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This category is used to mark any content found in Rise of the Separatists: An Era Sourcebook.

RISE OF THE SEPARATISTS[]

WHAT'S IN THIS BOOK?[]

Rise of the Separatists is a sourcebook for Star Wars Roleplaying covering the period that makes up roughly the first half of the conflict known as the Clone Wars.

SIDEBAR: USING ICONIC NPCS[1][]

This book contains information on many iconic Star Wars characters, from Obi-Wan Kenobi to General Grievous. Their profiles offer some representation of some, but not all, of their important roles and abilities the have during this era. [...]

SIDEBAR: HEROIC-LEVEL PLAY[2][]

The characters seen in Star Wars: Episode II Attack of the Clones and in the Clone Wars film and series are highly skilled and capable of amazing feats. [...]

Heroic-level play is intended to depict PCs with capabilities closer to those heroes of the Star Wars films and series. To reflect this, PCs gain an extra 150 XP. These experience points cannot be spent on characteristics, as they are intended to reflect the character's training and experiences rather than inherent abilities. Players also may not purchase any skills above rank 3 while building their Heroic-level PC.

Further, characters constructed for this gameplay approach gain access to 9,000 credits' worth of starting gear (this can include a vehicle). [...]

HEROES OF THE REPUBLIC[]

NEW SPECIES[]

NEW CAREERS AND SPECIALIZATIONS[]

THE CLONE SOLDIER[]
THE JEDI[]
SIDEBAR: JEDI TRAINING[3][]

Like the careers in Force and Destiny, the Jedi career has only six career skills and begins with a free rank in three of these. [...]

FORCE-SENSITIVE OUTCAST pg.28[]
REPUBLIC NAVY OFFICER pg.30[]
REPUBLIC REPRESENTATIVE pg.32[]
SCAVENGER pg.34[]

NEW SKILLS[]

Page 36

NEW TALENTS[]

Page 37

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Page 42

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FORCE POWERS[]

FORCE POWER: BIND pg.44-45[]
FORCE POWER: ENHANCE pg.46-47[]

WEAPONS OF WAR[]

RESOURCES OF THE REPUBLIC[]

[...] Generally, when Player Character Clone Soldiers or Jedi conduct a mission officially sanctioned by the GAR or Jedi Order, their organizations should provide any equipment or vehicles necessary for the mission. [...]

TABLE: SPECIAL-ISSUE EQUIPMENT[4][]
Mission Type Example Issued Equipment
Boarding Action AP-M1 armor piercing grenade (2 per trooper), M3 Bulwark blast shield (per trooper), Nu-class transport (per squad)
Planetary Assault AT-TE walker (per squad), BT X-42 heavy flame projector (per squad)
Reconnaissance Ascension gun (per trooper), Mk II EMP grenade (3 per trooper), CK-6 swoop (per trooper)
Sabotage Destro-6 demolition charge (per trooper), RPS-6 rocket launcher (per squad), X5R heavy demolitions kit (per squad)
Site Defense AT-TE walker (per squad), Z-6 rotary blaster cannon (per squad)
SIDEBAR: GALACTIC ECONOMICS[5][]

The price and rarities [...] represent the availability of items during the Clone Wars, and the GM should consider modifying them as seems appropriate if their game takes place during the Galactic Civil War (the default time frame for the Star Wars Roleplaying lines). [...]

NEW WEAPONS[]

RANGED WEAPONS[]

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EXPLOSIVES AND ORDNANCE[]

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TABLE: RANGED WEAPONS[6][]
Name Skill Dam Crit Range Encum HP Price Rarity Special
Ranged Weapons
DC-15 Blaster Rifle Ranged (Heavy) 10 3 Long 6 4 (R) 2,200 6 Cumbersome 3, Pierce 1, Stun setting
DC-15A Blaster Carbine Ranged (Heavy) 9 3 Medium 3 4 (R) 1,500 5 Auto-fire, Pierce 1, Stun setting
DC-17 Hand Blaster Ranged (Light) 7 3 Medium 2 3 (R) 1,000 6 Accurate 1, Stun setting
Z-6 Rotary Blaster Cannon Ranged (Heavy) 12 4 Long 6 3 (R) 3,000 7 Auto-fire (Only), Cumbersome 3, Prepare 1
Explosives and Ordnance
AP-M1 Armor Piercing Grenade Ranged (Light) 13 3 Short 1 0 (R) 200 6 Blast 4, Limited Ammo 1, Pierce 4
BT X-42 Heavy Flame Projector Gunnery 10 2 Medium 6 2 (R) 2,000 7 Blast 6, Burn 4, Vicious 1
Mk II EMP Grenade Ranged (Light) 8 4 Short 1 0 150 5 Blast 6, Disorient 3, Ion, Limited Ammo 1
Model 201 Mortar System Gunnery 15 3 Extreme 10 1 (R) 5,400 7 Blast 12, Breach 1, Limited Ammo 5, Prepare 2, Slow-Firing 1
RPS-6 Rocket Launcher Gunnery 22 2 Extreme 8 4 (R) 8,200 8 Blast 14, Breach 1, Cumbersome 4, Guided 2, Limited Ammo 7
SIDEBAR: STANDARD LOAD-OUT[7][]

[...] Before beginning play, a starting Clone Soldier character may spend 1,000 credits of their starting funds to obtain Phase I clone trooper armor, a DC-15 blaster rifle or DC-15A blaster carbine, an M8 combat knife, and three EMP grenades. [...]

MELEE WEAPONS[]

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TABLE: MELEE WEAPONS[7][]
Name Skill Dam Crit Range Encum HP Price Rarity Special
M3 Bulwark Blast Shield Melee +1 6 Engaged 6 1 (R) 600 5 Cumbersome 3, Defensive 2, Deflection 2
M8 Combat Knife Melee +1 3 Engaged 1 1 150 4 Accurate 1, Pierce 1
TZ-97 "Zapper" Shock Baton Melee 5 4 Engaged 2 2 900 6 Concussive 1, Stun Damage
LIGHTSABERS[]

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TABLE: LIGHTSABERS[8][]
Name Skill Dam Crit Range Encum HP Price Rarity Special
Basic Lightsaber Lightsaber 6 2 Engaged 1 5 8,000 10 Breach 1, Sunder
Shoto Lightsaber 5 2 Engaged 1 3 8,000 10 Accurate 1, Breach 1, Sunder
Training Lightsaber Lightsaber 6 Engaged 1 5 400 6 Stun Damage
Basic Lightsaber Hilt Lightsaber 0 Engaged 1 5 300 5
Shoto Hilt Lightsaber 0 Engaged 1 3 300 6 Accurate 1
SIDEBAR: WEAPONS OF TRADITION[9][]

[...] Before beginning play, a starting Jedi character may purchase a lightsaber of any type for 2,500 credits of their starting funds instead of its normal price. [...]

SIDEBAR: LIGHTSABER HILTS[8][]

[...] Each lightsaber hilt requires a crystal (otherwise it has it deals no damage, has no critical rating, and lacks many of its standard item qualities). However, a PC wanting to construct their own lightsaber should start with a hilt. The GM can have them make a check to find the hilt, with a difficulty based on its rarity, and pay its price. This represents the PC finding and paying for the raw materials. Then it is simply a matter of spending a few hours putting the materials together to build the hilt—no checks are necessary.

NEW ARMOR[]

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TABLE: ARMOR[10][]
Type Defense Soak Price Encumbrance Hard Points Rarity
CF-9 Republic Naval Flight Suit 1 1 (R) 1,200 3 2 6
"Gundark" Scav-Suit 1 1 3,000 4 2 6
Heavy Robes 1 0 150 1 0 2
HT-77 Cold Assault Armor 0 2 (R) 4,000 6 2 7
Jedi Commander Armor 1 2 (R) 5,000 4 3 8
Mk II "Hotspot" Insulated Armor 0 2 (R) 5,500 6 2 7
Phase I ARC Trooper Armor 1 2 (R) 6,000 5 4 7
Phase I Clone Trooper Armor 0 2 (R) 2,000 4 3 6
Scavenged Clone Armor 0 2 (R) 1,000 5 2 4

NEW GEAR[]

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TABLE: GEAR AND EQUIPMENT[11][]
Item Price Encum Rarity
A99 Aquata Breather 100 0 7
Destro-6 Demolition Charge 750 1 5
Holo-Megacaster 600 1 3
Jedi Utility Belt 800 0 7
Lightsaber Maintenance Kit 400 2 7
Republic Insignia/Replica Special/(R) 100 0 3/6
Republic Seal of Service Special 0 9
X5R Heavy Demolitions Kit 1,000 4 6

NEW ATTACHMENTS[]

WEAPON ATTACHMENTS[]

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TABLE: WEAPON ATTACHMENTS[12][]
Attachment Price Encumbrance HP Required Rarity
Ascension Gun 500 1 1 4
Augmented Vibro-motor 500 2 4
Clone Firing Key 250 1 7
Combat Tested 50 0 3
Cortosis Forging 8,000 1 8
Insulated Firing Mechanisms 1,000 1 7
Ionizing Focusing Coils 800 2 5
LIGHTSABER ATTACHMENTS[]

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SIDEBAR: LIGHTSABER CRYSTAL ATTACHMENTS[13][]

[...] When modding a lightsaber crystal attachment, a Force user may add a number of Force dice no greater than their Force rating to the check. They may spend a Force point to add a success or advantage result to that check's results.

TABLE: LIGHTSABER ATTACHMENTS[13][]
Attachment Price Encumbrance HP Required Rarity
Fusion Shunt 2,000 1 6
Ilum Crystal 9,000 2 9
Ionizing Emitter Matrix 4,000 2 6
Thontiin Crystal 9,000 2 9
Zophis Crystal 11,000 2 10
ARMOR ATTACHMENTS[]

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TABLE: ARMOR ATTACHMENTS[14][]
Attachment Price Encumbrance HP Required Rarity
Bio-Support Dispenser 4,000 1 6
Ceremonial Adornment 2,500 0 4
Physiological Enhancement System 3,000 (clones)/10,000 (other) 2 7
Squad Tactical Systems 2,000 1 5

NEW VEHICLES[]

SPEEDERS[]
SIDEBAR: DROID VEHICLES[15][]

In game terms, these function as vehicles piloted by a droid brain, and are treated as both droids and vehicles for all purposes. [...]

SIDEBAR: EP-750X "DROIDBUSTER" EMP MISSILE LAUNCHER[16][]

Instead of carrying the standard dorsal-mounted twin mass drivers, a LAAT/i can be equipped with a Merr-Sonn EP-750x EMP missile launcher. [...]

GROUND VEHICLES[]
  • IG-227 Hailfire Tank pg.68-69
WALKERS[]
  • AT-TE pg.69-70

NEW STARSHIPS[]

FIGHTERS AND SHUTTLES[]
SIDEBAR: SYLIURE-31 HYPERSPACE DOCKING RING[17][]

Designed by TransGalMeg, in association with KSE, the Syliure-31 is a medium-range hyperdrive sled made to provide hyperspace capabilities to the Delta-7 and Delta-7B starfighters. [...]

SIDEBAR: UNDICUR-CLASS JUMPSPEEDER[18][]

These compact speeder bikes are little more than a low-output repulsor engine fitted with a saddle and rudimentary controls. [...]

SIDEBAR: MODULAR CARGO POD[19][]

Some Nu-class ships are fitted with a factory-build modular cargo pod slung beneath the hull. [...]

SIDEBAR: AUTOMATED SHUTTLE[20][]

One of the more common modifications made to the Sheathipede-class is the replacement of the crew and flight deck with an integrated pilot droid brain. [...]

CRUISERS AND TRANSPORTS[]
SIDEBAR: CHARGER C70 COMBAT REFIT[21][]

At the beginning of the Clone Wars, the Republic Navy found itself woefully unprepared for such a dangerous and all-consuming conflict. [...]

SIDEBAR: FLAK CANNONS[22][]

Flak cannons fire large-caliber shells packed with thousands of dangerous tiny objects such as shrapnel, microexplosive pellets, or inert durasteel flechettes. [...]

TABLE: FLAK CANNONS[22][]
Name Range Dam Crit Qualities Price Rarity Compatible Silhouette
Light Flak Cannon Close 4 3 Blast 4, Slow-Firing 1, Vicious 3 6,000 5 4-10
Medium Flak Cannon Short 4 3 Blast 4, Slow-Firing 1, Vicious 4 8,000 6 5-10
Heavy Flak Cannon Short 5 3 Blast 5, Slow-Firing 2, Vicious 5 10,000 7 6-10
BATTLESHIPS[]

THE SPARK OF WAR[]

[This section] presents a summary of the events leading up to the Clone Wars, whether public knowledge or hidden from view. [...]

[It also] zooms in on four worlds that play large roles in the events of the Clone Wars. These planets are Naboo, Tatooine, Kamino, and Geonosis. In addition to full planetary profiles and information, the sections on these worlds each feature a modular encounter that GMs can insert into their Clone Wars campaign or use as inspiration for their own stories.

CLONE WARS CAMPAIGNS[]

[This section] helps GMs to plan and run campaigns that capture the feel of this singular era, and in particular, the episodic style of the Clone Wars animated series.

SIDEBAR: ENHANCED NEMESIS COMBAT[23][]

[...] The GM should add an additional NPC initiative slot at the end of the initiative order. Then, the nemesis may take a second turn during the same round. [...]

SIDEBAR: OPTIONAL RULES: DROID PHALANXES[24][]

Battle droids often deploy in long columns to march across battlefields or against entrenched enemies, overwhelming the opposition through sheer, implacable numbers. [...]

OPTIONAL RULES: FIGHTING IN SQUADS AND SQUADRONS[]

In many campaigns, PCs fight alongside the Grand Army of the Republic against the Separatist menace, leading their comrades into battle. The squad and squadron rules allow GMs and players to organize minion groups under the leadership of PCs or rival and nemesis NPCs.

Read the full rules on pages 136 to 137 of Rise of the Separatists: An Era Sourcebook.

  1. Rise of the Separatists: An Era Sourcebook (Page 6)
  2. Rise of the Separatists: An Era Sourcebook (Page 7)
  3. Rise of the Separatists: An Era Sourcebook (Page 25)
  4. Rise of the Separatists: An Era Sourcebook (Page 50)
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  6. Rise of the Separatists: An Era Sourcebook (Page 52)
  7. 7.0 7.1 Rise of the Separatists: An Era Sourcebook (Page 53)
  8. 8.0 8.1 Rise of the Separatists: An Era Sourcebook (Page 55)
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  13. 13.0 13.1 Rise of the Separatists: An Era Sourcebook (Page 64)
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  21. Rise of the Separatists: An Era Sourcebook (Page 77)
  22. 22.0 22.1 Rise of the Separatists: An Era Sourcebook (Page 78)
  23. Rise of the Separatists: An Era Sourcebook (Page 128)
  24. Rise of the Separatists: An Era Sourcebook (Page 133)

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