages 67-68) Scale: Character
Skill: Blaster: aurial blaster pistol
Sith Blaster Rifle Ammo: 50
Model: Czerka XKCD-311 Cost: 2,500 (power packs: 25)
Type: Blaster rifle Availability: 2, R
Scale: Character Range: 3-10/40/60
Skill: Blaster: blaster rifle Damage: 3D+2
Ammo: 100 Game Notes: Any character taking damage from an
Cost: Not available for sale aurial blaster suffers as -2D penalty on perception
Availability: 3, X based rolls until the end of the attacker’s next turn.
Range: 3-30/100/300 Source: Knights of the Old Republic Campaign Guide
Damage: 5D (pages 67-68)
Source: Knights of the Old Republic Campaign Guide
(page 148) Carbonite Rifle
Model: Kez’del Systems freeze rifle
Commando Special Rifle Type: Specialized carbonite rifle
Model: Gra’tl Industries 561 Special Scale: Character
Type: Specialized blaster carbine Skill: Blaster: carbonite rifle
Scale: Character Ammo: 20
Skill: Blaster: blaster carbine Cost: 1,200 (power packs: 50)
Ammo: 25 Availability: 2, F
Cost: 1,250 (85 ammo) Range: 3-5/10/20
Availability: 3, X Damage: 5D+2 (stun)
Range: 3-25/50/75 Game Notes: Calculating damage on a carbonite rifle
Damage: 5D+2 is similar to that of calculating stun damage.
Source: Knights of the Old Republic Campaign Guide However, instead of a target being rendered
(page 180) unconscious, the target is caught by the quickly
freezing and hardening stream that the rifle emits,
Repeating Blaster Carbine and is then rendered immobilized. An immobilized
Type: Heavy repeating blaster target cannot make any actions or use any skills that
Scale: Character are based on movement.
Skill: Blaster: blaster carbine Source: Knights of the Old Republic Campaign Guide
Ammo: 30 (pages 68-69)
Cost: 2,000
Availability: 2, X Ion Carbine
Range: 3-25/50/200 Model: Czerka 58-X23 Ion Carbine
Damage: 6D+1 Type: Ionization gun
Source: Knights of the Old Republic Campaign Guide Scale: Character
(pages 67-68) Skill: Blaster: ion carbine
Ammo: 30 (power packs: 25)
Sonic Disruptor Pistol Cost: 800
Model: Standard Sonic Disruptor Pistol Availability: 2, F
Type: Anti-personnel weapon Fire Rate: 1
Scale: Character Range: 3-25/50/80
Skill: Blaster: sonic disruptor Damage: 5D ionization damage
Ammo: 10 Game Notes: Ion guns fire streams of energy that
Cost: 1,000 wreak havoc on electrical systems, and they are
Availability: 4, X usually employed against droids, light vehicles, and
some types of equipment. When used normally, an Type: Pulse-wave rifle
ion gun fries a droid’s circuits and internal Scale: Character
components, inflicting lethal damage. If set to “stun,” Skill: Pulse-wave weapons: rifle
it works much the same as a blaster set on stun Ammo: 50
works against organic opponents. A droid stunned in Cost: 550 (power packs: 50)
such a way is out of commission for 2D minutes. An Availability: 2, F
ion gun’s blast has no effect on organic targets, Fire Rate: 1
unless such targets have cybernetic replacements. Range: 3-20/75/150
Source: Knights of the Old Republic Campaign Guide Damage: 5D
(pages 68/70) Source: Knights of the Old Republic Campaign Guide
(pages 68/70)
Needler
Model: Czerka Industries Penetrator Sonic Pistol
Type: Slug throwing pistol Model: Tlas’Chel LD-18 Sonic Blaster Pistol
Scale: Character Type: Sonic blaster pistol
Skill: Firearms: slugthrower pistol Scale: Character
Ammo: 10 Skill: Sonic Weapons: pistol
Cost: 650 (ammo clip 20) Ammo: 100
Availability: 1, F Cost: 900
Range: 0-3/10/20 Availability: 2, F
Damage: 3D+1 Fire Rate: 1
Game Notes: Needlers throw a sharpened slug at the Range: 2-10/15/35
target that is not stopped by personal energy shields Damage: 3D+2
of the Knights of the Old Republic Era. Further, many Game Notes: After 100 shots the power pack may be
who carried Needler pistols laced the projectiles with recharged in lieu of purchasing additional
toxins to further damage their targets. ammunition. Sonic weapons are considered energy
Source: Knights of the Old Republic Campaign Guide weapons when calculating damage with shields and
(pages 68-69) armor, however sonic weapons may not be deflected
with a lightsaber.
Ripper Source: Knights of the Old Republic Campaign Guide
Model: Kal’na 321 “Eviscerater” (pages 68/70)
Type: Shrapnel throwing projectile weapon
Scale: Character Heavy Sonic Pistol
Skill: Firearms: ripper pistol Model: Tlas’Chel LD-44 Sonic Blaster Pistol
Ammo: 10 Type: Sonic blaster pistol
Cost: 750 (ammo clip 20) Scale: Character
Availability: 1, F Skill: Sonic Weapons: pistol
Range: 0-3/10/20 Ammo: 50
Damage: 3D+2 Cost: 1,250
Game Notes: Ripper weapons bypass energy shields Availability: 2, F
of the Knights of the Old Republic by throwing a Range: 2-7/10/20
variety of oddly shaped shrapnel in order to do Damage: 4D+2
physical damage (similar to flechette weapons of the Game Notes: After 50 shots the power pack may be
Rebellion era). recharged in lieu of purchasing additional
Source: Knights of the Old Republic Campaign Guide ammunition. Sonic weapons are considered energy
(pages 68-69) weapons when calculating damage with shields and
armor, however sonic weapons may not be deflected
Pulse Wave Pistol with a lightsaber.
Model: Czerka Pulse L-631 Source: Knights of the Old Republic Campaign Guide
Type: Pulse-wave blaster (pages 68/70)
Scale: Character
Skill: Pulse-wave weapons: blaster Sonic Rifle
Ammo: 50 Model: Tlas’Chel LD-44 Sonic Blaster Pistol
Cost: 600 (power packs: 35) Type: Sonic blaster pistol
Availability: 1, F Scale: Character
Fire Rate: 1 Skill: Sonic Weapons: pistol
Range: 3-8/20/100 Ammo: 50
Damage: 4D Cost: 900
Source: Knights of the Old Republic Campaign Guide Availability: 2, F
(pages 68, 69) Range: 3-10/30/60
Damage: 4D+2
Pulse Wave Rifle Game Notes: After 50 shots the power pack may be
Model: Czerka KC-71 Pulse Wave Rifle recharged in lieu of purchasing additional
ammunition. Sonic weapons are considered energy Remote Grenade
weapons when calculating damage with shields and Model: Gra’tl Industries F-21-Remote Fragmentation
armor, however sonic weapons may not be deflected Grenade
with a lightsaber. Type: Explosive
Source: Knights of the Old Republic Campaign Guide Scale: Character
(pages 68/70) Skill: Demolitions
Cost: 300 (additional 100 for a detonator switch)
Cryoban Grenade Availability: 3, X
Model: Irridonian C-46 Cryogenic Grenade Blast Radius: 0-2/4/6/10
Type: Explosive Damage: 5D/4D/3D/2D
Scale: Character Game Notes: These grenades are programmed for
Skill: Grenade remote detonation. After an Easy (Difficulty 10)
Cost: 500 demolitions roll to plant the explosive, the grenade is
Availability: 1, R set. The explosives may be detonated by a remote
Range: 2-6/20/40 switch (sold by the manufacturer) as long as the
Blast Radius: 0-2/4/6/10 switch is within 100 meters of the grenades.
Damage: 4D+1/3D+2/3D/2D+1 Source: Knights of the Old Republic Campaign Guide
Game Notes: Cryoban grenades issue a blast of (page 180)
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)
Equipment Cost: 11,000
Availability: 3, X
Fiber armor Game Notes: +1D to resist energy, and +2D to resist
Model: Typical Fiber Armor Vest physical, -1D to all Dexterity rolls. This armor is
Type: Personal armor designed to be modified and upgraded using
Scale: Character modifications contained in D6 Conversion - Scum
Cost: 3,000 and Villainy. This model has 2 free upgrade slots.
Availability: 1, F Source: Knights of the Old Republic Campaign Guide
Game Notes: +1D energy (page 71)
Source: Knights of the Old Republic Campaign Guide
(pages 71-72) Matrix Armor
Model: Heavy Matrix Armor Suit and Helmet
Powered Light Battle Armor Type: Personal armor
Model: Typical Powered Light Battle Armor Scale: Character
Type: Upgradeable Personal armor Cost: 9,000
Scale: Character Availability: 2, R
Cost: 6,500 Game Notes: +1D+2 to resist energy, and +2D+2 to
Availability: 3, X resist physical, -1D+1 to all Dexterity rolls.
Game Notes: +1D to resist energy and physical Source: Knights of the Old Republic Campaign Guide
damage. This armor is designed to be modified and (pages 71-72)
upgraded using modifications contained in D6
Conversion - Scum and Villainy. This model has 2 free Heavy Powered Battle Armor
upgrade slots. Model: Typical Powered Heavy Battle Armor
Source: Knights of the Old Republic Campaign Guide Type: Upgradeable Personal armor
(pages 70-71) Scale: Character
Cost: 19,000
Light Battle Armor Availability: 3, X
Model: Typical Light Battle Armor Game Notes: +1D+2 to resist energy, and +2D+2 to
Type: Personal armor resist physical, -1D+1 to all Dexterity rolls. This armor
Scale: Character is designed to be modified and upgraded using
Cost: 3,500 modifications contained in D6 Conversion - Scum
Availability: 3, X and Villainy. This model has 2 free upgrade slots.
Game Notes: +1D to resist energy, and physical, -1D Source: Knights of the Old Republic Campaign Guide
to all Dexterity rolls. (page 71)
Source: Knights of the Old Republic Campaign Guide
(pages 70-71) Republic Light Armor
Model: Republic standard issue light armor
Mesh Armor Type: Military light armor
Model: Typical Mesh Armor Suit Scale: Character
Type: Personal armor Cost: Not available for sale
Scale: Character Availability: 3, X
Cost: 6,000 Game Notes: +1D to resist physical and +2 to resist
Availability: 2, R energy.
Game Notes: +1D+1 to resist energy, and +2D+1 to Source: Knights of the Old Republic Campaign Guide
resist physical, -1D to all Dexterity rolls. (page 179)
Source: Knights of the Old Republic Campaign Guide
(pages 71-72) Republic Combat Armor
Model: Republic standard issue medium combat
Weave Armor armor
Model: Typical Mesh Armor Suit Type: Military armor
Type: Personal armor Scale: Character
Scale: Character Cost: Not available for sale
Cost: 5,000 Availability: 3, X
Availability: 3, R Game Notes: +1D to resist energy, and +2D to resist
Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls.
physical, -1D to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide
Source: Knights of the Old Republic Campaign Guide (page 179)
(pages 71-72)
Republic Heavy Armor
Powered Battle Armor Model: Republic heavy combat armor
Model: Typical Powered Medium Battle Armor Type: Military armor
Type: Upgradeable Personal armor Scale: Character
Scale: Character Cost: Not available for sale
Availability: 3, X Game Notes: +2D+1 physical, +1D energy, -1D
Game Notes: +1D+1 to resist energy, and +2D+2 to Dexterity and related skills.
resist physical, -1D+1 to all Dexterity rolls. Source: Knights of the Old Republic Campaign Guide
Source: Knights of the Old Republic Campaign Guide (page 201)
(page 179)
Neo-Crusader Assault Armor
Sith Trooper Armor Type: Military armor
Type: Military armor Scale: Character
Scale: Character Cost: Not available for sale
Cost: Not available for sale Availability: 4
Availability: 3, X Game Notes: +2D+2 physical, +1D+2 energy, -
Game Notes: +2D physical, +1D energy, -1D 1D+2 Dexterity and related skills.
Dexterity and related skills. Source: Knights of the Old Republic Campaign Guide
Source: Knights of the Old Republic Campaign Guide (page 201)
(page 148)
Personal Shields
Darth Malak’s Armor Model: Czerka 351-K personal shield
Type: Custom built personal armor Type: Protective energy-dispersing shield
Scale: Character Cost: See chart below *
Cost: Not available for sale Availability: 1
Availability: 4, X Game Notes: Energy shields may be activated once a
Game Notes: +2D physical, +1D energy. Due to the day, for a full day's worth of limited protection from
armor having been custom built for Darth Malak, he energy attacks. Personal shields are unaffected by
suffers no Dexterity penalties for wearing the amor. physical attacks. Once the wearer has taken damage
Source: Knights of the Old Republic Campaign Guide of Wounded or greater, the energy shield shuts down
(page 155) to prevent a critical overload. The shield may be
activated again the following day. However, the
Darth Bandon’s Armor shield can only be activated a total of five times.
Type: Custom built personal armor * The Strength bonus to resist energy damage
Scale: Character determines the cost of the shield.
Cost: Not available for sale Bonus Cost
Availability: 4, X +1 500
Game Notes: +1D physical, +1D energy. Due to the +2 2,500
armor having been custom built for Darth Malak, he 1D 4,000
suffers no Dexterity penalty for wearing the amor. 1D+1 8,000
Source: Knights of the Old Republic Campaign Guide 1D+2 12,000
(page 155) 2D 18,000
Source: Knights of the Old Republic Campaign Guide
Neo-Crusader Light Armor (pages 71-72)
Type: Military armor
Scale: Character Aural Amplifier
Cost: Not available for sale Type: Sensor headgear
Availability: 4, X Scale: Character
Game Notes: +2D physical, +1D energy, -1D Cost: 2,000
Dexterity and related skills. Availability: 2
Source: Knights of the Old Republic Campaign Guide Game Notes: Amplifier adds 1D+2 to all Perception
(page 201) checks and skills involving hearing.
Source: Knights of the Old Republic Campaign Guide
Mandalorian Combat Suit (page 73)
Type: Military armor
Scale: Character Computer Interface Visor
Cost: Not available for sale Type: Sensor headgear
Availability: 4 Scale: Character
Game Notes: +1D physical, +1D energy. Cost: 1,200
Source: Knights of the Old Republic Campaign Guide Availability: 2
(page 201) Game Notes: Amplifier adds 1D to all computer
programming/repair rolls
Mandalorian Battle Armor Source: Knights of the Old Republic Campaign Guide
Type: Military armor (page 73)
Scale: Character
Cost: Not available for sale
Availability: 4
Demolitions Sensor Vacuum Mask
Type: Sensor headgear Type: Personal life support mask
Scale: Character Scale: Character
Cost: 1,000 Cost: 650
Availability: 2 Availability: 2
Game Notes: Amplifier adds 1D+2 to all Perception Game Notes: Provides 10 minutes of breathable air in
checks or search rolls to perceive demolition a complete vacuum.
charges, mines, or explosives. Source: Knights of the Old Republic Campaign Guide
Source: Knights of the Old Republic Campaign Guide (pages 73-74)
(page 73)
Bio-Stabilizer Implant
Mechanical Interface Visor Type: Cybernetic brain implant
Type: Sensor headgear Scale: Character
Scale: Character Skill: Medicine: cyborging (to install)
Cost: 2,500 Cost: 1,750 (does not include cost to install)
Availability: 2 Availability: 2
Game Notes: Amplifier adds 1D to all Mechanical Difficulty: To install: Difficult
rolls to repair common starships and vehicles. Game Notes: This implant immediately stimulates
Source: Knights of the Old Republic Campaign Guide segments of the brain to synthesize antidotes to
(page 73) poisons. A character with this implant is immune to
poisons.
Medical Interface Visor Source: Knights of the Old Republic Campaign Guide
Type: Sensor headgear (pages 73-74)
Scale: Character
Cost: 1,500 Cardio Implant
Availability: 2 Type: Cybernetic brain implant
Game Notes: Amplifier adds +2 to all first aid or Scale: Character
Medicine rolls. Skill: Medicine: cyborging (to install)
Source: Knights of the Old Republic Campaign Guide Cost: 1,750 (does not include cost to install)
(page 73) Availability: 2
Difficulty: To install: Difficult
Motion Sensing Visor Game Notes: Grants +1 to resist damage
Type: Sensor headgear Source: Knights of the Old Republic Campaign Guide
Scale: Character (pages 73-74)
Cost: 2,500
Availability: 2 Combat Implant
Game Notes: Amplifier adds 1D+2 to all Perception Type: Cybernetic brain implant
checks and skills to find or notice a moving target. Scale: Character
Source: Knights of the Old Republic Campaign Guide Skill: Medicine: cyborging (to install)
(pages 73-74) Cost: 5,000 (does not include cost to install)
Availability: 2
Neural Band Difficulty: To install: Difficult
Type: Force-protective headgear Game Notes: Grants a +1D+1 bonus to use any
Scale: Character character-scale weapon in which the character has
Cost: 3,500 not received any skill advancement.
Availability: 2 Source: Knights of the Old Republic Campaign Guide
Game Notes: Amplifier adds +2 to all Perception or (pages 73-74)
willpower rolls to resist the effects of Force powers.
Source: Knights of the Old Republic Campaign Guide Memory Implant
(pages 73-74) Type: Cybernetic brain implant
Scale: Character
Stealth Field Generator Skill: Medicine: cyborging (to install)
Type: Personal camouflage generator Cost: 2,000 (does not include cost to install)
Scale: Character Availability: 2
Cost: 5,000 Difficulty: To install: Difficult
Availability: 2 Game Notes: Grants a +1D to Knowledge rolls.
Game Notes: By dampening sound and visible light Source: Knights of the Old Republic Campaign Guide
around the character, this device adds a 2D+2 to all (pages 73-74)
sneak rolls.
Source: Knights of the Old Republic Campaign Guide
(pages 73-74)
Nerve Reinforcement Implant Durasteel bonding
Type: Cybernetic brain implant Skill: relevant weapon repair (to install)
Scale: Character Difficulty: to install: Easy
Skill: Medicine: cyborging (to install) Cost: 2,000
Cost: 5,000 (does not include cost to install) Availability: 2
Availability: 2 Upgrade slot cost: 1
Difficulty: To install: Difficult Game Notes: Durasteel coats a weapon, adding +1D
Game Notes: Grants +1D to resist stun damage. to its Body Strength.
Source: Knights of the Old Republic Campaign Guide Source: Knights of the Old republic Campaign Guide
(pages 73/75) (page 75)