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YUUZHAN VONG

Revised Species Traits


Make the following changes from the traits presented in the Legacy Era Campaign Guide: Replace the Technophobic species quality with: Technophobic: Yuuzhan Vong cannot be trained in Mechanics or Use Computer at first level. Ride is always a class skill for Yuuzhan Vong. Replace the Weapon Familiarity species quality with the following: Weapon Familiarity: Yuuzhan Vong cannot gain Weapon Proficiency (advanced melee, heavy weapons, pistols, or rifles) as starting feats from classes. Instead, they may select an Exotic Weapon Proficiency feat for one Yuuzhan Vong weapon for each of those feats they would gain. Example: Soldier grants Weapon Proficiency (pistols and rifles.) A Yuuzhan Vong who takes his first level in soldier does not gain these feats, but can take two Exotic Weapon Proficiency feats for Yuuzhan Vong weapons.

Classes

Yuuzhan Vong, due to their radically different society, follow a few special rules regarding classes. Jedi: Yuuzhan Vong may never take the Jedi Class. In addition, they may not take the following Prestige Classes: Force Adept, Force Disciple, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord, or any other Prestige class involving the Force or Force use. Prestige Classes: Yuuzhan Vong interact differently with Prestige Classes than regular characters. Ace Pilot: No Change Assassin: May use Improved Rapid Strike in place of Sniper Bounty Hunter: No Change Corporate Agent: Not Available Charlatan: No Change Crime Lord: Not Available Elite Trooper: No Change Enforcer: Not Available Gladiator: Change Weapon Proficiency (Advanced Melee) to Exotic Weapon Proficiency (Amphistaff) Gunslinger: Not Available Independent Droid: Not Available Infiltrator: No Change Master Privateer: Not Available Medic: No Change Melee Duelist: No Change Officer: No Change Outlaw: Not Available Saboteur: Not Available

Weapons
Amphistaff The Amphistaff is the main Yuuzhan Vong weapon of choice. Just as Jedi have lightsabers, Wookies have bowcasters, and stormtroopers have blaster rifles, the Vong have their Amphistaff. A lethal living creature wielded as a weapon, the amphistaff has many exotic uses. Commonly, it is worn on the waist as a belt. The

warrior need simply to take the staff in his hand, and the serpentine creature will uncoil and place itself in its masters hands. Its simplest form is a quarterstaff, but this is far from its most effective form. It can contract the muscles at its head and tail, becoming a lethal single- or double-bladed spear. It can relax its body and snap like a whip, or even attack on its own with a venomous bite, or spit its venom up to 20 meters. The weapon may be used as a quarterstaff with the Simple Weapon Proficiency, but all other forms require Exotic Weapon Proficiency: Amphistaff. The weapon cannot be made to change forms without the exotic proficiency, as well. Weapon Type: Yuuzhan Vong Amphistaff Proficiency Group: Exotic Cost: Not available for sale. Damage (spear): 2d8 Damage (Staff): 2d6/2d6 Damage (whip): 2d4 Range Category: Simple Type: See below. Weight: 5kg Size: Large DR/HP: 5/10 Break DC: 14 Fort Defense: 10 Damage Threshold: 10 Availability: Specialized, Illegal Era: NJO Note: Changing this weapons form is a swift action that requires the user to be proficient with the weapon. Staff: While in staff form, the weapon is wielded as a quarterstaff, and can be used with the Simple weapon proficiency feat. Spear: While in spear form, the weapon can be wielded or thrown as a spear. The head of the spear is poisonous: If the target takes damage from the attack and the attack roll equals or exceeds its Fortitude Defense, the target moves -1 persistent step on the condition track. The head of the spear deals piercing damage. Whip: In whip form, the amphistaff has a reach of 2 squares. The whip deals piercing damage and is poisonous: if the target takes damage and the attack roll equals or exceeds its Fortitude Defense, the target moves -1 persistent step on the condition track. Instead of dealing damage with the amphistaff, the wielder may use it to pin or trip the target as though using the Pin and Trip feats. The wielder must be proficient with the amphistaff to use this ability, but need not possess the Pin and Trip feats. Acid Spit: In any of its forms, the amphistaff can be coaxed by its wielder to spit venom at a target up to 10 squares away as a standard action. If this ranged attack hits both the targets Reflex Defense and Fortitude Defense, the target moves -1 persistent step on the condition track. Blorash Jelly The jelly is an amorphous blob with highly adhesive properties. When thrown at a creatures legs or stepped on, the jelly wraps itself around the creatures legs, impeding movement. Weapon Type: Yuuzhan Vong Blorash Jelly Proficiency Group: Simple Cost: Not available for sale. Damage: Range Category: Simple Type: Weight: .5kg Size: Tiny DR, HP: 20/Energy or fire, 10 Break DC: Fort Defense: 10 Damage Threshold: 10 Availability: Specialized, Illegal Era: NJO Note: If the attack roll with this weapon exceeds the targets Reflex Defense, the target is immobilized, and cannot be moved from its current square. The immobilized state lasts until the jelly is destroyed. Coufee The backup or hold-out weapon of the Yuuzhan Vong is a slender dagger made of sharpened chitin. Weapon Type: Yuuzhan Vong Coufee

Proficiency Group: Simple Damage: 2d6 Range Category: Thrown Weight: 2kg DR/HP: 5/10 Fort Defense: 10 Availability: Specialized, Illegal

Cost: Not available for sale. Type: Slashing or Piercing Size: Small Break DC: 14 Damage Threshold: 10 Era: NJO

Magma Pebble The Vongs response to war droids, magma pebbles are fingertip-sized balls containing plasma. When thrown, a magma pebble sheds its hard shell, burning hot enough to burn through most metals. The effects on organics are equally devastating. Magma Pebbles come in pouches of twenty, generally worn on the hip. Weapon Type: Yuuzhan Vong Magma Pebble Proficiency Group: Simple Cost: Not available for sale. Damage: 4d8 Range Category: Thrown Type: Energy Weight: .2kg Size: Diminutive DR/HP: 5/10 Break DC: 14 Fort Defense: 10 Damage Threshold: 10 Availability: Specialized, Illegal Era: NJO Plaeryin Bol Another Yuuzhan Vong hold-out weapon, only the highest ranking members of Vong society are equipped with these sinister symbiotes. Looking just like a normal Yuuzhan Vong eyeball, the Plaeryin Bol is in fact a venomous creature created to live in the empty eyesocket of a Yuuzhan Vong. On command, the creature can spit venom at its owners opponent, but can only do so once every day. Obtaining this symbiote requires the recipient to have an empty eyesocket available, either through accident or deliberate disfigurement. Weapon Type: Yuuzhan Vong Plaeryin Bol Proficiency Group: Exotic Cost: Not available for sale. Damage: 2d4 plus poison Range Category: Thrown Type: Piercing Weight: .5kg Size: Fine DR/HP: 0/1 Break DC: 1 Fort Defense: 1 Damage Threshold: 1 Availability: Specialized, Illegal Era: NJO Plaeryin Bol Venom Type: Contact Fort Attack Bonus: +1 per level of the attacking Yuuzhan Vong. Treat Injury DC: 15 Effect: If the attack succeeds, the character takes 2d6 damage and moves 1 step down the condition track. Plasma Eel Often wrapped around either the waist, arms, or legs, Plasma Eels are genetically engineered grenades carried by elite Yuuzhan Vong troopers. When uncoiled and thrown, the eel becomes rigid like a spear, and its head glows with building plasma energy. It vents excess energy through its tail, granting it a sort of organic rocketpowered flight. On impact, the creature explodes with the force of a thermal detonator. Weapon Type: Yuuzhan Vong Plasma Eel Proficiency Group: Simple Cost: Not available for sale.

Damage: 8d6 Range Category: Pistol Weight: 3kg DR/HP: 5/10 Fort Defense: 10 Availability: Specialized, Illegal

Radius: 4-square burst Type: Energy Size: Small Break DC: 10 Damage Threshold: 10 Era: NJO

Thud Bug Launcher An organic creature made to fire thud bugs at a much higher velocity then normal. These weapons are rarely used, as many warriors consider it dishonorable, and too close to the infidels blaster and slugthrower machines. Weapon Type: Yuuzhan Vong Thud Bug Launcher Proficiency Group: Exotic Cost: Not available for sale. Damage: 3d8 Range Category: Pistol Type: Piercing Weight: .5kg Size: Large DR/HP: 5/10 Break DC: 10 Fort Defense: 10 Damage Threshold: 10 Availability: Specialized, Illegal Era: NJO Notes: A user cannot choose to deal stun damage at point blank or short range as with a thrown thud bug. Tsaisi A tsaisi is a smaller, slenderer version of the amphistaff. It can occasionally be implanted underneath the skin for ultimate concealability. Its use requires a different training then the amphistaff, but behaves in a similar way, becoming either a fighting dagger, a baton, or short whip. Weapon Type: Yuuzhan Vong Tsaisi Proficiency Group: Exotic Cost: Not available for sale. Damage (dagger): 2d6 Damage (baton): 2d6 Damage (lash): 2d4 Range Category: Simple Type: See below Weight: 2kg Size: Small DR/HP: 5/10 Break DC: 14 Fort Defense: 10 Damage Threshold: 10 Availability: Specialized, Illegal Era: NJO Note: Changing this weapons form is a swift action that requires the user to be proficient with the weapon. Baton: While in staff form, the weapon is wielded as a baton, and can be used with the Simple weapon proficiency feat. Dagger: While in dagger form, the weapon is used as a dagger, and the head of the spear is poisonous: If the target takes damage and the attack roll equals or exceeds its Fortitude Defense, the target moves -1 persistent step on the condition track. Lash: In lash form, the tsaisi has no reach, unlike an amphistaff. The lash deals piercing damage and is poisonous: if the target takes damage and the attack roll equals or exceeds its Fortitude Defense, the target moves -1 persistent step on the condition track. Acid Spit: In any of its forms, the tsaisi can be coaxed by its wielder to spit venom at a target up to 10 squares away as a standard action. If this ranged attack hits both the targets Reflex Defense and Fortitude Defense, the target moves -1 persistent step on the condition track. Yammkas Teeth The first Warmaster created by Yun-Yuuzhan wasnt a Yuuzhan Vong at all, but a weapon-beast called a Vuasa. A Yuuzhan Vong challenged the Vuasa to single combat and prevailed, becoming the first true Yuuzhan Vong Warmaster. The Yuuzhan Vong who challenged the beast was convinced and advised by a wise priest

who understood the ways of battle and violence. After his triumph, the Warmaster granted the title of Warpriest to his trusted advisor, creating the most honored position in all of Yuuzhan Vong society. Warpriest is a rare and honored station. In all the millennia-long history of the Yuuzhan Vong, there have only been thirteen Warpriests, including the one named at the start of the invasion of their promised galaxy. The first Warpriest, it is said, pulled two teeth from the maw of Yun-Yammka himself, creating the rarest and most prized of Yuuzhan Vong artifacts. Yammkas Teeth are the sole proprietary weapon of the Warpriests, and for any other Yuuzhan Vong to touch them is among the highest of both treason and heresy. Because of these weapons, swords are a highly religious weapon among the Yuuzhan Vong, and none of them would desecrate even the idea of Yammkas Teeth by using a swordlike weapon. These paired blades are as formidable in their own way as the more common amphistaff, though they lack that weapons versatility. The Teeth are still alive, and extend organic tendrils that graft to the users arms, making it practically impossible to disarm him while he still lives. They also communicate with the wielder, letting him feel the blades as though they are a part of his own body. Weapon Type: Yammkas Teeth Proficiency Group: Exotic Cost: Not available for sale. Damage: 2d8 Range Category: Thrown Type: Slashing Weight: 4kg Size: Medium DR/HP: 10/40 Break DC: 22 Fort Defense: 10 Damage Threshold: 10 Availability: Unique, Illegal Era: NJO Note: This weapon provides a +2 equipment bonus to attack rolls made with it, and grants a +2 dodge bonus to Reflex Defense when wielded. This weapon retains its damage reduction against lightsabers, and is considered to have a monofilament edge (see Technological Terrors).

Armor
Vonduun Crab Armor The Yuuzhan Vong primarily use Vonduun Crabshell armor to armor their troops. The armor is a living creature, attuned to its hosts musculature and body kinesics. Each suit is unique, but all feature a dark, almost black coloring, and spikes protruding from knee, elbow, shoulder, wrist, and neck joints. These spikes and spines grow as the armor grows with its wearer. Unlike most conventional armors in the galaxy, Vonduun Crabshell armor is very effective against a variety of weapons, including slugthrowers, blasters, vibroweapons, and even lightsabers. Armor: Yuuzhan Vong Vonduun Crabshell armor Armor Type: Light Cost: Not available for sale Reflex Defense: +5 Fortitude Bonus: +5 Maximum Dex Bonus: +4 Weight: 5kg Speed, 6 sq: 6 Speed, 4 sq: 4 Availability: Specialized, Illegal Era: NJO Notes: The spikes on this armor are considered to be the equivalent of Combat Gloves (+1 to unarmed damage.) This armor retains its damage reduction against lightsabers. Vonduun Crab Armor, Heavy This armor is bred from heartier, larger Vonduun Crabs, and offers the wearer greater protection, at a cost of speed. Most warriors find the regular Vonduun Crabshell armor sufficient, and this armor is used by only a very few. Armor: Yuuzhan Vong Vonduun Crabshell armor

Armor Type: Medium Cost: Not available for sale Reflex Defense: +8 Fortitude Bonus: +8 Maximum Dex Bonus: +2 Weight: 10kg Speed, 6 sq: 4 Speed, 4 sq: 3 Availability: Specialized, Illegal Era: NJO Notes: The spikes on this armor are considered to be the equivalent of Combat Gloves (+1 to unarmed damage.) This armor retains its damage reduction against lightsabers. Reviving/refitting Vonduun Crabshell armor It may be possible to revive a suit of dead Vonduun Crabshell armor, and refit it for a different wearer. It would, however, require some of the most talented genetic manipulators in the galaxy. Glistaweb A different manner of armor employed by the Yuuzhan Vong is the Glistaweb. The glistaweb appears to be a robe of simmering cloth. While it provides no protection from physical attacks, its energy-damping capabilities make it almost as effective against blaster bolts as Vonduun Crab armor. The material is almost exclusively available only to the highest-ranking members of each caste, or, very occasionally, to those Yuuzhan Vong acting as ambassadors in unfriendly territory. Armor: Yuuzhan Vong Glistaweb Armor Type: Light Cost: Not available for sale Reflex Defense: Fortitude Bonus: Maximum Dex Bonus: +6 Weight: 1kg Speed, 6 sq: 6 Speed, 4 sq: 4 Availability: Specialized, Illegal Era: NJO Note: When worn, this armor provides Damage Reduction 20 against all energybased attacks.

Equipment
Gnullith A biological breathmask, this creature is shaped rather like a starfish. A proboscis extends down the wearers throat, feeding them oxygen. Normally, the gnullith can only filter breathable air, providing complete immunity to inhaled toxins and harsh environments that contain some oxygen. However, it can be paired with a lungworm to provide ten hours of breathable air, even in vacuum. Tkun strangler Cost N/A; Availability: Illegal, Rare Tkuns small, furry serpent creatures and deceptively gentle when in repose are trained to react to a certain stimulus such as the pounding of a ceremonial drum and constrict when such a stimulus is sensed. When placed against a breathing creatures throat, a Tkun can strangle the creature to death. After a Tkun strangler has been placed about the neck of a victim, which must be bound or otherwise helpless, the Tkun initiates an opposed grapple check with the victim (Tkun strangler: 1d20+10). A restrained victim suffers a -10 penalty on her check. Each round that the Tkun wins the opposed check, the creature strangles its victim for 1d4+4 points of damage. If the victim is able to survive this damage, she can hold her breath for at least a number of rounds equal to her Constitution modifier After those rounds have passed the victim starts to suffocate and starts to move down the condition track -2 steps each round. When the victim falls unconscious she, in addition to the Tkuns damage, takes a cumulative 1d6 points of damage each round (this means 2d6 the

next round, 3d6 the round after it and so on). If this damage ever exceeds the victims damage threshold, she dies. Yuuzhan Vong Binder Cuffs Cost N/A; Availability: Common These small, artrophodan creature locks around a humanoids wrists when commanded by a Yuuzhan Vong. The creature is designed to tighten its grip if anyone tries to slip out of the cuffs. For this the wearer can attempt to make an Acrobatics check [Escape Bonds] against a DC of 35 as a full-round action to slip free. If any check fails by 5 or more the cuffs tighten so much as to cause physical pain (1d4 points of damage). The creature releases its grasp when a proper command word is issued or if it is killed. The cuff-creature has 20 HP; if it isnt killed with a single attack, it tightens its grip, dealing 2d4 points of damage per round until dead. Once the creature has been injured, it no longer responds to verbal commands. Embrace of Pain Cost N/A; Availability: Illegal, Rare The Embrace of Pain is an ovoid device that stands roughly 2.5 meters tall. It is the Yuuzhan Vong equivalent of a torture rack, which the Yuuzhan Vong themselves use for purification through pain. It can also help to bring infidels closer to the gods or at least hold them immobile as long as the Yuuzhan Vong want. A subject is strapped into the device at ankles, thighs and wrists. The Embrace is generally affixed to a wall or ceiling in such a way that it can be raised to put the strapped-in subject at eye level to a Yuuzhan Vong or lowered within reach of an implanter. A subject in the Embrace of Pain is held at a constant level of pain and for this is rendered immobile and helpless (it is considered as having a Reflex Defense of 0). The Yuuzhan Vong can take advantage of this and command the Embrace to torture their victim. When they do so the Embrace tightens its grip, dealing 2d4 points of damage to the victim, which also takes 2d6 stun damage. The only action a left-alone captive can take is to attempt to escape the grip of the Embrace of Pain. For this he can attempt to make an unarmed melee attack against a Reflex Defense of 35 (but he neednt make any damage roll to break free). This attack roll can be aided by any by-standing character. Any attempt to liberate the subject sends a surge of pain through the helpless victim, who loses a number of HP equal to the result of the attack roll. If this damage exceeds the victims Treshold he also suffers 2d6 stun damage. If the victim looses all his HP, he is rendered unconscious. Because the Embrace of Pain is designed to keep the subject at a constant level of agony, the chance of freeing the subject can be increased by subjecting it to intense pain. Each point of damage the subject suffers from a source other than the Embrace itself grants a +1 bonus on the attack roll to free the subject. Another option for freeing the subject is destroying the Embrace. Because it is a Yuuzhan Vong construct-and therefore, a living organism- it can suffer damage like a living organism. The Embrace of Pain has 46 HP and since it can not move a Reflex Defense of 0 against attacks from outside. When damaged the Embrace reacts by tightening its grip on the subject and dealing 2d4 points of damage to it. If the subject is rendered unconscious in any way, the Embrace of Pain immediately lets go of it. Lambent Crystal These crystals are grown in a plant, and are themselves living things. Harvested by slaves, the lambents are also telepathic, responding to their users psychic commands to emit varying degrees of light.

Once, a Jedi has managed to harvest a lambent, attune it in the Force, and use it as a lightsaber crystal. Requiring a true epiphany in regards to the very nature of the Force, Anakin Solo created possible the most profoundly powerful lightsaber crystal in the history of the Jedi, for it allowed him to sense the Yuuzhan Vong. Effect: Lambents glow to varying degrees, and can be used as a lightsource equivalent to a glowrod. If successfully attuned as a lightsaber crystal, a lambent allows the Jedi who attuned it to sense Yuuzhan Vong and their biotechnology using Force powers, talents, and applications of the Use the Force skill, albeit at a -5 penalty. Masquer The masquer is the Yuuzhan Vongs organic disguise. Each breed is designed to mimic a specific species. The most common is the Ooglith Masquer, designed to mimic humans, but gablith masquers, designed to mimic Duros, were designed shortly before the fall of that world, and other designs are bred frequently. Effect: While wearing a masquer (and assuming the use of a tizowyrm or fluent knowledge of the appropriate language), any Deception check made to imitate a member of a given species is considered to be a Moderate deception. Ooglith Cloaker A biological environment suit, this living organism is similar to an ooglith masquer, though it does not conceal the wearers appearance. Instead, it provides a +5 equipment bonus to Fortitude Defense to resist harsh conditions. Ooglith Shader Another creature based on the masquer, this biological suit conceals the wearers presence. As a swift action, the character wearing the ooglith shader can gain concealment (but not total concealment.) This concealment ends when the wearer takes damage or attacks. Tizowyrm The Tizowyrm is a small creature that fits into an ear canal, and psychically links to its host. Tizowyrms are programmed at shaping with two different languages. Usually, these are Basic and Yuuzhan Vong. . . the tizowyrm will hear the Basic words, and speak them in Yuuzhan Vong to its host. Then, when the host wishes to reply, the tizowyrm will read the thoughts of its host, and form his intended sentence into the appropriate language. Again, this is most often translating Yuuzhan Vong thought into Basic speech. Later on in the invasion, new tizowyrms were created for Yuuzhan Vong slaves, translating Yuuzhan Vong speech into Basic, and then Basic thoughts into Yuuzhan Vong speech. Effect: When worn, this creature allows a character to speak in the appropriate language. However, the tizowyrm is not perfect, and the character is only repeating the sounds the tizowyrm whispers in his ear, resulting occasionally in stilted, confusing, or sometimes blatantly incorrect speech. Villip The villip is the Yuuzhan Vongs primary tool for long-range communication. These plant/creatures grow on stalks in pairs, and each half of the pair remains connected to the other. Villips, as such, can communicate with each other instantly over any distance. The mollusk-like things even evert from their normal, rounded shape to match the face of the person speaking on the other end, mimicking their movements as much as they are able. Only the two dedicated villips can communicate with each other, making it impossible to use them for communication beyond two individuals. However, groups of villips can be joined together into villip-choirs, providing many of the functions of more traditional holography.

Yamakan This cephalapodal creature is used in those rare events when Yuuzhan Vong are more interested in live prisoners then dead bodies. With over two dozen tentacular arms, these creatures are very effective at restraining captives by brute force. But they have something far more insidious at their disposal. . . a paralytic poison. Eventually, the target succumbs to constriction or poison, and is at the questionable mercy of the Yuuzhan Vong. Small beast 4 Init +10; Senses Perception +2 Defenses Ref +20 (flat-footed 17), Fort 15, Will 14 Hp 27; Threshold 15 Force Immunity Speed 4 squares Melee Grapple, poison Fighting Space 1x1; Reach 1square Base Attack +3; Grp +16 Abilities Str 14, Dex 16, Con 12, Int 2, Wis 10, Cha 8 Feats Pin, Crush Skills Initiative +10 Lungworm Cost N/A; Availability: Common Vacuum oogliths are capable of protecting a Yuuzhan Vong from vacuum environments, but they do not provide air and gnulliths can only purify air - not create it from nothing. Shapers created the lungworm as an answer to this problem. The lungworm is a long, thick, tubular creature that coils itself upon the wearer's back and attaches its mouth to the wearer's gnullith. The gnullith is able to convert the lungworm's copious exhalations into air a Yuuzhan Vong can breathe. A lungworm can provide the wearer with breathable air for up to 2 continuous hours, after which time it dies from exhaustion. Vacuum Ooglith Cost N/A; Availability: Common Standard ooglith cloakers will protect wearers against most harmful environments within an atmosphere, but they are useless in situations in which there is no atmosphere. Yuuzhan Vong use vacuum oogliths in such situations, as they have been shaped as a vacuum-hardened organism (during the Legacy Era, Vacuum oogliths are especially well valued as they are capable of sealing and healing themselves in the event of a breach, thus protecting the occupant). Vacuum oogliths protect the wearer from both airless environments as well as the extreme cold of space. Putting on or removing a vacuum ooglith requires a Full-round action and moves the wearer 2 steps on the condition track (these steps may be recovered normally). Gnullith-villip Hybrid Cost N/A; Availability: Common When Yuuzhan Vong are required to operate in a vacuum, they require a way to communicate to each other. Standard villips do not function in a vacuum as they must be able to 'hear' what is being spoken and 'speak' in return. The shapers solution to this to create a hybrid of the villip and the gnullith, creating a breathing and communicating organism. The gnullith-villip can communicate with anyone else using the organism upto a distance of 500 metres (the hybrid is not as powerful as a 'pure' villip). It also retains

the gnulliths ability to provide respiration in inhospitable environments. Worn over the throat and face like a gnullith, the gnullith-villip hybrid is unpleasant to put on. Putting on or removing a gnullith-villip hybrid requires a Full-round action and moves the wearer 1 step on the condition track (these steps may be recovered normally). Chilab Cost N/A; Availability: Military Chilabs are minuscule, grub-like organisms used as covert recording media by Yuuzhan Vong agents. These creatures live in the nasal cavity and attach their nervous systems to the hosts optic chiasma, allowing them to observe event's through the host's senses. This allows them to create an audio and visual record of the hosts experiences that can be later transferred to a Qang qahsa for later analysis. Inserting or removing a chilab requires a Move action and moves the wearer 1 step on the condition track (these steps may be recovered normally). Kavaavik Cost N/A; Availability: Illegal, Rare Kavaavik are flightless avians used by the Yuuzhan Vong in order to enable them to see in the dark. When worn, the kavaavik inserts its 'spinal needle' into the users optic nerve, granting the user Darkvision through the use of echolocation (thus, the user perceives silhouettes and cannot view datascreens, etc.) Putting on or removing a kavaavik requires a full-round action and moves the wearer 3 steps on the condition track (These steps may be recovered normally.), in addition, should the kavaavik be killed while being worn, the host is Blinded (SECR, pg 254) for 1d6 rounds while their optic nerve adjusts. Villip Cost N/A; Availability: Restricted Villips are created in pairs and these lumps of flesh maintain telepathic contact with each other even over galactic distances. Yuuzhan Vong use villips as their equivalent to holonet transceivers, in order to communicate over long distances through what they call 'villip-speach'. If an oggzil is attached to a villip, 'villip-speach' may be transmitted electronically allowing the Yuuzhan Vong to communicate to and intercept the transmissions of the species of the known galaxy. Tzur'qipat Cost N/A; Availability: Illegal, Rare When activated, a tzur'qipat releases a large amount of smoke into the surrounding area. The smoke expands by 15 squares around the user each round, until the area encompassed is a 60-square radius. This smoke confers Total Concealment to anyone within the affected area and anyone without suitable breathing apparatus suffers the effects of Smoke Inhalation (SECR, pg 256). Code: Exotic Weapons Cost Dmg Stun Dmg Rate of Fire Weight Type Availablility Medium Fire Spitter N/A 3d6 --Special 5.0 kg Fire Illegal, Rare Simple Weapons Cost Dmg Stun Dmg Rate of Fire Weight Type Availablility

Small Blast Bug Snap Bug

N/A 4d6 N/A ---

--2d6

S S

0.5 kg Slashing Illegal, Military 0.5 kg Energy Illegal, Military

Fire Spitter Fire Spitters are organisms used by the Yuuzhan Vong as personal weapons. In order to use them, the bones in the warrior's forearm are removed and then replaced by the Fire Spitter's spine, the outer parts wrapping around the warrior until it was called (prevents disarming). The Fire Spitter can throw a stream of flaming biomatter at a single target once every three rounds dealing 3d6 points of fire damage. Each time this attack is used, the Fire Spitters host takes 2d6 points of fire damage. Alternatively, once per encounter, the Fire Spitter may spray a mist of sticky and flammable droplets over a 1-square area. If exposed to an ignition source, the film created by these droplets will burst into flame and anyone standing in this area catches on fire, suffering 3d6 points of damage each round until put out as a Fullround action. The Fire Spitter does not need to be reloaded, it regenerates its own ammunition. Blast Bug Blast bugs are projectile biots shaped from the same basline creature as the Nang hul (Thud Bug). Unlike Nang hul, Blast bugs explode with the force of a grenade, spraying chitin shards to all targets within a 2-square burst radius. When using a Blast bug, make a single attack roll and compare the result to the Reflex Defence of every target in the Blast bugs burst radius. Creatures hit take full damage and creatues missed take half damage (Evasion talent applies - SECR, pg50). A thrown Blast bug is treated as a simple weapon, not a thrown weapon, for purposes of determining range. Snap Bug Snap bugs are projectile biots shaped from the same basline creature as the Nang hul (Thud Bug). Unlike Nang hul, Snap bugs explode with the force of a grenade, unleashing a bright flash of concussive energy to all targets within a 2-square burst radius. When using a Snap bug, make a single attack roll and compare the result to the Reflex Defence of every target in the Snap bugs burst radius. Creatures hit take full Stun damage and creatues missed take half Stun damage (Evasion talent applies - SECR, pg50). In addition, check the initial attack roll against the Fortitude Defence of every target in the Snap bugs burst radius; creatures hit are Blinded for 1d6 rounds (SECR, pg 254) and creatures missed are unaffected. A thrown Snap bug is treated as a simple weapon, not a thrown weapon, for purposes of determining range.

Biological Replacements
Yuuzhan Vong use biological entities to replace limbs and organs lost in battle.

Implants
Yuuzhan Vong make use of many implants to both praise their gods and increase their effectiveness on the battlefield. These implants follow the same rules as those presented on page 67 of the Legacy Era Campaign Guide. Adrenallk The adrenallk is a creature that boosts its hosts metabolism dramatically. A character with the Shake It Off feat and an adrenallk can move up the condition track as a single swift action once per turn. Bashniit Eyes

Bashniit nest in a Yuuzhan Vong eyes aqueous humor, aiding their vision and granting a +5 equipment bonus to Perception checks. Dandil Dandil harden the nervous system of their host, making him immune to most stun effects. A Yuuzhan Vong with a dandil implant takes no damage from stun weapons, and cannot be moved down the condition track by them. This is almost always the very first implant a warrior receives, as the Yuuzhan Vong consider it one of their highest shames to be captured alive. Kadrek Kadrek allow their host to tap into a primal fury, becoming like the terrible beasts of Yuuzhan Vong legend. The character gains the ability to, once per day, enter a Rage. While in a Rage, the character gains a +5 bonus to melee attack and damage rolls, but cannot use any skills or abilities that require concentration and patience. The Rage lasts for a number of rounds equal to 5 plus the characters Constitution modifier; at the end of this time, the character is moved 1 persistent step down the condition track. This condition cannot be removed until the character rests for ten minutes, during which he can engage in no strenuous activity.

Talents
The following talent trees are available to all Yuuzhan Vong of the appropriate caste. Intendant Talent Tree Intendants are the bureaucrats, managers, and spies of Yuuzhan Vong society. Efficiency: When managing a group of individuals, you are good at making them work together more efficiently. If you succeed at a DC 15 Persuasion check, all characters involved in an Aid Another action gain a +2 bonus on their Aid Another check, and the individual making the check gains a +4 bonus per helper, rather then a +2. This ability only applies to actions which take longer then one full round to complete. Masquer Mastery: You gain a +5 bonus to your Deception checks to conceal your identity when wearing an Ooglith Masquer. Prerequisites: Trained in Deception Master Manipulator: No matter where you go, you can always find someone to help you achieve your goals. You gain a number of followers equal to your heroic level divided by four (round down). (See Follower, Page X, CWCG.) Prerequisites: Efficiency, Masquer Mastery, Trained in Persuade Priest Talent Tree Priests are an important part of Yuuzhan Vong society. Fear of the Gods: By informing your comrades of the dire consequences of failure, you can ensure their success. After spending at least two full minutes giving a speech to your comrades, for the next hour they gain a +2 Fear bonus to all attack checks, skill checks, and ability checks. This is a mind-affecting effect. Reading Portents: You may examine and read various signs, portents, and omens for meaning from the gods. Once per day, you may spend one hour in meditation, and make a Wisdom check (DC 15.) If successful, you may grant yourself and/or your allies a +2 morale bonus to any attack rolls, skill checks, or ability checks pertaining to the substance of the omens youve read. This is a mind-affecting effect. Prerequisites: Rituals Rituals: You can perform all the various minor and major rituals necessary for Yuuzhan Vong religious occasions, from Rituals of Clensing to Rituals of Sacrifice. Yuuzhan Vong groups that receive regular services for appropriate events may, once

per day, gain a +2 Morale bonus any single skill check, ability check, or attack roll. This is a mind-affecting effect. Shaper Talent Tree Shapers construct everything the Yuuzhan Vong use from living organisms. Implantation: You may install shaped implants on a Yuuzhan Vong. This requires one hour of work, after which you make a DC 20 Treat Injury check. If you fail this check, the implant may be rejected (see Rejection and Shamed Ones.) Prerequisites: Trained in Treat Injury Shaper Hand: You have been elevated to a rank high enough to receive your Shapers hand. You gain a +1 bonus to all Treat Injury checks per level, up to a maximum bonus of +5 Shaper Mastery: You can shape and re-shape standard weapons and armor to provide greater effectiveness. You can alter weapons and organisms in the same manner as the Tech Specialist feat allows the alteration of machines, using the Treat Injury skill instead of the Mechanics skill. Prerequisites: Trained in Treat Injury Superior Shaping: Your Shaping skills are unparalleled. You can use the benefits of the Superior Tech feat to Yuuzhan Vong equipment, substituting Treat Injury checks for Mechanics checks. Prerequisites: Shaper Mastery Warrior Talent Tree Yuuzhan Vong Warriors are, of course, trained in all aspects of battle and warfare. Armored Warrior: You add your armors Fortitude Defense bonus as an equipment bonus to your Elite Trooper damage reduction (with a maximum bonus equal to your base Elite Trooper DR.) Additionally, if your armor retains its damage reduction against lightsabers, you retain your damage reduction against lightsabers. Prerequisites: Damage Reduction class feature from Elite Trooper, Dexterity 13 Embrace of Pain: For each step you are down the condition track, you gain a +2 Pain bonus to all actions. For example, at one step down the condition track, you gain a +2 Pain bonus. At two steps, you gain a +4 Pain bonus. Note that the penalties for condition tracks still apply, so you only have a net +3 at one step, and a net +2 at two steps. Prerequisites: Constitution 13 Condition Track Modifier -0 -1 -2 -5 -10 Unconscious Pain Bonus +0 +2 +4 +6 +8 Nil Net Bonus 0 +1 +3 +1 -2 Nil

Prestige Classes
Warpriest The Warpriest is the rarest and most honored office in Yuuzhan Vong society. In the long history of the Yuuzhan Vong, there have only been thirteen Warpriests. Because of its blurring of the lines between the Priest and Warrior castes, any individual selected to be a Warpriest must be personally selected by the gods

themselves, or their appointed voice, the Supreme Overlord. Only priests around whom the appropriate signs and portents gather are even considered. This priest is trained his entire life to take up the office of Warpriest. Requirements To qualify to become a Warpriest, a character must fulfill the following criteria. Minimum Heroic Level: 12th Trained skills: Deception, Initiative, Persuasion Feats: Exotic Weapon Proficiency: Amphistaff, Exotic Weapon Proficiency: Tsaisi Species: Yuuzhan Vong Special: Must be specially selected by the Supreme Overlord (or the gods) to serve as a Yuuzhan Vong Warpriest. Game Rule Information Warpriests have the following game stastics. Hit Points At each level, Warpriests gain 1d10 hit points + their constitution modifier. Force Points Because of the Yuuzhan Vongs Force immunity, Warpriests do not gain Force Points. Class Features The following are class features of the Warpriest. Defense Bonuses At 1st level you gain a +3 bonus to your Fortitude, Reflex, and Will saves. Weaponmaster You are proficient with all Yuuzhan Vong weapons. The Warpriest Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Class Features Defense Bonuses, Talent, Weaponmaster Religious Fervor +1 Talent Religious Fervor +2 Talent Religious Fervor +3 Talent Religious Fervor +4 Talent Religious Fervor +5

Talents
At every odd-numbered level (1st, 3rd, 5th, 7th, and 9th) the Warpriest gains a talent. These talents may be selected from the Warpriest, Leadership, or Weapon Specialist talent trees. Warpriest Talent Tree The Warpriest has been granted many gifts from the gods, some in the form of Shaped enhancements to his body, to fulfill his calling. Divine Protection: You gain DR 10. You retain this damage reduction even against lightsabers. Manifest Destiny: When any allies within six squares of you are acting towards the fulfillment of your current Destiny, they gain the Destiny Bonus for that Destiny. Rage of the Gods: As a swift action, once per encounter, you may enter Rage of the Gods. While in this Rage, you may not make skill checks requiring intense concentration. You gain 5 DR (which stacks with the DR granted by Divine Protection, and you retain this damage reduction against lightsabers, as well.) You gain a +4 bonus to Strength and Dexterity. While in the Rage, electrical energy dances across your flesh, dealing 1d6 damage to all characters adjacent to you. You may remain in the Rage for a number of rounds equal to your Constitution score. Trust the Gods: Once per encounter, you may reroll one attack check, ability check, or skill check. You may also, once per encounter, use this ability on one ally within six squares. Religious Fervor All allies within six squares of you gain a bonus to attack rolls equal to onehalf your class level. This is a mind-affecting effect.

Chazrach
The Yuuzhan Vongs disposable shock troops, Chazrach are conditioned solely for battle, and held in thrall by surge coral implants. Poorly equipped and barely trained, these troops are used almost exclusively when the Yuuzhan Vong simply need bodies to round out an offensive. They are cannon fodder, pure and simple.

Species Traits
Chazrach share the following species traits: Ability Modifiers: +2 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma. Medium Size: As Medium-sized creatures, Chazrach have no special bonuses or penalties related to their size. Speed: Chazrach base speed is 6 squares. Feat Revisions: Chazrach do not have access to any Weapon Proficiency feats aside from Weapon Proficiency: Simple and Exotic Weapon Proficiency: Amphistaff. Enslaved: Chazrach are enslaved by surge coral implants, which receive instructions from a special breed of yammosk. While receiving instructions, Chazrach cannot retreat or surrender unless ordered to, and will almost never be ordered to. If these transmissions are cut off, Chazrach enter a killing frenzy, attacking anything within sight and fighting to the death. Languages: Chazrach can only ever speak Yuuzhan Vong.

Templates
Vongformed Vongformed templates represent creatures that have been altered by

Yuuzhan Vong experiments, but not fully Shaped. Usually these creations have Vong biotech grafted onto their bodies and are controlled by surge coral. Typically, these endeavors are aimed at creating new biological weapons, creatures that can be pointed at an enemy and unleashed to wreak havoc. To created a Vongformed creature, make the following changes to an existing creature. CL: Increase the creatures CL by 2. Defenses: If the base creature possesses a natural armor bonus to Reflex Defense, increase this bonus by +2. If the creature does not have a natural armor bonus to Reflex Defense, it gains a +2 natural armor bonus to Reflex Defense. Hit Points: Increase the base creatures hit points by 25%. Abilities: Add two points to any two ability scores. Natural Weapons: If the creature has any natural weapons, these natural weapons deal an additional die of damage. If the creature has no natural weapons, it gains any one natural weapon attack. Special Qualities: Add the following Special Qualities: Force Dim: The process of grafting Vong biotechnology decreases the base creatures connection to the Force. The base creature inflicts a -2 penalty to Use the Force check made to perceive the creature and a 5 penalty to any Use the Force check that targets the characters Will Defense. Coral Control: The creature is controlled by surge coral implanted in its brain, rendering completely subservient to commands issued by a Yuuzhan Vong handlerbeast. If signals from this creature cease (such as if it is slain), the surge-coral causes the creature to go berserk, attacking any creature it perceives until it is slain. Shaped Most Yuuzhan Vong biots have been extensively Shaped to function as the Vong require. To create a Shaped creature, make the following changes to an existing creature. CL: Increase the creatures CL by 3. Defenses: If the base creature possesses a natural armor bonus to Reflex Defense, increase this bonus by +2. If the base creature does not have a natural armor bonus to Reflex Defense, is gains a +2 natural armor bonus to Reflex Defense. In addition, the bas creature gains a +2 Shaping bonus to either Fortitude Defense or Will Defense. Hit Points: Increase the base creatures hit points by +25%. Abilities: Add four points to any one ability score, and two points to any one ability score.

Yuuzhan Vong Ships


Yuuzhan Vong Ship Systems
Yuuzhan Vong ships are grown instead of constructed, and as such are unique in the galaxy. However, many Yuuzhan Vong ships have organic systems similar enough to their mechanical equivalents to allow Yuuzhan Vong ships to use the Starship Construction rules presented in the Saga Edition Starships of the Galaxy book, in most cases with no modification other then descriptive. For example, Yuuzhan Vong ships can add extra armor, reinforced bulkheads, and the like. Some systems would need to be slightly modified. . . medical bays on Yuuzhan Vong ships, for example, wouldnt have bacta tanks or other equipment designed specifically to prolong or save otherwise unsaveable lives, owing to the Yuuzhan Vongs reverence for death. Some systems do not have analogs, or are so radically different as to require special rules. Those systems appear below.

Dovin Basal Yuuzhan Vong ships do not use conventional repulsorlift, reaction, or hyperspace drives. Instead, they use organic creatures known as dovin basals to literally pull themselves through space. These creatures are able to generate and interact with gravitational fields, able to attract themselves towards or push themselves away from other gravity fields. Yuuzhan Vong ships move themselves through both realspace and hyperspace using this gravity field manipulation. This ability to manipulate gravity also allows Dovin Basals to function as tractor beams and gravity well generators. They can also literally pull the shields off another ships hull, and can also generate singularities to shield themselves from enemy fire. A given dovin basal may only generate so many singularities within a given period of time, thus concentrated fire can fatigue dovin basals temporarily and allow fire to break through to the hull. While small ships, such as coralskippers, only have one dovin basal to supply thrust, shielding, and other effects, larger ships will have multiple dovin basals. The number of emplacement points spent on dovin basals indicates how much speed and SR the ship has available, and how much damage the dovin basals can do to an enemy ships shields. Emplacement points may also be spent on the ability for dovin basals to be able to utilize other functions, such as tractor beam and interdiction field. A dovin basal provides thrust, shielding, and shield reduction, but can only excel at one task at a time. Yuuzhan Vong ships increase the power of dovin basals at one task, while sacrificing efficiency at others. As a swift action, a pilot or systems operator may: increase SR by one-quarter (round down to nearest multiple of 5,) add two dice of damage to the dovin basals shield drain, or increase speed by two space squares or four character-scale squares. Performing this action requires another system to be reduced: shield rating will go down by one-quarter (rounded down to the nearest multiple of 5,) two dice of damage are subtracted from the dovin basals shield drain, or the ships speed is reduced by two space squares or 4 character-scale squares. Under certain extreme conditions, dovin basals can be disabled as all of their energy is directed to one area. For example, the Yuuzhan Vong cruiser Legacy of Torment was destroyed over Ithor when the Interdictor cruiser Corusca Rainbow activated its gravity well generators to increase Ithors gravitational attraction to the point where all of the Legacy of Torments dovin basals were tied up keeping the ship from crashing. With no dovin basals to spare for shielding, the cruiser was easily destroyed. Dovin Basal EP 1 2 4 6 8 10 12 Size Restrictio n Huge Gargantuan Gargantuan Gargantuan Colossal Colossal Colossal (frigate) Speed (Space) 2 4 6 6 6 6 6 Speed (Atmosph ere) 4 8 12 12 12 12 12 SR 20 25 30 40 50 60 70 Damage 5d10x2 7d10x2 7d10x2 7d10x2 5d10x5 5d10x5 7d10x5

14 16 18 20 22 24 26 28 30

Colossal (frigate) Colossal (frigate) Colossal (frigate) Colossal (frigate) Colossal (cruiser) Colossal (cruiser) Colossal (cruiser) Colossal (cruiser) Colossal (station)

6 6 6 6 6 6 6 6 6

12 12 12 12 -

80 90 100 120 140 160 180 200 300

7d10x5 7d10x5 7d10x5 7d10x5 9d10x5 9d10x5 9d10x5 10d10x5 12d10x5

Dovin Basal Enhancement Tractor Beam Gravity Well 1 Gravity Well 2 Gravity Well 3 Gravity Well 4 Gravity Well 5

EP 5 2 4 6 8 10

Size Restriction Gargantuan Colossal Colossal (frigate) Colossal (frigate) Colossal (cruiser) Colossal (cruiser)

Effect Tractor Beam 1x5 space squares 2x5 space squares 3x5 space squares 4x5 space squares 5x5 space squares

Plasma Cannons Yuuzhan Vong ships utilize organic creatures that produce high-energy plasma as weapons on their ships. Looking like volcano-like protrusions, these creatures expel plasma at their targets. These plasma balls behave enough like conventional laser weapons that there are few rules differences. Plasma cannons cannot utilize double or quad additions or cannon enhancements, nor can they be fire-linked. However, Yuuzhan Vong plasma cannons generally do more damage singularly then standard laser weapons. Magma Missiles The Yuuzhan Vong analog for guided missile weapons such as proton torpedoes and concussion missiles, magma missiles are magnetically charged balls of burning plasma, designed to burn through a ships hull. Their magnetic charge allows them to home in on their target, though far less efficiently then conventional missiles. Magma missiles follow the standard rule for guided missile attacks, except that their second attack suffers a -10 penalty instead of a -5. Once they strike their target, magma missiles deal damage each round equal to half their damage dice (round down) until no damage dice remain. Thus a magma missile will deal 10d10x2 on the round of impact, 5d10x2 the second round, 2d10x2 the third and 1d10x2 the

fourth. The magma missile will deal no more damage after the fourth round. Grutchins Another guided missile analog, grutchins are living creatures resembling oversized turfhoppers. They are stored in missile tubes in their dormant larval state, and mature within moments of being released. Once released, they attack nearby ships, using their acid-producing jaws to slice through the ships hull and get to its tender inner systems, not mention its tender pilots and crew. Once attached to the hull, the only way to remove a grutchin is by killing it. Grutchins are released in a square adjacent to their firing ship, and have a space speed of 6 squares. They may make melee attacks as a standard action against an adjacent enemy ship with a +5 bonus. If this attack succeeds, the grutchin has attached itself to the ship and begins eating holes in it, dealing 2d10 points of damage each turn (bypassing the ships DR.) Once an individual grutchin has dealt damage equal to the vehicles damage threshold, the vehicle moves one step down the condition track. In addition, the grutchin has eaten a hole large enough for it to move inside the ship, if it so chooses. Weapon Light Plasma Cannon Medium Plasma Cannon Heavy Plasma Cannon Light Capitol Plasma Cannon Medium Capitol Plasma Cannon Heavy Capitol Plasma Cannon Super-Heavy Plasma Cannon Magma Missile Launcher Grutchin Launcher Damage 4d10x2 5d10x2 6d10x2 5d10x5 7d10x5 9d10 x5 11d10 x5 10d10x2 Special EP 1 1 2 2 5 12 14 3 4 Size Restriction Huge Huge Gargantuan Colossal Colossal (frigate) Colossal (cruiser) Colossal (station) Colossal Gargantuan

Yammosk Not technically a piece of starship equipment, a yammosk is a living creature that coordinates Yuuzhan Vong fleets. Since long-range communication is limited with Yuuzhan Vong biotechnology, Yuuzhan Vong ships are extremely disorganized without the presence of a yammosk. With a yammosk, they have a supernatural sense of organization, moving together like different parts of a single entity. A yammosk requires special conditions to operate well, requiring a ship possessing a yammosk to spend emplacement points on its presence. System Yammosk EP 5 Size Restriction Colossal (cruiser)

Modified Modifications Some standard ship modifications follow different rules when applied to Yuuzhan Vong ships. Some are disallowed completely. Atmospheric Thrusters Since Yuuzhan Vong ships use dovin basals for maneuverability, they cannot mount this modification. A qualified Shaper could alter the ships speed, however. Combat Thrusters Yuuzhan Vong ships may mount the Combat Thrusters modification as normal. This represents the addition of specialized dovin basals to increase maneuverability rather then additional thrusters, but this change has no game effect. Hyperdrive All Yuuzhan Vong ships larger then Gargantuan have a x1 hyperdrive modifier, and this modifier cannot be altered (save by damage or disability of the ships dovin basals.) Maneuvering Jets Like the Combat Thrusters enhancement, this modification can be applied to Yuuzhan Vong ships, representing a general increase to a ships maneuverability and reaction times. Navicomputer Yuuzhan Vong ships are at least semi-sentient, and can calculate hyperspace jumps. Advanced navicomputers cannot be applied to Yuuzhan Vong ships. SubLight Accelerator Module This system may not be applied to Yuuzhan Vong ships. Sublight Drives Because their thrust comes from dovin basals, Yuuzhan Vong ships may not alter their space speed without purchasing additional dovin basals. Armor Yuuzhan Vong ships may mount additional armor as normal, representing a thickening and hardening of the yorik corral that makes up their hull. Most Yuuzhan Vong ships will develop this thickened skin as a natural response to healing damage, in much the same way healed human skin can develop into thicker, tougher scar tissue. Jammers Yuuzhan Vong organic communication devices cannot affect the electronic sensor systems of conventional ships, and so they cannot make use of jammer systems. Regenerating Shields Yuuzhan Vong dovin basals are not reduced by damage as normal, and so this system would have no effect. Reinforced Bulkheads Just like with increased armor, Yuuzhan Vong ships will usually toughen as they survive multiple battles. They can purchase Reinforced Bulkheads as normal. Shields

Yuuzhan Vong protective shields are supplied by their dovin basals, and so they cannot alter their SR without upgrading their dovin basals. Weapons Yuuzhan Vong ships may not mount any weapons, weapon systems, or weapon enhancements other then the ones mentioned above. Cargo Jettison System Yuuzhan Vong ships have no need of a system like this, and so it has never been invented or incorporated into any of their ships. Cargo Pods Some Yuuzhan Vong ships may mount extra cargo pods as normal. Cloaking Device Yuuzhan Vong ships cannot mount cloaking devices of any kind, as they are one of the technologies the gods have never offered them. Cryogenic Chambers Yuuzhan Vong have no use for life-prolonging technologies, and thus the gods have never given them the secrets of cryonics. Docking Clamp A Yuuzhan Vong docking clamp is a worm-like protrusion that will clamp on to another ship with its lamprey-like mouth. Otherwise, this system functions normally. Droid Repair Team The Yuuzhan Vong detest droids, and so no such system or its analog exists among their technology. However, Yuuzhan Vong ships are alive, and so will heal damage naturally (see below). Escape Pods Death is not something to be feared or escaped, but embraced. Such is the way of the Yuuzhan Vong. As such, Yuuzhan Vong ships do not have, and cannot mount, escape pods of any kind. Extended Range Yuuzhan Vong ships produce air, food, and other consumables organically. These systems can be enhanced by shapers, and so Yuuzhan Vong ships may mount this system normally. Hangar Bay Yuuzhan Vong ships dock differently then standard ships. Coralskippers and other ships dock in pores on the surface of the ship. However, this does not mechanically alter the effect of hangar bays. HoloNet Tranceiver Faster then light communication between Yuuzhan Vong ships is accomplished by means of villips, and so Yuuzhan Vong ships may not make use of Holonet Tranceivers or Hypertranceivers. Luxury Upgrade Yuuzhan Vong do not equip their ships with nonessentials, and so cannot mount this system.

Medical Suite While injures are to be healed, no Yuuzhan Vong would dare interfere with anothers beautiful death. As such, they do not have a technology analogous to a bacta tank. The other effects of a medical suite are also in effect, though the exact specifics of Yuuzhan Vong medicine are significantly different, especially in their application (or lack thereof) of painkillers. Passenger Conversion Yuuzhan Vong ships can accommodate passengers as well as any other, though frequently these will be troops for the invasion. Sensor Array Computer By altering the ships brain to more efficiently process and collate data, Shapers can apply the effects of this system to a Yuuzhan Vong ship, though calling it a computer will likely land one in a great deal of agony. Sensor Enhancement Package In a similar manner, Shapers may alter a Yuuzhan Vong ships ability to sense its environment, granting the same +5 bonus to Treat Injury checks made to operate the ships sensors. Slave Circuitry Neither slave circuits nor recall circuits can be added to Yuuzhan Vong ships, as they have no analog for this system. However, Yuuzhan Vong ships require less crew in general, as the living ships own biology takes care of many tasks that require crew in conventional ships. Smugglers Compartments Yuuzhan Vong ships have no use for this system. Transponders Yuuzhan Vong ships do not have transponders. Rather, each ship is unique, having been grown as an individual. Yuuzhan Vong ships recognize each other in the same way characters can recognize each others faces. Part of this uniqueness is in the arrangement of their dovin basals, providing a unique gravitic signature for each ship, which the New Republic eventually learned to read. Modified Yuuzhan Vong Ship Rules Constitution Score As living creatures, Yuuzhan Vong ships have a Constitution score. This score will generally be equal to or close to the ships Strength score. This score affects the ships hit points as though it were a character. Crew Because they are alive, a Yuuzhan Vong ships biological systems will handle many of the duties normally assigned to crew on conventional starships. No one needs to monitor the ships systems for wear or decay, as the ship itself heals such damage. No one needs to operate each individual cannon, as the ship fires them with flexes of its muscles. Because of this, a Yuuzhan Vong ship requires half the crew it normally would, to a minimum of one. Healing Yuuzhan Vong ships heal damage like any other living being; however, because they are far larger and more complex then most living beings, this healing is

rather slow. A Yuuzhan Vong ship heals its Constitution score (not modifier) in hit points per day. It also moves one step up the condition track every four hours. Shaper engineering crews can double the number of hit points healed with a Treat Injury check (DC 20). Likewise, they can cause the ship to move one step up the condition track every two hours with a separate Treat Injury check (also DC 20).

YuuzhanVongShipwomb'Yorik-trema'classTransportCL11 Colossal living shuttle Init -2; Senses: Perception +6 -----------------------------------------------------------------------------------------------Defences Ref 15 (Flat-footed 13), Fort 28; +13 Armour, Vehicular Combat HP 160; DR 15; SR 30; Threshold 78 -----------------------------------------------------------------------------------------------Speed Fly 12 squares (Max. Velocity: 1'000 km h-1), Fly 3 squares (Starship scale) Ranged 2 Light Yaret-kors +4 (See below) and Ranged Dovin Basal +6 (See below) Fighting Space 1 square (Starship scale); Cover Total Base Atk +2; Grp +40 -----------------------------------------------------------------------------------------------Abilities Str 46, Dex 14, Con 46, Int 14 Skills: Initiative -2, Perception +6, Pilot -2, Stealth -12, Treat Injury +6, Use Computer +6 -----------------------------------------------------------------------------------------------Crew 4 (Skilled); Passengers 36 (Troops) Cargo 35 tons; Consumables 3 Days Hyperdrive None Availability Military; Cost Not available for sale Light Yaret-kor (Gunner) Atk +4, Dmg 5d10x2 Dovin Basal (Pilot) Atk +6, Dmg 7d10x2 dovin basal

YuuzhanVongShipwomb'Yorik-vec'-classAssaultCruiserCL12 Colossal living gunship Init -2; Senses: Perception +6 -----------------------------------------------------------------------------------------------Defences Ref 15 (Flat-footed 13), Fort 28; +13 Armour, Vehicular Combat HP 150; DR 15; SR 30; Threshold 78 -----------------------------------------------------------------------------------------------Speed Fly 12 squares (Max. Velocity 1'080 km h-1), Fly 4 squares (Starship scale) Ranged Quad Light Yaret-kor +6 (See below) and Ranged 2 Double Light Yaret-kors +6 (See below) and Ranged Dovin Basal +8 (See below) Fighting Space 1 square (Starship scale); Cover Total Base Atk +2; Grp +40 -----------------------------------------------------------------------------------------------Abilities Str 46, Dex 14, Con 46, Int 18 Skills: Initiative -2, Perception +6, Pilot -2, Stealth -12, Treat Injury +6, Use Computer +6

-----------------------------------------------------------------------------------------------Crew 5 (Skilled); Passengers 8 (Troops) Cargo 100 tons; Consumables 1 Month Hyperdrive x3, Navibrain Availability Military; Cost Not available for sale Quad Light Yaret-kor (Gunner) Atk +6, Dmg 7d10x2 Double Light Yaret-kor (Gunner) Atk +6, Dmg 6d10x2 Dovin Basal (Pilot) Atk +8, Dmg 7d10x2 dovin basal

YuuzhanVongShipwombA-vek IiluunuclassFighterCarrier CL19 Colossal (Cruiser) living cruiser Init -3; Senses: Perception +5 -----------------------------------------------------------------------------------------------Defences Ref 15 (Flat-footed 13), Fort 54; +13 Armour HP 1'920; DR 20; SR 105; Threshold 254 -----------------------------------------------------------------------------------------------Speed Fly 2 squares (Starship scale) Ranged 2 Heavy Yaret-kor batteries +10* (See below) and Ranged 3 Dovin Basal Tractor batteries +12* (See below) and Ranged Dovin Basal battery +12* (See below) Fighting Space 2x2 (Starship scale); Cover Total Base Atk +0; Grp +74 -----------------------------------------------------------------------------------------------Abilities Str 99, Dex 14, Con 99, Int 14 Skills: Initiative -3, Perception +5, Pilot -3, Stealth -13, Treat Injury +5, Use Computer +5 -----------------------------------------------------------------------------------------------Crew 320 (Normal); Passengers 480 (Troops) Cargo 280 tons; Consumables 6 Months; Carried Craft 144 Yorik-et-class Coralskippers Hyperdrive x3, Navibrain Availability Military; Cost Not available for sale *Apply -20 penalty on attacks made against targets smaller than Colossal size Heavy Yaret-kor battery (5 Gunners) Atk +10 (-10 against targets smaller than Colossal), Dmg 7d10x5 Dovin Basal Tractor battery (6 Gunners) Atk +12 (-8 against targets smaller than Colossal), Dmg -- (Grapple +74) Dovin Basal battery (6 Gunners) Atk +12 (-8 against targets smaller than Colossal), Dmg 7d10x5 dovin basal

Tactical Fire An A-vek Iiluunu-class fighter carrier is a superb starfighter carrier but is not capable of front-line duty. As a Standard action, an A-vek Iiluunu-class fighter carrier can forgo all attacks to provide

tactical fire to all squares in a 2-square radius around itself. All allied starships of Gargantuan size or smaller within that area increase their damage dice by one step (eg. 6d10x2 to 6d12x2). Note: By diverting all of its Dovin Basal Tractor batteries, as a swift action, the pilot of an A-vek Iiluunu-class fighter carrier may choose to apply one of the following effects: a +1-square bonus to movement at Starship scale, +20 to SR, or +2 die of damage with the Dovin Basal battery.

YuuzhanVonggunshipanalogueblastboulder(CL17) Colossal* living Space Transport Init +2; Senses Perception +12 Defences Ref 19 (flat-footed 15), Fort 34; armour 15 hp 250; DR 15; SR 95; Threshold 84 Speed fly 8 squares (400km/h) or fly 4 squares (starship scale) Ranged medium plasma cannon +11 (8d10x2) and 2 magma missile launchers +9 (8d10x2) and 4 dovin basals +9 (7d10x2 or grapple) Fighting Space 12x12 or 1 square (starship scale) Cover total; Base Attack +5 (crew); Grapple +49 Abilities Str 58 Dex 18, Con 58, Int 18 Skills Initiative +2, Perception +12, Pilot +2, Treat Injury +8, Use Computer +12 Crew 8 (expert); Passengers 4 (troops) Cargo 25 tons; Consumables 1 month Payload 24 magma missiles Hyperdrive x2 (increase multiplier by 1 for each dovin basal killed) Availability Military; Cost Not available for sale *This ship is treated as a Gargantuan starfighter for purposes of being targeted by capital ship weapons, dogfighting, and using Starship Manoeuvres

YuuzhanVongdropshipanaloguecrate(CL16) Colossal living Space Transport Init +2; Senses Perception +12 Defences Ref 19 (flat-footed 15), Fort 43; armour 15 hp 380; DR 15; SR 120; Threshold 93 Speed fly 8 squares (400km/h) or fly 4 squares (starship scale) Ranged medium plasma cannon +11 (8d10x2) and 2 magma missile launchers +9 (8d10x2) and 2 dovin basals +9 (7d10x2 or grapple) Fighting Space 16x16 or 1 square (starship scale) Cover total; Base Attack +5 (crew); Grapple +58 Abilities Str 76 Dex 18, Con 76 Int 18 Skills Initiative +2, Perception +12, Pilot +2, Treat Injury +8, Use Computer +12 Crew 4 (expert); Passengers 50 (troops) Cargo 5 tons; Consumables 1 week Payload 24 magma missiles Availability Military; Cost Not available for sale

YuuzhanVongTsik Vai Flier CL6 Huge living air vehicle (air speeder) Init +8; Senses: Perception +6

-----------------------------------------------------------------------------------------------Defences Ref 15 (Flat-footed 11), Fort 19; +3 Armour, Vehicular combat HP 90; DR 10; Threshold 29 -----------------------------------------------------------------------------------------------Speed Fly 12 squares (Max velocity 680 km h-1), Fly 1 squares (Starship scale) Ranged 12 Tendrils +6 (See below) Fighting Space 3x3 or 1 square (Starship scale); Cover Total (Crew) Base Atk +2; Grp +21 -----------------------------------------------------------------------------------------------Abilities Str 28, Dex 18, Con 28, Int 18 Skills: Initiative +8, Perception +6, Pilot +8, Stealth +0, Treat Injury +6 -----------------------------------------------------------------------------------------------Crew 1 (Skilled); Passengers 1 Cargo 12 kg; Consumables 1 Day Availability Military; Cost Not available for sale

Tendril (Gunner) Atk +6, Dmg 2d6 plus Grapple (Grp +21) If a tsik vai successfully attacks a target with its tendrils, it may automatically attempt a Grapple check at its full attack bonus. If the Grapple check is successful, the tsik vai may make an opposed Grapple check each round to move the grappled target 2 squares closer to itself, until it is in contact with the hull. Tsik Vai cannot reel in targets of Colossal size or larger. Breaking the grip of a tsik vai requires a Strength check (DC 20) for non-vehicle targets or a Pilot check (DC 20) for vehicle targets (add +5 to the DC for every size category difference if the target is smaller than the tsik vai, or -5 from the DC for every size category difference if the target is larger than the tsik vai). Tendril Range Categories: PB 0-5, S 6-10, M 11-15, L 16-20 squares (Character scale)

YuuzhanVongShipwomb'Yorik-stronha'classSpyShipCL13 Colossal (Frigate) living stealth freighter Init -3; Senses: Perception +5** -----------------------------------------------------------------------------------------------Defences Ref 13 (Flat-footed 11), Fort 34; +11 Armour HP 720; DR 15; SR 40; Threshold 134 -----------------------------------------------------------------------------------------------Speed Fly 2 squares (Starship scale) Ranged 2 Light Yaret-kor batteries +10* (See below) and Ranged Dovin Basal battery +12* (See below) Fighting Space 2x2 (Starship scale); Cover Total Base Atk +0; Grp +49 -----------------------------------------------------------------------------------------------Abilities Str 59, Dex 14, Con 59, Int 14 Skills: Initiative -3, Perception +5**, Pilot -3, Stealth +7***, Treat Injury +5, Use Computer +5** -----------------------------------------------------------------------------------------------Crew 12 (Normal); Passengers 12 Cargo 142 tons; Consumables 2 Months; Carried Craft None Hyperdrive x3, Navibrain Availability Military; Cost Not available for sale

*Apply -20 penalty on attacks made against targets smaller than Colossal size **Apply +5 bonus on Perception and Use Computer checks if performed by the system operator ***Apply -20 penalty if the vessel is moving in a fashion inconsistent with an asteroid Light Yaret-kor battery (5 Gunners) Atk +10 (-10 against targets smaller than Colossal), Dmg 5d10x2 Dovin Basal battery (6 Gunners) Atk +12 (-8 against targets smaller than Colossal), Dmg 5d10x5 dovin basal

YuuzhanVongmatalok/cruiseranalogue(CL20) Colossal (cruiser) living Capital Ship Init +1; Senses Perception +12 Defences Ref 17 (flat-footed 14), Fort 48; armour 14 hp 1750; DR 20; SR 150; Threshold 248 Speed fly 6 squares (250km/h) or fly 3 squares (starship scale) Ranged heavy plasma cannon battery +17/-3 (10d10x5, 5 gunners) and light plasma cannon battery +17 (6d10x2, 5 gunners) and 10 magma missile launchers +9/-11 (8d10x2) and 4 dovin basal batteries +17/-3 (7d10x5 or grapple or interdiction field 5x5, 5 gunners) Fighting Space 2 squares x 2 squares (starship scale) Cover total; Base Attack +5 (crew); Grapple +70 Abilities Str 100 Dex 16, Con 86 Int 18 Skills Initiative +1, Perception +12, Pilot +1, Treat Injury +8, Use Computer +12 Crew 2000 (expert); Passengers 5000 (troops) Cargo 25000 tons; Consumables 2 years Carried Craft 48 coralskippers, 24 crates, various breeds of rakamat and other ground assault creatures Payload 120 magma missiles Hyperdrive x2 (backup x8) (increase multipliers by 1 for each dovin basal battery destroyed) Availability Military; Cost Not available for sale Tactical Fire As a standard action, a matalok may forgo all attacks to provide tactical fire to all squares in a 2-square radius around itself. All allied ships in that area gain a +2 bonus on attack rolls

YuuzhanVongShipwombVua'sparclassInterdictorCL18 Colossal (Cruiser) living capital ship Init -4; Senses: Perception +5 -----------------------------------------------------------------------------------------------Defences Ref 13 (Flat-footed 12), Fort 50; +12 Armour HP 1'260; DR 20; SR 80; Threshold 250 -----------------------------------------------------------------------------------------------Speed Fly 1 square (Starship scale) Ranged Double Advanced Heavy Yaret-kor +6* (See below) and Ranged 2 Heavy Yaret-kor batteries +14* (See below) and Ranged 3 Dovin Basal Gravity Well Projectors +6 (See below) and Ranged 2 Dovin Basal Tractor batteries +16* (See below) and Ranged Dovin Basal battery +16* (See below) Fighting Space 2x2 (Starship scale); Cover Total Base Atk +0; Grp +70

-----------------------------------------------------------------------------------------------Abilities Str 90, Dex 12, Con 90, Int 22 Skills: Initiative -4, Perception +5, Pilot -4, Stealth -14, Treat Injury +5, Use Computer +5 -----------------------------------------------------------------------------------------------Crew 638 (Normal); Passengers 1'144 (Troops) Cargo 17'450 tons; Consumables 9 Months; Carried Craft 36 Yorik-et-class Coralskippers, Several Boarding Shuttle Analogues Hyperdrive x2 (Backup x6), Navibrain Availability Military; Cost Not available for sale *Apply -20 penalty on attacks made against targets smaller than Colossal size Double Advanced Heavy Yaret-kor (Gunner) Atk +6 (-14 against targets smaller than Colossal), Dmg 10d10x5 Heavy Yaret-kor battery (5 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg 7d10x5 Dovin Basal Gravity Well Projector (Gunner) Atk +6 (3x3 square area Starship scale area attack), Dmg Special Dovin Basal Tractor battery (6 Gunners) Atk +16 (-4 against targets smaller than Colossal), Dmg -- (Grapple +70) Dovin Basal battery (6 Gunners) Atk +16 (-4 against targets smaller than Colossal), Dmg 7d10x5 dovin basal Dovin Basal Gravity Well Projector Special Effect In addition to the normal effect a Gravity Well Projector has upon a vessel travelling through hyperspace, the Vua'spar-class Interdictor projectors also release an intense distortion-wave effect that is capable of disabling both animate and inanimate beings. Make an attack roll (1d20+15) against the Fortitude Defence of all targets upon a vessel dragged out of hyperspace by the Vua'spar; success indicates the target has been knocked unconscious for 2d6x5 rounds, failure indicates the target has suffered no ill effects from the reversion to normal space. Tactical Fire A Vua'spar-class Interdictor is designed to prevent enemy ships from escaping through the use of its Gravity Well Projectors. As a Standard action, a Vua'spar-class Interdictor can forgo all attacks to provide tactical fire to all squares in a 2-square radius around itself. All enemy starships moving into that area must succeed on a DC 25 Pilot check or stop moving for the remainder of the round. Once a ship is within this area, no further Pilot checks are required, though if a ship leaves this area and then moves into it again, a new Pilot check must be attempted. Note: By diverting all of its Dovin Basal Tractor batteries, as a swift action, the pilot of a Vua'sparclass Interdictor may choose to apply one of the following effects: a +1-square bonus to movement at Starship scale, +20 to SR, or +2 die of damage with the Dovin Basal battery.

YuuzhanVongShipwombEnhancedVua'sparclassInterdictorCL21 Colossal (Cruiser) living capital ship Init -3; Senses: Perception +6 -----------------------------------------------------------------------------------------------Defences Ref 15 (Flat-footed 14), Fort 56; +14 Armour

HP 2'185; DR 20; SR 140; Threshold 256 -----------------------------------------------------------------------------------------------Speed Fly 1 square (Starship scale) Ranged Double Advanced Heavy Yaret-kor +8* (See below) and Ranged 2 Heavy Yaret-kor batteries +16* (See below) and Ranged 3 Dovin Basal Gravity Well Projectors +8 (See below) and Ranged 4 Dovin Basal Tractor batteries +18* (See below) and Ranged Dovin Basal battery +18* (See below) Fighting Space 2x2 (Starship scale); Cover Total Base Atk +2; Grp +78 -----------------------------------------------------------------------------------------------Abilities Str 103, Dex 12, Con 103, Int 22 Skills: Initiative -3, Perception +6, Pilot -3, Stealth -13, Treat Injury +6, Use Computer +6 -----------------------------------------------------------------------------------------------Crew 638 (Skilled); Passengers 1'144 (Troops) Cargo 17'450 tons; Consumables 9 Months; Carried Craft 36 Yorik-et-class Coralskippers, Several Boarding Shuttle Analogues Hyperdrive x2 (Backup x6), Navibrain Availability Military; Cost Not available for sale *Apply -20 penalty on attacks made against targets smaller than Colossal size Double Advanced Heavy Yaret-kor (Gunner) Atk +8 (-12 against targets smaller than Colossal), Dmg 10d10x5 Heavy Yaret-kor battery (5 Gunners) Atk +16 (-4 against targets smaller than Colossal), Dmg 7d10x5 Dovin Basal Gravity Well Projector (Gunner) Atk +8 (3x3 square area Starship scale area attack), Dmg Special Dovin Basal Tractor battery (6 Gunners) Atk +18 (-2 against targets smaller than Colossal), Dmg -- (Grapple +78) Dovin Basal battery (6 Gunners) Atk +18 (-2 against targets smaller than Colossal), Dmg 7d10x5 dovin basal Dovin Basal Gravity Well Projector Special Effect In addition to the normal effect a Gravity Well Projector has upon a vessel travelling through hyperspace, the Vua'spar-class Interdictor projectors also release an intense distortion-wave effect that is capable of disabling both animate and inanimate beings. Make an attack roll (1d20+15) against the Fortitude Defence of all targets upon a vessel dragged out of hyperspace by the Vua'spar; success indicates the target has been knocked unconscious for 2d6x5 rounds, failure indicates the target has suffered no ill effects from the reversion to normal space. Tactical Fire A Vua'spar-class Interdictor is designed to prevent enemy ships from escaping through the use of its Gravity Well Projectors. As a Standard action, a Vua'spar-class Interdictor can forgo all attacks to provide tactical fire to all squares in a 2-square radius around itself. All enemy starships moving into that area must succeed on a DC 25 Pilot check or stop moving for the remainder of the round. Once a ship is within this area, no further Pilot checks are required, though if a ship leaves this area and then moves into it again, a new Pilot check must be attempted.

Note: By diverting all of its Dovin Basal Tractor batteries, as a swift action, the pilot of a Vua'sparclass Interdictor may choose to apply one of the following effects: a +1-square bonus to movement at Starship scale, +20 to SR, or +2 die of damage with the Dovin Basal battery.

YuuzhanVongmiid-ro'ik/destroyeranalogue(CL21) Colossal (cruiser) living Capital Ship Init +0; Senses Perception +13 Defences Ref 19 (flat-footed 17), Fort 57; armour 17 hp 2250; DR 20; SR 150; Threshold 257 Speed fly 6 squares (250km/h) or fly 3 squares (starship scale) Ranged heavy plasma cannon battery +18/-2 (10d10x5, 5 gunners) and 3 medium plasma cannon batteries (+18/-2) (8d10x5, 5 gunners) and 4 light plasma cannon batteries +18 (6d10x2, 5 gunners) and 15 magma missile launchers +10/-10 (8d10x2, gunner) and 5 dovin basal batteries +18/-2 (7d10x5 or grapple or interdiction field 5x5, 5 gunners) Fighting Space 2 squares x 2 squares (starship scale) Cover total; Base Attack +5 (crew); Grapple +72 Abilities Str 104 Dex 14, Con 104 Int 20 Skills Initiative +0, Perception +13, Pilot +0, Treat Injury +8, Use Computer +13 Crew 5000 (expert); Passengers 25000 (troops) Cargo 50000 tons; Consumables 5 years Carried Craft 144 coralskippers, 36 crates, various breeds of rakamat and other ground assault creatures Payload 180 magma missiles Hyperdrive x2 (backup x8) (increase multipliers by 1 for each dovin basal battery destroyed) Availability Military; Cost Not available for sale Tactical Fire As a standard action, a miid-ro'ik Destroyer may forgo all attacks to provide tactical fire to all squares in a 2-square radius around itself. All allied ships in that area gain a +2 bonus on attack rolls

YuuzhanVongShipwombUro-ik V'ahl-classBattleshipCL24 Colossal (Cruiser) living capital ship Init -3; Senses: Perception +6 -----------------------------------------------------------------------------------------------Defences Ref 16 (Flat-footed 15), Fort 58; +15 Armour HP 2'400; DR 20; SR 180; Threshold 258 -----------------------------------------------------------------------------------------------Speed Fly 1 square (Starship scale) Ranged 8 Heavy Yaret-kor batteries +12* (See below) and Ranged 5 Dovin Basal Tractor batteries +14* (See below) and Ranged Dovin Basal battery +14* (See below) Fighting Space 2x2 (Starship scale); Cover Total Base Atk +2; Grp +80 -----------------------------------------------------------------------------------------------Abilities Str 106, Dex 12, Con 106, Int 14 Skills: Initiative -3, Perception +6, Pilot -3, Stealth -13, Treat Injury +6, Use Computer +6 -----------------------------------------------------------------------------------------------Crew 1'640 (Skilled); Passengers 3'150 (Troops) Cargo 16'480 tons; Consumables 9 Months; Carried Craft 108 Yorik-et-class Coralskippers, Assorted support vessels

Hyperdrive x3, Navibrain Availability Military; Cost Not available for sale *Apply -20 penalty on attacks made against targets smaller than Colossal size Heavy Yaret-kor battery (5 Gunners) Atk +12 (-8 against targets smaller than Colossal), Dmg 7d10x5 Dovin Basal Tractor battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg -- (Grapple +80) Dovin Basal battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg 7d10x5 dovin basal Tactical Fire Uro-ik V'ahl-class Battleships are designed to pummel enemy capital vessels into a mass of molten rubble. As a Standard action, an Uro-ik V'ahl-class Battleship can forgo all attacks to provide tactical fire to all squares in a 2-square radius around itself. All attacks made against a starship of Colossal (Frigate) size or larger within that area deal triple damage on a critical hit. If the attack would normally deal triple damage on a critical hit, it deals four times as much damage instead. Note: By diverting all of its Dovin Basal Tractor batteries, as a swift action, the pilot of an Uro-ik V'ahl-class Battleship may choose to apply one of the following effects: a +1-square bonus to movement at Starship scale, +20 to SR, or +2 die of damage with the Dovin Basal battery.

YuuzhanVongShipwomb'I'Friil Ma-nat'-classCorvetteCL16 Colossal (Frigate) living capital ship Init -1; Senses: Perception +5 -----------------------------------------------------------------------------------------------Defences Ref 15 (Flat-footed 11), Fort 36; +11 Armour HP 900; DR 15; SR 40; Threshold 136 -----------------------------------------------------------------------------------------------Speed Fly 12 squares (Max velocity 780 km h-1), Fly 3 squares (Starship scale) Ranged 2 Light Yaret-kor batteries +10* (See below) and Ranged Dovin Basal battery +12* (See below) Fighting Space 1 square (Starship scale); Cover Total Base Atk +0; Grp +51 -----------------------------------------------------------------------------------------------Abilities Str 62, Dex 18, Con 62, Int 14 Skills: Initiative -1, Perception +5, Pilot -1, Stealth -11, Treat Injury +5, Use Computer +5 -----------------------------------------------------------------------------------------------Crew 110 (Normal); Passengers 225 (Troops) Cargo 510 tons; Consumables 1 Month; Carried Craft None Hyperdrive x3, Navibrain Availability Military; Cost Not available for sale *Apply a -20 penalty on attacks made against targets smaller than Colossal size Light Yaret-kor battery (5 Gunners) Atk +10 (-10 against targets smaller than Colossal), Dmg 5d10x2 Dovin Basal battery (6 Gunners)

Atk +12 (-8 against targets smaller than Colossal), Dmg 5d10x5 dovin basal Tactical Fire 'I'Friil Ma-nat'-class Corvettes are designed for 'hit-and-fade' attacks on enemy vessels and are not designed to go without support. As a Standard action, the 'I'Friil Ma-nat'-class Corvette can forgo all attacks to provide tactical fire to all adjacent squares. All allied starships gain a +5 bonus to Pilot checks made to resist being drawn into a dogfight or to escape from a dogfight while in this area.

YuuzhanVongskipcarrier (CL18) Colossal (cruiser) living Capital Ship Init +1; Senses Perception +12 Defences Ref 16 (flat-footed 13), Fort 50; armour 13 hp 1450; DR 20; SR 120; Threshold 250 Speed fly 6 squares (250km/h) or fly 3 squares (starship scale) Ranged 6 light plasma cannon batteries +17 (6d10x2, 5 gunners) and 2 magma missile launchers +9/-11 (8d10x2, gunner) and 8 dovin basals +9/-11 (7d10x2 or grapple, gunner) Fighting Space 2 squares x 2 squares (starship scale) Cover total; Base Attack +5 (crew); Grapple +65 Abilities Str 90 Dex 16, Con 90 Int 18 Skills Initiative +1, Perception +12, Pilot +1, Treat Injury +8, Use Computer +12 Crew 50 (expert); Passengers 250 (troops) Cargo 500 tons; Consumables 5 months Carried Craft 288 coralskippers Payload 24 magma missiles Hyperdrive x2 (increase multiplier by 1 for each dovin basal destroyed), navibrain Availability Military; Cost Not available for sale Tactical Fire: As a standard action, a skip carrier can forgo all attacks to provide tactical fire to all squares in a 2-square radius around itself. All allied ships of gargantuan size or smaller within that area increase their damage dice by one step (for example 4d10x2 to 4d12x2)

YuuzhanVongShipwombKor ChokkclassGrandCruiserCL30 Colossal (Cruiser) living capital ship Init -4; Senses: Perception +6 -----------------------------------------------------------------------------------------------Defences Ref 16 (Flat-footed 16), Fort 58; +16 Armour, Vehicular Combat HP 3'450; DR 20; SR 325; Threshold 577 -----------------------------------------------------------------------------------------------Speed Fly 1 square (Starship scale) Ranged 10 Heavy Yaret-kor batteries +13* (See below) and Ranged 10 Dovin Basal Tractor batteries +13* (See below) and Ranged Dovin Basal battery +13* (See below) Fighting Space 3x3 (Starship scale); Cover Total Base Atk +2; Grp +104 -----------------------------------------------------------------------------------------------Abilities Str 144, Dex 10, Con 144, Int 12 Skills: Initiative -4, Perception +6, Pilot -4, Stealth -14, Treat Injury +6, Use Computer +6 -----------------------------------------------------------------------------------------------Crew 2'140 (Skilled); Passengers 4'640 (Troops)

Cargo 26'880 tons; Consumables 1 Year; Carried Craft 216 'Yorik-et'-class Coralskippers, 30 'Yorik-trema'-class Transports, Assorted support vessels Hyperdrive x3, Navibrain Availability Military, Rare; Cost Not available for sale *Apply a -20 penalty on attacks made against targets smaller than Colossal size Heavy Yaret-kor battery (6 Gunners) Atk +13 (-7 against targets smaller than Colossal), Dmg 7d10x5 Dovin Basal Tractor battery (6 Gunners) Atk +13 (-7 against targets smaller than Colossal), Dmg -- (Grapple +104) Dovin Basal battery (6 Gunners) Atk +13 (-7 against targets smaller than Colossal), Dmg 10d10x5 dovin basal Tactical Fire Kor Chokk-class Grand Cruisers are designed to support heavy assaults against enemy vessels. As a Standard action, a Kor Chokk-class Grand Cruiser can forgo all attacks to provide tactical fire to all squares in a 3-square radius around itself. All allied starships within that area gain a +1 bonus on attack rolls and deal +1 die of damage on a successful attack. Note: By diverting all of its Dovin Basal Tractor batteries, as a swift action, the pilot of a Kor Chokk-class Grand Cruiser may choose to apply one of the following effects: a +1-square bonus to movement at Starship scale, +50 to SR, or +2 die of damage with the Dovin Basal battery.

YuuzhanVonggrandcruiser(CL38) Colossal (station) living Space Station Init -1; Senses Perception +13 Defences Ref 21 (flat-footed 20), Fort 79; armour 20 hp 4500; DR 20; SR 350; Threshold 579 Speed fly 1 square (starship scale) Ranged 12 heavy plasma cannon batteries +18/-2 (10d10x5, 5 gunners) and 15 medium plasma cannon batteries +18/-2 (8d10x5, 5 gunners) and 15 light plasma cannon batteries +18 (6d10x2, 5 gunners) and 10 magma missile batteries +18/-2 (8d10x5, 5 gunners) and 10 dovin basal batteries +18/-2 (7d10x5 or grapple or interdiction field 6x6, 5 gunners) Fighting Space 3 squares x 3 squares (starship scale) Cover total; Base Attack +5 (crew); Grapple +65 Abilities Str 148 Dex 12, Con 148 Int 20 Skills Initiative -1, Perception +13, Pilot -1, Treat Injury +8, Use Computer +13 Crew 80000 (expert); Passengers 250000 (troops) Cargo 500000 tons; Consumables 5 years Carried Craft 360 coralskippers, 60 crates, various breeds of rakamat and other ground assault creatures Payload 600 magma missiles Hyperdrive x2 (backup x8) (increase multipliers by 1 for each dovin basal battery destroyed), navibrain Availability Military; Cost Not available for sale Tactical Fire: As a standard action, a grand cruiser can forgo all attacks to provide tactical fire to all squares in a 3-square radius around itself. All allied starships within that area gain +2 on attack rolls and deal +1 die of damage on a successful hit.

YuuzhanVonglight frigateanalogue(CL18) Colossal (frigate) living Capital Ship Init +1; Senses Perception +12 Defences Ref 16 (flat-footed 13), Fort 45; armour 13 hp 1200; DR 20; SR 120; Threshold 145 Speed fly 8 squares (400km/h) or fly 3 squares (starship scale) Ranged 4 medium plasma cannons +9/-11 (8d10x2, gunner) and 2 light plasma cannon batteries +17 (6d10x2, 5 gunners) and 2 magma missile launchers +9/-11 (8d10x2, gunner) and 8 dovin basals +9/-11 (7d10x2 or grapple, gunner) Fighting Space 1 square (starship scale) Cover total; Base Attack +5 (crew); Grapple +60 Abilities Str 80 Dex 16, Con 80 Int 18 Skills Initiative +1, Perception +12, Pilot +1, Treat Injury +8, Use Computer +12 Crew 25 (expert); Passengers 250 (troops) Cargo 1000 tons; Consumables 5 months Carried Craft 48 coralskippers Payload 24 magma missiles Hyperdrive x2 (increase multiplier by 1 for each dovin basal destroyed), navibrain Availability Military; Cost Not available for sale Tactical Fire: As a standard action, a light frigate analogue can forgo all of its attacks to provide tactical fire to all adjacent squares. All allied starships within those squares gain a +1 bonus on attack rolls.

YuuzhanVongShipwombUumufahlclassGunshipCL20 Colossal (Frigate) living capital ship Init -1; Senses: Perception +6 -----------------------------------------------------------------------------------------------Defences Ref 16 (Flat-footed 13), Fort 41; +13 Armour, Vehicular Combat HP 1'710; DR 15; SR 80; Threshold 141 -----------------------------------------------------------------------------------------------Speed Fly 2 squares (Starship scale) Ranged 4 Heavy Yaret-kor batteries +12* (See below) and Ranged 2 Dovin Basal Tractor batteries +14* (See below) and Ranged Dovin Basal battery +14* (See below) Fighting Space 1 square (Starship scale); Cover Total Base Atk +2; Grp +58 -----------------------------------------------------------------------------------------------Abilities Str 72, Dex 16, Con 72, Int 14 Skills: Initiative -1, Perception +6, Pilot -1, Stealth -11, Treat Injury +6, Use Computer +6 -----------------------------------------------------------------------------------------------Crew 335 (Skilled); Passengers 840 (Troops) Cargo 1'380 tons; Consumables 6 Months; Carried Craft None Hyperdrive x3, Navibrain Availability Military; Cost Not available for sale *Apply a -20 penalty on attacks made against targets smaller than Colossal size Heavy Yaret-kor battery (5 Gunners) Atk +12 (-8 against targets smaller than Colossal), Dmg 7d10x5

Dovin Basal Tractor battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg -- (Grapple +58) Dovin Basal battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg 5d10x5 dovin basal Tactical Fire Uumufahl-class Gunships are designed to weaken the shields of enemy vessels by volley-firing their Yaret-kors. As a Standard action, a Uumufahl-class Gunship can forgo all attacks to provide tactical fire to all adjacent squares. All enemy starships of Colossal size and larger within that area have their SR reduced by 20. Note: By diverting all of its Dovin Basal Tractor batteries, as a swift action, the pilot of a Uumufahl-class Gunship may choose to apply one of the following effects: a +2-square bonus to movement at Starship scale, +20 to SR, or +1 die of damage with the Dovin Basal battery.

YuuzhanVongShipwombMiid Ro'ik-classWarshipCL23 Colossal (Cruiser) living capital ship Init -2; Senses: Perception +6 -----------------------------------------------------------------------------------------------Defences Ref 16 (Flat-footed 14), Fort 57; +14 Armour, Vehicular Combat HP 2'310; DR 20; SR 155; Threshold 257 -----------------------------------------------------------------------------------------------Speed Fly 2 squares (Starship scale) Ranged 5 Heavy Yaret-kor batteries +14* (See below) and Ranged 4 Dovin Basal Tractor batteries +14* (See below) and Ranged Dovin Basal battery +14* (See below) Fighting Space 2x2 (Starship scale); Cover Total Base Atk +2; Grp +79 -----------------------------------------------------------------------------------------------Abilities Str 104, Dex 14, Con 104, Int 14 Skills: Initiative -2, Perception +6, Pilot -2, Stealth -12, Treat Injury +6, Use Computer +6 -----------------------------------------------------------------------------------------------Crew 1'280 (Skilled); Passengers 1'950 (Troops) Cargo 8'200 tons; Consumables 1 Year; Carried Craft 72 'Yorik-et'-class Coralskippers, Assorted Support Vessels Hyperdrive x3, Navibrain Availability Military; Cost Not available for sale *Apply a -20 penalty on attacks made against targets smaller than Colossal size Heavy Yaret-kor battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg 7d10x5 Dovin Basal Tractor battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg -- (Grapple +79) Dovin Basal battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg 7d10x5 dovin basal Tactical Fire

Miid Ro'ik-class Warships are designed to coordinate the attacks of the Yuuzhan Vong fleet in their role as command ships. As a Standard action, a Miid Ro'ik-class Warship can forgo all attacks to provide tactical fire to all squares in a 2-square radius around itself. All allied starships attacking targets within that area gain a +2 bonus on attack rolls. Note: By diverting all of its Dovin Basal Tractor batteries, as a swift action, the pilot of a Miid Ro'ik-class Warship may choose to apply one of the following effects: a +1-square bonus to movement at Starship scale, +20 to SR, or +2 die of damage with the Dovin Basal battery. This is supposed to be the Yuuzhan Vong equivalent to an ISD II, but the weapons are lacking again . Pink_Jedi_Ranger - your version is a much better match for this than my conversion is and I'd recommend people use those stats instead . The only Yuuzhan Vong ship in the NJO SB I haven't converted is the Sh'rip Sh'pa-class Spawnship and that is going to require some special consideration given its unique abilities.

EDIT: I thought I'd repost the size caps table (I developed it by going through every starship thus far statted and checking them against their official length), since I mentioned the reasoning behind my statting of the Uumufahl-class Gunship as Colossal (Frigate) despite its length.\

StingcrawlerCoralskipper(CL15) Gargantuan living starfighter Init +17; Senses Perception +18 Defences Ref 24 (flat-footed 14), Fort 27; armour 9, Vehicular Combat hp 125; DR 10; SR 35; Threshold 47 Speed fly 8 squares (400km/h) or fly 5 squares (starship scale) Ranged quad light plasma cannons +18 (9d10x2) or dovin basal +18 (8d10x2) Fighting Space 5x5 or 1 square (starship scale); Cover Total; Base Attack +10 (crew); Grapple +42 Abilities Str 45 Dex 30 Con 45 Int 22 Skills Initiative +17, Perception +18, Pilot +17, Treat Injury +12, Use Computer +18 Crew 1 (ace); Passengers none Cargo 3 tons; Consumables 1 week Hyperdrive x1, limited navibrain (4-jump memory) Availability Military, Rare; Cost Not available for sale

YuuzhanVongShipwombSh'ripSh'paclassSpawnshipCL18 Colossal (Cruiser) living capital ship Init -2; Senses: Perception +6 -----------------------------------------------------------------------------------------------Defences Ref 16 (Flat-footed 14), Fort 55; +14 Armour, Vehicular Combat HP 2'040; DR 20; SR 50; Threshold 255 -----------------------------------------------------------------------------------------------Speed Fly 1 square (Starship scale) Ranged 4 Heavy Yaret-kor batteries +12* (See below) and Ranged 3 Dovin Basal Tractor batteries +14* (See below) and Ranged Dovin Basal battery +14* (See below) Fighting Space 2x2 (Starship scale); Cover Total Base Atk +2; Grp +77

Atk Options Fluidic Hull Design -----------------------------------------------------------------------------------------------Abilities Str 101, Dex 14, Con 101, Int 14 Skills: Initiative -2, Perception +6, Pilot -2, Stealth -12, Treat Injury +6, Use Computer +6 -----------------------------------------------------------------------------------------------Crew 525 (Skilled); Passengers 2'044 (Troops) Cargo 2'460 tons; Consumables 1 Year; Carried Craft None Hyperdrive x3, Navibrain Availability Military; Cost Not available for sale *Apply a -20 penalty on attacks made against targets smaller than Colossal size Heavy Yaret-kor battery (5 Gunners) Atk +12 (-8 against targets smaller than Colossal), Dmg 7d10x5 Dovin Basal Tractor battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg -- (Grapple +77) Dovin Basal battery (6 Gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg 7d10x5 dovin basal

Fluidic Hull Design The yaret-kot and dovin basal emplacements of a Sh'rip Sh'pa-class Spawnship are capable of moving around the hull and are not fixed in any particular configuration. This has two mechanical effects: *The Shaper / Systems Operator may make a DC15 Treat Injury check to use the Angle Deflector Shields Starship Manoeuvre (SE SotG, pg 25). This can be performed as often as the Shaper / Systems Operator desires as it is a capability inherent to the vessel. *The yaret-kors automatically gain the benefit of the Combined Fire talent (SE SotG, pg 18), without requiring a shipmaster who possesses the talent. The vessel gains no further benefit from Combined Fire - even if it does have a shipmaster with the talent.

Note: By diverting all of its Dovin Basal Tractor batteries, as a swift action, the pilot of a Sh'rip Sh'pa-class Spawnship may choose to apply one of the following effects: a +1-square bonus to movement at Starship scale, +20 to SR, or +2 die of damage with the Dovin Basal battery.

YuuzhanVongvua'sparinterdictor(CL20) Colossal (cruiser) living Capital Ship Init +1; Senses Perception +12 Defences Ref 18 (flat-footed 15), Fort 53; armour 15 hp 1650; DR 20; SR 150; Threshold 253 Speed fly 6 squares (250km/h) or fly 3 squares (starship scale) Ranged heavy plasma cannon battery +17/-3 (10d10x5, 5 gunners) and 2 medium plasma cannon batteries +17/-3 (8d10x5, 5 gunners) and 4 light plasma cannon batteries +17 (6d10x2, 5 gunners) and 10 magma missile launchers +9/-11 (8d10x2, gunner) and 8 dovin basals +9/-11 (7d10x2 or grapple, gunner) and 2 dovin basal batteries +17 (6x6 interdiction field, 5 gunners)

Fighting Space 2 squares x 2 squares (starship scale) Cover total; Base Attack +5 (crew); Grapple +65 Abilities Str 96 Dex 16, Con 96 Int 18 Skills Initiative +1, Perception +12, Pilot +1, Treat Injury +8, Use Computer +12 Crew 50 (expert); Passengers 250 (troops) Cargo 500 tons; Consumables 5 months Carried Craft 48 coralskippers, 4 crates Payload 120 magma missiles Hyperdrive x2 (increase multiplier by 1 for each dovin basal destroyed), navibrain Availability Military; Cost Not available for sale Tactical Fire: (as the Interdictor cruiser) Dovin Basal Gravity Well Projector Special Effect In addition to the normal effect a Gravity Well Projector has upon a vessel travelling through hyperspace, the Vua'spar-class Interdictor projectors also release an intense distortion-wave effect that is capable of disabling both animate and inanimate beings. Make an attack roll (1d20+15) against the Fortitude Defence of all targets upon a vessel dragged out of hyperspace by the Vua'spar; success indicates the target has been knocked unconscious for 2d6x5 rounds, failure indicates the target has suffered no ill effects from the reversion to normal space.

YuuzhanVongKorosStronhaWorldship (CL55) Colossal (station) living Space Station Init -2; Senses Perception +13 Defences Ref 20 (flat-footed 20), Fort 207; armour 20 hp 12000; DR 20; SR 600; Threshold 707 Speed fly 1 square (starship scale) Ranged 25 heavy plasma cannon batteries +18/-2 (10d10x5, 5 gunners) and 30 medium plasma cannon batteries +18/-2 (8d10x5, 5 gunners) and 30 light plasma cannon batteries +18 (6d10x2, 5 gunners) and 20 magma missile batteries +18/-2 (8d10x5, 5 gunners) and 15 dovin basal batteries +18/-2 (7d10x5 or grapple or interdiction field 8x8, 5 gunners) Fighting Space 8 squares x 8 squares (starship scale) Cover total; Base Attack +5 (crew); Grapple +222 Abilities Str 404 Dex 10, Con 404 Int 20 Skills Initiative -2, Perception +13, Pilot -2, Treat Injury +8, Use Computer +13 Crew 80000 (expert); Passengers 500000 (troops) & 1000000 (civilians) Cargo 500000 tons; Consumables 50 years Carried Craft 480 coralskippers, 60 crates, various breeds of rakamat and other ground assault creatures Payload 1200 magma missiles Hyperdrive x2 (backup x8) (increase multipliers by 1 for each dovin basal battery destroyed), navibrain Availability Military; Cost Not available for sale Tactical Fire: As a standard action, a Koros Stronha World-ship may forgo all attacks to provide tactical fire to all squares within a 3-square radius. Enemy ships of Colossal (frigate) size or smaller within these squares take a -2 penalty to attack rolls, a -5 penalty to Pilot checks, or reduce their starship scale speed by 2 (Commander's choice) as long as they remain within affected squares.

Artillery Beast CL14

Colossal Shaped Beast 12 Init +11; Senses: Darkvision, Perception +14 ----------------------------------------------------------------------------------------------------------Defences Ref 15 (Natural Armour +15, Flat-footed 15), Fort 28, Will 16 HP 235; DR 10; Threshold 78 ----------------------------------------------------------------------------------------------------------Speed 4 squares Melee Slam +19 (3d6+16) or Ranged Medium Yaret-Kor* +9 (3d10x5, 4 square spash) Fighting Space 6x12; Reach 2 squares Base Atk +9; Grp +39 Atk Options: Coordinated Attack, Far Shot, Point Blank Shot ----------------------------------------------------------------------------------------------------------Abilities Str 30, Dex 10, Con 40, Int 4, Wis 16, Cha 10 Special Qualities: Armoured Defences**, Force Immunity, Integrated Yaret-Kor* Feats: Coordinated Attack, Far Shot, Point Blank Shot, Skill Training (Initiative), Skill Training (Perception) Skills: Endurance +26, Initiative +11, Perception +14, Stealth -14 ----------------------------------------------------------------------------------------------------------Armoured Defences**: See LECG, page 220 for a description of this ability. Force Immunity: Artillery beasts are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Integrated Yaret-Kor*: The Yaret-Kor integrated into the artillery beast is somewhat larger than a Colossal creature can cope with. In order to use the Yaret-Kor, artillery beasts must use a Full-round action to both charge and fire the plasma round. Additionally, if the artillery beast moves in the round prior to firing the Yaret-Kor, it takes a -5 penalty on its Attack roll. **Special qualities granted by shaping
Fire Breather CL14 At least... Colossal Shaped Beast 6 Init +0; Senses: Perception +12 -----------------------------------------------------------------------------------------------------------Defences Ref 13 (Natural Armour +16, Flat-footed 13), Fort 24, Will 9 HP 110; DR 25 (40 against blaster/laser weapons), Threshold 74 -----------------------------------------------------------------------------------------------------------Speed 4 squares Melee Slam +10 (3d6+9) or Ranged Flamethrower +1 (12d10, 20 square cone) Fighting Space 6x6; Reach 2 squares Base Atk +4; Grp +38 Atk Options: Flamethrower -----------------------------------------------------------------------------------------------------------Abilities Str 22, Dex 4, Con 38, Int 2, Wis 9, Cha 3

Special Qualities: Antilaser aerosol, Enhanced Armour* (2), Flamethrower, Force Immunity Feats: Skill Focus (Perception), Skill Training (Survival) Skills: Perception +12, Stealth -20, Survival +7 -----------------------------------------------------------------------------------------------------------Antilaser aerosol: Fire breathers exhale antilaser aerosols as long as they are alive and breathing, effectively increasing their Damage Reduction to 40 against blaster/laser weapons. Releasing the aerosol requires a Move action, filling an 8x8 square area surrounding the beast and lasting for 10 rounds. Enhanced Armour*: Fire breathers have been shaped by the Yuuzhan Vong to improve their durability. Fire breathers gain a +10 Natural Armour bonus to their Reflex defence. Flamethrower: Fire breathers are capable of blasting a cone of gelatinous flame 20 squares long and 20 squares wide at the terminus. This flame deals 12d10 points of damage to anything caught in the area, including vehicles and buildings. The fire breather may use this attack once every 1d4+2 rounds. Force Immunity: Fire breathers are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). *Special qualities granted by shaping

Grutchin CL14 Large Shaped Beast 12 Init +13; Senses: Darkvision, Perception +6 Immunities: Mild, Moderate and Severe Radiation ----------------------------------------------------------------------------------------------------------Defences Ref 21 (Natural Armour +15, Flat-footed 21), Fort 21, Will 13 HP 150; DR 5; Threshold 26 ----------------------------------------------------------------------------------------------------------Speed 5 squares, fly 8 squares (600 km h-1), fly 5 squares (Starship scale) Melee Bite +13* (2d8+20) or Melee Bite +13* (3d8+20) with Mighty Swing Fighting Space 1x2 squares, 1 square (Starship scale); Reach 1 square, 0 squares (Starship scale) Base Atk +9; Grp +33 Atk Options: Crush, Mighty Swing, Pin ----------------------------------------------------------------------------------------------------------Abilities Str 28, Dex 5, Con 26, Int 1, Wis 10, Cha 2 Special Qualities: Acid-edged Mandibles, Armoured Defences**, Constrict, Darkvision, Force Immunity, Hyperspace & Vacuum Survival, Improved Natural Weapons**, Selfguiding Missile, Shaped for Grappling Feats: Crush, Mighty Swing, Pin, Power Attack, Skill Focus (Initiative) Skills: Climb +15, Initiative +13, Jump +15, Stealth -2 ----------------------------------------------------------------------------------------------------------Acid-edged Mandibles: Due to their acid-edged mouthparts, grutchins ignore the Damage Reduction of their targets. Armoured Defences**: See LECG, page 220 for a description of this ability. Constrict: A grutchin that succeeds in grappling an opponent can use the Crush and Pin feats as normal. When crushing, however, a grutchin deals damage through its Bite

attack. Force Immunity: Grutchins are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Hyperspace & Vacuum Survival: Grutchins possess a unique physiology that prevents them from taking damage when exposed to vacuum or hyperspatial environments. In addition, a grutchin is able to maintain its Grapple through a hyperspace jump. Improved Natural Weapons**: See LECG, page 220 for a description of this ability. Self-guiding Missile: When used as a missile, grutchins are self-guiding and do not require the pilot to establish a target lock. Grutchins simply fly towards the nearest target it can see and will not relent as long as its target is still in range and functional. The target may attempt to place a more palatable target (ie. slower) between itself and the creature in order to lose it. When the grutchin is in the same square as its target, it can attempt to Grapple as long as it does not possess functional shields. If the Grapple check is successful, the grutchin will begin to deal Bite damage as per the Crush feat. Shaped for Grappling: Yuuzhan Vong shapers have altered the legs of the grutchin to be particularly adept at grappling. Grutchins are treated as Gargantuan creatures for the purposes of Grapple checks (included in stat block). *Includes 5 points of Power Attack **Special qualities granted by shaping Grutchin Symbiote CL11 Tiny Shaped Beast 8 Init +8; Senses: Darkvision, Perception +4 ----------------------------------------------------------------------------------------------------------Defences Ref 25 (Natural Armour +9, Flat-footed 21), Fort 16, Will 13 HP 60; DR 5; Threshold 16 ----------------------------------------------------------------------------------------------------------Speed 8 squares Melee Bite* +9 (2d3+7) and Melee 2 Claws +9 each (2d2+7) Fighting Space 1 square; Reach 1 square Base Atk +6; Grp +15 Atk Options: Crush, Pin ----------------------------------------------------------------------------------------------------------Abilities Str 16, Dex 19, Con 16, Int 4, Wis 10, Cha 6 Special Qualities: Acid-edged Mandibles*, Armoured Defences**, Contact Telepathy, Darkvision, Force Immunity, Improved Natural Weapons**, Shaped for Grappling Feats: Crush, Pin, Skill Training (Stealth) Skills: Jump +12, Stealth +23 ----------------------------------------------------------------------------------------------------------Acid-edged Mandibles*: Due to their acid-edged mouthparts, grutchin symbiotes ignore

the Damage Reduction of their targets. Armoured Defences**: See LECG, page 220 for a description of this ability. Constrict: A grutchin symbiote that succeeds in grappling an opponent can use the Crush and Pin feats as normal. When crushing, however, a symbiote deals damage through its Bite* attack. Contact Telepathy: Grutchin Symbiotes are able to establish a telepathic link to their hosts when they are in physical contact with each other. This allows the symbiote to receive single thoughts (such as attack commands) from their host, though the host must use a standard action in order to communicate with the symbiote. Only simple, one word commands may be issued to the symbiote due to their limited Intelligence and this cannot be performed unless they are in physical contact with each other. Force Immunity: Grutchin Symbiotes are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Improved Natural Weapons**: See LECG, page 220 for a description of this ability. Shaped for Grappling: Yuuzhan Vong shapers have altered the legs of the grutchin symbiote to be particularly adept at grappling. Grutchin Symbiotes are treated as Large creatures for the purposes of Grapple checks (included in stat block). **Special qualities granted by shaping Implanter CL0 Diminutive Shaped Beast 1 Init +3; Senses: Low-light Vision, Perception +3 ----------------------------------------------------------------------------------------------------------Defences Ref 20 (Natural Armour +1, Flat-footed 17), Fort 8, Will 9 HP 2; Threshold 8 ----------------------------------------------------------------------------------------------------------Speed 2 squares Melee Claw -4 (1+Implant*) or Melee Frond -4 (2d6 stun) Fighting Space 1 square; Reach 0 squares Base Atk +0; Grp -12 Atk Options: Implant*, Stunning Frond ----------------------------------------------------------------------------------------------------------Abilities Str 2, Dex 16, Con 5, Int 4, Wis 6, Cha 5 Special Qualities: Force Immunity, Implant*, Low-light vision, Stunning Frond Feats: Improved Defences, Skill Training (Perception) Skills: Perception +3, Stealth +18, Survival +3 ----------------------------------------------------------------------------------------------------------Force Immunity: Implanters are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Implant*: If an implanter successfully uses its claw attack on a stunned or helpless opponent, it implants one Yorik-Kul seed into the target.

Improved Defences: Implanters have Improved Defences as a bonus feat. Stunning Frond: Any living being struck by the implanters frond attack takes 2d6 points of Stun damage. Yorik-Kul When a target is implanted with Yorik-Kul, they immediately begin to take root within the host. If the Yorik-Kul succeeds on an attack roll (1d20+[5+No. of implanted surgecoral seeds]) against the targets Fortitude defence, the target moves -1 persistent steps along the condition track. If the attack fails, the target does not move down the condition track. Whether or not the initial attack succeeds, the target is prevented from running or charging and, if Force Sensitive, takes a -1 penalty on Use the Force checks for each Yorik-Kul seed that has been implanted. In addition, the Force presence of the target becomes obscured due to the inclusion of the Yorik Kul. The target gains a +1 species bonus per surge coral seed implanted to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Yorik-Kul attacks each day until the target has reached -4 steps on the condition track or it has been removed with a successful DC (15+No. of implanted surge-coral seeds) Treat Injury check. A maximum of ten Yorik-Kul can be implanted into any single target.

Khattazz CL10 Medium Shaped Beast 3/Scout 7 Dark Side 10 Init +11 (may reroll, must keep second result); Senses: Darkvision, Perception +5 (may reroll, must keep second result) Languages: Yuuzhan Vong (Cannot speak) -----------------------------------------------------------------------------------------------------------Defences Ref 25 (Natural Armour +3, Flat-footed 22), Fort 21, Will 17 HP 75; DR 5; Threshold 21 -----------------------------------------------------------------------------------------------------------Speed 8 squares Melee 2 Claws +7* each (2d4+15) or Melee 2 Claws +7* each (3d4+15) with Mighty Swing or Ranged Fused Yaret-Kor +10 (3d8+5) Fighting Space 1 square; Reach 1 square Base Atk +7; Grp +12 Atk Options: Coordinated Attack, Leap Attack, Mighty Swing, Point Blank Shot, Precise Shot Special Actions: Surge Of Energy -----------------------------------------------------------------------------------------------------------Abilities Str 20, Dex 16, Con 16, Int 8, Wis 10, Cha 8 Special Qualities: Darkvision, Fused Yaret-Kor, Improved Natural Weapons**, Leap Attack, Surge Of Energy Talents: Acute Senses, Evasion, Improved Initiative, Surefooted Feats: Coordinated Attack, Mighty Swing, Point Blank Shot, Power Attack, Precise Shot, Shake It Off, Skill Training (Initiative), Skill Training (Jump) Skills: Endurance +13, Initiative +11 (may reroll, must keep second result), Jump +13 ------------------------------------------------------------------------------------------------------------

Fused Yaret-Kor: Khattazz possess a rifle-scale Yaret-Kor that has been fused into their left forearm, thus preventing them from being disarmed. Khattazzo brace their left arm with their right claw when firing, thus avoiding -5 penalty for using a rifle with one hand. The Yaret-Kor does not need to be reloaded but if the Khattazz rolls a natural 1 when using this weapon, it locks and the Khattazz must spend a Full-round action in order to return the weapon to functional use. Khattazz are naturally proficient with this weapon [Treat as a Rifle for purposes determining the weapons range]. Improved Natural Weapons**: See LECG, page 220 for a description of this ability. Leap Attack: As a Full-round action, a Khattazz can make a leap attack at the end of a charge of at least 2 squares in distance. This leap attack allows it to make two separate claw attacks against a single opponent. Surge Of Energy: Once per encounter, as a Swift Action, Khattazz are able to perform extraordinarily powerful jumps whilst increasing their speed. Khattazz gain a +20 species bonus on Jump checks and their speed increases by 2 squares until the end of the turn in which this ability is activated. Khattazz move -2 steps along the condition track after using this ability. *Includes 5 points of Power Attack **Special quality granted by shaping GM Notes: I designed the Khattazz for the reasons given in the fluff text and to provide my group with a goal of vital significance to the fate of the galaxy in the destruction of the Avatar birthing facility. Given that one of the group was a Barabel, I decided the Khattazz were heavily shaped Barabels to provide some interesting RP opportunities. The description in the fluff text is decidedly limited to provide you with a choice of species from which the Khattazz are shaped from - preferably a reptilian/insectile species that one of your players is a member of, but mammalian/avian species would work just as well.

Quednak CL4 Huge Shaped Beast 4 Init +2; Senses: Perception +2 ----------------------------------------------------------------------------------------------------------Defences Ref 17 (Natural Armour +9, Flat-footed 17), Fort 18, Will 10 HP 50; Threshold 33 ----------------------------------------------------------------------------------------------------------Speed 9 squares Melee Bite +11 (2d6+10) and Melee 2 Claws +11 each (1d8+10) Fighting Space 3x3; Reach 1 square Base Atk +3; Grp +21 ----------------------------------------------------------------------------------------------------------Abilities Str 26, Dex 10, Con 26, Int 4, Wis 10, Cha 4 Special Qualities: Enhanced Armour*, Force Immunity, Intractable Feats: Improved Damage Threshold, Skill Training (Survival) Skills: Climb +15, Stealth -8, Survival +7 ----------------------------------------------------------------------------------------------------------Enhanced Armour*: Quednak have been shaped by the Yuuzhan Vong to improve their durability. Quednak gain a +5 Natural Armour bonus to their Reflex defence. Force Immunity: Quednak are immune to any Force effect that targets its Will defence

(including Force powers and aspects of the Use the Force skill). Intractable: Quednak respond only to pain, in accordance with Yuuzhan Vong beliefs. Non-Yuuzhan Vong take a -10 penalty to Ride checks involving quednak, unless they are aware of this requirement. *Special qualities granted by shaping

Rakamat CL16 Colossal Shaped Beast 10 Init +5; Senses: Perception +15 -----------------------------------------------------------------------------------------------------------Defences Ref 15 (Natural Armour +15, Flat-footed 15), Fort 30, Will 10 HP 255; DR 10; SR 25; Threshold 80 -----------------------------------------------------------------------------------------------------------Speed 6 squares Melee Slam +26 (3d6+24) or Melee Slam +26 (4d6+24) with Mighty Swing or Ranged 4 Light Yaret-Kors +8 each (5d10x2, 2-square spash) Fighting Space 6x12; Reach 2 squares Base Atk +7; Grp +46 Atk Options: Mighty Swing -----------------------------------------------------------------------------------------------------------Abilities Str 48, Dex 10, Con 50, Int 4, Wis 10, Cha 6 Special Qualities: Enhanced Armour*, Force Immunity, Integrated Dovin Basals Feats: Mighty Swing, Point Blank Shot, Skill Focus (Perception) Skills: Perception +15, Stealth -15 -----------------------------------------------------------------------------------------------------------Enhanced Armour*: Rakamats have been shaped by the Yuuzhan Vong to improve their durability. Rakamats gain a +5 Natural Armour bonus to their Reflex defence. Force Immunity: Rakamats are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Integrated Dovin Basals: Rakamats have been shaped to include dovin basals that grant it SR25. These dovin basals follow the same rules as those found aboard Yuuzhan Vong starships, except that they cannot be used to strip the shields off other vehicles - they are restricted to defence only. *Special qualities granted by shaping

Sgauru CL17 Gargantuan Shaped Beast 15 Init +12 (+17^); Senses: Perception +11 (+16^) ----------------------------------------------------------------------------------------------------------Defences Ref 20 (Natural Armour +15, Flat-footed 20), Fort 22, Will 9 HP 250; Threshold 42 ----------------------------------------------------------------------------------------------------------Speed 10 squares Melee Head Slam +16* (+21*^) (2d6+40) and

Melee Bite +16* (+21*^) (3d6+40) and Melee Pincers +16* (+21*^) (2d6+40) and Melee 6 Leg Slams +16* (+21*^) each (2d6+40) or Melee Head Slam +16* (+21*^) (3d6+40) with Mighty Swing and Melee Bite +16* (+21*^) (4d6+40) with Mighty Swing and Melee Pincers +16* (+21*^) (3d6+40) with Mighty Swing and Melee 6 Leg Slams +16* (+21*^) each (3d6+40) with Mighty Swing Fighting Space 2x8; Reach 2 squares Base Atk +11; Grp +45 Atk Options: Aura of Horror, Cleave, Crush, Devour, Mighty Swing, Pin, Terrifying Presence ----------------------------------------------------------------------------------------------------------Abilities Str 49, Dex 11, Con 34, Int 6, Wis 8, Cha 16 Special Qualities: Demolition, Force Immunity, Symbiosis (Sgauru) Feats: Cleave, Crush, Mighty Swing, Pin, Power Attack, Skill Training (Perception) Skills: Initiative +12 (+17^), Perception +11 (+16^), Persuasion +10 (+15^), Stealth -8 (3^) ----------------------------------------------------------------------------------------------------------Aura of Horror: This ability functions in the same manner as Terrifying Presence, affecting all living beings in a 12 square radius of Sgauru. This is a Free-action and Sgauru is still able to use Terrifying Presence during its initial attack. Demolition: Sgauru was created to demolish artificial constructs. Whenever Sgauru scores a critical hit when attacking buildings, machinery or other structures, it deals triple damage rather than double damage. Devour: If Sgauru hits with its Bite attack against a Large or smaller opponent; it can automatically make a grapple check with its Bite attack at its full bonus (even if it has already taken a full round action). If the grapple check is successful, Sgauru can begin devouring its target. Any creature being devoured takes 1d6+26 points of damage each round it is in Sgaurus maw. When the creature reaches 0 Hit Points, it is swallowed by Sgauru and continues to take 5d6 points of acid damage each round along with any equipment they are carrying. Force Immunity: Sgauru is immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Symbiosis (Sgauru)^: Sgauru maintains a symbiotic relationship with Tu-Scart as long as they are in physical contact or within 6 squares of each other. When in symbiosis, Sgauru and Tu-Scart share all sensory input, communicate telepathically and function as a single entity. Telepathic communication is a Free-action and allows the pair to utilise rudimentary tactics and grants a +5 bonus to all skills and attacks.When determining Initiative, each beast makes a separate check and then both act upon the highest result. While in symbiosis, Sgauru and Tu-Scart are immune to all forms of chemical attack and can even exist in vacuum environments for 1 day. Sgauru is the lesser partner of the pair. If Tu-Scart dies, an attack roll (1d20+12) is made against Sgaurus Fortitude defence. If this attack is successful, Sgauru immediately dies; failure results in Sgauru being Immobilised for 1 round due to shock, after which it can

resume normal functions. Terrifying Presence: Any enemy that starts its turn within 6 squares of Sgauru takes a -2 penalty on attack rolls. This is a fear effect. *Includes 14 points of Power Attack Tu-Scart CL17 Gargantuan Shaped Beast 15 Init +12 (+17^); Senses: Low-light Vision, Perception +11 (+16^) ----------------------------------------------------------------------------------------------------------Defences Ref 17 (Natural Armour +12, Flat-footed 17), Fort 22, Will 9 HP 250; Threshold 42 ----------------------------------------------------------------------------------------------------------Speed 10 squares Melee Slam +17* (+22*^) (2d6+35) and Melee Bite +17* (+22*^) (3d6+35) or Melee Slam +19* (+24*^) (2d6+42) with Powerful Charge and Melee Bite +19* (+24*^) (3d6+42) with Powerful Charge Fighting Space 2x8; Reach 2 squares Base Atk +11; Grp +43 Atk Options: Cleave, Constrict, Crush, Devour, Pin, Powerful Charge, Overrun, Terrifying Presence ----------------------------------------------------------------------------------------------------------Abilities Str 45, Dex 10, Con 35, Int 6, Wis 8, Cha 15 Special Qualities: Demolition, Force Immunity, Low-light Vision, Scent, Symbiosis (Tu-Scart) Feats: Cleave, Crush, Pin, Power Attack, Powerful Charge, Skill Training (Perception) Skills: Initiative +12 (+17^), Perception +11 (+16^), Persuasion +9 (+14^), Stealth -8 (3^) ----------------------------------------------------------------------------------------------------------Constrict: When Tu-Scart succeeds in grappling an opponent, it can use Crush and Pin feats as normal. When crushing, however, Tu-Scart deals 3d6+30 points of damage and it can use this ability against artificial constructs. Demolition: Tu-Scart was created to demolish artificial constructs. Whenever Tu-Scart scores a critical hit when attacking buildings, machinery or other structures, it deals triple damage rather than double damage. Devour: If Tu-Scart hits with its Bite attack against a Large or smaller opponent; it can automatically make a grapple check with its Bite attack at its full bonus (even if it has already taken a full round action). If the grapple check is successful, Tu-Scart can begin devouring its target. Any creature being devoured takes 1d6+24 points of damage each round it is in Tu-Scarts maw. When the creature reaches 0 Hit Points, it is swallowed by Tu-Scart and continues to take 5d6 points of acid damage each round along with any

equipment they are carrying. Force Immunity: Tu-Scart is immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Overrun: Tu-Scart is literally able to run over its targets. As a Full-round action, TuScart can overrun a single target at least one size category smaller than itself. Tu-Scart must move through the opponents square and end its move in an unoccupied square. When adjacent to an opponent at the beginning of its action, Tu-Scart can begin an overrun attack and move normally. The Overrun strike makes an attack roll (1d20+24) against the targets Reflex Defence; if successful, the target takes 3d6+30 points of damage and is knocked Prone. Otherwise, the target only takes half-damage and is knocked Prone. Scent: Tu-Scart ignores concealment and cover when making Perception checks to notice opponents within 20 squares, and take no penalty from poor visibility when tracking. Symbiosis (Tu-Scart)^: Tu-Scart maintains a symbiotic relationship with Sgauru as long as they are in physical contact or within 6 squares of each other. When in symbiosis, TuScart and Sgauru share all sensory input, communicate telepathically and function as a single entity. Telepathic communication is a Free-action and allows the pair to utilise rudimentary tactics and grants a +5 bonus to all skills and attacks. When determining Initiative, each beast makes a separate check and then both act upon the highest result. While in symbiosis, Tu-Scart and Sgauru are immune to all forms of chemical attack and can even exist in vacuum environments for 1 day. Terrifying Presence: Any enemy that starts its turn within 6 squares of Tu-Scart takes a -2 penalty on attack rolls. This is a fear effect. *Includes 11 points of Power Attack Umrach CL9 Large Shaped Beast 9 Init +6; Senses: Blindsight, Perception +5 ----------------------------------------------------------------------------------------------------------Defences Ref 20 (Natural Armour +9, Flat-footed 18), Fort 12, Will 11 HP 60; Threshold 17 ----------------------------------------------------------------------------------------------------------Speed 10 squares Melee Mouth-spears +11 (2d6+9) and Melee 2 Slams +11 each (1d6+9) Fighting Space 2x2; Reach 2 squares (mouth-spears), 1 square (slam) Base Atk +6; Grp +16 Atk Options: Crush, Pin ----------------------------------------------------------------------------------------------------------Abilities Str 20, Dex 15, Con 15, Int 3, Wis 13, Cha 8 Special Qualities: Blindsight, Constrict, Force Immunity Feats: Crush, Pin, Skill Training (Stealth) Skills: Stealth +6, Survival +10

----------------------------------------------------------------------------------------------------------Blindsight: Using scent and acute hearing, umrach can detect creatures and objects within 20 squares. As a result, umrach manoeuvre and fight as well as sighted creatures. Intense light and darkness do not adversely affect them. Constrict: An umrach that succeeds in grappling an opponent can use Crush and Pin feats as normal. When crushing, however, an umrach deals 2d6+5 points of damage as it brings its mouth-spears to bear. Force Immunity: Umrach are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill).

Vagh Rodiek CL2 Medium Shaped Beast 1 Init +0; Senses: Low-light Vision, Perception +1 (may reroll, must keep second result) -----------------------------------------------------------------------------------------------------------Defences Ref 15 (Natural Armour +4, Flat-footed 15), Fort 16, Will 15 (25 against Force effects) HP 7; DR 5; Threshold 16 -----------------------------------------------------------------------------------------------------------Speed 8 squares Melee 2 Bone scythes +2 each (2d6+2) Fighting Space 1 square; Reach 1 square Base Atk +0; Grp +2 -----------------------------------------------------------------------------------------------------------Abilities Str 14, Dex 11, Con 14, Int 3, Wis 12, Cha 8 Special Qualities: Armoured Defences*, Climbing Claws, Heightened Awareness, Improved Natural Weapons*, Limited Force Immunity, Low-light Vision Feats: Improved Defences Skills: Climb +12 -----------------------------------------------------------------------------------------------------------Armoured Defences*: See LECG, page 220 for a description of this ability. Climbing Claws: Due to their hooked claws, Vagh Rodiek gain a +5 species bonus to Climb checks. Heightened Awareness: Vagh Rodiek may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse. Improved Natural Weapons*: See LECG, page 220 for a description of this ability. Limited Force Immunity: The Force presence of the Vagh Rodiek has been obscured due to the inclusion of Yuuzhan Vong genetic material. Vagh Rodiek gain a +10 species bonus to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). *Special qualities granted by shaping

Voxyn CL15 Large Shaped Beast 12 Init +8; Senses: Low-light Vision, Perception +9 ----------------------------------------------------------------------------------------------------------Defences Ref 19 (Natural Armour +8, Flat-footed 17), Fort 11, Will 13 (23 against Force effects) HP 90; Threshold 16 -----------------------------------------------------------------------------------------------------------

Speed 9 squares Melee 2 Claws +10* each (1d6+13 plus Disease) and Melee Bite +10* (1d8+13) and Melee Tail +10* (1d6+13 plus Poison) or Ranged Acid Spit +11 (Special) Ranged Sonic Screech +11 (2d8 Sonic stun) Fighting Space 1x2; Reach 1 square, 4 squares (Acid Spit) Base Atk +9; Grp +18 Atk Options: Acid Spit, Combat Reflexes, Disease, Poison, Sonic Screech ----------------------------------------------------------------------------------------------------------Abilities Str 18, Dex 14, Con 12, Int 6, Wis 16, Cha 12 Special Qualities: Fast Healing 2, Force Perception, Limited Force Immunity, Low-light vision, Nutrient Dependency, Toxic Blood Feats: Combat Reflexes, Force Sensitivity, Power Attack, Skill Focus (Use the Force), Skill Training (Stealth), Skill Training (Survival) Skills: Stealth +8, Survival +14, Use the Force +9 ----------------------------------------------------------------------------------------------------------Acid Spit: As a Full-round action, the voxyn can spray highly corrosive acid at a target up to 4 squares away with a successful ranged attack. If the acid succeeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target takes 1d6 points of acid damage. If the attack fails, the target takes half damage. The acid attacks each round for 5 rounds until the acid is washed off or treated (DC 15 Treat Injury check and requires a medical kit). Disease: If a voxyn successfully deals damage to a target with its claw attack, compare the attack roll to the targets Fortitude Defense (ignoring equipment bonuses from armor). If it exceeds the victim's Fortitude Defense, the target contracts one of the many retroviruses found coating the claws. If the disease succeeds on an attack roll (1d20+10) against the targets Fortitude Defense (ignoring equipment bonuses), the target takes 2d6 points of damage and moves -1 steps along the condition track. If the attack fails, the target takes half damage and does not move down the condition track. The retrovirus attacks every day until cured with a DC 25 Treat Injury check. Fast Healing 2: Voxyn automatically regain 2 hit points every round at the end of their turn, up to its normal maximum, until it is killed. Force Perception: A voxyns sensitivity to the Force grants it Force Perception, an ability that works like the Sense talent of the same name. Force Sensitivity: Voxyn have Force Sensitivity as a bonus feat. Limited Force Immunity: Voxyn possess a muted Force presence due to the inclusion of Yuuzhan Vong genetic material. Voxyn gain a +10 species bonus to resist any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). This also interferes with the voxyns own Force abilities and they take a -10 species penalty to the Use the Force skill (included in the above stat block). Nutrient Dependency: Voxyn cannot survive without a nutrient compound found only on the planet Myrkr. Without this nutrient, voxyn lose half their Strength and

Constitution after one month, lose half of the remainder after two and die after three. Poison: If a voxyn deals damage to a living target with its tail attack, the target is also poisoned. If the poison succeeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target takes 1d6 points of damage and moves -1 step along the condition track. If the attack fails, the target takes half damage and doesn't move along the condition track. A target moved to the end of the condition track by voxyn poison is immobilised, but not unconscious or killed. (can be revived as per the Treat Injury skill, page 74 SECR). The poison attacks every round until cured with a successful DC15 Treat Injury check. Sonic Screech: Voxyn have the ability to utter a compressed-wave screech of sufficient power to shatter eardrums as a Full-round action against all beings within a 6 square radius. If a voxyn successfully deals strikes a target with its Sonic Screech, compare the attack roll to the targets Fortitude Defense. If it exceeds the victim's Fortitude Defense, the target takes 2d8 points of Sonic stun damage (half damage otherwise). Toxic Blood: If voxyn takes damage equal to or greater than its Damage Threshold from a single attack, it begins to bleed and its blood vaporised. Any air breathing creature within 1 square of the voxyn is exposed to a Toxic Atmosphere (Atmospheric Hazards SECR, page 253). *Includes 3 points of Power Attack

Voxyn Primary CL19 Large Shaped Beast 16 Init +8; Senses: Low-light Vision, Perception +9 -----------------------------------------------------------------------------------------------------------Defences Ref 23 (Natural Armour +12, Flat-footed 21), Fort 14, Will 13 (23 against Force effects) HP 126; Threshold 19 -----------------------------------------------------------------------------------------------------------Speed 9 squares Melee 2 Claws +12* each (1d6+20 plus Disease) and Melee Bite +12* (1d8+20) and Melee Tail +12* (1d6+20 plus Poison) or Melee 2 Claws +10* each (2d6+20 plus Disease) with Rapid Strike and Melee Bite +10* (2d8+20) with Rapid Strike and Melee Tail +10* (2d6+20 plus Poison) with Rapid Strike or Ranged Acid Spit +14 (Special) Ranged Sonic Screech +14 (2d8 Sonic stun) Fighting Space 1x2; Reach 1 square, 4 squares (Acid Spit) Base Atk +12; Grp +23 Atk Options: Acid Spit, Combat Reflexes, Disease, Poison, Rapid Strike, Sonic Screech -----------------------------------------------------------------------------------------------------------Abilities Str 22, Dex 14, Con 18, Int 6, Wis 16, Cha 12 Special Qualities: Fast Healing 2, Force Perception, Limited Force Immunity, Low-light vision, Nutrient Dependency, Toxic Blood Feats: Combat Reflexes, Force Sensitivity, Power Attack, Rapid Strike, Skill Focus (Use the Force), Skill Training (Stealth), Skill Training (Survival) Skills: Stealth +10, Survival +16, Use the Force +11 ------------------------------------------------------------------------------------------------------------

Acid Spit: As a Full-round action, the voxyn primary can spray highly corrosive acid at a target up to 4 squares away with a successful ranged attack. If the acid succeeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target takes 1d6 points of acid damage. If the attack fails, the target takes half damage. The acid attacks each round for 5 rounds until the acid is washed off or treated (DC 15 Treat Injury check and requires a medical kit). Disease: If a voxyn primary successfully deals damage to a target with its claw attack, compare the attack roll to the targets Fortitude Defense (ignoring equipment bonuses from armor). If it exceeds the victim's Fortitude Defense, the target contracts one of the many retroviruses found coating the claws. If the disease succeeds on an attack roll (1d20+10) against the targets Fortitude Defense (ignoring equipment bonuses), the target takes 2d6 points of damage and moves -1 steps along the condition track. If the attack fails, the target takes half damage and does not move down the condition track. The retrovirus attacks every day until cured with a DC 25 Treat Injury check. Fast Healing 2: Voxyn primary automatically regain 2 hit points every round at the end of their turn, up to its normal maximum, until it is killed. Force Perception: A voxyn primarys sensitivity to the Force grants it Force Perception, an ability that works like the Sense talent of the same name. Force Sensitivity: Voxyn primary have Force Sensitivity as a bonus feat. Limited Force Immunity: Voxyn primary possess a muted Force presence due to the inclusion of Yuuzhan Vong genetic material. Voxyn primary gain a +10 species bonus to resist any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). This also interferes with the voxyn primarys own Force abilities and they take a -10 species penalty to the Use the Force skill (included in the above stat block). Nutrient Dependency: Voxyn primary cannot survive without a nutrient compound found only on the planet Myrkr. Without this nutrient, voxyn primary lose half their Strength and Constitution after one month, lose half of the remainder after two and die after three. Poison: If a voxyn primary deals damage to a living target with its tail attack, the target is also poisoned. If the poison succeeds on an attack roll (1d20+15) against the targets Fortitude Defence, the target takes 2d6 points of damage and moves -1 step along the condition track. If the attack fails, the target takes half damage and doesn't move along the condition track. A target moved to the end of the condition track by voxyn primary poison is immobilised, but not unconscious or killed. (can be revived as per the Treat Injury skill, page 74 SECR). The poison attacks every round until cured with a successful DC20 Treat Injury check. Sonic Screech: Voxyn primary have the ability to utter a compressed-wave screech of sufficient power to shatter eardrums as a Full-round action against all beings within a 6 square radius. If a voxyn primary successfully deals strikes a target with its Sonic Screech, compare the attack roll to the targets Fortitude Defense. If it exceeds the victim's Fortitude Defense, the target takes 2d8 points of Sonic stun damage (half damage otherwise). Toxic Blood: If the voxyn primary takes damage equal to or greater than its Damage Threshold from a single attack, it begins to bleed and its blood vaporised. Any air breathing creature within 1 square of the voxyn primary is exposed to a Toxic Atmosphere (Atmospheric Hazards - SECR, page 253). *Includes 6 points of Power Attack

Yammosk CL16 Colossal Shaped Aquatic Beast 1/Noble 7/Officer 9 Init +6; Senses: Low-light Vision, Perception +22 Languages: Gravitic Pulse Code, Yuuzhan Vong (Cannot speak), 3 unassigned (Cannot speak) -----------------------------------------------------------------------------------------------------------Defences Ref 18 (Natural Armour +1, Flat-footed 18), Fort 38, Will 35 HP 256; Threshold 93 -----------------------------------------------------------------------------------------------------------Speed 2 squares, 10 squares (swim)

Melee Bite +30 (4d6+24) and Melee 6 Tentacles +30 (Special) Fighting Space 6x6; Reach 2 squares Base Atk +14; Grp +50 Atk Options: Melee Defence, Pin Special Actions: Battle Analysis, Combined FireSotG, Coordinate +1, Demand Surrender, Fleet DeploymentSotG, Fleet TacticsSotG, Inspire Confidence, Presence, Weaken Resolve -----------------------------------------------------------------------------------------------------------Abilities Str 42, Dex 6, Con 32, Int 15, Wis 18, Cha 18 Special Qualities: Atmosphere Generation, Breathe Underwater, Command Cover +4, Crew Enhancement, Exceptional Swimmer, Gravitic Telepathy, Low-light Vision, Share Talent (Battle Analysis), Share Talent (Combined FireSotG), Share Talent (Demand Surrender), Share Talent (Presence), Subsensory Awareness, Tentacle Grab, Transferred Knowledge Talents: Battle Analysis, Combined FireSotG, Coordinate, Demand Surrender, Fleet DeploymentSotG, Fleet TacticsSotG, Inspire Confidence, Presence, Weaken Resolve Feats: Improved Defences, Improved Damage Threshold, Linguist, Melee Defence, Pin, Skill Focus (Knowledge [Tactics]), Skill Focus (Perception), Skill Focus (Persuasion), Skill Training (Knowledge [Tactics]), Skill Training (Persuasion) Skills: Endurance +24, Knowledge (Tactics) +20, Perception +22, Persuasion +22, Stealth -14, Survival +17 -----------------------------------------------------------------------------------------------------------Atmosphere Generation: A yammosks lung capacity lets it support thousands of oxygen-breathing creatures for several hours by exhaling a large transparent bubble as a Full-round action. This bubble can pass over solid objects without breaking and allows solid objects to move through it, provided that they do so slowly. A yammosk can only produce one such bubble every 24 hours. Breathe Underwater: See SECR, page 29 as Mon Calamari species ability Crew Enhancement: Yammosks can assist the crew of its assigned Yuuzhan Vong capital ships within 10000 km, giving the vessels a +5 competence bonus on all skill checks and attack rolls (increase CL of affected vessels by 2). This bonus is not cumulative; a vessel can only receive one such bonus and it does not affect ships smaller than Colossal (Frigate) in size. If the yammosks telepathic link is somehow severed, this bonus is lost until it can be re-established. Exceptional Swimmer: As an aquatic beast, the yammosk does not need to make Swim checks for any purpose of the skill. Gravitic Telepathy: Yammosks are able to broadcast and receive thoughts by using a gravitic resonance chamber found within its physiological structure. A yammosk may treat all of its assigned forces as being within line of sight (and voice) range for the purposes of the following talents: Combined Fire SotG, Coordinate, Fleet DeploymentSotG, Fleet TacticsSotG, Inspire Confidence. The maximum range for this ability is 10000 km and if the telepathic link is severed, the yammosk cannot use this ability until it can be reestablished. Subsensory Awareness: A yammosk is able to understand the basic state of mind of non-Yuuzhan Vong creatures, sentient or otherwise. If a yammosk succeeds on an attack roll (1d20+15) against the targets Will Defence, it gains a +5 bonus on Deception, Perception and Persuasion checks made against that target for the duration of the encounter. Tentacle Grab: If a yammosk hits with one of its tentacles against a Huge or smaller opponent, it can automatically make a Grapple check with its tentacle attack at its full bonus (even if it has already taken a Full-round action). If the Grapple check is successful, the yammosk can make an opposed Grapple check each round to move the grappled creature 1 square closer, until it pulls the creature into its maw. Transferred Knowledge: Yammosks transfer their collected knowledge to their progeny. As a consequence, a new-born yammosk will have the sum of its progenitors memories, although it may take some time to translate this into actual abilities.

EDIT: Just remembered - some of these beasts use a Shaping Quality called Enhanced Armour. This cannot be found in LECG as it is one I made (some of the beasts required a Reflex Defence boost to close to the OCR Defence values), so here's the shaping quality for reference: Enhanced Armour: The creature gains a +5 Natural Armour bonus to Reflex defence. This also allows a creature to exceed its normal maximum Natural Armour bonus as its muscle structure is strengthened to compensate. This quality can be applied twice to a creature. Increase the creatures CL by 1 for one shaping, increase CL by 3 for two shapings. Special: The Enhanced Armour shaping quality cannot be applied to a creature that already possesses the Armoured Defences shaping quality and vice-versa - the shaping techniques required are mutually exclusive. For more information on Shaped creatures, see LECG.

Ngdin CL0 Diminutive Shaped Beast 1 Init -3; Senses: Perception +4 -----------------------------------------------------------------------------------------------------------Defences Ref 13 (Natural Armour +1, Flat-footed 13), Fort 7, Will 9 HP 2; Threshold 7 -----------------------------------------------------------------------------------------------------------Speed 1 square Melee Cilia -4 (1 plus special) Fighting Space 1 square; Reach 0 squares Base Atk +0; Grp -18 Atk Options: Stinging Cilia -----------------------------------------------------------------------------------------------------------Abilities Str 2, Dex 4, Con 5, Int 1, Wis 8, Cha 2 Special Qualities: Force Immunity, Stinging Cilia Feats: Skill Training (Perception) Skills: Perception +4, Stealth +12, Survival +4 -----------------------------------------------------------------------------------------------------------Force Immunity: Ngdin are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Stinging Cilia: If a ngdin deals damage to a living target with its cilia attack and succeeds on an attack roll (1d20+2) against the targets Fortitude Defence, the target takes 2d4 points of stun damage and moves -1 step along the condition track. If the attack fails, the target takes half damage and doesn't move along the condition track. A target moved to the end of the condition track by a Ngdin is immobilised, but not unconscious or killed. (can be revived as per the Treat Injury skill, page 74 SECR). The 'poison' attacks every round in which the ngdin is in contact with its target.

Dread Weapon CL10 Colossal (Cruiser) Shaped Beast 10 Init +2; Senses: Darkvision, Perception +8 -----------------------------------------------------------------------------------------------------------Defences Ref 11 (Natural Armour +14, Flat-footed 11), Fort 26, Will 12 HP 165; DR 15; Threshold 226

Immunities Mild, Moderate and Severe Radiation -----------------------------------------------------------------------------------------------------------Speed 12 squares, Fly 2 squares (Starship scale) Melee Bite +15* (6d6+25) or Melee Bite +15* (7d6+25) with Mighty Swing Fighting Space 30x600 or 1x4 (Starship scale); Reach 4 squares, 1 square (Starship scale) Base Atk +7; Grp +51 Atk Options: Inhalation, Mighty Swing -----------------------------------------------------------------------------------------------------------Abilities Str 39, Dex 4, Con 34, Int 1, Wis 8, Cha 1 Special Qualities: Armoured Defences**, Darkvision, Force Immunity, Inhalation, Vacuum Survival Feats: Improved Defences, Mighty Swing, Power Attack, Skill Training (Perception) Skills: Perception +8, Stealth -18, Survival +8 -----------------------------------------------------------------------------------------------------------Armoured Defences**: See LECG, page 220 for a description of this ability. Force Immunity: Dread Weapons are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Inhalation: The dread weapon can expidite travel by the action of its lungs and the same process can also draw in unwilling passengers. The inhalation effect covers a 30-square radius in front of the creature. Make an attack roll (1d20+7) against any unsecured targets Reflex Defence; success indicates that the target is able to grab hold of something solid enough to resist the inhalation, failure indicates the target moves 12 squares closer to the maw of the dread weapon. Secured targets must succeed at a Strength check (DC 10) on subsequent rounds to resist being dragged towards the dread weapon; failure indicates the target is dragged 12 squares towards the dread weapon's mouth. Inhaled targets cannot cut their way out as the dread weapons skin is dozens of metres thick. The dread weapon can employ this ability for 20 rounds at a time, after which it must rest for a like number of rounds before it can employ the ability again. Vacuum Survival: Dread Weapons possess a unique physiology that prevents them from taking damage when exposed to vacuum environments. *Includes 6 points of Power Attack **Special qualities granted by shaping

Capture Beast CL4 Colossal (Frigate) Shaped Beast 5 Init +2; Senses: Perception +2 -----------------------------------------------------------------------------------------------------------Defences Ref 5 (Natural Armour +5, Flat-footed 5), Fort 30, Will 10 HP 122; DR 15; Threshold 130 -----------------------------------------------------------------------------------------------------------Speed 5 squares Melee 100 Sucker-tipped Legs +21 (Special) Fighting Space 2x130; Reach 2 squares Base Atk +3; Grp +46 Atk Options: Pin -----------------------------------------------------------------------------------------------------------Abilities Str 47, Dex 10, Con 50, Int 2, Wis 20, Cha 2 Special Qualities: Enclose, Force Immunity, Leg Grab, Uncanny Dodge II Feats: Pin, Skill Training (Survival) Skills: Climb +25, Stealth -18, Survival +7

-----------------------------------------------------------------------------------------------------------Enclose: The capture beast is able to move its body segments in any direction it wishes to form any configuration of an unbroken line (including a circle if it joins its head to its tail). This alters the targets to which it is adjacent. Any being that it tries to climb over the capture beast is subject to 1d4+4 leg attacks per round (the capture beast is 2 squares tall). Force Immunity: Capture Beasts are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Leg Grab: If a capture beast hits with one of its sucker-tipped leg attacks a Huge or smaller, it can automatically make a Grapple check with its leg attack at its full bonus (even if it has already taken a Fullround action). If the Grapple check is successful, the capture beast can make an opposed Grapple check to keep the grappled being in the same relative position to the capture beast. The capture beast can also move, carrying any grappled beings along with it. Uncanny Dodge II: This ability is the same as the Scout talent of the same name (SECR, pg 49), but does not require those prerequisites.

Yuuzhan Vong 'Slayer' (CL12) Medium Modified Yuuzhan Vong Soldier 8, Elite Trooper 4 Dark Side 6 Init +10; Senses Perception +11 Languages Yuuzhan Vong Defences Ref 31 (flat-footed 28), Fort 33, Will 23, Natural Armour (+4 Ref and Fort) hp 148; Threshold 33; DR 2 (retained against lightsabres) Speed 6 squares Melee +13 amphistaff with Rapid Strike and Power Attack 2 (2d8+20) or Melee +13/+13 amphistaff with Power Attack 2 (1d8+15/1d8+15) or Melee +17 amphistaff whip form (1d6+13) or Ranged +16 thrown amphistaff (1d10+10) Base Attack +12; Grapple +15 Special Abilities Delay Damage, Inertia, Surge Abilities Str 16 Dex 15 Con 16 Int 12 Wis 12 Cha 10 Talents Indomitable, Weapon Specialisation (simple), Devastating Attack (simple), Harm's Way, Greater Weapon Focus (simple), Greater Weapon Specialisation (simple) Feats Armour Proficiency (light, medium), Co-ordinated Attack, Dual Weapon Mastery 1 & 2, Martial Arts 1, Power Attack, Rapid Strike, Shake it Off, Vehicular Combat, Weapon Focus (simple), Weapon Proficiency (simple) Skills Endurance +14, Initiative +13, Perception +12, Pilot +13 Possessions Enhanced Amphistaff (treats target's Fortitude Defence as 5 points lower for purposes of poison attacks), Slayer robes Gravity Shift Slayers are part dovin basal and can alter the effect of gravity on their bodies. Once each per Encounter, a Slayer may make an Endurance check in place of a Use the Force check to activate the Inertia or Surge Force Powers. These Powers function normally, but cannot be modified by Force Points.[/sblock]

Very Low-Level Yuuzhan Vong Warrior Medium Yuuzhan Vong Soldier 1

CL 1

Very Low-Level Yuuzhan Vong Commander Medium Yuuzhan Vong Noble 1

CL 1

Force 0; Dark Side 2 Init +6; Senses Perception +6 Languages Yuuzhan Vong Defenses Ref 17, (flat-footed 16), Fort 19, Will 11 HP 31; Threshold 19 Speed 6 squares Melee Amphistaff +5+6 (2d8+8)* or Ranged Thud Bug +3+4 (2d8)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +1; Grp +4 Abilities Str 16 +3, Dex 12 +1, Con 12 +1, Wis 12 +1, Int 11, Cha 10 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Weapon Specialization (amphistaff) Feats Armor Proficiency (light, medium), Weapon Focus (simple), Weapon Proficiency (simple) Skills Endurance +6, Initiative +6, Perception +6 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs Implants Dandil

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Force 0; Dark Side 2 Init +6; Senses Perception +5 Languages Basic, Yuuzhan Vong, 2 unassigned Defenses Ref 17, (flat-footed 16), Fort 17, Will 12 HP 19; Threshold 16 Speed 6 squares Melee Amphistaff +1 (2d8+2)* or Ranged Thud Bug +1 (2d8)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +0; Grp +1 Special Actions Inspire Confidence (standard action, +1 morale to attack and skill checks) Abilities Str 12 +1, Dex 12 +1, Con 12 +1, Int 14 +2, Wis 11, Cha 12 +1 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Inspire Confidence Feats Armor Proficiency (light), Linguist, Weapon Proficiency (simple) Skills Deception +6, Gather Information +6, Initiative +6, Knowledge (galactic lore) +7, Knowledge (tactics) +7, Perception +5, Persuasion +6, Pilot +6, Ride +6, Treat Injury +5 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs, Command Cloak Implants Dandil YV6 YV7 YV8

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Low-Level Yuuzhan Vong Warrior Medium Yuuzhan Vong Soldier 4 Force 0; Dark Side 4 Init +8; Senses Perception +13, darkvision Languages Yuuzhan Vong

CL 4

Low-Level Yuuzhan Vong Commander Medium Yuuzhan Vong Noble 2/Soldier 2 Force 0; Dark Side 4 Init +13; Senses Perception +8, darkvision Languages Basic, Yuuzhan Vong, 2 unassigned

CL 4

Defenses Ref 17, (flat-footed 16), Fort 22, Will 15 HP 54; Threshold 22 Speed 6 squares Melee Amphistaff +8+9 (2d8+11)* or Melee Amphistaff +6+7 (3d8+11)* w/Rapid Strike or Ranged Thud Bug +6+7 (2d8+4)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +4; Grp +7 Abilities Str 16 +3, Dex 13 +1, Con 12 +1, Wis 12 +1, Int 12 +1, Cha 10 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Melee Smash, Weapon Specialization (simple) Feats Armor Proficiency (light, medium), Rapid Strike, Skill Focus (Perception), Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple) Skills Endurance +8, Initiative +8, Perception +13 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs Implants Dandil, Enhanced Vision

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Defenses Ref 17, (flat-footed 16), Fort 22, Will 17 HP 36; Threshold 22 Speed 6 squares Melee Amphistaff +5 (2d8+4)* or Ranged Thud Bug +5 (2d8+2)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +3; Grp +4 Special Actions Inspire Confidence (standard action, +1 morale to attack and skill checks) Abilities Str 13 +1, Dex 12 +1, Con 12 +1, Int 14 +2, Wis 12 +1, Cha 12 +1 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Armored Defense, Inspire Confidence Feats Armor Proficiency (light, medium), Linguist, Skill Focus (Initiative), Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple) Skills Deception +8, Gather Information +8, Initiative +13, Knowledge (galactic lore) +9, Knowledge (tactics) +9, Perception +8, Persuasion +8, Pilot +8, Ride +8, Treat Injury +8 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs, Command Cloak Implants Dandil, Enhanced Vision YV6 YV7 YV8

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Mid-Level Yuuzhan Vong Warrior Medium Yuuzhan Vong Soldier 8 Force 0; Dark Side 6 Init +10; Senses Perception +15, darkvision Languages Yuuzhan Vong Defenses Ref 24, (flat-footed 21), Fort 26, Will 19 HP 86; Threshold 26

CL 8

Mid-Level Yuuzhan Vong Commander Medium Yuuzhan Vong Noble 4/Soldier 4 Force 0; Dark Side 6 Init +15; Senses Perception +10, darkvision Languages Basic, Yuuzhan Vong, 2 unassigned Defenses Ref 22, (flat-footed 21), Fort 26, Will 21 HP 62; Threshold 26

CL 8

Speed 6 squares Melee Amphistaff +12+13+14 (2d8+13)* or Melee Amphistaff +10+11+12 (3d8+13)* w/Rapid Strike or Ranged Thud Bug +11+12+13 (2d8+6)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +8; Grp +11 Attack Options Flurry (-5 Ref Def for +2 attack) Special Actions Shake It Off/Adrenallk (+1 CT for 1 swift action.) Abilities Str 16 +3, Dex 14 +2, Con 13 +1, Wis 12 +1, Int 12 +1, Cha 10 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Armored Defense, Improved Armored Defense, Melee Smash, Weapon Specialization (simple) Feats Armor Proficiency (light, medium), Flurry, Martial Arts I, Rapid Strike, Shake It Off, Skill Focus (Perception), Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple) Skills Endurance +10, Initiative +10, Perception +15 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs Implants Adrenallk, Dandil, Enhanced Vision

YVC HP CT YVC HP CT YVC HP CT YVC HP CT

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Speed 6 squares Melee Amphistaff +10 (2d8+8)* or Ranged Thud Bug +9 (2d8+4)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +7; Grp +9 Special Actions Born Leader (swift action, +1 insight to attack rolls), Inspire Confidence (standard action, +1 morale to attack and skill checks), Shake It Off/Adrenallk (+1 CT for 1 swift action.) Abilities Str 14 +2, Dex 12 +1, Con 12 +1, Int 14 +2, Wis 12 +1, Cha 13 +1 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Armored Defense, Born Leader, Improved Armored Defense, Inspire Confidence Feats Armor Proficiency (light, medium), Linguist, Shake It Off, Skill Focus (Initiative, Perception), Toughness, Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple) Skills Deception +10, Gather Information +10, Initiative +15, Knowledge (galactic lore) +11, Knowledge (tactics) +11, Perception +10, Persuasion +10, Pilot +10, Ride +10, Treat Injury +10 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs, Command Cloak Implants Adrenallk, Dandil, Enhanced Vision YV6 YV7 YV8

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High-Level Yuuzhan Vong Warrior Medium Yuuzhan Vong Soldier 11/Elite Trooper 1 Force 0; Dark Side 8 Init +13; Senses Perception +17, darkvision Languages Yuuzhan Vong Defenses Ref 31, (flat-footed 28), Fort 34, Will 23 HP 141; Threshold 34 Speed 6 squares Melee Amphistaff +17+18+19 (2d8+15)* or Melee Amphistaff +15+16+17 (3d8+15)* w/Rapid Strike or

CL 12

High-Level Yuuzhan Vong Commander Medium Yuuzhan Vong Noble 5/Soldier 5/Officer 2 Force 0; Dark Side 8 Init +15; Senses Perception +10, darkvision Languages Basic, Yuuzhan Vong, 2 unassigned Defenses Ref 29, (flat-footed 28), Fort 31, Will 27 HP 90; Threshold 31 Speed 6 squares Melee Amphistaff +13 (2d8+12)* or Ranged Thud Bug +13 (2d8+6)*

CL 12

Melee Amphistaff +12+13+14 (4d8+15)* w/Improved Rapid Strike or Ranged Thud Bug +16+17+18 (2d8+8)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +12; Grp +15 Attack Options Flurry (-5 Ref Def for +2 attack), Unrelenting Assault (deal Str or Strx2 damage to missed melee target), Wicked Strike (extra attack at -2 after damaging first target) Special Actions Delay Damage, Shake It Off/Adrenallk (+1 CT for 1 swift action.) Abilities Str 17 +3, Dex 14 +2, Con 14 +2, Wis 12 +1, Int 12 +1, Cha 10 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Armored Defense, Greater Weapon Focus (simple), Improved Armored Defense, Melee Smash, Second Skin, Unrelenting Assault, Weapon Specialization (simple) Feats Armor Proficiency (light, medium), Exotic Weapon Proficiency (amphistaff, tsaisi), Flurry, Improved Rapid Strike, Martial Arts I, Rapid Strike, Shake It Off, Skill Focus (Perception), Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple), Wicked Strike, Withdrawal Strike Skills Endurance +13, Initiative +13, Perception +17 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs Implants Adrenallk, Dandil, Enhanced Vision, Natural Armor YVC YV1 YV2 YV3 YV4 YV5 YV6 HP CT YVC YV1 YV2 YV3 YV4 YV5 YV6 HP CT YVC YV1 YV2 YV3 YV4 YV5 YV6 HP CT YVC YV1 YV2 YV3 YV4 YV5 YV6 HP CT

*If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +10; Grp +12 Special Actions Born Leader (swift action, +1 insight to attack rolls), Deployment Tactics (move action, DC 15 [tactics], +2 competence bonus to attack vs. flanked or +2 dodge vs AoO), Inspire Confidence (standard action, +1 morale to attack and skill checks), Shake It Off/Adrenallk (+1 CT for 1 swift action.) Abilities Str 14 +2, Dex 13 +1, Con 12 +1, Int 14 +2, Wis 12 +1, Cha 14 +2 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Armored Defense, Born Leader, Deployment Tactics, Dirty Tactics, Improved Armored Defense, Inspire Confidence, Second Skin Feats Armor Proficiency (light), Linguist, Shake It Off, Skill Focus (Initiative, Knowledge [tactics], Perception), Toughness, Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple), Withdrawal Strike Skills Deception +13, Gather Information +13, Initiative +17, Knowledge (galactic lore) +13, Knowledge (tactics) +18, Perception +17, Persuasion +13, Pilot +12, Ride +12, Treat Injury +12 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs, Command Cloak Implants Adrenallk, Dandil, Enhanced Vision, Natural Armor YV7 YV8

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Very High-Level Yuuzhan Vong Warrior CL 16 Medium Yuuzhan Vong Soldier 11/Elite Trooper 5 Force 0; Dark Side 10 Init +15; Senses Perception +21, low-light vision, darkvision Languages Yuuzhan Vong Defenses Ref 36, (flat-footed 33), Fort 39, Will 28 HP 190; Threshold 39, DR 2 Speed 6 squares Melee Amphistaff +23+24+25 (2d8+19)* or Melee Amphistaff +21+22+23 (3d8+19)* w/Rapid Strike or Melee Amphistaff +18+19+20 (4d8+19)* w/Improved Rapid Strike or Ranged Thud Bug +20+21+22 (2d8+10)* *If the attack roll with the amphistaff exceeds the targets Reflex and

Very High-Level Yuuzhan Vong Commander CL 16 Medium Yuuzhan Vong Noble 5/Soldier 5/Officer 6 Force 0; Dark Side 10 Init +15; Senses Perception +10, low-light vision, darkvision Languages Basic, Yuuzhan Vong, 2 unassigned Defenses Ref 35, (flat-footed 33), Fort 36, Will 32 HP 124; Threshold 36 Speed 6 squares Melee Amphistaff +17 (2d8+12)* or Ranged Thud Bug +17 (2d8+8)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal

Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +16; Grp +20 Attack Options Flurry (-5 Ref Def for +2 attack), Unrelenting Assault (deal Str or Strx2 damage to missed melee target), Wicked Strike (extra attack at -2 after damaging first target), Whirling Death (deal Str damage to all adjacent opponents) Special Actions Delay Damage, Shake It Off/Adrenallk (+1 CT for 1 swift action.) Abilities Str 18 +4, Dex 15 +2, Con 14 +2, Wis 12 +1, Int 12 +1, Cha 10 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Armored Defense, Close-Quarters Fighter, Greater Weapon Focus (simple), Improved Armored Defense, Melee Smash, Second Skin, Unrelenting Assault, Weapon Specialization (simple), Whirling Death Feats Armor Proficiency (light, medium), Flurry, Improved Defenses, Improved Rapid Strike, Martial Arts I, Rapid Strike, Shake It Off, Skill Focus (Perception), Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple), Wicked Strike, Withdrawal Strike Skills Endurance +15, Initiative +15, Perception +21 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs Implants Adrenallk, Bashniit Eyes, Dandil, Enhanced Vision, Natural Armor YVC HP CT YVC HP CT YVC HP CT YVC HP CT YV1 YV2 YV3 YV4 YV5 YV1 YV2 YV3 YV4 YV5 YV1 YV2 YV3 YV4 YV5 YV1 YV2 YV3 YV4 YV5

damage at point blank and short range. Base Atk +14; Grp +16 Special Actions Assault Tactics (move action, designate one target, DC 15 [tactics], +1d6 damage), Born Leader (swift action, +1 insight to attack rolls), Deployment Tactics (move action, DC 15 [tactics], +2 competence bonus to attack vs. flanked or +2 dodge vs AoO), Exploit Weakness (Assault Tactics target gets -1 Ref Def when taking damage), Inspire Confidence (standard action, +1 morale to attack and skill checks), Shake It Off/Adrenallk (+1 CT for 1 swift action.) Abilities Str 14 +2, Dex 14 +2, Con 13 +1, Int 14 +2, Wis 12 +1, Cha 14 +2 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Assault Tactics, Armored Defense, Born Leader, Deployment Tactics, Dirty Tactics, Exploit Weakness, Improved Armored Defense, Inspire Confidence, Second Skin Feats Armor Proficiency (light), Improved Defenses, Linguist, Shake It Off, Skill Focus (Initiative, Knowledge [tactics], Perception), Toughness, Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple), Withdrawal Strike Skills Deception +15, Gather Information +15, Initiative +20, Knowledge (galactic lore) +15, Knowledge (tactics) +20, Perception +21, Persuasion +15, Pilot +14, Ride +14, Treat Injury +14 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs, Command Cloak Implants Adrenallk, Bashniit Eyes, Dandil, Enhanced Vision, Natural Armor YV6 YV7 YV8

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Elite Yuuzhan Vong Warrior CL 20 Medium Yuuzhan Vong Soldier 11/Elite Trooper 9 Force 0; Dark Side 10 Init +15; Senses Perception +21, low-light vision, darkvision Languages Yuuzhan Vong Defenses Ref 41, (flat-footed 37), Fort 43, Will 32 HP 239; Threshold 48, DR 2 Speed 6 squares Melee Amphistaff +27+28+29 (2d8+23)* or Melee Amphistaff +25+26+27 (3d8+23)* w/Rapid Strike or Melee Amphistaff +22+23+24 (4d8+23)* w/Improved Rapid Strike or Ranged Thud Bug +25+26+27 (2d8+14)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range.

Elite Level Yuuzhan Vong Commander CL 20 Medium Yuuzhan Vong Noble 5/Soldier 5/Officer 6 Force 0; Dark Side 10 Init +15; Senses Perception +10, low-light vision, darkvision Languages Basic, Yuuzhan Vong, 2 unassigned Defenses Ref 35, (flat-footed 33), Fort 36, Will 32 HP 124; Threshold 36 Speed 6 squares Melee Amphistaff +17 (2d8+12)* or Ranged Thud Bug +17 (2d8+8)* *If the attack roll with the amphistaff exceeds the targets Reflex and Fortitude defense, and the attack does damage, the target moves -1 additional step down the CT. The thud bug can deal stun or normal damage at point blank and short range. Base Atk +14; Grp +16 Special Actions Assault Tactics (move action, designate one target, DC

Base Atk +20; Grp +24 Attack Options Flurry (-5 Ref Def for +2 attack), Unrelenting Assault (deal Str or Strx2 damage to missed melee target), Wicked Strike (extra attack at -2 after damaging first target), Whirling Death (deal Str damage to all adjacent opponents) Special Actions Delay Damage, Shake It Off/Adrenallk (+1 CT for 1 swift action.) Abilities Str 18 +4, Dex 16 +3, Con 14 +2, Wis 13 +1, Int 12 +1, Cha 10 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Armored Defense, Close-Quarters Fighter, Greater Weapon Focus (simple), Greater Weapon Specialization (simple), Ignore Armor, Improved Armored Defense, Melee Smash, Second Skin, Unrelenting Assault, Weapon Specialization (simple), Whirling Death Feats Armor Proficiency (light, medium), Flurry, Improved Damage Threshold, Improved Defenses, Improved Rapid Strike, Martial Arts I, Rapid Strike, Shake It Off, Skill Focus (Perception), Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple), Wicked Strike, Withdrawal Strike Skills Endurance +15, Initiative +15, Perception +21 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs Implants Adrenallk, Bashniit Eyes, Dandil, Enhanced Vision, Natural Armor YVC HP CT YVC HP CT YVC HP CT YVC HP CT YV1 YV2 YV3 YV4 YV5 YV1 YV2 YV3 YV4 YV5 YV1 YV2 YV3 YV4 YV5 YV1 YV2 YV3 YV4 YV5

15 [tactics], +1d6 damage), Born Leader (swift action, +1 insight to attack rolls), Deployment Tactics (move action, DC 15 [tactics], +2 competence bonus to attack vs. flanked or +2 dodge vs AoO), Exploit Weakness (Assault Tactics target gets -1 Ref Def when taking damage), Inspire Confidence (standard action, +1 morale to attack and skill checks), Shake It Off/Adrenallk (+1 CT for 1 swift action.) Abilities Str 14 +2, Dex 14 +2, Con 13 +1, Int 14 +2, Wis 12 +1, Cha 14 +2 Special Qualities Force Immunity, Technophobic, Weapon Familiarity Talents Assault Tactics, Armored Defense, Born Leader, Deployment Tactics, Dirty Tactics, Exploit Weakness, Improved Armored Defense, Inspire Confidence, Second Skin Feats Armor Proficiency (light), Improved Defenses, Linguist, Shake It Off, Skill Focus (Initiative, Knowledge [tactics], Perception), Toughness, Tumble Defense, Weapon Focus (simple), Weapon Proficiency (simple), Withdrawal Strike Skills Deception +15, Gather Information +15, Initiative +20, Knowledge (galactic lore) +15, Knowledge (tactics) +20, Perception +21, Persuasion +15, Pilot +14, Ride +14, Treat Injury +14 Possessions Amphistaff, Vonduun Crabshell Armor, 4 Thud Bugs, Command Cloak Implants Adrenallk, Bashniit Eyes, Dandil, Enhanced Vision, Natural Armor YV6 YV7 YV8

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Very Low-Level Chazrach Squad CL 3 Large Chazrach squad nonheroic 3 Force 0; Dark Side 4 Init +1; Senses Perception +0 Languages Yuuzhan Vong Defenses Ref 16, Fort 15, Will 9 HP 20; Threshold 25 Speed 6 squares Melee Amphistaff +8 (2d8+2*) *This is an area attack affecting all characters within the squads reach. If an attack roll with the amphistaff exceeds both the targets Reflex and Fortitude Defense, the target moves an additional step down the condition track. Fighting Space 2x2; Reach 1 square Base Atk +2; Grp +3 Abilities Str 12 +1, Dex 10 +0, Con 10 +0, Int 8 -1, Wis 8 -1, Cha 8 -1 Special Qualities Enslaved Feats Armor Proficiency (Light), Exotic Weapon Proficiency (Amphistaff), Weapon Proficiency (Simple), Weapon Focus (Amphistaff)

Skills Endurance +7 Possessions Amphistaff, Vonduun Crab Armor CS1 CS2 CS3 CS4 HP CT CS1 CS2 CS3 CS4 HP CT

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Low-Level Chazrach Squad CL 4 Large Chazrach sqaud nonheroic 6 Force 0; Dark Side 4 Init +3; Senses Perception +2 Languages Yuuzhan Vong Defenses Ref 17, Fort 15, Will 9 HP 34; Threshold 25 Speed 6 squares Melee Amphistaff +10 (2d8+2*) *This is an area attack affecting all characters within the squads reach. If an attack roll with the amphistaff exceeds both the targets Reflex and Fortitude Defense, the target moves an additional step down the condition track. Fighting Space 2x2; Reach 1 square Base Atk +4; Grp +5 Abilities Str 13 +1, Dex 10 +0, Con 10 +0, Int 8 -1, Wis 8 -1, Cha 8 -1 Special Qualities Enslaved Feats Armor Proficiency (Light), Exotic Weapon Proficiency (Amphistaff), Powerful Charge, Weapon Proficiency (Simple), Weapon Focus (Amphistaff) Skills Endurance +6 Possessions Amphistaff, Vonduun Crab Armor

CS1 HP CT CS1 HP CT

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Mid-Level Chazrach Squad CL 5 Large Chazrach squad nonheroic 9 Force 0; Dark Side 4 Init +4; Senses Perception +3 Languages Yuuzhan Vong Defenses Ref 18 (flat-footed 17), Fort 15, Will 9 HP 56; Threshold 25 Speed 6 squares Melee Amphistaff +13 (2d8+4*) *This is an area attack affecting all characters within the squads reach. If an attack roll with the amphistaff exceeds both the targets Reflex and Fortitude Defense, the target moves an additional step down the condition track. Fighting Space 2x2; Reach 1 square Base Atk +6; Grp +8 Abilities Str 14 +2, Dex 10 +0, Con 10 +0, Int 8 -1, Wis 8 -1, Cha 8 -1 Special Qualities Enslaved Feats Armor Proficiency (Light), Exotic Weapon Proficiency (Amphistaff), Martial Arts I, Powerful Charge, Weapon Proficiency (Simple), Weapon Focus (Amphistaff) Skills Endurance +6 Possessions Amphistaff, Vonduun Crab Armor CS1 CS2 CS3 CS4 CS5 CS6 CS7 CS8 CS9 HP

CT CS1 HP CT CS2 CS3 CS4 CS5 CS6 CS7 CS8 CS9

High-Level Chazrach Squad CL 6 Large Chazrach squad nonheroic 12 Force 0; Dark Side 4 Init +6; Senses Perception +5 Languages Yuuzhan Vong Defenses Ref 18 (flat-footed 17), Fort 15, Will 9 HP 68; Threshold 25 Speed 6 squares Melee Amphistaff +16 (2d8+4*) *This is an area attack affecting all characters within the squads reach. If an attack roll with the amphistaff exceeds both the targets Reflex and Fortitude Defense, the target moves an additional step down the condition track. Fighting Space 2x2; Reach 1 square Base Atk +9; Grp +11 Abilities Str 14 +2, Dex 10 +0, Con 10 +0, Int 8 -1, Wis 8 -1, Cha 8 -1 Special Qualities Enslaved Feats Armor Proficiency (Light), Exotic Weapon Proficiency (Amphistaff), Flurry, Martial Arts I, Powerful Charge, Weapon Proficiency (Simple), Weapon Focus (Amphistaff) Skills Endurance +8 Possessions Amphistaff, Vonduun Crab Armor CS1 CS2 CS3 CS4 CS5 CS6 CS7 CS8 CS9 HP CT CS1 CS2 CS3 CS4 CS5 CS6 CS7 CS8 CS9 HP

CT

Very High-Level Chazrach Squad CL 7 Large Chazrach squad nonheroic 15 Force 0; Dark Side 4 Init +7; Senses Perception +6 Languages Yuuzhan Vong Defenses Ref 19 (flat-footed 18), Fort 16, Will 10 HP 80; Threshold 26 Speed 6 squares Melee Amphistaff +18 (2d8+4*) *This is an area attack affecting all characters within the squads reach. If an attack roll with the amphistaff exceeds both the targets Reflex and Fortitude Defense, the target moves an additional step down the condition track. Fighting Space 2x2; Reach 1 square Base Atk +11; Grp +13 Abilities Str 14 +2, Dex 10 +0, Con 10 +0, Int 8 -1, Wis 8 -1, Cha 8 -1 Special Qualities Enslaved Feats Armor Proficiency (Light), Exotic Weapon Proficiency (Amphistaff), Flurry, Improved Defenses, Martial Arts I, Powerful Charge, Weapon Proficiency (Simple), Weapon Focus (Amphistaff) Skills Endurance +9 Possessions Amphistaff, Vonduun Crab Armor CS1 CS2 CS3 CS4 CS5 CS6 CS7 CS8 CS9 HP CT CS1 CS2 CS3 CS4 CS5 CS6 CS7 CS8 CS9 HP CT

Low-Level Chazrach Bodyguard CL 4 Medium Chazrach Soldier 4 Force 0; Dark Side 4 Init ; Senses Perception Languages Yuuzhan Vong Defenses Ref 18 (flat-footed 18), Fort 21, Will 13 HP 55; Threshold 21 Speed 6 squares Melee Amphistaff +6 (2d8+4, poison) or Ranged Amphistaff Venom Spit +4 (Poison) Base Atk +4; Grp +4 Atk Options Coordinated Attack (automatically aid another within point blank range) Abilities Str 13 +1, Dex 11 +0, Con 10 +0, Int 8 -1, Wis 8 -1, Cha 8 -1 Special Qualities Enslaved Talents Armored Defense, Harms Way Feats Armor Proficiency (Light, Medium), Coordinated Attack, Exotic Weapon Proficiency (Amphistaff), Mighty Swing, Weapon Focus (Amphistaff), Weapon Proficiency (Simple), Toughness Skills Endurance +7, Initiative +7 Possessions Amphistaff, Vonduun Crab Armor CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 HP CT CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 HP CT CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 HP CT CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8

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Mid-Level Chazrach Bodyguard CL 8 Medium Chazrach Soldier 8 Force 0; Dark Side 4 Init +10; Senses Perception +3 Languages Yuuzhan Vong Defenses Ref 23 (flat-footed 21), Fort 25, Will 17 HP 92; Threshold 30 Speed 6 squares Melee Amphistaff +11 (2d8+8, poison) or Melee Unarmed +10 (1d6+6) or Ranged Amphistaff Venom Spit +9 (Poison) Base Atk +8; Grp +8 Atk Options Coordinated Attack (automatically aid another within point blank range), Mighty Swing (2 swift actions for +1d damage) Special Actions Harms Way (swift action to be targeted instead of ally), Indomitable (swift action once per day to move +5 CT), Shake It Off (2 swift actions to move +1 CT) Abilities Str 14 +2, Dex 12 +1, Con 10 +0, Int 8 -1, Wis 8 -1, Cha 8 -1 Special Qualities Enslaved Talents Armored Defense, Harms Way, Improved Armored Defense, Indomitable Feats Armor Proficiency (Light, Medium), Coordinated Attack, Exotic Weapon Proficiency (Amphistaff), Martial Arts I, Mighty Swing, Improved Damage Threshold, Weapon Focus (Amphistaff), Weapon Proficiency (Simple), Shake It Off, Toughness Skills Endurance +9, Initiative +10 Possessions Amphistaff, Vonduun Crab Armor CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 CB9 HP CT CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 CB9 HP CT CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 CB9 HP CT

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High-Level Chazrach Bodyguard CL 12 Medium Chazrach Soldier 12 Force 0; Dark Side 4 Init +18; Senses Perception +16 Languages Yuuzhan Vong Defenses Ref 29 (flat-footed 26), Fort 29, Will 21 HP 125; Threshold 34 Speed 6 squares Melee Amphistaff +15 (2d8+10, poison) or Unarmed +14 (1d6+8) or Ranged Amphistaff Venom Spit +13 (Poison) Base Atk +12; Grp +12 Atk Options Coordinated Attack (automatically aid another within point blank range), Mighty Swing (2 swift actions, +1d damage) Special Actions Harms Way (swift action to be targeted instead of ally), Indomitable (swift action once per day to move +5 CT), Shake It Off (2 swift actions to move +1 CT) Abilities Str 14 +2, Dex 12 +1, Con 11 +0, Int 8 -1, Wis 9 -1, Cha 8 -1 Special Qualities Enslaved Talents Armored Defense, Harms Way, Improved Armored Defense, Indomitable, Second Skin, Tough As Nails Feats Armor Proficiency (Light, Medium), Coordinated Attack, Exotic Weapon Proficiency (Amphistaff), Martial Arts I/II, Mighty Swing, Improved Damage Threshold, Weapon Focus (Amphistaff), Weapon Proficiency (Simple), Shake It Off, Skill Training (Perception), Toughness Skills Endurance +17, Initiative +18, Perception +16 Possessions Amphistaff, Vonduun Crab Armor CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 CB9 HP CT CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 CB9 HP CT CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 CB9 HP CT CB1 CB2 CB3 CB4 CB5 CB6 CB7 CB8 CB9

HP CT

Tetrak, Wapriest of the Yuuzhan Vong CL 22 Medium Yuuzhan Vong Noble 9/Soldier 3/Warpriest 10 Force 0; Dark Side 14 Destiny Destruction: New Republic 20 Init +11; Senses Perception +10 Languages Basic, Yuuzhan Vong, (TBD) Defenses Ref 45, (flat-footed 38), Fort 47, Will 39 HP 208; Threshold 47; DR 10 Speed 6 squares Melee Yammkas Teeth +28 (2d8+17) or Melee Yammkas Teeth +28/+28 (2d8+17/2d8+17) or Unarmed +25 (1d10+15) Ranged Thud Bug +25 (2d6+11) Base Atk +19; Grp +19 Atk Options Double Attack/Dual Weapon Mastery +23/+23/+23 (2d8+17) Special Actions Abilities Str 18 +4, Dex 18 +4, Con 16 +3, Int 16 +3, Wis 18 +4, Cha 18 +4 Special Qualities Technophobic, Force Immunity, Weaponmaster Talents Armored Defense, Born Leader, Divine Protection, Fear of the Gods, Improved Armored Defense, Inspire Confidence, Manifest Destiny, Rage of the Gods, Reading Portents, Rituals, Trust the Gods, Weapon Specialization (Yammkas Teeth) Feats Armor Proficiency (light), Double Attack (Yammkas Teeth), Dual Weapon Mastery I/II/III, Exotic Weapon Proficiency (Amphistaff, Tsaisi), Linguist, Martial Arts I/II/III, Melee Defense, Skill Focus (Knowledge: Yuuzhan Vong Religion, Perception, Persuasion), Weapon Focus (Yammkas Teeth), Weapon Proficiency (Simple) Skills Deception +20, Initiative +20, Knowledge (Yuuzhan Vong Religion) +24, Perception +25, Persuasion +25, Pilot +20, Ride +20, Treat Injury +20 Possessions Yammkas Teeth, Warpriests Vonduun Crabshell Armor, 4 Thud Bugs, Priests Cloak Implants Adrenalk, Bashniit eyes, Dandil, Dovin Basal, Yama Tetrak, Warpriest HP CT SR

Yammosk CL 20 Gargantuan Noble 10/Officer 10 Force 11; Dark Side 4 Init +20; Senses Low-Light Vision, Darkvision, Perception +22 Defenses Ref 37 (flat-footed 37), Fort 34, Will 36 HP 365; Threshold 54 Speed 6 squares Melee Tentacles +30 (2d6+23) Base Atk +17; Grp +20 Abilities Str 36 +13, Dex 10 +0, Con 34 +12, Int 10 +0, Wis 15 +2, Cha 22 +6 Special Qualities Atmosphere Generation, Gravitic Telepathy, Shared Knowledge, Subsensory Awareness Talents Bolster Ally, Born Leader, Combined Fire, Coordinate, Fleet Deployment, Fleet Tactics, Inspire Confidence, Its a Trap!, Legendary Commander, Presence Feats Combat Reflexes, Crush, Improved Defenses, Pin, Skill Focus (Deception, Initiative, Knowledge [Tactics], Perception, Persuasion) Skills Deception +26, Initiative +20, Knowledge (Tactics) +20, Perception +22, Persuasion +26, Treat Injury +22 Atmospheric Generation: A yammosk may exhale a bubble of breathable air sufficient to support several thousand beings for several days. Creating such a bubble moves the yammosk 2 persistant steps down the condition track. These conditions cannot be removed until the yammosk has rested for 24 hours. Gravitic Telepathy: Yammosks can communicate telepathically using gravitational forces. This allows them to treat all Yuuzhan Vong ships and crew, including assigned coralskippers, as under their personal command for purposes of applying the effects of their talents. Shared Knowledge: Yammosks are born with all the knowledge of the yammosk that spawned them, and communicate telepathically with other yammosks within a few thousand kilometers. As such, what one yammosk learns is quickly disseminated throughout the Yuuzhan Vong fleet. Subsensory Awareness: Yammosks are telepathic and empathic, and so can tell the basic thoughts and feelings of non-Yuuzhan Vong creatures, including sentient beings. A yammosk may make a Perception check against a targets Will Defense. If this check succeeds, the Yammosk gains a +5 bonus to any Deception, Initiative, and Persuasion checks against that character for the next minute. The yammosk may also grant that bonus to any single Yuuzhan Vong within its range as a swift action. Yammosk HP CT

Low-Level Voxyn CL 10 Large Monster 10 Force 6; Dark Side 14 Init +14; Senses Low-Light Vision, Force Perception +17 Defenses Ref 33 (flat-footed 30), Fort 24, Will 23 HP 138; Threshold 34 Speed 6 squares Melee Claw +17 (1d6+14, disease) and Melee Bite +17 (1d8+14) and Melee Tail +17 (1d6+14, poison) or Ranged Acid Spit +15 (1d6+5, acid) Base Atk +10; Grp +15 Atk Options Mighty Swing Special Actions Sonic Screech, Toxic Blood Abilities Str 20 +5, Dex 16 +3, Con 18 +4, Int 2 -1, Wis 14 +2, Cha 14 +2 Special Qualities Rapid Healing Talents Force Perception, Gauge Force Potential, Greater Weapon Focus (natural), Greater Weapon Specialization, Weapon Specialization (natural) Feats Force-Sensitive, Improved Damage Threshold, Improved Defenses, Mighty Swing, Power Attack, Powerful Charge, Skill Focus (Use the Force), Toughness, Triple Crit, Weapon Focus (natural) Skills Climb +15, Initiative +12, Use the Force +17 Disease: If a voxyns claw attack beats a characters damage threshold, the character takes 2d4 additional of damage and moves -1 persistent step down the condition track. The bacteria continue to attack (1d20+10) until treated (Treat Injury check DC 30). Poison: If a voxyns tail attack beats a characters damage threshold, the character takes 2d4 additional damage and moves -1 persistent step down the condition track. The poison continues to attack (1d20+10) until treated (Treat Injury check DC 30). Acid: A voxyns acid spit attack deals 1d6 points of damage on the round it hits, and 1d6 additional damage each round for 1d4 rounds. Sonic Screech: Area attack at +15 against Fortitude defense. Characters hit move 1d4 steps down the condition track, characters missed move half that. Characters hit by this attack will be deafened until medical treatment applied. Appropriate hearing protection will negate this effect. Toxic Blood: All characters adjacent to a voxyn when it suffers damage in excess of its damage threshold are attacked by its toxic blood, +15 versus Fortitude Defense. If this attack hits, the character takes 2d4 damage and moves one step down the condition track. The toxic blood continues to attack for 1d4 rounds. Appropriate breathing protection will negate this effect. Rapid Healing: Voxyn recover two hit points every round, and move one step up the condition track every other round. Voxyn1 Voxyn2 Voxyn3 Voxyn4 Voxyn5 Voxyn6 Voxyn7 Voxyn8 Voxyn9 HP CT Voxyn1 Voxyn2 Voxyn3 Voxyn4 Voxyn5 Voxyn6 Voxyn7 Voxyn8 Voxyn9 HP

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Mid-Level Voxyn CL 15 Large Monster 15 Force 8; Dark Side 15 Init +14; Senses Low-Light Vision, Force Perception +19 Defenses Ref 38 (flat-footed 35), Fort 29, Will 28 HP 197; Threshold 39 Speed 6 squares Melee Claw +22 (2d6+19, disease) and Melee Bite +22 (2d8+19) and Melee Tail +22 (1d6+19, poison) and Ranged Acid Spit +20 (1d6+10, acid) Base Atk +15; Grp +20 Atk Options Mighty Swing, Rapid Strike (Claw +20 3d6+19; Bite +20 3d8+19; Tail +20 2d6+19) Special Actions Sonic Screech, Toxic Blood Abilities Str 20 +5, Dex 16 +3, Con 18 +4, Int 2 -1, Wis 15 +2, Cha 15 +2 Special Qualities Rapid Healing Talents Ferocious Bite, Force Perception, Gauge Force Potential, Greater Weapon Focus (natural), Greater Weapon Specialization, Improved Natural Weapon (Bite, Claw), Weapon Specialization (natural) Feats Combat Reflexes, Dodge, Force-Sensitive, Improved Damage Threshold, Improved Defenses, Mighty Swing, Power Attack, Powerful Charge, Rapid Strike, Shake It Off, Skill Focus (Use the Force), Toughness, Triple Crit, Weapon Focus (natural) Skills Climb +17, Initiative +14, Use the Force +19 Disease: If a voxyns claw attack beats a characters damage threshold, the character takes 2d4 additional of damage and moves -1 persistent step down the condition track. The bacteria continue to attack (1d20+15) until treated (Treat Injury check DC 30). Poison: If a voxyns tail attack beats a characters damage threshold, the character takes 2d4 additional damage and moves -1 persistent step down the condition track. The poison continues to attack (1d20+15) until treated (Treat Injury check DC 30). Acid: A voxyns acid spit attack deals 1d6 points of damage on the round it hits, and 1d6 additional damage each round for 1d4 rounds. Sonic Screech: Area attack at +17 against Fortitude defense. Characters hit move 1d4 steps down the condition track, characters missed move half that. Characters hit by this attack will be deafened until medical treatment applied. Appropriate hearing protection will negate this effect. Toxic Blood: All characters adjacent to a voxyn when it suffers damage in excess of its damage threshold are attacked by its toxic blood, +19 versus Fortitude Defense. If this attack hits, the character takes 2d4 damage and moves one step down the condition track. The toxic blood continues to attack for 1d4 rounds. Appropriate breathing protection will negate this effect. Rapid Healing: Voxyn recover two hit points every round, and move one step up the condition track every other round. Voxyn1 Voxyn2 Voxyn3 Voxyn4 Voxyn5 Voxyn6 Voxyn7 Voxyn8 Voxyn9 HP CT Voxyn1 Voxyn2 Voxyn3 Voxyn4 Voxyn5 Voxyn6 Voxyn7 Voxyn8 Voxyn9 HP CT

High-Level Voxyn CL 20 Large Monster 20 Force 11; Dark Side 16 Init +18; Senses Low-Light Vision, Force Perception +23 Defenses Ref 38 (flat-footed 35), Fort 29, Will 28 HP 239; Threshold 39 Speed 6 squares Melee Claw +27 (2d6+24, disease) or Melee Bite +27 (2d8+24) or Melee Tail +27 (1d6+24, poison) or Ranged Acid Spit +25 (1d6+15, acid) or Base Atk +20; Grp +25 Atk Options Mighty Swing, Rapid Strike (Claw +25 3d6+24; Bite +25 3d8+24; Tail +25 2d6+24), Double Attack Bite (+22/+22, 2d6+24/2d6+24), Double Attack/Rapid Strike (+20/+20, 3d6+24/3d6+24) Special Actions Sonic Screech, Toxic Blood Abilities Str 21 +5, Dex 17 +3, Con 18 +4, Int 2 -1, Wis 16 +3, Cha 16 +3 Special Qualities Rapid Healing Talents Damage Reduction 10, Equilibrium, Ferocious Bite, Force Perception, Gauge Force Potential, Greater Weapon Focus (natural), Greater Weapon Specialization, Improved Natural Weapon (Bite, Claw), Weapon Specialization (natural) Feats Cleave, Combat Reflexes, Double Attack (Bite), Force-Sensitive, Improved Damage Threshold, Improved Defenses, Mighty Swing, Power Attack, Powerful Charge, Rapid Strike, Running Attack, Shake It Off, Skill Focus (Use the Force), Toughness, Triple Attack (Bite), Triple Crit, Weapon Focus (natural) Skills Climb +20, Initiative +18, Use the Force +23 Disease: If a voxyns claw attack beats a characters damage threshold, the character takes 2d4 additional of damage and moves -1 persistent step down the condition track. The bacteria continue to attack (1d20+20) until treated (Treat Injury check DC 30). Poison: If a voxyns tail attack beats a characters damage threshold, the character takes 2d4 additional damage and moves -1 persistent step down the condition track. The poison continues to attack (1d20+20) until treated (Treat Injury check DC 30). Acid: A voxyns acid spit attack deals 1d6 points of damage on the round it hits, and 1d6 additional damage each round for 1d4 rounds. Sonic Screech: Area attack at +23 against Fortitude defense. Characters hit move 1d4 steps down the condition track, characters missed move half that. Characters hit by this attack will be deafened until medical treatment applied. Appropriate hearing protection will negate this effect. Toxic Blood: All characters adjacent to a voxyn when it suffers damage in excess of its damage threshold are attacked by its toxic blood, +24 versus Fortitude Defense. If this attack hits, the character takes 2d4 damage and moves one step down the condition track. The toxic blood continues to attack for 1d4 rounds. Appropriate breathing protection will negate this effect. Rapid Healing: Voxyn recover two hit points every round, and move one step up the condition track every other round. Voxyn1 Voxyn2 Voxyn3 Voxyn4 Voxyn5 Voxyn6 Voxyn7 Voxyn8 Voxyn9 HP CT Voxyn1 Voxyn2 Voxyn3 Voxyn4 Voxyn5 Voxyn6 Voxyn7 Voxyn8 Voxyn9 HP CT

Yuuzhan Vong Starships Coralskipper Coralskippers are the name given to the Yuuzhan Vongs mainline starfighter. These small, seed-shaped ships of yorik corral may not be inherently superior to a conventional superiority starfighter, such as an X-Wing, but their alien systems give them advantages that the New Republic had never seen, though these advantages were eventually countered. Yorik-trema Transport Dubbed crates by New Republic pilots, these ships carry Yuuzhan Vong troops to and from battle. They are well-armed and armored for landing craft, and so stand a very good chance of delivering their cargo, even past enemy fighter screens, usually the death of such craft. Their docking clamp is a lamprey-like mouth that can penetrate the hull of a ship, sealing around the breach and allowing the warriors inside to storm the ship. Shrip Shpa Spawn Ship Filling the role of war freighters, these ships resemble multifaceted jewels. They transport important cargoes through hostile areas of space, and do their job well. IFriil Ma-Nat Corvette These ships resemble multisided pyramids of carbon-black yorik coral. They are light assault craft designed for strike-and-fade operations, and as such are the most lightly armed Yuuzhan Vong capital ships. They are only truly effective in fleet operations where they can act as picket ships for larger craft, or support ships for coralskipper squadrons. They carry no coralskippers or other craft. Chuun Marh Frigate Yuuzhan Vong frigates serve a wide variety of roles, from larger picket ships to starfighter screening vessels to long range force reconnaissance ships to armed transports for VIPs. Yorik-stronha Spy Ship These ships are designed to infiltrate a prospective system secretly. They are rough spheres of yorik coral covered in regular rock to camoflauge themselves. They revert to hyperspace slowly, avoiding the telltale radiation signature and concealing their presence. Uumufalh Gunship Smaller then the larger cruisers and warships, these ships contain about the same amount of firepower. Built for massed volleys of plasma fire and little else, these ships are designed to make raking passes by other ships, wearing down their defenses in preparation for heavier hitting shots from larger ships. Suuv Ban DKrid Cruiser Smaller then other warships, this ship is more along the lines of smaller cruisers, such as the older Dreadnaught heavy cruiser. MiidRoik Warship This is the backbone of the Yuuzhan Vong fleet, the yorik coral equivalent of a Star Destroyer. It resembles an ovid of yorik coral with alternating bands of smooth, black rock with rough patches where the ships weapons and dovin basals reside. The ship also has outstretched arms that house its coralskippers and additional plasma projectors. Vuaspar Interdictor These ships were designed to take full advantage of a dovin basals ability to generate gravitic fields, and these fields effects on conventional hyperdrives. A-vek Iiluunu Fighter Carrier These ships are designed to carry large compliments of coralskippers into battle, then retreat to a safe distance until they can pick up the surviving skips. Uro-ik Valh Battleship

Longer then a Star Destroyer, and far more massive thanks to its ovoid shape, this ship fills much the same role in the Yuuzhan Vong fleet as an Imperial-II class Star Destroyer does in the Imperial fleet- that of massed firepower. Uro-ik Valh battleships engage enemy vessels at close range and pound them to rubble. Kor Chokk Grand Cruiser This massive ship is the Yuuzhan Vong analog of a Super Star Destroyer, and is just as deadly as one of those impressive ships. New Republic forces dubbed it a grand cruiser, lacking a better appellation. They are large, ungainly looking ships, created by grafting together damaged ships. Those smaller damaged cruisers heal and eventually grow together, forming a ship that becomes a juggernaut of destruction. Universe of Pain (Kor Chokk Grand Cruiser) The Universe of Pain is the personal flagship for the Warpriest, Tetrak. It is one of the oldest Kor Chokk Grand Cruisers in the fleet, and its entire crew was handpicked and personally blessed by the Warpriest. The distinction of serving on such a vessel inspires the crew, making them among the best in the Yuuzhan Vong fleet. Adding to this ships lethality is the Warpriests personal yammosk.

Coralskipper CL 12 Gargantuan living starfighter Init +9; Senses Perception +8 Defenses Ref 18 (flat-footed 12), Fort 24; +7 armor, Vehicular Combat hp 100; DR 10; SR 25; Threshold 44 Speed fly 8 squares (max. velocity 400 km/h), fly 4 squares (starship scale) Ranged plasma cannons +9 (see below) or Ranged dovin basal +9 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +5 (crew); Grp +36 Abilities Str 39, Dex 22, Con 39, Int 18 Skills Initiative +9, Perception +8, Pilot +9, Treat Injury +8 Crew 1 (expert) Passengers None Cargo 1.3 tons; Consumables 1 day; Carried Craft none Availability Military Cost not available for sale Plasma cannons (pilot) Atk +11, Dmg 6d10 x 2 Dovin basal (pilot) Atk +11, Dmg 7d10x2 (dovin basal) Maneuvers: I have you now, Shield hit CA01 HP SR CT CA01 HP SR CT CA01 HP SR CT CS02 CS03 CS04 CS05 CS06 CS07 CS02 CS03 CS04 CS05 CS06 CS07 CS02 CS03 CS04 CS05 CS06 CS07

Coralskipper Ace CL 14 Gargantuan living starfighter Init +13; Senses Perception +12 Defenses Ref 18 (flat-footed 12), Fort 24; +7 armor, Vehicular Combat hp 100; DR 10; SR 25; Threshold 44 Speed fly 8 squares (max. velocity 400 km/h), fly 4 squares (starship scale) Ranged plasma cannons +14 (see below) or Ranged dovin basal +14 Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +10 (crew); Grp +41 Abilities Str 39, Dex 22, Con 39, Int 18 Skills Initiative +13, Perception +12, Pilot +13, Treat Injury +12 Crew 1 (ace) Passengers None Cargo 1.3 tons; Consumables 1 day; Carried Craft none Availability Military Cost not available for sale Plasma cannons (pilot) Atk +16, Dmg 6d10 x 2 Dovin basal (pilot) Atk +16, Dmg 7d10x2 (dovin basal) Maneuvers: Corellian slip, I have you now, Shield hit CS08 CS09 CS10 CS11 CS12

CS08

CS09

CS10

CS11

CS12

CS08

CS09

CS10

CS11

CS12

Yorik-trema Landing Craft CL 8 Colossal space transport Init +6; Senses Perception +6 Defenses Ref 14 (flat-footed 12), Fort 28; +12 armor hp 198; DR 15; SR 50; Threshold 78 Speed fly 12 squares (max. velocity 1,250 km/h), fly 6 squares (starship scale) Ranged 2 Plasma cannons +4 (see below) or Ranged Dovin basal +4 (see below) Fighting Space 12x12 or 1 square (starship scale); Cover total Base Atk +2; Grp +40 Abilities Str 46, Dex 14, Con 46, Int 14 Skills Initiative +6, Perception +6, Pilot +6, Treat Injury +6 Crew 2 (skilled) Passengers 36 (troops) Cargo 35 tons; Consumables 3 days; Carried Craft none Availability Military Cost Not available for sale Plasma cannons (pilot) Atk +4, Dmg 6d10 x 2 Dovin basal (pilot) Atk +4, Dmg 5d10x5 Maneuvers: Devastating hit YT01 HP SR CT YT01 HP SR CT YT01 HP SR CT YT02 YT03 YT04 YT05 YT06 YT07 YT08 YT09 YT02 YT03 YT04 YT05 YT06 YT07 YT08 YT09 YT02 YT03 YT04 YT05 YT06 YT07 YT08 YT09

Shrip Shpa Spawn Ship CL 15 Colossal (frigate) capital ship Init +11; Senses Perception +6 Defenses Ref 12 (flat-footed 12), Fort 48; +12 armor hp 338; DR 15; SR 50; Threshold 148 Speed fly 6 squares (starship scale) Ranged 2 plasma cannon batteries +3 (see below) or Ranged 2 point-defense plasma cannon batteries (see below) +3 or Ranged Dovin basal +3 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +60 Abilities Str 86, Dex 10, Con 86, Int 12 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 200 (skilled) Passengers 2,000 Cargo 2,460 tons; Consumables 1 year; Carried Craft none Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon battery (5 gunners) Atk +3, Dmg 5d10 x 5 -20 to targets smaller then Colossal size Point defense plasma cannon battery (5 gunners) Atk +3, Dmg 5d10 x 2 Dovin basal (pilot) Atk +3, Dmg 5d10x5 Maneuvers: Devastating hit, Shield hit SS0 1 HP SR CT SS0 1 HP SR CT SS0 1 HP SR CT SS0 2 SS0 3 SS0 4 SS0 5 SS0 6 SS0 7 SS0 8 SS09 SS0 2 SS0 3 SS0 4 SS0 5 SS0 6 SS0 7 SS0 8 SS09 SS0 2 SS0 3 SS0 4 SS0 5 SS0 6 SS0 7 SS0 8 SS09

IFriil Ma-Nat Corvette CL 16 Colossal (frigate) capital ship Init +11; Senses Perception +6 Defenses Ref 12 (flat-footed 12), Fort 34; +12 armor hp 668; DR 15; SR 120; Threshold 134 Speed fly 6 squares (starship scale) Ranged 3 plasma cannon batteries +11 (see below) or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +51 Abilities Str 68, Dex 16, Con 68, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 110 (skilled) Passengers 225 Cargo 510 tons; Consumables 1 month; Carried Craft none Hyperdrive x1, navicomputer Availability Military Cost Not available for sale Plasma cannons (6 gunners) Atk +11, Dmg 6d10 x 2 Dovin basal Atk +6, Dmg 7d10x5 Dovin Basal Tractor Beam Atk +6, Dmg Special

Maneuvers: Devastating hit, shield hit CR01 HP SR CT FR01 HP SR CT FR02 FR03 FR04 FR05 FR06 FR07 CR02 CR03 CR04 CR05 CR06 CR07

Chuun Marh Frigate CL 18 Colossal (frigate) capital ship Init +11; Senses Perception +6 Defenses Ref 12 (flat-footed 12), Fort 41; +12 armor hp 982; DR 15; SR 120; Threshold 141 Speed fly 6 squares (starship scale) Ranged 3 plasma cannon batteries +11 (see below) or Ranged 2 point defense plasma cannon batteries +11 or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +53 Abilities Str 72, Dex 16, Con 72, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 225 (skilled) Passengers 370 Cargo 980 tons; Consumables 3 months; Carried Craft 2 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 5 Point defense plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 2 Dovin basal Atk +6, Dmg 7d10x5 Dovin Basal Tractor Beam Atk +6, Dmg Special Maneuvers: Explosive shot, Engine hit CR08 CR09 CR10

FR08

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FR10

Yorik-stronha Spy Ship CL 10 Colossal (frigate) capital ship Init +11; Senses Perception +6 Defenses Ref 12 (flat-footed 12), Fort 41; +12 armor hp 982; DR 15; SR 120; Threshold 141 Speed fly 6 squares (starship scale) Ranged 2 plasma cannon batteries +6 (see below) or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +53 Abilities Str 72, Dex 16, Con 72, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 12 (skilled) Passengers 12 Cargo 142 tons; Consumables 2 months; Carried Craft none Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +6, Dmg 5d10 x 2 Dovin basal Atk +6, Dmg 7d10x5 Maneuvers: Devastating hit, Engine hit SS01 HP SR CT

Uumufalh Gunship CL 18 Colossal (frigate) capital ship Init +11; Senses Perception +6 Defenses Ref 12 (flat-footed 12), Fort 38; +12 armor hp 682; DR 15; SR 120; Threshold 138 Speed fly 6 squares (starship scale) Ranged 4 plasma cannon batteries +11 (see below) or Ranged 2 point defense plasma cannon batteries +11 or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +50 Abilities Str 66, Dex 16, Con 66, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 335 (skilled) Passengers 840 Cargo 1,380 tons; Consumables 6 months; Carried Craft 2 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 5 Point defense plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 2 Dovin basal Atk +6, Dmg 7d10x5 Dovin Basal Tractor Beam Atk +6, Dmg Special Maneuvers: Devastating hit, Shield hit CR01 HP SR CT CR01 HP SR CT GS01 GS02 GS03 GS04 GS01 GS02 GS03 GS04

Suuv Ban DKrid Cruiser CL 18 Colossal (cruiser) capital ship Init +11; Senses Perception +6 Defenses Ref 12 (flat-footed 12), Fort 53; +12 armor hp 1,682; DR 20; SR 160; Threshold 253 Speed fly 6 squares (starship scale) Ranged 5 plasma cannon batteries +11 (see below) or Ranged 3 point defense plasma cannon batteries +11 or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +65 Abilities Str 96, Dex 12, Con 96, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 480 (skilled) Passengers 1,930 Cargo 2,000 tons; Consumables 1year; Carried Craft 12 coralskippers, 4 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 5 Point defense plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 2 Dovin basal Atk +6, Dmg 9d10x5 Dovin Basal Tractor Beam Atk +6, Dmg Special Maneuvers: Devastating hit, Explosive shot

MiidRoik Warship CL 18 Colossal (cruiser) capital ship Init +11; Senses Perception +6 Defenses Ref 15 (flat-footed 15), Fort 53; +15 armor

Vuaspar Interdictor CL 17 Colossal (cruiser) capital ship Init +11; Senses Perception +6 Defenses Ref 15 (flat-footed 15), Fort 53; +15 armor

hp 1,843; DR 20; SR 140; Threshold 253 Speed fly 6 squares (starship scale) Ranged 5 plasma cannon batteries +11 (see below) or Ranged Magma missile launchers +11 Ranged 4 point defense plasma cannon batteries +11 or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +65 Abilities Str 96, Dex 10, Con 96, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 1,280 (skilled) Passengers 1,950 Cargo 8,200 tons; Consumables 1 year; Carried Craft 72 coralskippers, 8 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +11, Dmg 7d10 x 5 Magma missile launchers (4 gunners) Atk +11, Dmg 10d10x2 Point defense plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 2 Dovin basal Atk +6, Dmg 9d10x5 Dovin Basal Gravity Well Atk +6, Dmg Special (1x5) Maneuvers: Devestating hit, Shield hit WS01 HP SR CT WS02 WS03 WS04 IN01

hp 1,543; DR 20; SR 140; Threshold 253 Speed fly 6 squares (starship scale) Ranged 2 plasma cannon batteries +11 (see below) or Ranged 2 point defense plasma cannon batteries +11 or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +65 Abilities Str 96, Dex 10, Con 96, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 638 (skilled) Passengers 1,144 Cargo 17,450 tons; Consumables 9 months; Carried Craft 36 coralskippers, 4 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 5 Point defense plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 2 Dovin basal Atk +6, Dmg 9d10x5 Dovin Basal Gravity Well Atk +6, Dmg Special (5x5)

Manevuers: Explosive shot, Engine hit

A-vek Iiluunu Fighter Carrier Colossal (cruiser) capital ship Init +11; Senses Perception +6 Defenses Ref 15 (flat-footed 15), Fort 53; +15 armor hp 1,743; DR 20; SR 160; Threshold 253 Speed fly 6 squares (starship scale) Ranged 4 plasma cannon batteries +10 (see below) or

CL 20

Uro-ik Valh Battleship CL 22 Colossal (cruiser) capital ship Init +11; Senses Perception +6 Defenses Ref 15 (flat-footed 15), Fort 53; +15 armor hp 2,234; DR 20; SR 180; Threshold 253 Speed fly 6 squares (starship scale) Ranged 10 plasma cannon batteries +11 (see below) or

Ranged 4 point defense plasma cannon batteries +10 or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +67 Abilities Str 100, Dex 10, Con 100, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 320 (skilled) Passengers 480 Cargo 280 tons; Consumables 6 months; Carried Craft 144 coralskippers, 2 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (5 gunners) Atk +11, Dmg 7d10 x 5 Point defense plasma cannon batteries (5 gunners) Atk +11, Dmg 5d10 x 2 Dovin basal Atk +6, Dmg 9d10x5 Dovin Basal Gravity Well Atk +6, Dmg Special (1x5) Maneuvers: Explosive shot, Thruster hit BS0 1 HP SR CT BS0 2 BS0 3 BS0 4 FC01

Ranged 5 magma missile projectors +11 Ranged 5 point defense plasma cannon batteries +11 or Ranged Dovin basal +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +69 Abilities Str 104, Dex 10, Con 104, Int 18 Skills Initiative +11, Perception +6, Pilot +11, Treat Injury +6 Crew 1,640 (skilled) Passengers 3,150 Cargo 16,480 tons; Consumables 1 year; Carried Craft 36 coralskippers, 4 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +11, Dmg 9d10 x 5 Point defense plasma cannon batteries (6 gunners) Atk +11, Dmg 5d10 x 2 Dovin basal Atk +6, Dmg 9d10x5 Dovin Basal Gravity Well Atk +6, Dmg Special (1x5) Manevuers: Devastating hit, Explosive shot

Kor Chokk Grand Cruiser Colossal (frigate) capital ship Init +11; Senses Perception +6 Defenses Ref 20 (flat-footed 20), Fort 57; +20 armor hp 3,342; DR 20; SR 300; Threshold 557 Speed fly 6 squares (starship scale) Ranged 20 Super-heavy plasma cannon batteries +17 Ranged 30 plasma cannon batteries +17 (see below) or Ranged 20 magma missile tubes +12 or Ranged 10 grutchin launchers or

CL 40

Uro-ik Valh Battleship CL 24 Colossal (cruiser) capital ship Init +11; Senses Perception +6 Defenses Ref 15 (flat-footed 15), Fort 53; +15 armor hp 2,234; DR 20; SR 180; Threshold 253 Speed fly 6 squares (starship scale) Ranged 10 plasma cannon batteries +14 (see below) or Ranged 5 magma missile projectors +9 Ranged 5 point defense plasma cannon batteries +14 or Ranged Dovin basal +9 (see below)

Ranged 20 point defense plasma cannon batteries +17 or Ranged Dovin basal +12 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +5; Grp +89 Abilities Str 144, Dex 10, Con 144, Int 24 Skills Initiative +13, Perception +8, Pilot +13, Treat Injury +8 Crew 2,140 (expert) Passengers 4,640 Cargo 26,880 tons; Consumables 1 year; Carried Craft 216 coralskippers, 30 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Super-heavy plasma cannon batteries (6 gunners) Atk +17, Dmg 11d10x5 Plasma cannon batteries (6 gunners) Atk +17, Dmg 9d10x5 Magma missiles (20 gunners) Atk +12, Dmg 10d10x2 Point defense plasma cannon batteries (6 gunners) Atk +17, Dmg 6d10x2 Grutchin Launchers Atk Special, Dmg Special Dovin basal Atk +12, Dmg 12d10x5 Maneuvers: Devastating hit, Engine hit, Explosive shot, Shield hit BS0 1 HP SR CT BS0 2 BS0 3 BS0 4 GC01

Fighting Space 1 square (starship scale); Cover total Base Atk +5; Grp +69 Abilities Str 104, Dex 10, Con 104, Int 18 Skills Initiative +13, Perception +8, Pilot +13, Treat Injury +8 Crew 1,640 (expert) Passengers 3,150 Cargo 16,480 tons; Consumables 1 year; Carried Craft 36 coralskippers, 4 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +14, Dmg 9d10 x 5 Point defense plasma cannon batteries (6 gunners) Atk +14, Dmg 5d10 x 2 Magma missiles (5 gunners) Atk +9, Dmg 10d10x2 Dovin basal Atk +9, Dmg 9d10x5 Dovin Basal Gravity Well Atk +9, Dmg Special (1x5)

Manevuers: Devastating hit, Explosive shot, Shield hit, Thruster hit

Universe of Pain (Kor Chokk Grand Cruiser) Colossal (frigate) capital ship Init +11; Senses Perception +6 Defenses Ref 20 (flat-footed 20), Fort 57; +20 armor hp 3,342; DR 20; SR 300; Threshold 557 Speed fly 6 squares (starship scale) Ranged 20 Super-heavy plasma cannon batteries +22 Ranged 30 plasma cannon batteries +22 (see below) or Ranged 20 magma missile tubes +17 or Ranged 10 grutchin launchers or Ranged 20 point defense plasma cannon batteries +22 or Ranged Dovin basal +17 (see below) Fighting Space 1 square (starship scale); Cover total

CL 44

Uro-ik Valh Battleship CL 24 Colossal (cruiser) capital ship Init +11; Senses Perception +6 Defenses Ref 15 (flat-footed 15), Fort 53; +15 armor hp 2,234; DR 20; SR 180; Threshold 253 Speed fly 6 squares (starship scale) Ranged 10 plasma cannon batteries +14 (see below) or Ranged 5 magma missile projectors +9 Ranged 5 point defense plasma cannon batteries +14 or Ranged Dovin basal +9 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +5; Grp +69

Base Atk +10; Grp +89 Abilities Str 144, Dex 10, Con 144, Int 24 Skills Initiative +17, Perception +12, Pilot +17, Treat Injury +12 Crew 2,140 (ace) Passengers 4,640 Cargo 26,880 tons; Consumables 1 year; Carried Craft 216 coralskippers, 30 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Super-heavy plasma cannon batteries (6 gunners) Atk +17, Dmg 11d10x5 Plasma cannon batteries (6 gunners) Atk +17, Dmg 9d10x5 Magma missiles (20 gunners) Atk +12, Dmg 10d10x2 Point defense plasma cannon batteries (6 gunners) Atk +17, Dmg 6d10x2 Grutchin Launchers Atk Special, Dmg Special Dovin basal Atk +12, Dmg 12d10x5 Maneuvers: Devastating hitx3, Engine hit, Explosive shotx2, Shield hit, Thruster hit

Abilities Str 104, Dex 10, Con 104, Int 18 Skills Initiative +13, Perception +8, Pilot +13, Treat Injury +8 Crew 1,640 (expert) Passengers 3,150 Cargo 16,480 tons; Consumables 1 year; Carried Craft 36 coralskippers, 4 landing craft Hyperdrive x1 Availability Military Cost Not available for sale Plasma cannon batteries (6 gunners) Atk +14, Dmg 9d10 x 5 Point defense plasma cannon batteries (6 gunners) Atk +14, Dmg 5d10 x 2 Magma missiles (5 gunners) Atk +9, Dmg 10d10x2 Dovin basal Atk +9, Dmg 9d10x5 Dovin Basal Gravity Well Atk +9, Dmg Special (1x5)

Manevuers: Devastating hit, Explosive shot, Shield hit, Thruster hit

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