Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide
You are skilled at improvising Weapons, handling Explosives, and disrupting the enemy.
Device Jammer Edit
You can construct a short-range Jammer that affects a specific type of electronic device such as a personal Energy Shields, Comlink, Portable Computer, or Datapad. As a Full-Round Action, you select a particular piece of personal, portable electronic Equipment (Any item listed as equipment excluding Droids, Vehicles and Weapons, that has an electronic component) and make a DC 20 Mechanics check to build the Jammer. If the check is successful, all devices of the chosen type cease to function while within 12 squares of your position for the remainder of the encounter. You may only have one Jammer (Device or Droid) active at a time.
Droid Jammer Edit
You can construct a short-range Jammer that affects Droids. As a Full-Round Action, you make a Mechanics check to build the Jammer. When a Droid comes within 6 squares of you, compare the result of your Mechanics check to the Droid's Will Defense. If your check result equals or exceeds the Droid's Will Defense, the Droid can only take Swift Actions as long as it remains within the radius of the Jammer. Droids that are immune to the effect of a Restraining Bolt are immune to the effects of this Talent. The Jammer functions for the remainder of the encounter. You may only have one Jammer (Device or Droid) active at a time.
Extreme Explosion Edit
Prerequisites: Skilled Demolitionist, Shaped Explosion
Mine Mastery Edit
Shaped Explosive Edit
Prerequisite: Skilled Demolitionist
You know how to set charges to direct a blast in a specific direction or manner. You can shape an explosion caused by Explosives or Mines that you set into a line or a cone instead of a radius. The length of the line is equal to 2 x the radius of the explosive Burst; the length of the cone is equal to 3 x the radius of the Burst, and either the line or the cone originates from the square where the Explosives are placed.
Skilled Demolitionist Edit
You can set off a Detonator as a Swift Action, and your Explosives never go off as the Detonator is being placed, even if you fail the check by 10 or more. You must still roll to determine if the charge otherwise goes off as planned (See Handle Explosives).