Classic Adventures Volume 2 WEG40128
Classic Adventures Volume 2 WEG40128
Classic Adventures Volume 2 WEG40128
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Table of Contents
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Imperial Scout Sniper 106 Stake Owner
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Sub-Class Weaponry of the Jedi 245
Taking Chances 8-11 Imperial Storm Commando 106 Indentured Servant 126 Primary Abilities 246
Glossary of Terminology 12-17 Imperial Snow Trooper 107 Command Circuit 127 Secondary Abilities 246
Preface 18-19 Imperial Aqua Trooper 108 Tramp Freighter Captain 127 Tertiary Properties 247
Introduction 19-23 Imperial Sand Trooper 108 Active Military 127 Hurricanes 248-249
Chapter 1: 24-40 Imperial Rad Trooper 108 Mandalorian Warrior Code 127 Master Power List 250
The Basics 24 Zero G Stormtrooper 108 Droid Packages 128 Force Powers 251
Step-by-Step Hero Creation 25 Imperial Combat Pilot 109 Gamer 128 Control Powers 252-255
Difficulty Ratings 25 Junior Imperial Officer 109 Galactic Citizen 128 Sense Powers 255-261
Actions 26 ISB Agent 109 Information Technology Consultant 128 Alter Powers 261
Free Actions 26 Compnor Agent 110 Wealthy Inheritor 129 Control and Sense Powers 262-263
The Seven Attributes 27-29 Imperial Assassin 110 Holonet Celebrity 129 Control and Alter Powers 264-267
Chapter 2: Races 41-84 Death Trooper(s) 111 Respected Legal Counsel (or Dirty) 129 Sense and Alter Powers 267
Chapter 3: Early Development 85 Imperial Royal Guardsman 111 Galactic Vagabond 129 Control, Sense and Alter Powers 268-269
The Formative Years 86 Entry Level Imperial Moff 111 Homeless 129 Darkside Powers 270
Cara Dune’s Early Development 86 Imperial Smuggler 112 Undiscovered Race / Society 130 Control Powers 271
Blue Collar 86 Space Rescue Corps 112 Escaped Slave 130 Alter Powers 272-273
Nobility 86 Imperial Vehicle Driver 112 Wanted for Crimes 130 Control and Alter Powers 273-277
White Collar 86 Imperial Morale Officer 113 Advanced Age / Terminal Sickness 130 Control and Sense Powers 277
Declining Middle Class 87 Criminal Professions 113 Chapter 6: Skills and Advantages 131 Sense and Alter Powers 278
Abandoned / Orphaned 87 Thug 113 All the Skills 132 Control, Sense and Alter Powers 278-283
Poor / Homeless 87 Enforcer 113 Master Skills List 133 Last Resort Power 284
Ran Away from Home 87 Fence 113 More about Medicine: 136 Jedi Alchemist 285-289
Stim Junkie 87 Fixer 114 More on Engineering 143 White Current 290
Bred for War 88 Criminal Lieutenant 114 Command and Tactics 146 Limited Jedi 291
Escaped Experiment 88 Bookie 114 Modification of Items 148 Quixotic Jedi 292-293
Child Actor 88 Hitman 114 Advantages & Disadvantages 149 Somatic Jedi 294
Child Prodigy 88 Driver 115 Advantages 150 Jedi Sorcerers 295-301
Amputee 89 Smuggler 115 Disadvantages 156 Chapter 10: Outside the Force 302-304
Survivalist 89 Thief 116 Customization 161 Null Force Wielders 305
Mercenary Upbringing / Child Warfare 89 Gambler 116 Hero Customization 162 Tools of a Jedi Hunter 307
SA Youthgroup 89 Prostitute 116 Game Play Rules 163 Yuuzhan Vong Equipment 315
Thief 89 Pirate 116 Chapter 7: Personal Equipment 164 Mandalorian Weapons & Armor 318
Extremist 90 Private Sector Professions 117 Restrictions 165 Chapter 11: Martial Arts & Melee 320
Droid Packages 90 Bounty Hunter 117 Blaster Pistols 166 Gimme 321
Trained to be a Jedi 94 Mercenary 117 Pulse Wave Weapons 170 Martial Arts Training Explained 322
Subclass Jedi 95 Combat / Transport Pilot 118 “Civilian” Sporting Blasters 172 The Maneuvers 322-327
Null Force Practitioners 97 Holovid Star 118 Backup / Holdout Blasters 178 Martial Art Forms (Styles) 327
Trained to Hunt Jedi 97 Bodyguard 118 Archaic Ranged Weapons 188 Brawling 327
Chapter 4: Starting Professions 98 Doctor 119 Archaic Melee Weapons 190 Martial Arts (Generic) 327
Rebel Alliance Professions 99 Technician / Mechanic 119 Advanced Melee Weapons 190 Jedi Martial Arts 327
Rebel Shock Trooper 99 Service Profession 119 General Equipment 195 Jedi Battle Master Martial Arts 327
Rebel Trooper 100 Civilian Professions 119 Armor & Defensive Gear 201 Jensaarai Rek’Dul Martial Arts 327
Rebel Officer 101 Armchair Historian 119 Explosives 204 Imperial Guardsman Martial Arts 327
Rebel Medic 101 Trust Fund Vagabond 120 Drugs and Medical Supplies 206 Hapan Martial Arts 328
Rebel Combat Pilot 101 Galactic Wanderer 120 Faction Specific Equipment: 210 K’Tara Martial Arts 328
SpecOps Volunteer 102 Jedi Refugee 121 Chapter 8: Bioware & Cybernetics 214 K’Thri Martial Arts 328
SpecOps Infiltrator 103 Droid Packages 121 Cybernetics & Biological Augmentation 215 Tapani House Guard Martial Arts 328
Rebel Political Sympathizer 103 Chapter 5: Social standing 124 Cyber / Bio Points 216 Imperial (Republic) Martial Arts 328
Rebel Assassin 104 Beginning Social Status 125 Installation & Costs of Cyberware 216 Teräs Käsi Martial Arts 328
Rebel Spec Ops Privateer 104 Cara Dune’s Social Standing 125 What the hell is an Augment? 217 Mandalorian Martial Arts 329
Imperial Professions 105 Deserter 125 Social Stigma Attached to Cyberware 218 Noghri Martial Arts 329
Imperial Storm Trooper 105 Slave 126 Chapter 9: The Force 220-240 Yuuzhan Vong Martial Arts 329
Imperial Army / Naval Trooper 105 Noble 126 Traditional Jedi 241 Advanced melee Combat Styles 330
Imperial Scout Trooper 105 Laborer 126 What Force Attribute Does 242 Lightsaber / Melee Training 331
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Melee Combat Forms 331 Running personal Combat 363 Vanguard Pathfinder 427 Imperial I Star Destroyer 492
Old Republic Forms 331 Vehicular Combat 365 Pinook Fighter Mk I 428 Imperial II Star Destroyer 493
Form 1: Shii-Cho 331 Starship Combat 368 Zebra 429 Super-Class Star Destroyer 494
Form 2: Makashi 331 Snubfighter / Transport Detection 371 YT-1300 430 Imperial Landing Barge 495
Form 3: Soresu 332 Space Transports 372 Starships of the Rebel Alliance 432 Starships of the Clone Wars 496
Form 4: Ataru 332 Snubfighters 373 If Less is Good, More is Better 433-435 Live Free or Die Trying 497
Form 5: Djem So 333 Chapter 14: Ship Tactics/Scales 374 A-Wing 436 Venator-class Star Destroyer 499
Form 6: Niman 333 Countermeasures 375 B-Wing 437 Acclamator II-class Assault Ship 500
Form 7: Juyo 333 Speed Defense 375 H-Wing 438 Aethersprite 501
Form 8: Sokan 334 Tractor Beam Defense 375 T-Wing 439 V-Wing 502
Form 9: Shien 334 Point Defense 376 X-Wing-B 440 Actis Interceptor 503
Form 10: Jar’Kai 335 Flack Defense 377 Y-Wing 441 ARC-170 504
Modified Combat Forms 335 Defensive Maneuvering 377 Alliance Z-95-AT Headhunter 442 Clone Wars Z-95-R 505
Form 3 Variant: Jen-Kar 335 Combat Shield Tactics 378 Alliance Z-95-T Headhunter (Trainer) 443 Communications Frigate 506
Form 7 Variant: Vaapad 336 Electronic Warfare 380 Zebra II “Space Master” 444 Commerce Guild Support Ship 507
Form 10 Variant: Kai-kan 336 Capital Weapon Rate of Fire 382 HWK-290 Light Freighter 445 Trade Federation Battleship 508
Current Forms 337 The Effects of Fire Linking 382 Ghtroc 720 446-447 Providence Battleship 509
Saber Rake 337 Mounting Ultra Heavy Guns 383 GR-75 Medium Transport 448 Tri-Fighter 510
Imperial Jedi 338 Death Star Scale Weapons 383 MC60D Battle Cruiser 449 Vulture Snubfighter 511
Basic Control/Sense Form 338 Scale Values 384 Rebel Assault Frigate Mk VI 450 Droid Bomber 511
Archaic Melee Form 339 Size Assumptions 388 Neutron Star-class Bulk Cruiser 451 Trade Federation Landing Ship 512
Analog Melee Form 339 Guaranteed Evasion 388 Quasar Fire-class Bulk Cruiser 452 Starships of the New Republic 513
Special Operations Melee Form 339 Capital vs Smaller Scales 389 Corellian CR90 Corvette 453 Dreams Die Hard 514
Chapter 12: Elite Training 340 The Effects of Batteries of Guns 389 Corellian Gunship 454 CEC ZA-8050 517
Dog-fighting School 341 Military Ordinance 389 Liberator Cruiser 455 A-9 Vigilance Interceptor 518
Professional Racing Jock 342 Ordinance Countermeasures 390 Nebulon-B Frigate 456 A-10 Vigilance II 519
Elite Ground Commander 342 Snubfighter Scale Munitions 390 Mon Calamari MC80 Star Cruiser 457 YT-1300 520
Tier One Operator / Special Forces 343 Capital Scale 392 Rebel Landing Barge 458 HWK-300 Heavy Courier 521
Jedi Hunter 343 Damage to Starships 394 Starships of the Galactic Empire 459 Z-95-AF5 Headhunter 522
Tactician 343 Capital Ship Damage 394 One Man’s Rebellion 460 TIE/LN-S 523
Vehicle Commander 344 Loosing Multiple Ship Sections 395 TIE/In Fighter 465 Scimitar Assault Bomber 524
Assassin 344 Chapter 15: Starships of the Galaxy 396 TIE/SA Bomber 466 TIE Interceptor II 525
Sniper 345 The Beginning Of The End 397 TIE/Gt Fighter 467 Belarus Medium Cruiser 526
Melee Expert 345 Independent Factions 399 TIE/Fc Fire Control 468 E-Wing-A/B/C/D 527
Dark Jedi 345 LG6 Family Transport 400 TIE/Rc Reconnaissance 468 X-Wing-C 529
Sith Lord 345 RE-3 Lancer 401 TIE Advanced x1 469 B-Wing II 530
Light Side Jedi 346 Sword Interceptor 402 TIE Interceptor 469 K-Wing Bomber 531
Grey Jedi 346 Kossak-Class Luxury Transport 403 TIE/Sk x1 Striker 470 CRF-156T Fast Courier 532
Sorcerer 347 YT-600 404-405 Gamma Assault Shuttle 471 Endurance Fleet Carrier 534
Xeno Archaeologist 348 Loronar Medium Transport 406-407 Skypray Blast Boat 472-473 Bothan Assault Cruiser 535
Advanced Criminal 348 Tapani-class Carrier 408 Lambda Shuttle 474-475 Mon Calamari Assault Frigate 536
Gunman 348 Gauntlet Assault Fighter 409 YT-1760 476 Nebula Star Destroyer 537
Expert Engineer 349 578-R “Garbage Scow” 410-411 E-9 Heavy Explorer 477 Defender “Pocket” Star Destroyer 538
Martial Artist 349 VCX-100 412 MRX-BR Pacifier 478-479 Majestic Heavy Cruiser 539
Expert Medical Professional 350 Quasar Fire II-class Carrier 413 XG-1 Assault Gunboat 480 Republic Star Destroyer 540
Expert Slicer 350 YT-2400 414 Strike Cruiser 481 Defender Assault Carrier 541
Expert Grifter 351 NovaSword Superiority Fighter 415 Carrack Light Cruiser 482 Sacheen Escort 542
Expert Politician 351 C-73 Tracker 416 Carrack Cruiser II 483 Hajen Fleet Tender 543
Expert Droid Technician 352 Baudo Star Yacht 417 Imperial Interdictor Cruiser 484 Corona Frigate 544
Bookworm / Historian / Professor 353 YT-1000 418-419 Lancer Frigate 485 Warrior Gunship 545
Chapter 13: Combat 354 Maka-Eekai L4000 Transport 420-421 Imperial Nebulon-B Frigate 486 Authority IRD Assault Fighter 546
Personal Combat 355 CloakShape Fighter 422 Ascendant Class Patrol Cruiser 487 Ascension Battleship 547
Automatic Fire 361 Supa Fighter 423 Arquitens Light Cruiser 488 Yevethan Thrustship 548
Fully Automatic Weapons 361 XT-3100 424-425 Victory I Star Destroyer 490 Yevethan Snubfighter 549
Explosives 362 A-24 Sleuth 426 Victory II Star Destroyer 491 Hapan Battle Dragon 550
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Miy’til Fighter 552 Armored Assault Tank II 619-620 “Stilleto” Security Droid 657 missed, however, here are a “few” of the
Miy'til Assault Bomber 553 Light Repulsor Tank 620 J9 Worker Drone 657 ones I drew from that I can recall.
Starships of the Yuuzhan Vong 554 Medium Repulsor Tank 620 Chapter 18: Game Master Section 658 https://www.deviantart.com/anthonydevine/
We’re Not All the Same 555 Heavy Repulsor Tank 621 Game Mastering 659 gallery/53069197/fantasy-flight-games
Yuuzhan Vong Starship Rules 557 AT-PT 621 The Effects of Aging 662
Coral Skipper 559 AT-DP 622 Jedi Lifespan Extension 662 https://www.deviantart.com/timberfox15/
Yorik-Trema Landing Craft 560 AT-ST 622 Age Categories 662 gallery/32526561/weapons
A-vek Iiluunu Fighter Carrier 561 AT-CT 623 Galactic Calendar & Time Keeping 663 https://www.deviantart.com/jedi-art-trick/
Chuun M’arh Frigate 562 AT-AT 624 Character Point Awards 664 gallery
Kor Chokk Grand Cruiser 563 AT-TE 625 The Cost of Services Rendered 665
Miid Ro’ik Warship 564 LAAT/I/C 626 Standard, Everyday, Expenses 666 http://www.jeffcarlisle.com
Sh’rip Sh’pa Spawn Ship 565 I-PT 627 Independent Galactic Entity: 667-668 https://www.artstation.com/howard-day
Yorik-strona Spy Ship 566 Swift 4 Ion Bike 627 3rd Edition Character Creation Rules 670
Vua’spar Interdictor 567 White Witch Racing Model 628 Power Based Generation 670-671 https://www.artstation.com/angeloskarderinis
Uro-ik V’alh Battleship 568 T-16 Skyhopper 629 Construction rules 672 https://www.artstation.com/fractalsponge
Sunulok Flagship Interdictor 569 T-36 Skyfighter II 630 Starship Grade Cannons 673-675
Starships of the Old Republic 570 STAP 631 Building & Construction Rules 676 https://www.deviantart.com/adamkop
Echos of Hope 571 Heavy STAP 631 Creating a Ship 676 https://www.deviantart.com/matmoura/
Z-80 Star Hunter 572 Heavy Missile Platform 632 Time Line 683-700 gallery
Dreadnought Cruiser (Original) 573 Scarab Ground Support Unit 633 Planetary Systems 701-705
Bayonet Light Cruiser 574 Compact Assault Vehicle 633 Non player characters 706-715 https://www.artstation.com/ameen/following
Dreadnought Cruiser (Updated) 575 Fixed emplacements and battle stations 634 Rachi Sitra 707 https://www.deviantart.com/ameeeeba
Alsakan Battlecruiser 576 1.4 FD P-Tower 635 Inquisitor Jerec 708
Invincible Dreadnought Cruiser 577 Anti Infantry Laser Battery 636 Jodo Kast 709 http://www.highadmiral.de
Rare and Unique Starships 578 Small / Light Prefab Base / Garrison 637 Cassian Andor 710 https://www.artstation.com/rvalle
Running Up That Hill 579 Standard Prefab Base / Garrison 638 Jyn Erso 711
TIE/Ad Advanced / Avenger 580 Space Defense Platform 639 Kyle Katarn 712 https://dustinweaver.tumblr.com/post/
TIE/D Defender 581 Space Defense Station 640 Jan Ors 713 108135946005/extended-bleed-pages-from-
Chiss Clawcraft 582 Space Defense Station II 641 Luke Skywalker 714 star-wars-rebellion-15
TIE/Au Automated Snubfighter 583 Space Defense Station III 642 Mara Jade 715 https://www.deviantart.com/shoguneagle
SA-47 Hammer Head 584 Chapter 17: Droids 643 Generic NPCs 716-718
X-Wing-XJ 585 C1 Astromech Droid 645 Roleplaying Scenarios 719-732 https://www.artstation.com/echenry
Courage, Fidelity & Valiant 586 WED 15 Treadwell Droid 645 Escape from Hoth 720-725 https://www.deviantart.com/wraithdt/gallery
Alderaanian War Frigate 587 R1 Astromech Droid 646 One, Imperial Warlord, At a Time 726-732
Modular Task-Force Cruiser 588 R2 Astromech Droid 646 Hero Templates & Character Sheets 733-755 https://www.deviantart.com/daroz/gallery
Tector-class Star Destroyer 590 R3 Astromech Droid 647 All references to the Star Wars, Expanded Universe, or any of the Star Wars films, https://www.deviantart.com/unusualsuspex/
characters, creatures, vehicles, Droids, or other related content are ®, TM & ©
Umbaran Snubfighter 591 R4 Astromech Droid 647 Lucasfilm Ltd. (LFL) and Walt Disney Corporation respectively. All Rights gallery/36423420/star-wars
The Pulsar Skate 592 R5 Astromech Droid 648 Reserved, Trademarks of LFL and Disney are not used with any express permission
6 7
Taking Chances Those three pilots would be fielding in re-
assembled Zebra II snubfighters that were
than that Acclamator. The TIEs were another
story, he had to hope they didn’t detect them
possible speed” then he resumed planning,
hoping that they would have the time to execute
“Captain, sensor contact on the edge of the remnants of the original dozen the Another until they were well on their way to… Wherever what they had developed.
system. Looks like it just dropped out of chance had carried until the last fight. None of in the hell it was they were running to. “XO, I
hyperspace.” The sensor operator called across the pilots of that squadron had survived, the loss need a full work up of this sector of space, I need Fate, it seemed, had been merciful. The TIEs
the bridge. “What is she?” The Captain asked. of talent was a severe blow to the crew. options, cover, anything. When those fighters pulled back after the Acclamator came into range
This day just kept getting worse. First that run at catch us, we can expect that Acclamator to micro with more sensible long range scanning. Their
their soft target of an Imperial supply depot. He The thought that weighed heavily upon the jump near our position. If we can place a gravity commander had executed a little known doctrine
should have known better than to count on intel Captain's mind was that those pilots would likely well in it’s vicinity, we might able to control among the Imperials, caution. He had pulled the
from Rebel command. That fight cost them three die when he sent them out in the salvaged Zebra where it emerges and cut her apart, a lot of if’s fighters back to refuel and possibly to refit load
Snubfighters and left the depot in less than fighters they had pulled from the squadron on and a lot of luck is required here, too much outs. The Captain figured it was to outfit them
salvageable shape. This was likely the Imperial squadron firefight they had just survived. The luck…” the XO simply nodded and began with concussion missile racks, one of the ever
response. “It’s an Acclamator, sir, my readings Zebra II’s were called “Space Masters...” All pouring over the Astrological charts. evolving strategies the Imperials continuously
are a bit garbled at maximum sensor range but it they had successfully done was space their employed to counter Rebel threats. Especially,
looks like she just launched a formation of pilots... Sending the former Z-95 pilots out in Two hours later the XO motioned his hand for those threats with Capital ships they had likely
fighters that are fanning out.” The Captain just those fighters was akin to a death sentence. He the Captain to join him “Here” pointing at a never encountered before. The Another Chance
shook his head “A carrier you mean, they sent knew this, but had no choice. The burden of planet on the far edge of the system “She has had been found drifting in the wreckage of the
four moons, it’s a Gas Giant” the Captain Alderaan system, it was discovered in the debris
nodded and they began to furiously lay out battle field that the Death Star created. A throwback to
plans. “Contact! Sir, they know where we are.” the Clone Wars, when the Alderaanians fielded
the Sensor operator called out. “ETA on warships.
intercept?” the Captain asked “Fifteen, twenty
minutes top” … The Captain looked up and She was a boxy, armored ship with a massive
over, “Helm, what’s out ETA to that planet?” engine array when they found her battered by
there was a slight pause “Twenty three minutes, planetary debris. A testament to how damn
8 9
then said “But we’re not going to let that happen, becoming ever more out numbered, yet not out channel to the commander of the Imperial rest of the lights on the stricken Acclamator
correct? Helm..” The Helm operator responded maneuvered thanks to their enhanced vessel” the Captain ordered he Communications along with anything keeping the crew alive.
“Correct sir, as per the tactical briefing I am performance in gravity wells. The TIEs were at officer. She complied “I’m giving you one
bringing us in between the pair of moons that a slight disadvantage by comparison. The chance to surrender, before I cut that piece of “Let’s let them sweat the loss of life support.
have the closest point of mutual orbit just before Imperials, jumped, and emerged on the far side garbage you call a carrier into pieces.” the Prepare boarding parties, outfit for vacuum,
they pass one another.” the navigational officer of both moons, angling for maximum fire arcs Captain sent out, there was no response. “Why armored vac suits and heavy EVA gear… Now
chimed in “they will be forced to jump in front of based upon their new sensor readings and those do they always have to do it the hard way?” let me see that damage report.” The day was far
the passing moon or past it, if they jump past it, of the bombers. The sensor operator looked to which elicited a seriously deadly half smile from from over, they still had to successfully take the
they will be sitting ducks. If they wait, well…” the Captain “What do we do about the his XO. ship in order to salvage it. Lets just hope that her
The XO finished “It will be a matter of how fast bombers?” after a moment of silence “We wait, crew compliment is nothing like it was at the
As the moons cleared one another the War
our gunners and theirs fire. Activating his pray if it consoles you” calling out “Helm, roll us height of the Clone Wars.
Frigate lined up for an optimal firing position,
command chair comms “Flight officer? Are the to starboard, give them a nice juicy target to just as the Imperials were doing. “Shields
Z-95’s in place?” A slight pause “Yes, sir, and dump ordinance into. Just make damn sure it They say fortune favors the bold. Boarding a
double front, lets end this quickly and have some
we have the Zebras on standby as additional gives us optimum point defense targeting on ship that was three times their size and almost
salvage left. Target aft ship, starboard side, lets
point screening for any bombers that get them.” The ship rolled presenting the port side four times their mass… The battle could have
cut their legs out and not destroy the ship, got
through.” That was wishful thinking but the of the ship “in position sir”. They hadn’t had the gone very badly. However with experienced
it?” looking at the view screen to his gunners
Captain knew better, they would get through, time to repair from the last three operations yet… Spec Ops squad leaders that were very
who all nodded. Gripping the arms of his
there was no stopping it. They were just And carried the scars of battle. The Captain accustomed to boarding operations, things went
command chair the Captain leaned forward,
beginning to get telemetry reports as they entered hoped the Armor would hold out, just one more as smoothly as they could. A couple wounded,
“Fire”.
the binary moon gravity wells, fully a dozen of time... nothing more.
the fighters were updated TIE Bombers. The weapons exchange was nearly simultaneous,
As the TIE bombers came into range the point The Imperials were running a skeleton crew
defense guns began spewing fire at them, they with the 752 meter Acclamator firing a full salvo compliment with minimal naval trooper support
The TIE fighters lead the spearhead, in an arrow of it’s Forward, Port and Starboard guns at the
used the main batteries to sort of control the and no Storm Troopers. They surrendered in
formation, bombers following slightly behind in much smaller 250 meter War Frigate, the
flight patterns of the bomber half dozen by short order after fielding two stolen Zero-G
an identical flight grouping. They swept low advantage of having a wedge shaped ship to be
throwing heaving anti-warship fire around them. Storm Trooper Suits against them.
near the surface of the gas giant so as to get a certain. A lot of the Acclamator’s weapons fire
Not at all expecting to hit with the Mon
bead on the Another Chance, it was a standard missed because the War frigate is a much smaller The Accalmator and the fighter wreckage would
Calamari’s donated anti-warship Turbolasers.
tactical maneuver. They sighted their target and and more nimble craft. What did hit, however, give them more than enough salvage to
The point guns cutting apart two bombers before
swept up toward it, fighters still in the lead. “Z was more than enough to breach doubled shields completely refit their ship and fighter
they even launched their ordinance was
Group, go” The Captain said on an encrypted and blow a significant amount of armor off the compliment. Granted, fielding salvaged TIEs
fortuitous, the remaining three hammered the
comm channel. The Z-95’s with their enhanced Fore, Starboard and already damaged Port sides and cobbled together snubfighters was never a
port shields with enough ordinance to penetrate
performance in atmospheric and gravity well of the ship. Explosions resounded inside the hull great option. However, it would hold them over
them, several impacts blasting directly on the
flight, swept up and out of the interior of the gas of the Another Chance, indicating multiple hull until they could cash that Acclamator in for
hull of the Another Chance. Lights flickered,
giant and hit the bomber formation from behind, breaches. proper squadrons. Naturally, the “cash-in”
some explosions resounded in the hold from at
cutting apart half of the bomber squadron before would be turning the ship over to Alliance
least one hull breach that had hit a main
the TIE fighters had realized their error and The Acclamator’s fate was far worse, however, Command. Just not before they stripped it of
somewhere. They had likely been hit by Heavy
turned to engage, allowing the remaining six as the first shot from their Ion Cannon Array anything useful to them and their own ship. The
Space Bombs… The bombers passed, losing one
bombers to streak toward their intended target. ravaged the Imperial ship. The first shot lit the warship itself would provide a full refit of their
more of the number to the point defenses. With
“Space Master group, launch” and the trio of hull with electrical fire, the second shot consumables, that alone was worth it’s weight in
mere seconds before the bombers would align for
salvaged Zebra II’s punched out of the forward, intensified the ion storm raging on the ship’s hull credits. They were already at the edge of their
another pass “Roll to Port, present them with the
lower, hangar of the Last Chance and burned and dropped the Acclamator’s forward shields operational endurance and this victory was just
same target on the Starboard side. Lets hope we
toward the six approaching bombers. One of the the third lit the deck on on the opposite side of what they needed.
get them all this time.” The ship rolled, and just
Zebra’s exploded about midway into it’s the ship in crackling ionic fire, while the fourth Life in the Rebel Navy isn’t a glamorous
as the Bombers reached weapons range one of
interception flight. “Flight leader’s gone!” came shot impacted very near the mid section of the business. Those that think it is… Had been
them exploded, the remnants of the Z-95’s, a pair
the exasperated cry over the comms. ship, this time a portion of the deck exploded dead since the founding of the Alliance to
of battered fighters, punched out from around
The remaining two Zebras did little to slow the one of the moons, using it’s gravity to slingshot from an excessive amount of static discharge as Restore the Republic. It was just another slim
advance of the bombers, which had been refit them into weapons range so rapidly the bomber’s internal electronics detonated under overload day in the fight against the Empire.
with advanced shields and a pair of quad Gun gunners could not respond. The bomber threat, conditions, and all it’s lights in that part of the
turrets that resembled the weaponry found on died in the chaos the fighters had caused. While craft flickered out.
Lancer frigates. Between the two of them, they the Z-95’s blew past the last bomber, whomever
managed to destroy a singular bomber, before was piloting couldn’t hold it together and banked “Target Life Support, one salvo, main guns” a
being cut to pieces themselves. Below, the fur to run. They were cut to pieces by the point thin but deadly smile briefly touched the
ball of a dogfight ensued with TIEs and a defense guns on the Another Chance before they Captain's features. The Another Chance opened
gradually diminishing number of Z-95s could get to a safe distance. “Open a comm up with it’s forward, Turbolasers and killed the
10 11
Glossary of Terminology skill or are rolled alone for complex skill tasks sense, that can help another skill roll succeed. each hero / NPC is defined by their attributes.
like Engineering or Medicine. Movement is pulled directly from Dexterity, 1
CPD: Capital Point Defense. This is a method
I’ve made some changes to have had to add some meter per pip in Attribute. So, a 2D Attribute =
Asshat: Anyone who goes out of their way to by which a Capital Ship uses it’s main weapons
new terms to make the game function the way 6m base move, while a 3D Attribute is 9m and a
derail the game and destroy the fun of the rest of to throw waves of weapons fire into the path of
we want it to. This list is far from 3D+1 is 10m. There are actual advantages for
the group either by means of foul (vile, incoming military ordinance (like Missiles and
comprehensive, however, it will present some of higher attributes. Almost everything is derived
disgusting, sexually explicit and deviant) role Torpedoes) and it far less effective than
the most common alterations. directly from Attributes in a physical sense and
playing descriptions or just being a combative, Snubfighter Point Defense, yet, it adds another
metaphysical sense (Attributes even determine
Advanced: Typically associated with military selfish and unwashed turd. layer of defense when being bombarded or
base Force Resistance).
ordinance: Advanced Torpedoes & Advanced shelled by craft capable of unleashing hundreds
Astrogation: A subset of the Navigation skill
Missiles are examples. Means these items are of units of ordinance on a target simultaneously. Disruptor: A very dirty energy weapon that
that pertains specifically to navigating in space.
much more lethal and have greater capabilities. “vaporizes” it’s targets. Any kill result means
In the old West End Games system it was the D Code: Everything in this book generally is
that the target and all their possessions is brutally
Advantages: Special abilities that are only only navigation skill, now it is a specialization of expressed in a “D Code”. That’s how many D6
ripped apart at a molecular level. The death
available at Character Creation that add some Navigation. you typically roll. It is expressed as “D”.
screams from such a weapon are haunting.
pretty big bonuses to certain areas of your Atmosphere (Atmo): The relative speed that a Darkside Points: This is a representation of These weapons are illegal almost everywhere.
Character. Some can be acquired later, however, vehicle will traverse in Atmosphere. Also how evil your character is. Though Bonded Mercenaries can carry them.
they are watered down compared to the ones you determines the ranges associated with weaponry
sacrifice Skill Dice/Build Points Points for at Datapad: This is the most common unit of Disadvantages: Just like they sound, Character
in a planetary Gravity well.
character generation. Computing Technology in Star Wars. It’s flaws that award you Build Points/Skill Dice that
Barrier Technology: Precursor to true shields. effectively an advanced Tablet Computer and is allow you to buy more skills or advantages. Be
AP: Advanced Proficiency. One time purchase They protect vs one type of attack. They can be commonly found almost everywhere in the Star wary, many of them impose severe penalties to
skill that adds some benefit to rolls or simply effectively layered on top of one another with Wars Universe. The Datapad can perform basic your Character.
negates a 15 point unskilled penalty in an multiple generators. Very commonly found on computing and data access functions (though
Advanced Proficiency. DR: This stands for Difficulty Rating
personal armors and archaic tech based ships. actual computers and portable computers do
Advanced Melee (Lightsaber) AP: This is also exist). These devices are used daily for calculate Elite Paths: Or Elite Development Paths.
referred to as Alchemical Weapon AP. It allows Burst Fire (BF): Weaponry that is capable of coordinates, carry manifests and any form of These are enhanced areas of training and
for the proper handling and usage of all automatic fire. Typically firing bursts of 5+ other data / media. Often considered an essential understanding that yield benefits to your
Alchemical Weapons (Sith Swords and other rounds. These either deliver additional “to hit technology it is amazing how many players never Character concept. You are not limited to only
“enchanted” weaponry). It is one skill that and damage” bonuses, allow suppression fire or even consider picking them up when they are one, however, you must posses whatever the pre-
covers both Alchemical Weapons and targeting multiple individuals/vehicles lying about. requisite for that path is, at Character Generation,
Lightsabers. The two have always been simultaneously. in order to eventually acquire it.
Death Star Scale Weaponry: Incredibly high
interchangable with Jedi over the eons. Character Points: These represent experience powered weapon systems that have enough Epic Points: Like a Force Point but even more
Alchemical Weapons: These are weapons points awarded to players for success in potency to strip the atmosphere off of a planet, potent.
wielded by Sub Class Jedi and Jedi that are roleplaying. They are used to raise skills and crack a planet’s crust and even destroy planets.
attributes & can be used to enhance skill tests. Fizzy Glug: The Star Wars term for Soda Pop.
effectively “Enchanted Weapons” that can do Derived Attribute Ratings: comes in many types and varieties. Amber Ale
almost everything a Lightsaber can do. Comlink: The Star Wars version of a cell Phone These describe the statistical values that are Fizzy Glug, from the Tapani Sector, is some of
AoE: Area of Effect. Some weapons and and a Walki Talkie all in one. derived from the Character’s attributes that the most sought after Soda Pop in the Star Wars
powers cause Area of Effect damage blanketing Condition Monitor: This term refers to how define the following: Universe (well at least my games anyway).
an area in meters with a flat damage code that damage is tracked vs individuals all the way 1. Movement Speed Force Armor: An Advantage that becomes a
cannot be easily dodged because it is a blast through the largest ships and Death Star Scale 2. Jumping Distance Character’s Null Force Attribute.
radius. objects. It’s typically broken down into 5 tiers: 3. Climbing Speed Force Attribute: A new Attribute value for
Armor: A base value of damage resistance that 1. Wounded / Light Damage 4. Safe falling distance Characters that defines how powerful your Force
will absorb “x” amount of damage before being 5. Swimming Speed
2. Wounded Twice / Moderate Damage User is. Force Sensitive is a pre-requisite for
rendered useless. 6. Damage Soak Rating obtaining D in Force Attribute.
3. Incapacitated / Heavy Damage 7. Weight Allowance
Armor Ablation: This is a value pertaining the 8. Dead Lift Maximum Force Point: This doubles all Skills and
physical resistance of a given craft and it’s ability 4. Mortally Wounded / Severe Damage 9. Throwing Distance Attributes for one Round. Force Points are
to reduce incoming damage. Typically, this 10. Natural Defense awarded for acts of heroism or use at the
value is combined directly with Shield 5. Killed Instantly / Destroyed
11. Vehicle Defense dramatically appropriate moment. They can be
Mitigation to form a base level of damage The values for each tier are derived from the 12. Force Resistance lost if used for selfish purposes.
resistance for all incoming attacks. Strength attribute for Heroes and from Hull
Values for Vehicles. In the old way of doing things all individuals of a Force Potential: Everyone has a limit on how
AS: Advanced Skill. Higher levels of skill specific race moved at the same speed. Now, powerful (at a base Attribute level, like a Racial
knowledge that either add directly to a standard CS: Complimentary Skill. Any skill, that makes
12 13
Attribute Limitation) they can become. Just run for their money. around 5 days. These munitions also travel Munchkin: Every game group has one. This
being Force Sensitive caps your total Force at x1/3 or faster speeds of Hyperspace. guy or girl is the bane of the GM’s existence and
Gravity Well: This is referred to frequently in
Potential pretty low. However, for each D you has to be the best at everything. Or at least they
conjunction with safely jumping into Ion Burn: It’s illegal to employ Ion Engines in
invest in Force Attribute your Force Potential try to be, generally to the dismay of the other
Hyperspace. Planets typically generate a Planetary Atmosphere. However, if you do,
increases. players. Typically they choose some sort of
something called a “Mass Shadow. This this drastically increases a craft’s performance.
super alien race that has damn near every power
Force Powers: These are effectively the “spells” invisible, magnetic displacement, radiates out to • Take the Cautious Speed of a Craft and triple
in the galaxy.
that a Traditional and some Sub Class Jedi can 120 Space Units from the planetary body. it (Atmosphere 800 Km/H = 400 Km/H x 3 =
employ to achieve extraordinary feats. Hyperspace travel is only capable of, safely, 1,200 Km/H). This becomes the base, I have done my best to neuter the gaming
being entered into and out of at the 120 Unit Atmospheric speed (which can then be Munchkin. In my Species section there are
Force Sensitive: To be Force Sensitive you
marker. escalated up to x4). ample examples of how I have balanced various
must invest 1D of Attribute dice. This gives you
• Some objects can be used to generate a Mass • An Ion Burn ignites the atmosphere around races of the galaxy. It will give you a good idea
an additional free starting Force Point and allows
Shadow like Asteroids and they can be it, in many cases causing particulates in the how to do it for any Munchkin Alien species a
you to build the Force Attribute. You also
dragged into hyperspace lanes to disrupt atmosphere to reach combustion (explode). player decides to choose.
become susceptible to gaining Dark Side points
transit. Leaving a burning trail of radioactive
for “evil” and selfish actions that end up harming Mundane: Someone who cannot use the Force
• Other devices like Gravity Well Generators particles in it’s wake. An Ion Burn will
others. (Not all selfish actions yield a Dark Side or become Force Sensitive. It is functionally
will create artificial Gravity Wells and can detonate the atmosphere in any fuel rich
Point). similar to being Force Sensitive on the opposite
both prevent Hyperspace Travel as well as environment (Star Port).
end of the spectrum.
Force Skills: These are the three focusing skill confuse Telemetry on a number of guided Lethality: This refers to escalating damage
slots of the Traditional Jedi. Control (Somatic), ordinance (Missiles and Torpedoes). Natural Defense: This is a value that is derived
based upon your success level or amount of
Sense (Quixotic) & Alteration (Sorcery). • Jumping into Hyperspace, in a Gravity Well, from the Dexterity attribute for individuals and
points you exceed a difficulty roll by.
is akin to driving a car through a solid brick makes up the base target number to hit them. It
• Control: Is anything that deals with self
wall. Some craft have been designed to do Lightsaber: An incredibly simple, deadly and is derived by 1 point per pip of attribute. Thus a
resisted or enhanced physique. It is also
this, the rest will be ripped apart if an elegant weapon common to Traditional Jedi. It’s 2D Dexterity NPC would have 6 points of
referred to as Somatic.
incredibly difficult Astrogation Test isn’t blade is one of “bent” light. It’s a Plasma beam Natural Defense (meaning the difficulty to hit
• Sense: Is anything that informs the Jedi of accomplished (90+ Point Difficulty). folded onto itself. There is, perhaps, no more them is their Natural Defense of 6 + Range +
information beyond the self. It is also deadly a weapon in the galaxy than one of these terrain modifiers).
referred to as Quixotic. Hyperspace Telemetry Sensors: An ultra when wielded by a Traditional Jedi.
advanced sensor suite, typically carried on Null Force: generally referring to an object or
• Alter or Alteration: Is twisting the fabric of Capital Ships that allows for the detection of Limited Force User: These are individuals with area that is either immune to the Force or blocks
reality to serve the Jedi. Sometimes this is to incoming hyperspace based ordinance, targeting very weak connections to the Force. They don’t it. True Null Force objects are incredibly rare
attack, maifesting in visible energy and other the vessel. Also allows for the deployment of register as Jedi and their benefits are limited. and effectively indestructible from anything
times it is for self mobility. This is also countermeasures to defend against such However, they can pursue a bit of Jedi and Raw other than being thrown into a Sun or Molecular
referred to as Sorcery. weaponry. Furthermore, these sensor suites also Jedi training, though they excel at neither. Furnace.
Free Action (FA): Simple issued commands, allow for the vessel to target enemy ships beyond Maximum Sensor range: The absolute Null Force Attribute: The opposite of a Force
fluid alteration of tactics, drawing a weapon, their sensor ranges and (possibly) in another maximum range your sensors can reach in Space Attribute, representing the rough power level of a
switching combat Forms, triggering a Martial sector and return fire with similar weaponry. Units that doesn’t yield good sensor readings. being or Character that can effectively combat
Arts maneuver, using some Advantages, Hyperspace Torpedo: An advanced weapons Targets are often “fuzzy” if not completely Force Users without being a Jedi. This attribute
sustaining a Force Ability after the first round, technology developed by the Galactic Empire indeterminable at those ranges. Best example: offers the bearer incredible levels of resilience to
flipping a light switch, Angling shields, insulting would micronize Death Star Scale Damage. They the battle of the Enterprise vs the Reliant in the Force Related Abilities and can empower those
an enemy in combat, etc. are small, snubfighter sized weapons that can Mutara Nebula in the Wrath of Khan. skilled enough to be able to fight and hinder one
Glow Rod: This is a Star Wars Flashlight. It is target anything one or more sectors away and or more Jedi simultaneously.
Meters Per Round (MPR): This is the
an effective tool that will shed light in a number track these targets through hyperspace to deliver calculation that converts Kilometers Per Hour Proton Warhead: These are small explosive
of fashions and is even capable of emitting heat Death Star Scale Damage to them. The weapons (Km/H) into the distance a vehicle can travel in a charges. A Snubfighter’s Proton Torpedo
on a limited basis (+3 to Survival Tests). systems are further capable of re-acquiring any 5 second Round. Take the Km/H and divide it by Warhead is the size of a thick Sharpie Marker
Another often ignored piece of equipment that is target that manages to evade them on a first or 3.6 to get the Meters Per Second, then multiply Pen. I’m listing this here because I used this 9D
designed to make life easier. Glow rods typically subsequent pass. Only ships equipped with this by 5. Static Snubfighter Scale warhead, in a Fizzy
have enough power to provide light / limited heat Hyperspace Telemetry Sensors can effectively Glug bottle, detonated with a Comlink, to kill
defend against them. Missile: A unit of military ordinance that is
for one user for 5 days without need of being two Royal Guardsmen once.
• A Jedi, however, could continue to guide a more robust in size and abilities than a Torpedo.
recharged.
targeted craft out of harm’s way by using Missiles possess greater ranges and tracking PTP Link: An archaic version of a Comlink.
Grammaton Cleric: This is a rare Quixotic Jedi Instinctive Astrogation and Micro Jumping to ability than Torpedoes do. They are most Allowing for communications in short range (1
Order that focuses on dual wielding pistols & safety. commonly called Concussion Missiles, though KM) between units. Generally untraceable and
Martial Arts Prowess. They are incredibly lethal • These munitions have finite fuel, though, it is other warheads are known to exist. un-intercept-able in eras with Comlinks.
in combat and can give most Traditional Jedi a typically more than enough with ratings Requires cellular like towers for enhanced
14 15
ranges. Character, Craft or Structure. Firing at scales SP: Skill Specializations, focused, singular skill multiple “stutter” shots (better known as Burst
above yours are easier to hit, whilst being much areas that increase at half cost. Fire weaponry) at them that overload their ability
Pulse Wave: An older energy based technology
tougher to damage. Firing from a superior Scale to pick singular targets out of the “air”. One full
typically associated with archaic energy SPD: Snubfighter Point Defense. This value is
at an inferior one is much harder to hit, but burst (splitting the fire control on an X-Wing’s
weapons. It’s considered by some to be a “dirty” the amount of inbound military ordinance
delivers more damage. Some larger scale quad guns and making 4 single action shots) will
technology. There is no stun setting, and it is (Missiles and Torpedoes) that a craft can shoot
weapons are AoE. disable a Void Generator (Dovin Bassal) for one
similar to disruptor technology, though more down if they have given the order to use point
Action. Allowing opposed fire to pass the device
refined. Several subsequent shots by a Pulse Shields: The term refers to an energy barrier defense guns exclusively to target missiles and
and strike it’s intended target. Expert pilots
wave weapon will disintegrate an adversary. The that is capable of deflecting both Energy and torpedoes.
would spray 4 single shots at a targeted Vong
blasts unravel targets at a molecular level. Physical weaponry (unless otherwise noted). Static: This term refers an escalation of a Snubfighter and then follow it up with a full
Found on many older starships. Typically found on starships. However, personal weapon’s power. This value typically adjusts the Quad (Linked shot). Detonating Torpedoes or
shields and those on other vehicles do exist.
Quixotic Jedi: A Jedi Subclass that can only damage of the weapon in question up by 50% Missiles before they reach the Void generator
Access the Sense Advanced Skill under their • Hard Shields: perform all the function as and is highly resistant to changes in Scale. As with a Free Action will also overload the
Force Attribute. As such they are a powerful, standard shields, however, they also Ablate such, Scales above that of the Static Weapon Generator for 1 Action.
focused, Sense oriented Jedi. These are oddball damage as armor does. Which means a only penalize the damage delivered by ½ of their
• The practice of defeating these devices was
Jedi that follow some strange notions that tend to portion of the delivered damage is reduced or typically rating.
not discovered immediately. It required a lot
be incredibly effective. redirected prior to impacting the durability of Synthrope Dispenser: A small, high tech of trial and error and cost a significant
said shields.
Rail Weaponry: Also known as Mass Drivers disposable device, that contains a liquid agent amount of lives against the Yuuzhan Vong.
and Gauss Weaponry, these less advanced but no Snubfighter: This term is something one of the that instantly coalesces into military grade rope
• This level of dedicated, concentrated, fire is
less lethal weapons accelerate metal slugs with pilots during the briefing for the Death Star Run as it is dispensed (literally being pulled out as a
both dangerous and incredibly difficult to
magnetic rails to near light speeds. They deliver (Episode IV) used to refer to Starfighters. The small, highly durable, rope). These devices
perform with out dedicated systems like burst
incredible damage and are all Burst Fire capable. term stuck and we’ve essentially replaced all typically contain between 50 and 100 meters of
fire cannons.
references of Starfighter with “Snubfighter”. rope.
Raw Jedi: A Jedi Subclass that only relies upon
• Some weapon systems would be found, later,
their Force Attribute to power their abilities. It is Somatic Jedi: This is a Jedi that is only capable Torpedo: This term defines a unit of military
that effectively nullify Void Based
essentially a Jedi Spellcaster. They have access of using the Control Skill under their Force ordinance that is generally small, yet carries a
Technology. Items like Beam Tubes
to On the Fly Sorcery. This is a Sith Alchemist Attribute. They are highly focused and receive heavy explosive charge. Typically more
effectively turn the Void Based Tech into
effectively. some incredible bonuses as a result (Similar to powerful than Missiles with less range and either
standard shields. The issue here is that Beam
how a Quixotic Jedi can only use their Sense limited or no guidance. Most commonly known
Recording Rod: This is not simply an audio Tube technology was only largely
Skill). as Proton Torpedoes. Though other warheads do
recording device. It is a fully featured “cam manufactured in the time era associated with
exist.
corder” that will record video at high resolution Space: The relative speeds of a Craft in Space Xim the Despot (25,000-ish years ago) and is
(there are more professional cameras, this is the (Units) as well as the effective ranges of Ultra Heavy Weaponry: Incredibly expensive only in common use with the Tionese Unity,
size of a hand held microphone). Recording weaponry in Space. to manufacture, incredibly deadly. Typically which is a spiritual reformation of Xim’s
Rods are capable of accepting data cartridges for found on some Capital Ships due to power Empire, minus Xim the Despot.
Space Bomb: A unit of military ordinance that
enhanced storage, however, they tend to have 5 requirements and size. They defy standard
is completely unguided. They don’t possess any White Current: An alternate view to the Jedi
days of power and enough storage integral to the, weapons ranges, often capable of firing out to
type of propulsion system other than a magnetic that focuses on illusion. Their connection of the
for 24 hours of audio content or 12 hours of maximum sensor range. These weapons ignore
lock-on system and use the momentum of the Force creates incredible illusions that typically
audio and video. many common modifiers like Armor Ablation
craft “dropping” them to reach their targets. don’t effect the physical realm. They are an
and Shield Mitigation similar to how Death Star
Rocket: A unit of military ordinance that is They are actually ejected from the craft that is incredibly focused offshoot of the Jedi Alchemist.
Scale Weaponry does. Ultra Heavy weaponry
cheap to fabricate and field, that possesses no “dropping” them. These Incredibly deadly
incur targeting penalties for any craft below a
guidance system. It is a “dumb fire” weapon. weapons carry huge explosive payloads and are
certain capital ship size.
They tend to carry large warheads and there is dangerous to use. A snubfighter hugging a
also a “heavy” variant with even more explosives Capital Ship’s hull whilst dropping them can be Vehicle Defense: A defensive rating that
crammed into the rocket. obliterated by their subsequent detonations. typically determines the base level of difficulty to
They come in many varieties. hit a vehicle. It is derived from pips of the
Round: A unit of measurement that is Mechanical Attribute in the same fashion that
associated with the amount of time available in Sorcerer: Refers to a type of Jedi that can only
Natural Defense is determined from Dexterity for
an action sequence. A Round is 5 seconds. used the Alteration Skill under their Force
Heroes.
These can also be referred to as “Combat Attribute. They are incredibly focused and
Rounds” since this is the time in which heroes receive incredible bonuses to use their abilities. Void Based Technology: An advanced “black
and adversaries will act vs one another. Each They are prepared Force Users and must have a hole” like technology capable of generating
having one Round in which to act. list of Spells that they can cast from (the spells small singularities that absorb everything fired at
must be formally crafted like powers and a finite them. Commonly found on Yuuzhan Vong
Scale: Determines the relative toughness of a amount can be memorized daily). starships, one way to overload them is to “spray”
16 17
Preface Lucasfilm president Kathleen Kennedy stated the
Star Wars sequel trilogy films are incredibly
Introduction Troopers. There is no limit to the amount of
flexibility you will have here other than
A long time ago, in our galaxy, on the planet difficult to make because they don’t have “source This is the 4th Edition of Star Wars the limitations of the time period like how some time
Earth a man named Daniel Scott Palter founded material,” and they don’t have “comic books.” Roleplaying game. A direct successor to the 3rd periods will feature few or no Force Users/Jedi.
West End Games. It was 1974, to be precise, Kennedy was asked by Rolling Stone if the final Edition and a spiritual evolution of the West End
thirteen years before they acquired the Star Wars entry in Disney’s Star Wars sequel trilogy was “a Games D6 Star Wars 2nd Edition game setting. In Star Wars 4th Edition, each player creates a
License and released the first edition of the Star particularly hard nut to crack.” Previous iterations of the game (3rd Edition) had hero who begins at an introductory stage in their
Wars Role Playing Game. evolution. Some games may allow for more
She responded:
The First Edition books had been out since 1987. “Every one of these movies is a particularly hard
I had only played one game with the first edition nut to crack. There’s no source material. We
prior to picking up a copy of the 2nd Edition in don’t have comic books. We don’t have 800-page
1992 when I was graduating from High School. novels. We don’t have anything other than
The 2nd Edition Revised and Expanded book passionate storytellers who get together and talk
came out in 1996, with West End Games going about what the next iteration might be.”
into bankruptcy in 1999, due to mismanagement. https://www.superherohype.com/movies/472176-
More importantly, WEG established the kathleen-kennedy-claims-star-wars-films-have-
foundation of the Expanded Universe for Star no-source-material
Wars. This material was considered to be so This brings me to the core of the 4th Edition D6
authoritative that when Timothy Zhan set out to Star Wars RPG I have Written. It draws heavily
write the Thrawn Trilogy, Lucas Arts sent him an from all the source materials that Kathleen
entire box of West End Games’ Authored Kennedy says doesn’t exist.
Expanded Universe material. He drew heavily
from this basis of material in his novels. I started this Edition in late 2018, 4 years later
I’m almost done. I took the best elements of my
The Expanded Universe is so vast that it spans D6 3rd Edition (released in 2016) and amplified
droves of novels, over thirty years of material the core mechanic to a new level. The game
and dozens of fan made books that pay homage retains all the depth and complexity of the
to the basis that WEG laid out in their D6 Star previous edition with many elements streamlined
Wars game setting. It is a universe of adventure to allow for ultimate player choice and
and stories that is still written for in the form of customization. The game can be played in a
what Disney (who acquired the license to Star referred prospective players to do their own
traditional sense and all the values in the book advanced or less advanced heroes. The
Wars) calls “Star Wars Legends”. research and become familiar with the old 2nd
translate seamlessly to 2nd Edition should you introductory stage of the player’s heroes is
Edition rules which were widely available, while
The Expanded universe was the core of the Star choose to have a classic West End Games Star important to note. This is merely a starting
out of print. This time around, we will be
Wars Franchise. All the stories, sourcebooks and Wars experience. Furthermore, the system is point, regardless of whether or not the hero
guiding players and Game Masters through the
material of the EU is what kept the franchise compatible with my 3rd edition (Starships have began as a criminal. That hero can evolve into a
entire process as the game system is it’s own
alive and ever growing. While some disagree changed in durability a bit) and any other Open Jedi Knight over time. The only limitation for a
beast. It has become distinctively different
with this story or that one (lots don’t like the D6 project that exists out there as well (Like player’s desire to change or evolve is the GM.
enough that the entire process requires the full
Yuuzhan Vong), the timeline was ever REUP).
treatment of hand holding and deep explanation.
progressing and intact. The amazing part of the Game Master (GM): One of the players assumes
In 4th Edition Attributes are diluted down to flat
EU was that there was always room for another The Star Wars universe is all about endless this role. Ultimately, you are the story teller for
bonuses and derived ratings. They are still rolled
story. Possibly from a different perspective or adventure, ultimate player choice and player the overarching narrative that sets the stage for
for some tests (like Perception) at times. Skills
with a different group of heroes (new ones). We driven destiny. A Game Master can develop any the players. Your story can be a linear
all start at 0, climbing 1 pip at a time. Multiple
haven’t seem much of that from Disney. Rogue sort of narrative they wish as a backdrop for the experience or it can be quite flexible and even
actions are limited by your skill dice and the new
One and Andor being the only standout examples setting, however, ultimately your players will player driven. It is up to you on how you
system slows the pace a bit, but in my experience
of what I would call good. The Mandalorian was make and break your setting. The best possible structure your stories, villains and challenges.
most players couldn’t handle the old system
good for the first season. anyway. The system will climb into cinematic outcome is when players write their own stories,
There is no end to the amount of adventures you
Possibly the most famous blunder to date action properly, over time. allowing the GM to develop story for them on
can have in this setting. There are no constraints
involves the keeper of directing Star Wars into the fly and enjoying in the story just as much.
I sincerely hope you enjoy my labor of love. that prevent you from flying from one side of the
the future, Kathleen Kennedy. A woman that had galaxy to another or even delving into unknown
been handed the reigns of the franchise from LegendaryExGamer The setting is for new heroes, other than those
regions. The Star Wars universe, regardless of
George Lucas himself and was subsequently November 13th, 2022 that we all know and love from the movies and
books. Here you can play your own flavor of a the past 20-30 years of source materials, has
betrayed by his “protege”. plenty of room for your own heroic legends to
Smuggler, Jedi Knight and even Imperial
18 19
exist within it’s framework. (it happens) or it is an act of selflessness to save whether they be for good or ill. • Chapter 15: Starships of the Galaxy with a
others. Death may be staved off in a number of good amount of them from all eras of play
Let’s paraphrase something I enjoyed reading ways, being placed in stasis, being the recipient The game setting exists in large part, in the Star (refer to the starship guide for more)
from the D&D core Book. There is no winning of “Transfer Force” or any number of other Wars galaxy. Other portions of the game can
• Chapter 16 details vehicles, like walkers and
or losing in the Star Wars universe. This is your techniques including cybernetics. You can cheat very easily exist outside it bounds, thus there is
speeders, as well as heavy installations like
story, this is your evolution and endless death in the setting quite readily. no actual limit. However, many systems on the
Golan Defense Space Platforms and
adventure. Here players work in unison to galaxy map will have detail and many will not,
planetary bases.
accomplish great deeds and to put an end to A Galaxy of Adventure and that is where the GM comes in. I highly
unjust regimes. Whether that be fighting the recommend heading out to Google and looking • Chapter 17 details stock droids that are not
Empire or the Hutt Syndicate, it does not matter. There are infinite locales in the Star Wars for Star Wars Galaxy maps ultimately you want player characters, though they may be owned
The GM creates challenges for the players just as Universe and all of them are gateways to nearly one that offers vast detail and zooms in (the map by them.
much as the players themselves can create their endless adventures. These adventures begin with to the left is actually quite limited compared to • Chapter 18 covers running the game as a
own challenges and drive the narrative by their your player’s choices on the types of heroes they some of the PDFs and image files I have found Game Master and includes GM rules, setting
own actions. want to play. Whether that be with a Smuggler, simply searching for “Star Wars Galaxy”) There information, planetary systems, construction
Jedi, Rebel Spec Force Operative, Imperial are a myriad of game supplements that are for rules and more.
Your heroes can, actually, die in this universe. Assassin, Warship Commander, Snubfighter the 4th Edition (updated 3rd edition source books),
However, the end of one hero’s story in this Pilot, Guild Leader, Droid Hero, Starship as well as others, that present details on a number Game Dice
fashion can just as easily give birth to the next Mechanic, etc. It does not in the slightest bit of the systems that you find in the Star Wars
hero. Sometimes Death is an excellent matter. All of the above professions are starting Galaxy. With a little research you might just find The game uses Six Sided Dice, commonly
finalization to a story. Ultimately, death is not points that allow players a basis of ability. It is an incredible amount of detail available for your available almost anywhere. We call them “D6”
recommended unless the players are being stupid up to them to evolve their roles in the galaxy, stories and game challenges. Much of this detail in the game system and it’s where the game
•
can be readily found on D6 Holochron and system derives it’s name from “D6 Star Wars”.
Wookiepedia. Examples of game supplements There is a really good chance that you already
THE GALAXY that are available to interface with the 4th Edition have some from one board game or another even
directly are: The Starship Expansion, The if you aren’t a gamer! However, in the event that
MAJOR TRADE ROUTES Of THE GALAXY: Tionese Unity Sourcebook, The Corporate Sector you don’t you can acquire them rather cheaply
O Perlernian Trade Hoe.
O Ccrelim Fhan
• 01.1111.T.11¢ 4.51.
Guide and this book’s own system detail. Any from almost any comic shop and/or online. It is
•
O Ri.mi TWO RoV111
O 111441,11V4r, other D6 Sourcebook is also 100% compatible, recommended that you possess at least one D6 of
FeLxia •
you might just have to adapt some of the differing color. This is for a “Wild” die, more on
."
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R0141:' •i statistics yourself. that in a moment.
. _• 1,
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• •1.14 Anything you actually roll for will be in D6. The
•
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• Using This Book typical values that you will be rolling on a
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Star Wars 4th Edition is divided into several parts. Attributes. You will roll a number of six sided
•
C!4•-•••
• • Chapters 1-6 detail hero creation dice corresponding to a Skill. These rolls will be
4-'7- •
10
Unknown tallied with the corresponding Attributes and
Raglans • V9.7 • Chapter 7 contains Weapons and Equipment
•••-••• amount to a total that will be necessary to
• Chapter 8 detials Cybernetics and Bioware accomplish tests/reach target numbers in the
• Chapter 9 details the Force and a variety of game to perform Actions.
different Force Practitioners (Different kinds
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Ra...••••
20 21
The Wild Die ammunition at an inopportune time. It can be unknown (unencountered) adversaries. to fix things “What’s wrong with the Repulsor
I have been on and off the fence about the a deflection of damage or any number of Coil, can I repair it?” Many GM’s will leave
implementation of the Wild Die for the past 20 things (GM discretion). However, rolling a 1 The players will encounter puzzles, ruins of long enough of their narration open for players to ask
years. While I think it’s a fundamental of the on a Wild Die does not always result in a dead civilizations, and creatures from bygone questions.
WEG D6 experience I never liked how it was failure. eras as well as their own. Threats from without
one of the Dice in your dice pool. In 4th Edition and within can be dealt with by any group of Space Drama / Opera: Space Opera is defined
• If you choose to accept the botch the 1 from
it is removed from your direct Dice pool and heroes. Perhaps, they will be fighting against a as a sub-genre of science fiction that emphasizes
the Wild Die is added to your total and
only adds or subtracts from your end result if you local crime syndicate or even tackling how to space warfare, melodramatic adventure,
something interesting happens.
roll a 6 of a 1. hunt down and eradicate a Rebel Cell (as interplanetary battles, chivalry / romance and
• If you choose not to accept the botch, you Imperial Agents). Deep space, so to speak, is the risk-taking. Most good Star Wars narratives will
This can be treated as an optional component, remove the Wild Die (1) and reduce your end limit here. Whatever you can conjure, will inject some manner of this into their story arc
however, I strongly recommend you leave it in test result by 3. This can result in outright further the narrative. However, there are four directly or even into individual hero story arcs.
your games for as much random flavor as failure or in the case of highly skilled tenets of a good Star Wars Story. Not every story will center on this, but it’s
possible. characters (4-6D+) more of an recommended that GM’s keep their options open
inconvenience. Personal Journey: Each Hero needs to have and are capable of adding it in.
Classic WEG: One of your D6 is designated their personal time to shine and their own story
as a “Wild Die”. In classic WEG Games this Recommended usage: Have the players simply arc either fleshed out in a player driven fashion A full story arc will include adventure,
Wild Die is one of your dice in every dice pool tell you how many times they achieved a roll of or with the aid of the GM. The very best Star exploration, NPC interaction, romance, rivals,
you roll. six “I got 2 Wild results” or that they rolled a 1 “I Wars stories are ones of the journey it takes to cause and effect, combat, space battles, vehicle
• A roll of 1 is a Botch and you can take it and got a Botch/Mishap result”. Then you as the GM become an accomplished and renowned hero. chases, traversal of hostile environments,
add it to your total but something interesting determine the outcome. For many of us gamers it’s all about the personal, wildlife encounters and threats, etc. Just because
happens like a gun jamming, or running out heroic, journey. It’s what we live and breathe. the players aren’t Luke or Leia Skywalker/
This way the GM can dynamically alter the
of ammo, or 5 is added to your difficulty. This is the lifeblood of a roleplayer. Organna doesn’t mean their stories can’t be just
outcome and at their discretion can change that
• If you choose not to take the Botch then you as epic or important. The Starwars Universe is a
+3 into a 1D bonus or a 10 point increase in
remove the Wild D (1) and one of your other Social Interaction: This game is about vast one, with plenty of room for all the Lukes,
damage. Possibly, a -1 to -3 DR in difficulty or
dice with the highest roll. camaraderie with friends and enjoying one Leias, and Han Solos, Boba Fett’s and Darth
any number of other beneficial things. another, playing off of one another and working Vaders you want to cram into it.
• On a Roll of 6, the D “explodes” and you In the event of a botch/mishap the GM has more together to achieve goals. This is Social
keep rolling (every additional 6 allows you to license to cinematicly alter the flow of events or Interaction, Roleplaying is a social “Sport”
roll it again). You add the full total to your simply dismiss the issue entirely. Because some and it’s not for everyone. The talented few
test result. mishaps are truly immersion and story breaking of us that love Roleplaying can envision the
4th Edition Use: The Wild Die is a separate and need not penalize the players. stories we take place in without visual aids.
D6, that adds/subtracts nothing from your roll Furthermore, GM’s need to encourage their 25
MAY
unless you roll a 1 or a 6 on it. If Players insist on tracking it themselves, this players to work together as opposed to
will simply add or subtract 3 points from their against one another.
• A roll of 6 “Explodes” and you roll again
(and can keep rolling on each additional roll
totals. THOUGH
THE A NEW
Environmental Interaction: The most oft EMPIRE
of 6). For Each consecutive roll of 6 The Story overlooked aspect of Roleplaying is for
mAr MOCK
OUR TINY
RE BEL
HOPE
(including the first) adds 3 to your result. (3 players to interact with NPCs. An NPC is a T
Pips represent a Full Attribute D). The setting consists of stories (adventures) that Non Player Character, for those not in the
the players set out on with their Heroes. These know. These NPCs are controlled by the
This kind of Wild Success may not simply carry stories take the shape of galactic conflicts,
... IT WILL
SOON TREMBLE
with it a 3 point boon per escalation of your roll. GM and the are essential for hero growth. AT THE
spanning the entire galaxy. While other stories It is here that many players do not even
M TFIERIOUS
MIGHT OF...
It can be an amazing boon, possibly being able to are much more personal. MEFORCE
squeeze out even more shots from your full attempt to ask “Hey, GM, can I see if the
automatic blaster than you expected or doubling local oppressed people will follow me in
It’s recommended that any prospective GM craft attacking the Imperial Garrison?” Your
the fire rate due to a rare circumstance or even a specific story elements that branch off directly
deflection of damage that might otherwise players can use their skills of persuasion to
into the backgrounds of individual players. This gain followers and even henchmen that will
destroy your ship. allows player to have their time in the spotlight follow them into hell and back (over time).
• A roll of 1 is a “Botch” or Mishap. In which and for personal, character growth. While It could mean the difference between
case something interesting happens. Not conflicts can be galactic in their span, many other success and failure. This is Environmental
always bad, but typically carries with it some stories are told on an individual basis focusing Interaction, where players ask the GM for
sort of penalty. This can be as simple as on just a couple brave heroes. These conflicts information or detail on any number of
adding 3 to the difficulty of a test or more may be very deadly snubfighter battles, one on things from the in game puzzle to how best
cinematic like your gun runs out of one against pirates, specific rivals and even riptappa ret.corn
22 23
Step-by-Step Hero Creation Difficulty Ratings
The first step in your journey in the Star Wars This is the core of Star Wars D6 Roleplaying.
universe is to create your Hero. Your Hero is a All your tests will be determined by the
combination of game statistics, character “Difficulty Rating” or “DR”. This is the actual
templates and whatever backstory your difficulty to perform a task. Furthermore, this
imagination can conjure up. You choose a race, difficulty can be modified up or down by a
an early developmental path, your Starting number of things. It can be increased directly by
Profession, your Social Standing and finally the use of Complimentary Skills and a myriad of
place your own spin on the character during the other factors like the environment, terrain,
customization phase. Your character’s wound level, etc.
personality and appearance are created as well It is expressed as follows: +1 DR, -1DR, etc.
and it’s all up to your imagination and personal DR 27 (+1 DR = 30), DR 40 (-1DR = 30).
creativity.
Standard Difficulties:
The Basics Very Easy 6
Character Points: (Experience Points) Easy 9
Character Points are awarded and used to raise Average 12
Skills and Attributes. Skills can only be
increased by a single pip per game session. Moderate 15
Difficult 18
Furthermore, they can be applied to increase the
result of any Skill (or Attribute) test. In this case Very Difficult 21
they add +3 points to any test per Character Point Challenging 24
spent. There is no limit to the amount of Arduous 27
Character points you can spend other than the
amount you possess. Exceptional 30
Remarkable 40
Skills are increased in Pips, and begin play at 0- Heroic 60
2D. Increasing a skill from 1D to 1D+1 costs 1
Character Point (increasing a skilled area with no Epic 90
D-Code is also 1 point per pip: +1, +2, 1D, Legendary 120
1D+1, 1D+2, etc.) Immortal 180
• The cost of advancement: is always the value Rakatan 240
before the “D”: 3D = 3 points per pip, 4D+1 Celestial 360
= 4 Points per pip, 5D+2 = 5 points to raise it
to 6D.
• Skills Always increase as +1 Pip, +2 Pip, Die Commentary About the Difficulty Ratings:
Increase (3D+1, 3D+2, 4D). The method by which the core difficulties were
derived is based off of a Base 2D (NPC)
Attributes can be increased at a cost of 10 times attribute. So, in order for your average galactic
their Die Code. Thus a 3D to 3D+1 attribute denizen to be able to perform a very easy skill
increase costs 30 Character Points. they:
Time (Rounds): We break the actions you take Require the Skill in the skill area (otherwise
down into rounds. Each round typically they suffer a +3 to the skill difficulty).
represents a couple seconds, generally speaking, Their 2D Attribute gives them a 6 point basis
figure on 5 seconds, GM discretion. Some tasks for performing anything they are skilled in.
will take hours/days/weeks/etc to complete, and
while you only roll once that’s not a round ;). Thus Very Easy Tasks can be performed by a
That’s just an extend period of time. If you’re skilled NPC (with no D in the skill itself).
building a Droid, Lightsaber or a Starship, it will
take a while. WEG Standard rules have the core difficulties
of the game based off 5 point increments
25
(generally). If you want to use this book for a Classic WEG Star Wars Optional Rule: You • Recovering Shields (1 pip per FA) randomly (with a 3 point penalty for Skills &
Classic WEG Star Wars game, then you kick can choose to stack the character’s Attribute with • Performing, minor, in-flight repairs (like 9 point penalty for Advanced Skills and
most difficulties to the nearest 5 point Increment their skills to allow for more actions to be taken slapping a seal on a hole in your cockpit) Proficiencies).
(Very Easy goes from 6 to 5, Easy goes from 9 to in a round. In this instance the base success • Transferring power to different systems & • For Instinctual Actions (don’t use anything
10). Classic WEG Difficulties should be 5, 10, rating is invalidated and replaced by raw rolls. using Auxiliary Power. to trigger): Like a basic search test based off
15, 20, 25, 30. Furthermore, all defense ratings are also • Taking additional Movement = 1 meter per of pure perception. Or a balance test while
eliminated and you must evade with dice rolls. Free Action spent. on a tight rope. Or even a free bonus to
Actions Free Actions
• 3 Free Actions can be “cashed in” to perform evade damage, the result of which is the
an additional Full Action with no penalty
Most Roleplaying games limit the amount of amount (nice GMs).
Every hero begins play with 2 Free Actions. (one that normally incurs multiple action
actions that a player can take by level. This is a penalties), once per game session. Strength (STR) determines a Hero’s raw
These are functions that any Hero can perform
skill based game, the only limitation is the • Likewise, an Action is technically 3 Free musculature. However, the attribute defines
that don’t require them to take multiple actions
penalty for those multiple actions. Your first Actions and can be “cashed in” to award more than simple brawn. It defines certain types
(and thus a multiple action penalty). They range
action is not penalized. Every action after the additional Free Actions if ever necessary. of movement speeds, a hero’s ability to endure in
from drawing a blaster or a sword, reloading,
first performed subtracts 1D from your dice This adds to your Multiple Action penalty. hostile environments and strenuous activity, their
issuing tactical orders and commands to parking
pools. raw damage soak potential (hit points) and it also
Force Powers that your Jedi or Force Witch has Please Note:
activated/cast and wants to keep “up” (or active forms the basis for many skills. It is your
For Example: If you perform two actions, all Cinematic Dialogue: Is always a freebie, this
in the background). Most characters in the Star throwing distance as well. Strength determines
skills suffer a -1D reduction. does not count as an Action or Free Action:
Wars universe will possess from 0-2 of them. Natural Healing, offering 1 Recovery Test per
Dialogue in combat to scold, mock or annoy
NPC characters typically have none, while more day per Full D6.
Full Action: If the hero only performs one your opponents whilst trying to kill/defeat them.
action in a round the difficulty to perform a given advanced ones can have 1-2 or more. Dexterity (DEX) determines your natural grace,
Free Actions vs Multiple Actions: Any Skill or
task has no penalty. • Think of Free Actions as your Mental manual dexterity and overall agility. It
ability that you “Park or Keep Up” with a Free
Capacity for Multitasking. determines base ground movement speeds and
Action does not impact taking, actual, multiple
Multiple Actions: even aerial speeds for races with wings as their
• And simple actions that take a few (1-2) actions: like attacking 3 baddies. main movement. It defines your personal
Multiple Action Difficulty Penalties: seconds, or less, to execute. Notes: defensive rating and also forms the basis for
First Action: No Penalty
These are everything you are thinking about and Some skills have the ability to be parked, most personal combat skills.
Second Action: -1 Skill Dice
actions so simple they don’t penalize you for actively, with Free Actions after the initial test
Third Action: -2 Skill Dice Perception (PER) is the raw, natural,
doing them, like opening a door or flipping a (or round of activation). Aside from what was
Fourth Action: -3 Skill Dice awareness of any Hero. It defines your view-
light switch. After initiating Tactics and stated above (like Tactics, Command, etc) other
Fifth Action: -4 Skill Dice able distances, your ability to not be surprised in
Command with an Action, you can make in the skills that are more passive in nature can,
Sixth Action: -5 Skill Dice an ambush as well as a Hero’s attention to detail
moment alterations to your Tactics and then also likewise be parked like Sensors &
Seventh Action: -6 Skill Dice and ability to notice things that would be
verbalize the changes (Command) to your Communications: Commscan being a prime overlooked by others. It is yet another
• The the amount of actions you can take is is subordinates. example. “container” for a myriad of skills that range from
the amount of Dice you possess in a skill.
List of Common Free Actions: social interaction to subterfuge.
Once you deplete the skill Dice you can take
• Drawing a Weapon The Seven Attributes
no further actions and the success of those • It’s also the individual’s average resistance to
actions rests solely upon your base attribute’s • Reloading a Weapon There are seven core attributes in the makeup of the Force.
success rating. • Re-Issuing Orders (After initial Action) Heroes in Star Wars. They are: Strength,
• Re-Assigning Tactics (After initial Action) Dexterity, Perception, Knowledge, Mechanical, • A PER Dice Roll is how Initiative is
• When you run out of Skill Dice in a skill, no • Parking Force Powers (After initial Actions) Technical & Force Attribute / Null Force determined.
additional Actions can be performed. • Aiming for a single (or 1st of a sequence) Attribute. The latter of which is considered to be Knowledge (KNO) is the Intelligence Quotient
Example: Jarvis is a gunman with 4D Dexterity, attack (+1 to hit, per FA + any bonuses your derivative of the Force and not an 8th Attribute. of any Hero. It covers a wide array of abilities as
Gunplay 4D & Dodge 3D. Jarvis declares he weapon provides; applies equally to unarmed You get one or the other if you are capable. the blanket basis for nearly endless skill
will fire five times. This is a -4D penalty to all and melee attacks it’s just focusing your applications. However, the value of Knowledge
Each Attribute creates the basis for your Hero’s
actions. In this instance, each of Jarvis’s five attacks) does not end here. It further defines survival
success at making skill tests. For each pip of
shots trigger off his base attribute (1 point per • Using Fire Control skills obscure knowledge and Technological
Attribute Dice you receive 1 point toward the
pip, 3 per D) of 4D which is 12. The 12 points • Taking additional time to gain a bonus to a understanding. It is a core ingredient and
success of your skills. Attributes are only rolled
provided by raw Dexterity must be enough to skill, up to 3 Free Actions can be parked for a complimentary to many Technical skills. First
randomly in certain circumstances:
defeat the target numbers of the individuals he is +3 Bonus (+1 per FA) or 1 Full Round of Aid and Medicine (Doctors) are tied to this
firing at. Furthermore, Jarvis cannot Dodge, as Preparation (does not stack with FA). • For Damage Resistance: The Strength Attribute.
his Dodge pool has been depleted and he defaults • Defending (+1 to hero’s Natural, Vehicle & Attribute’s random roll result ablates damage
Force Defense per FA used) taken from attacks that land. 1. Your hero can accumulate or use number of
to his base attribute Defense Rating of 12 as well Free Actions (in a round) equal to one per pip
to avoid any incoming attacks. • Angling Shields • For Unskilled Tests: The Attribute is rolled
26 27
of Knowledge you possess (2D = 6, 3D = 9, 6D is the maximum level of investment prior to Any Force Attribute Dice above this rating those Attributes? Every Hero begins play with
4D+1 = 13). KNO is a Hard Limit per round incorporating Advantages that may alter the will function normally against them. 18D of attributes (that is eighteen D6). These
player’s power level (the Attribute begins at a • This rating also mitigates Alchemical and Attributes can be broken down into smaller units
• Per D of Knowledge above 2D gain 1 Free 1D penalty, this can be recovered by buying the called “Pips” which show incremental progress
Lightsaber Weapon damage at 1 point per pip
Action (3D = +1, 4D = +2, 5D = +3, etc). attribute back up manually, during game play, toward the next tier (a full D).
of Null Force Attribute (including the +2D).
Mechanical (MEC) is the raw potential ability and thus allowing for the player to actually have
• Mundane Characters Do NOT have Force This is expressed as: +1 Pip, +2 Pips, 1D, 1D+1,
a hero has in manipulating machinery on a a 6D Force Attribute. The cost of this is 10
Points. They possess Edge Points: With a 1D+2, 2D, 2D+1, 2D+2, 3D, 3D+, 3D+2, 4D,
personal level. Essentially, this is the Hero’s points per pip to recover the lost D).
Hard Limit of 5. Functionally Identical to and so on.
“Dexterity” for piloting craft and riding beasts. Notes: Force Points with Double the Damage Attribute Advancement: Attributes can be
Furthermore, it forms the basis of many skills The Force Attribute is a Container for three skills Resistance. They cannot lose these points, raised at a cost of Character Points equal to 10x
that range from craft gunnery to sensor under it. These Skill Slots can be purchased for they are always refreshed shortly after use their current code rating:
manipulation. 5 points each. The Skills are: Control, Sense & (immediately or a couple rounds) or at the
Alteration Any Sub 1D Attributes cost 10 points per pip to
• Determines Droid Repulsorlift Movement start of the next game (GM Discretion).
acquire the first Full D (30 Points).
Technical (TEC) is the basis for hands-on Null Force Attribute is the polar opposite of • Even Selfish Acts aren’t penalized.
Complimentary Skills (CS): As with the 3rd
repair skills. It further defines one’s ability to the Force Attribute. It represents a lack of • Epic Points are burned as normal but Edition many skills can be used in unison to
become an effective Engineer or modify your connection to the universe. In fact, those that Function similar but with Double the either enhance another skill or lower the
guns, armor and ships/vehicles. This is applied possess Null Force Presence are considered to be Damage Resistance. difficulties of a test. Typically, the
Knowledge, effectively. While it doesn’t require “Outsiders” to the galactic whole. They don’t
• Per full D of Null Force Attribute they Complimentary Skill will add a +2 bonus to the
a keen level of Knowledge to be possessed in typically fit with any sort of natural existence.
receive a +1 Toughness Advantage. test’s success per Full D of Skill Possessed
order to be useful, it is completely The means by which one acquires Null Force
(depending upon how relevant the skill is to the
complimentary to the Knowledge Attribute (and Presence is typically in regard to a cataclysmic • Beneficial Force Powers, mental main task, GM Discretion).
vice versa). event/abuse of the Force (the Yuuzhan Vong) or manipulation and tracking spells and Magic
too much Force Potential present (as a sort of • In order to apply a Complimentary Skill a
Force is the basis for determining if a Hero can (including healing, disease removal, etc)
balancing act, at the height of the Jedi Order). never function on them. Free Action is required per CS applied.
perform feats of a metaphysical nature. This
will, effectively, define their raw “Magical” Essentially, these sorts of individuals are
incredibly rare. Null Force requires less • Null Force wielders have a - 3 DR resistance Acquiring Skills, Advanced Skills,
power level. While other attributes “buy in” on a to all toxins and diseases including those of
D of D basis, the Force Potential attribute investment than Force Attribute does, with the Advanced Proficiency(s) and
initial 1 Pip granting 1 point of Null Force Yuuzhan Vong Origin.
represents something so powerful that the buy in Specializations:
for it costs an additional Attribute D just to Attribute. • Null Force Wielder’s Bodies reject Bioware.
Even cloned organs and replacement limbs Skills cost 5 point’s to purchase the skill “slot”
achieve the status of “Force Sensitive” (0D). Investment: Start & Max: (to learn the basics of the skill). There is an
0D+1 to 1D “Mundane” 0D+1 to 1D will wither and die. They can only use Bio-
1D Attribute Investment = 0D Force Alchemical Implants (Yuuzhan Vong Tech). unskilled penalty for not possessing the skill slot,
Sensitive: This is the bare minimum status 1D+1 to 2D 1D+1 to 2D and it is typically a 3 point additional difficulty.
2D+1 to 3D 2D+1 to 3D Cybernetic implants can be utilized though
level a player needs to have in order to become a double costs for installation (double penalties • Skill Slots increase by Pips, starting at +1
Jedi / Metaphysical practitioner. 3D+1 to 4D 3D+1 to 4D
4D+1 to 5D 4D+1 to 5D too if Yuuzhan Vong). (then +2, then 1D, then 1D+1, etc; beginning
5D+1 to 6D 5D+1 to 6D • All Yuuzhan Vong specific equipment, players can, however, assign 1-2D per Skill
Any investment of attribute dice over this will vehicles, vessels and weapons will function slot)
add directly to that value (1D+1 = 1, 1D+2 = 2, 6D is the maximum level of investment prior to flawlessly for a Null Force Wielder. They
2D = 1D) investment. Force Sensitive is incorporating Advantages that may alter the • Randomly rolled and added to your Attribute
recognize the wielder as kin. base success rating.
required, as a minimum, for any Hero that wishes player’s power level.
to become any flavor or form of Jedi. • Yuuzhan Vong War Coordinators (Yamaosks) • Multiple actions directly diminish the skill
Mundane: Is simply the indicator that this is the in your vicinity will grant you bonuses (even Dice you have to roll.
• Each additional Full D of Force Attribute opposite of “Force Sensitive”. if you are killing their troops!).
adds an additional +1 Recovery Test per day. Skill Specializations Cost 1D of initial Skill
• The Null Force Attribute completely negates Force / Null Attribute Limits After Creation,
Investment: Max Potential: all Force Powers directed at the wielder up to to purchase at Hero creation, a starting player
all characters can increase one attribute by 1D may never have more than three of them initially.
Limited Jedi: 0D to 0D+2 a certain point. It directly reduces the effect beyond maximum. This can be foregone to
1D = 0D “Force Sensitive”, 1D of any Jedi attempting to employ Force • One starting Skill Die will award three
allow you to raise your Hero’s Force Attribute or
1D+1 to 2D = +1Pip to 1D, 1D+1 to 2D Powers or Magic against them on a D for D Specializations (1 per pip_
Null Force Attribute an additional +1D.
2D+1 to 3D = 1D+1 to 2D, 2D+1 to 3D basis + 2D. Thus their Attribute +2D negates
3D+1 to 4D = 2D+1 to 3D, 3D+1 to 4D Force Attribute Directly and Reduces • After Hero creation and during gameplay,
4D+1 to 5D = 3D+1 to 4D, 4D+1 to 5D Control, Sense and Alter by anything that How to build Attributes Specializations can be acquired for 5
5D+1 to 6D = 4D+1 to 5D, 5D+1 to 6D remains after negating the Force Attribute. So, you’re likely wondering how you derive Character points.
28 29
They increase the Specialized Skill by 1D over Advanced Proficiency: These are buy in skill acts of ultimate heroism and sacrifice. The Penalty to a Force User:
the Base skill, and reduce the cost of areas that encompass advanced knowledge of a • These have a Hard Limit of 5, total. • If the bonus is used for Evil purposes
advancement by ½ Rounding Up. Increasing the particular skill set: Capital Ship Proficiency,
• These points are Burned when used (not fighting your adversaries, freshly evil
base Skill always increases the specialization. Lightsaber/Alchemical Weapons, Swoop acts like melting civilians eyes out of their
Operations, etc. They are required to properly • Epic Points Double All Skills & Attributes for heads just because you can), the player
Example:
use the listed skills with your base, linked skill 1 Round. is instantly awarded another Darkside
• Start: Gunplay 1D: Blaster Pistols 2D without suffering a +3 DR penalty. Advanced
• Adjust your Difficulty Rating (DR) by -1 for Point.
If Gunplay (the base skill) is increased, the Proficiency(s) cost 10 points to purchase and
eliminate the base difficulty of the Skill. In 2 Rounds. Tier 1 Darkside Attunement (1-2 Darkside
Blaster Pistols specialization increases as well Points): This level must be maintained in order
(pip for pip). previous editions of the game these were • Award 20 to Damage resistance for 3
discreet, advanced skills, there is no need for that to use certain abilities Like the Juyo Combat
Rounds. Reducing damage from all sources
• End Result: Gunplay 2D: Blaster Pistols 3D level of complexity. Form.
(each attack). Applies to their Vehicle as
Advanced Skills: Are purchased for 10 Points Force Points: These points are awarded for well. Tier 2 Darkside Attunement (3-4 Darkside
per slot. They begin life as a 1D Skill heroic actions and brilliant ideas, if one is Points): This level must be maintained in order
• Second Wind: Provides the Hero with 1 Free
possessed it cannot be lost under normal to use certain combat forms like Vapaad.
• Performing an Advanced Skill, unskilled Recovery test that is usable at any time, and
results in a +2 DR penalty to the test. circumstances. However, they can be burned for remains until it is expended or: The hero Tier 3 Darkside Attunement (5-6 Darkside
added effect. There is no cap on the amount of may burn that recovery test immediately and Points): This level must be maintained in order
• These Advanced Skills function as these you can possess. They can be awarded for dispel all negative effects and Heal damage to become a Dark Jedi.
Complimentary Skills (CS) to a Base Skill heroic action, high threat missions, campaign equal to their maximum Strength + any Tier 4 Darkside Attunement (7+ Darkside
and reduce difficulty ratings for the standard completion, etc. bonuses (6 points per D, 2 per pip). This Points): This is reserved for those that have
functions of that skill. In this use case the
• All Heroes begin play with 1 Force Point does not regenerate lost limbs/organs, but it been completely seduced by the fast lure of
Advanced Skills are worth 1 points of
will seal the wounds and and allow the hero power that the Dark Side can, and will grant.
Difficulty Reduction per pip of the Advanced Please remember that acts of heroism do go both to function without penalty from those losses
Skill toward the other skill roll (like standard ways, just because a person serves the Empire • Darkside Points only give ½ their bonus at
for 2 rounds aside from running if they are
repairs & modifications). The Advanced doesn’t mean they never get Force Points. They this tier. (2 for +1), and nothing past 10.
missing a leg!
Skill Must be Applicable to the Skill it is earn them the same way a Rebel might, and for
enhancing. doing their duty to the Empire as well. • Second Wind with Vehicles: Allows the Hero • They, however, gain a +1D to Force
to repair up to their Mechanical Attribute, as Attribute.
• Likewise, “basic” (non advanced) repair Benefits: if it were Strength in the example above, to Notes: Generally Speaking, the player’s
skills will aid Engineering as Complimentary • Double All Skills & Attributes for 1 Round their vehicle. character becomes the property of the Game
Skills toward specific Engineering Blueprints
and alterations to a design. • Award 10 to Damage resistance for 1 Round. Master when they hit Tier 4 Darkside Attunement
Reducing damage from all sources (each The Darkside of the Force
(unless you’re running a darkside game).
Engineering / Medicine attack). Applies to their Vehicle as well. This is the quicker path to power for Force
Sensitives. You must be Force Sensitive in order Tier 3 or Higher: Anyone possessing a Darkside
vs • Provide the Hero with 1 Free Recovery test Point can be “forced” to do something they
that is usable in that session. to gain sustained power from the Darkside.
Modification / First Aid didn’t intend to do. Per Darkside Point
Force Points Refresh as follows: I developed a tiered approach that displays the possessed, a GM can tell a player “no, you didn’t
• Modifications are quick performance level of Darkside a Jedi is required to be
enhancers that increase maintenance cycles 1. Used Heroically: Point is refreshed do that, it went like this instead.” This will not
immediately for use in the next round. connected to in order to access certain abilities result in another Darkside point but it will
and can cause problems (like with Jury (or pursue the path of a Dark Jedi).
Rigging). These tend to be relatively quick to underscore how the Darkside interferes with
2. Used to save your ass: Point is refreshed at player functionality on a near constant basis as
implement and inexpensive. the beginning of the next game session. Darkside Attunement:
• Must be Force Sensitive for Force Bonuses they go down the rabbit hole. (It can apply to
• Engineering is always considered “the right 3. Used selfishly for personal gain: Point is • They can be assigned to exceptionally evil earlier tiers but generally not necessary)
way to modify things”. However, it takes a burnt providing the player with a -1 DR to the payers and NPCs that are not Force
lot of time & money, research, prototyping, Redeeming: Tier 1 & 2 redemption may not
final result, the point is not refreshed. Sensitive. Adding something like the Infamy even be necessary, as many combat forms and
shakedown testing, more prototyping, then disadvantage at an appropriate tier and keep
production and more flaw fixing. Typical Totals: Starting Hero = 1, Experienced Jedi Paths will equalize the penalties in many
Hero = 2-3, Advanced Hero = 4-5, High level on stacking more on like Wanted and circumstances. However, a Tier 3-4 Darkside
• Likewise, Medicine is Engineering’s Game = 6-10+. Criminal Record as appropriate (the same Attunement indicates that the character has fallen
equivalent and First Aid is more akin to can be applied to Force Users). to the Darkside.
Modification, as the base skill (First Aid) it No reason to make it impossible to gain these, it The benefit to a Force User:
can apply healing but might leave obvious all depends upon how the story threat escalates. Redemption requires the tier possessed in game
scars and have you wrapped in a ridiculous • Per Darkside Point possessed add +1 to sessions of in order to redeem (for any tier), two
Epic Points: These are incredibly powerful all Force tests, at all times. times the game sessions if the player has been
amount of bandages vs simply being dunked boosts to the hero’s performance for few rounds
in a Bacta Tank for a few days (Medicine). seduced (6-8 games). However, instant
of action. They should be awarded sparingly for
30 31
redemption is always on the table for the worthy. 4. Safe falling distance Soak Rating, unless the character is a basic the rounds/minutes stunned into Hours. Any
This involves the player sacrificing their life to 5. Swimming Speed NPC. additional (the initial Heavy Stun does not
save another or to take out an ultra high level 6. Damage Soak Rating Thus Hero’s and Advanced NPC’s have a Soak confer lethal damage) Stun Damage beyond
baddie. Whether or not they succeed or fail. 7. Weight Allowance Rating equal to 1 point per Pip of Strength + the this point becomes Lethal and follows the
Essentially, this is best characterized by the 8. Dead Lift Maximum Strength Roll. Any damage exceeding this value rules for Lethal Damage. This typically
actions if Anakin Skywalker (Darth Vader) in 9. Throwing Distance converts into Stuns and Wounds. happens when someone is stunned multiple
Return of the Jedi. Characters doing this may 10. Natural Defense times.
not even die (GM Discretion) but the pure act of 11. Vehicle Defense Example: A 2D Strength has a rating of 6. You
the self sacrifice should allow for a Darkside 12. Force Resistance are you are Stunned at 7 and Wounded at 8, thus Fast Resolution Stun (Traditional WEG):
Shift of at least one or more tiers. each additional wound level is reached for every
1. Movement Speed: each pip in Dexterity additional 8 points of damage you take. • Light Stun Effects only occur when the
• Redemption: Shifts Away from the highest added together is the base movement of the damage is lethal and fails to deliver more
level of Darkside Attunement by 1 Tier (4 to player character in Meters per round. Thus a • There are Five Wound Levels in the than 1 point over Strength (Classic) or 1
3, 3 to 2, 2 to 1, 1 to redeemed). player with a 3D+1 Dexterity would move 10m condition monitor. Wounded, Wounded Point over (or at Stun Result) Condition
Redemption does not mean inaction. It does not per round. A player with a Dexterity of 2D Twice, Incapacitated, Mortally Wounded, Monitor Base.
mean you will not enter into combat. It simply would move 6m per round base (typical NPC Instantly Killed.
• Weapons Designed to Deliver Stun (or
requires you to enter into combat with good movement). In the above example, a character possessing a blasters set to stun): Any Stun Result =
reason and for the defense of others, never as a Base movement is characterized by several 2D Strength can sustain a total of 40 points of Stunned; So, any time you achieve a Stun
first option or an act of aggression. If your modes of modifiers: damage prior to being killed. Result or Higher if playing classic STR
aggression is warranted in order to save lives, resistance vs damage code of a weapon or my
then that too is allowable. • Cautious: ½ Base Move Stun Levels
• Standard Move: Full Base Move system of Damage - STR vs Condition
Calling on the Dark Side • Running: 2x Base Move • Stun + Wound (1+1) is always applied to the Monitor Stun = Stunned (first Stun Tier) for
• All Out: 4x Base Move condition monitor for determining Soak 2D6 Rounds / Minutes GM Discretion.
Don’t have to be Force Sensitive to Call on the Ratings per tier and Maximum Soak prior to
Dark Side. This grants the individual the basic 2. Jumping Distance: ½ Base Movement; death. This is why the ratings are always • Classic WEG Stun Effects are -1D to skills
effects of a Force Point (Double Skills and Can substitute Strength as the metric by which pushed up by (1 or) 2 points. for Light Stun for 1 round.
Attributes) with none of the additional perks the “Base Movement” is derived (using raw
(Bonus Recovery test or Damage Reduction). • Light Stun(s): A Light Stun result is the first Mortal Wounds require Force or Medical
strength to propel the jump). intervention.
tier of non lethal damage. It can occur when
This also awards the player a Darkside Point. 3. Climbing Speed: ¼ Base Movement. Can a weapon delivers damage just prior to an 1. A Med Pack (applied without skill) will not
This can be performed once per Day. substitute Strength as the metric by which the actual wound and it increases all difficulties stabilize them but will extend the time of
“Base Movement” is derived (using raw strength by 3 for only 1 round (whereas a Wound death by a number of minutes equal to it 1
• Double the Negative Effects to all Non-Force to accelerate the climb). per Pip of it’s rating, they will require Bacta
Sensitive Players after use. reduces them until healed).
Time or a Force User.
4. Safe Falling Distance: Is half Jumping Additional Light Stuns will occur at “Wounded”
• Even Mundane individuals can do this once 2. The use of the First Aid skill will add a
Distance. Damage is 5 points per Meter in and “Wounded Twice” Tiers (when the level of
per game session. number of hours to the patients survival prior
excess of this. stun is delivered by a weapon set to Stun). These
to death (temporarily stabilizing them). This
The player will suffer penalties on the rounds Stun Levels stack (still +3 to +6 to +9) will be
5. Swimming Speed: ¼ Base Movement. dissipated after a number of rounds equal to the can be bolstered by Medpacks and other
following Calling on the Darkside. Can substitute Strength as the metric by which medical gear at the time of the skill’s use.
Tier (Light Stun 1, Wounded 2, Wounded Twice 3
Darkside Calling Penalties: the “Base Movement” is derived (using raw rounds) with penalties falling off of -3 per round. 3. Transfer Force stabilizes and allows recovery
strength to propel the swimmer). naturally (STR), or with Bacta/Kolto.
Light Stun: Penalty 3 to all tests for 5 rounds • Heavy Stun: Occurs when the individual 4. Force Healing (Accelerate Healing) will
immediately following the round it was used in. 6. Damage Soak Rating: Also referred to as taking the stun damage reaches stabilize a Mortally Wounded Hero.
the “Condition Monitor” or “Wound Tracker” “Incapacitated” status in Stun Damage (non
Please Note: However, 4 days will be required to recover
This is the amount of damage your character can Lethal, like blasters set to stun). At this
Convert Rounds to Minutes or Hours depending fully. The Hero will suffer a multiple action
sustain before being wounded (and eventually point, the Heavily Stunned individual falls
on the situation and how the Darkside is Called penalty of Wounded Twice for 2 days,
killed). It is a tiered rating that is derived from unconscious for 2D6 rounds.
upon (GM Discretion). improving to Wounded Once for 2 days.
the Strength Attribute. For Example, if an NPC
• Heavy Stun (M): (M = Moderate) Occurs 5. Reduce Injury (Jedi Power) will convert a
has a Strength of 2D (one point of damage soak
Derived Attribute Ratings when the stun damage reaches “Mortally Mortal Wound or Instantly Killed to
per pip of Strength Attribute possessed), then
These describe the statistical values that are Wounded” status and the individual will “Incapacitated” and will leave a correctable
their Soak Rating is 6. Any damage sustained
derived from the Character’s attributes that convert the rounds from Heavy Stun into injury (Requires Advanced Healing and/or
over that rating determines the level to which
define the following: minutes of unconsciousness. rehab/therapy) at Mortally Wounded and a
they are wounded. 1 point beyond Soak is a
• Heavy Stun (D): (D = Deadly) Occurs permanent injury (Missing Limb(s), Chronic
1. Movement Speed Stun, 2 points beyond is a wound. However,
when the condition monitor equals or passes Pain, etc) at Instantly Killed. Magical
2. Jumping Distance Strength is always rolled and reduces the
“Instantly Killed” status. This will convert Resurrection will follow the same logic.
3. Climbing Speed incoming damage BEFORE is is applied to the
32 33
6. Magical Healing (Subclass Jedi) is similar to 10. Natural Defense: Is the base difficulty to can’t bolster this defense unless your hero
Accelerate Healing. hit a target. It is determined by 1 point per pip of possesses Willpower or Control (As a Jedi). This
7. A Bacta / Kolto Tank will always stabilize the Dexterity & Mechanical attributes. Dexterity is equal to 1 point per pip of Perception.
and heal a Mortally Wounded Hero. for personal scale encounters, Mechanical for • Each Full D of Willpower adds 1 point to
8. The Medicine Advanced Skill can be used to vehicle based encounters. Thus a player with a Force Resistance.
stabilize a Mortally wounded Hero. Dexterity of 2D+2 (8 Pips) would have a Natural
Defense of 8. This is the base difficulty that • Each pip of the Force Attribute & Perception
This is the level at which limbs are lost in adds 1 to Force Resistance.
cinematic play. With the above 7 points being must be overcome in order to hit your Hero in
stated, Not all Mortal Wounds are death combat. Note: If your race is under 1m in • Control Dice (rolled randomly) add directly
inducing. A lightsaber will sever a limb, but it height, add +1 to Natural Defense. to resistance tests.
may cauterize the wound instantly. Use GM 11. Vehicle Defense: If that player was • The Force Resistance of a Null Force User is
discretion on the nature of the injury and piloting a swoop, speeder, snubfighter (etc) and their Perception Attribute + Null Force
suitability of it. Be Lenient. they had a Mechanical of 4D (12 pips) they Attribute + 6 Any of the Above Applicable
would have a Vehicle Defense of 12. modifiers.
Please Note: Players can always use
Character Points, Force Points or Epic Points for The Three Modes of Defense: • Subclass Jedi can use their Chosen Skill as a
additional damage soak/resistance. randomly rolled resource to resist negative
1. Natural/Vehicle Defense: This is the Force Powers just like Control (Sense or
7. Weight Allowance: Determines what you player’s base defense. It is the pure target Alter).
can carry prior to being encumbered and number to hit the player or their vehicle most
suffering action penalties. The weight times. Determined as one point per pip of • Jedi Alchemists will also roll their Force
Allowance is 7.5 Kilograms per pip in Strength. Dexterity or Mechanical. Cover can also Attribute (in addition to it’s defensive rating
It can be escalated (increased) by a successful apply here. to resist negative Force Powers).
Athletics test, from 1.25 to 1.5 times. The Building Cara Dune
maximum level of burden will have other effects 2. Augmented Defense: Natural Defense +
on the Hero like Endurance tests, If sustained for Dodge/Piloting/etc. The result is the target Each step forward will build toward fleshing out 2. The Early Developmental Path
long periods of time. that others need to exceed to hit them. Some the example Hero: Cara Dune, from the TV Cara Dune chooses an early childhood,
modifiers can apply to this status, like cover series “The Mandalorian” and what she would developmental path. This selection provides an
• Encumbered Status adds a penalty of 3 to all and Terrain. In this instance, all modifiers have looked like at the beginning of her career.
Skills & -1D to all Attributes, and will extend additional four skill slots and a perk of choice
apply to the defense of the Hero (Cover, from a list. She chooses Silence, which provides
the weight that can be carried to 2 times Range and Terrain Modifiers). 1. Choose a Race
(double) and at 3 times the weight allowance, Every Hero begins their development with a bonus of +3 to Stealth and Hide Checks. This
penalty 10 to all Skills and -2D to Attributes. 3. Full Dodge/Defense: This is Natural/ Racial selection. There are, literally, hundreds of forms the basis of her formative years prior to
Vehicle Defense + The Character’s Dodge, playable races in the Star Wars Universe. This her joining the Rebel Alliance.
8. Dead Lift Maximum: Determines the Parry or Piloting Skill and is a full action book will endeavor to introduce you to over a
maximum dead lift the Hero can pull off for short where no other actions are performed. In this 3. Choose a Starting Profession
dozen of them. Others are listed in direct 4th Cara Dune chooses the Rebel Shock Trooper.
periods of time (a number of rounds equal to instance, all modifiers apply to the defense of Edition Source Books. Yet, others can be
how many Free Actions they possess). This is the Hero (Cover, Range and Terrain Which is essentially a fanatical arm of SpecOps
adapted from the myriad and vast amount of volunteers that take on the most dangerous
determined by multiplying 15 Kilograms per pip Modifiers). source-books and material that exist from the
of Strength. missions the Rebel Alliance has to offer. This fits
• The Hero’s / Vehicle’s Base Soak rating original WEG Star Wars book, as well as, dozens perfectly with her background that typically
Note: If your race is under 1m in height, the is added to any damage resistance tests. of fan made books. Chapter 2 will cover the operated independently and with no support. It
amount under that level is the percentage by Thus, a Hero with a 2D Strength has a Races in greater detail. is also an arm of the Rebel Alliance that was cast
which you must reduce your carry and dead lift base soak rating of 6, which is added to The race you choose contributes to the overall aside after the Battle of Endor and disavowed /
weight (.8m = 20% less). Any hero 2m+ can lift/ all resistance tests during a full defensive look and feel of your Hero. Not to mention it even hunted for their continued operations.
carry 10% more weight. action (2D6 Strength + 6). We do not can have quite an impact on your Attribute
count the Stun and Wound (+2) as part of This “template” provides her with 4 additional
9. Throwing Distance: There are two main makeup, as well as, racial advantages. These skill slots and another perk of choice, which she
modes of throwing for maximum distance in a the base Soak Rating. racial advantages are perks that add bonuses selects to be toughness, which adds 1 to all of her
functional sense. • The same applies to vehicle defense skills and abilities the Hero possesses. Damage Soak ratings (increasing the difficulty to
Direct Throw: 5 Meters per Pip of Strength determined by the Scale of the craft. Cara Dune is bio-genetically augmented and she be stunned and wounded).
Indirect Throw: 8 Meters per Pip of Strength • All Free Actions can be employed here selects that advantage from the list of choices to
flesh out her physique. This racial advantage 4. Choose Social Standing
for a bonus of +1 each or higher as per Cara is currently listed as AWOL, having
Note: If your race is under 1m in height, reduce Advantages. provides a bonus to Strength, Perception and
throwing distance by 50% & +10% to anyone Dexterity. Racial selection also provides the abandoned her posting with the New Republic.
2M+. 12. Force Resistance: This is very similar choice of four starting skill slots. This impacts her standing with the New Republic
to Natural Defense, except for the fact that you and could actually warrant a bounty hunter
34 35
tracking her to bring her to justice/trial. Adding • During the Social Standing Stage she base line, run of the mill, score. Unless you want • Safe Falling Distance: 3.75 M
more flavor to her character she selects criminal selected a minor negative background that to invite some sort of disaster, or are playing a • Damage Soak Rating: (4D6+1 Strength = 13
record: AWOL from the New Republic Military. provided her with an extra 1 point perk. specific race (like a Jawa), you should carry no Pips) + Toughness 3 = 15 + Bio-Genetic
Which worsens her relations with, specifically, less than 2D in your lowest Attributes. Augmentation 3 = 19
More clearly it can look like the following:
the New Republic and many ex-Rebel soldiers Stun: 20 + 4D6+4*
Stage One: Choose your Race In our example with Cara Dune & her focus on
by +3 difficulty. Furthermore, she selects an
• Add 4 Skill Slots personal combat calls for: Strength, Dexterity Wound: 21 + 4D6+4*
additional perk level at this stage since she
• Select 3 Racial Bonuses or one 3 point and Perception to be maxed. Placing 4D in all Wounded Twice: 42
elected to have a negative Level 1 Social
bonus. these areas makes her as tough as a Maximum Incapacitated: 63
Standing (+3 to DR). Cara Selects Sixth Sense 1 human can be. That leaves her with 6 remaining
& 2 as well. Stage Two: Early Development Mortally Wounded: 84
D to invest 2D in the remaining Attributes of
• Add 4 Skill Slots Knowledge, Mechanical and Technical which Instantly Killed: 105
5. Customize your Hero
Here Cara chooses four additional skills of • Pick one Perk from the available make her average in those. • Weight Allowance: 97.5 Kg
choice and can even trade them in for Advanced selection • Dead Lift Maximum: 195 Kg
Then we add the “Bio-genetically Augmented”
Skills or additional Skill Levels. Furthermore, Stage Three: Starting Profession & perk to her attributes, this allows them to be • Natural Defense: 13 (4D+1 is 13 Pips).
she selects one full Advantage. These aren’t Starting Gear Package increased beyond Human maximum to 4D+1 to • Vehicle Defense: 6
weak abilities, they carry power for the • Add 4 Skill Slots STR, DEX & PER. • Force Resistance: 13 (4D+1 Perception)
circumstances that they are applicable to. Some • Select one Perk from the available • Recovery Tests per day: 5 (because of
even increase Attributes (even beyond selection. Starting Skill Dice: Accelerated Healing) at 4D6+2 each
Maximums). Furthermore, Cara selects an Typically players will begin with 8 skill Dice, (typically just one at flat Strength).
additional Disadvantage: Hunted (galaxy wide Stage Four: Social Standing
• Add 4 Skill Slots with them being able to place no more than two *Toughness adds +1 to Damage Resistance per
contract, a 3 point disadvantage), adding to her D per skill slot. Skill D are worth 15 build
background with the New Republic that is is • Some Perks Available Point.
points and can be split into three starting
Wanted on (alive) for her abandoning the New Stage Five: Customization A starting equipment package will be issued
Specializations, or simply refund 5-10
Republic with lethal force only used if she resists • Add 4 Skill slots of Choice based upon her choice of “Rebel Shock Trooper”
Experience Points and can be used to purchase
capture. This allows her to choose an additional • Option to choose a Disadvantage up to 3 in starting Profession. All starting players being
other skill slots (or even increase that
Advantage as credit. Here she formalizes Sixth points and another Advantage up to 3 with 2,500 Credits for personal customization.
Specialization up to 2D).
Sense, for the first Advantage investing an points.
additional two levels into it (4 point Advantage, Advanced Games: Droids as Player Characters
Perfect Sixth Sense). She selects Hyper The Final Touches 12 Skill Dice, no more than 3 per skill Droids: After struggling with this, for forever, I
Movement 1, for an additional +2 to her base, In order to truly finalize your Hero you need to 16 Skill Dice, no more than 4 per skill have come to the conclusion that there was no
ground, movement. Toughness 2 (now 3) and assign your Attribute Dice. All Heroes begin 20 Skill Dice, no more than 5 per skill good way to balance Droids as player characters
Accelerated Healing 1 (+1 to Recovery rolls & play with 18D of Attribute Dice. The Racial unless you wipe their core skill packages and
+1 recovery tests per day). Template determines what your Attribute For Cara Dune: bonuses. Building a Droid was way too
minimum and maximums can be. Just for the All that remains at this point is to determine complicated and open for munchkinization.
Recap sake of further defining what you are looking at Cara’s Derived Attribute Ratings: Thus, if you want to play a Droid, fine, you will
• Each Stage grants you 4 Skill Slots (except be held to the same creation process as normal
in the range of Attribute Dice I will present the
Stage 5), selected from a skill package each 1. Movement Speed players with some level of modification. You
following examples of what the values mean.
stage. Only Stage 5 allows you to fully 2. Jumping Distance will chose one type of standard movement that is
customize what you do with 4 Skill Slots. Attribute Selection: 3. Climbing Speed in line with the type of Droid you are (other
• Heroic Characters begin with 18D of 4. Safe falling distance
• You gain 3 perk points for starting, racial Attributes. movement modes can be purchased later and
5. Swimming Speed added / integrated rather easily).
selections, which is how Cara purchased a +1 • Generic NPC Characters begin with 12D of 6. Damage Soak Rating
to each of her STR, DEX & PER Attributes. Attributes. You came off the assembly line sentient with
7. Weight Allowance
• This yielded her a 4D+1 Strength, 4D+1 • Advanced NPC’s begin with 13-17D of 8. Dead Lift Maximum some of your core programming and escaped.
Dexterity and a 4D+1 Perception, the rest of Attributes. 9. Throwing Distance Essentially, you follow their core Skills and
her attributes are all 2D. She is not Force Fleshed out characters from the above attribute 10. Natural Defense attempt to recreate it, using the skill slots below,
Sensitive (after applying 18D of attribute selection lists will use the full creation process. 11. Vehicle Defense only adding your true personal spin on things
dice, more on that later). Generic NPC’s will have far fewer skills (mobs). 12. Force Resistance during customization.
• You gain a light Perk (1 point) for Early Please Note: A 1D Attribute defines your hero Stage One: Choose your Race: Droid
Cara Dune • Add 4 Skill Slots
Development in addition to a 4 Skill as having some serious issues (though some NPC • Move: 13 (15 Hyper Movement)
Package. races may have attributes this low). • Select 3 points of Bonuses
• Jumping Distance: 7.5M
• You gain another light Perk at the Starting NPC’s typically have no less than 2D in all • Climbing Speed: 3.75M Stage Two: Core Design
Profession stage (1 point). Attributes at their worst. A 2D Attribute is your • Swimming Speed: 3.75M • Add 4 Skill Slots
36 37
• Pick one Perk from the available Martial Arts & Melee Combat Forms: Free Skill Slots: If you want to start your game • Skill Dice: 15 Points (or 5 per
selection as a basic one, and you want to bolster a few
The Star Wars Expanded Universe has numerous
areas in your deficient players (because they pip)
Stage Three: Social Standing mentions of Hand to Hand Combat Styles and
dump all their skills and skill levels into combat
(This determines if you are Property, Melee Combat Forms. This is just a formalized • Specializations: 5 Points
stuff), feel free to throw them a couple freebies.
Enslaved, Independent, Hunted, etc) grouping of the styles and their benefits. Any
• Add 4 Skill Slots Hero can be good with pure skill, these focal
points will add style and bonuses to those lucky Quick Build Point Refresher: • Movement Increase: Base
• Select one Perk from the available
selection enough to learn them.
The 3rd Edition of the game had Movement can be raised by 2
Stage Four: Core Skill Package These are specialized areas of skill that add Build Point rules integrated into the The cost of increasing base
• Add 4 Skill Slots special maneuvers, defensive capabilities and core creation process. Where 4th
make the heroes more deadly in close combat. movement for any one is based off
• Select one Perk from the available takes a departure is you choose life
selection The melee forms were born out the Jedi of 2D (no matter if you have a 7D
Lightsaber styles. Most of the Martial Arts stages and they award skill slots, Attribute or not). 6 Points per
Stage Five: Customization / Starting forms come directly from the setting. with some choice and a couple light additional meter moved. So a
Character Package advantages.
• Add 4 Skills of Choice Game Awards & Narrative Aids: total of 12 Points for +2M to base
• Option to choose a Disadvantage (up to Refer to the GM Section at the end of the book The Full rules for Point Buy and movement.
3 Points) and another Advantage (of up for details on what to and what not to award per
to 3 point value) game session. However, a typical game session Character builds based off of “Power Increasing Base Movement will
will award between 9 - 15 Character Points. Level” are in the GM section. increase all Movement modes.
Standard Players (meatbags) can and will begin
play with a Blaster Pistol and, possibly, even a If you’re not getting together all that often, you However, some basics that might be
Lightsaber. You can begin play with a standard should probably toss another 6 in there for useful will be re-listed here for your This can extend Safe Falling
attachment or two (GM Discretion) that give players to show some sort of growth between
sessions. I say this for the adults that can’t game
convenience. As far as the “Points” Distance and must be purchased
bonuses or can be used in combat (like an Arc
Welder and a Circular Saw on an Astromech as much as we would like to. are concerned, they’re at 6 points per additional meter.
Droid). I would even be more than inclined to See the GM section for more specifics on indistinguishable from Character
allow starting Droid characters to begin with an awards. It will not be uncommon for players to Points. Entire Character Builds can • Martial Arts: Varies per Style
integral weapons system if it makes sense for exceed the above awards with exceptional games
their Core design. climbing into 18-24+ Character Points
be assembled just by tracking and • Melee Combat Forms: Varies per
awarded. spending Character Points. style
Elite Paths
These represent focus areas of enhanced Hero One thing I tend to like to do is encourage people
development that will take certain Hero builds to to write their background stories (instead of
Basic Costs: • Elite Paths: 15 Points per Tier
the next level. Each Elite Path consists of three simply putting together the templates that create
Tiers of focus knowledge: Practitioner, Expert a story for you) and award bonus points • Skill Slots: 5 Points When Rounding out your Hero you
and Mastery. appropriately. What can be done for long lapses
between game sessions is ask your players to • Advanced Skill Slots: 10 Points may want them to possess Martial
Examples: Ace Pilot, Light Side Jedi, Dark come up with short stories that show what they Arts or specific Melee Combat
Jedi, Ground Commander, Naval Officer, etc. have been up to and award them some points for
those as well.
• Advanced Proficiency: 15 Points Forms. You may want more (or less
You can only possess one Primary, one skills) and you can technically “cash
Secondary and one Tertiary Elite Path. This is Recap: Take 5 minutes per player, when you all • Attribute Pips: 10 Points in” skills and skill slots for a more
one area you want to plan for, because you have get together and recap what their Heroes have (Creation Only, later they cost
limited options. Even without these Elite Paths been up to in the intervening time since the last
focused build or to purchase
you can still become incredible at each skill set, adventure. What your players come up with may
10x the number prior to the D), advanced skills.
it will just take time and skill growth to get there. lead into plot hooks or expansion of the evening 30 Per D.
Primary: Has access to all 3 levels of mastery. story arcs.
Secondary: Has access to the first 2 levels of I have written full episodic recaps of the game • Advantage Points: 10 Points for 1
mastery. sessions from my Character’s perspective to
Tertiary: Has access to only the 1st level of show development and growth, as well as, to get • Disadvantage Points: -10 Points
mastery. people up to speed after breaks in the game. for 1
38 39
Name: Carasynthia Dune “Cara”
rat
Race / Gender: Human (Alderaanian) / Female
Early Development: Blue Collar
Starting Profession: Rebel Shock Trooper
Social Standing: AWOL
Age: 28 Height: 1.76M Weight: 87.73 Kg
STRENGTH: 4D+1 PERCEPTION: 4D+1
• Weight Allowance: 97.5 Kg Hide
• Dead Lift: 195 Kg Search
• Thrown Dir\Ind: 65 / 104 M Willpower
Athletics 1D KNOWLEDGE: 2D
Endurance 1D First Aid
Survival Streetwise
Unarmed Combat 2D TECHNICAL: 2D
Punching Bag / Tank (AP) Security Systems
Demolition
DEXTERITY: 4D+1 General Maint/Repair
Gunplay 2D
Melee Weapons Base Movement:
Dodge 2D Ground: 15m
Sneak Jumping: 7.5m
Climbing: 3.75m
MECHANICAL: 2D Swimming:3.75m
Communications Safe Falling: 3.75m
Sensors
Zero G Operations (AP)"Saw most of my action mopping up after Endor. Mostly Ex-Imperial Warlords. They
Starship Piloting wanted it fast and quiet. They'd send us in on the drop ships. No support, just us. Then
when the Imps were gone, the politics started. We were peacekeepers, protecting
Starship Gunnery delegates, suppressing riots. Not what I signed up for."
―Cara Dune
Advantages:
Bio-Genetic
Augmentation 3 Carasynthia "Cara" Dune is a human female Alderaanian who served as a shock trooper
Silence 1 in the Alliance to Restore the Republic and the New Republic during the Galactic Civil
Toughness 3 War. A seasoned warrior, she is an intimidating brawler and a crack shot. By 9 ABY,
Hyper Movement 1: Dune put her days of military discipline behind her to operate as a mercenary.
Ground
Sixth Sense 4
Accelerated Healing 1
Disadvantages: Character Points: 5
Force Resistance:
Hunted 3 Force / Epic Points: 1 / 0
Free Actions: 4 13
Recovery Tests: 5 / 4D+2
Natural Defense: Vehicle Defense:
13 6
Injury Tracker: Wound Threshold [ 19 ] / Total Damage Sustained: _____
Stunned: 20 Wounded: 21 Wounded 2x: 42 Incapacitated: 63 Mortal: 84 Death:105
Starting Equipment: Blaster Pistol (46) w/2 Extra Mags, Heavy Blaster Rifle (60) w/2 Extra Mags, Vibro Knife (STR+
20), Energy Mesh Suit (L1 Physical, L1 Energy), Blast Helmet (L1 Physical, L1 Energy), Body Glove, Survival Kit,
Med Pack, Synth-rope dispenser and grappling hook, Combat Boots, Gloves, 2 Concussion Grenades, Military
Encrypted Com-link, 2 (extra) weeks of rations and 2,500 Credits.
Racial Template • Typically, you attempt to balance all Bakuran up a Bakuran Senate and electing Prime
templates against one another. The Attribute Ministers. The descendants of Deredith Arden,
Short introductory description placed here. maximum pool from which to draw is 24D. Race: Bakuran (Near Human) the leader of the Bakur Mining Corporation's
Possibly even quote references from books or Encounter Frequency: Very Rare expedition, were the heads of the Bakuran
Star Wars Shows. • In other editions of Star Wars (2nd Ed, REUP, Height: 1.4-2.25 meters tall government. The first major crisis in their
Etc) races might get the short end of the history was a droid uprising in 97 BBY.
Race: stick, like Twi’leks, who star play with 11D Racial Features:
Encounter Frequency: • Skill Mastery 2: Description: The Character Bakurans typically follow the teachings of the
Height: Attributes. This translates to the average receives a -1 DR with two specific skills, Cosmic Balance, a religion that holds that every
NPC Twi’lek having only 11D instead of 12 must be related. Gain those Skill Slots For action in the universe has an equal and opposite
Racial Features: and incidentally reduces the maximum Free (typically, but not limited to, reaction elsewhere. This also leads them to be
Three Points of Advantages come standard with attribute pools by that 1D, allowing Twi’lek Repulsorlift Repair & Starship Repair). suspicious of the Jedi order, whose power they
any template. Per point removed from the Initial players to have only 23D of maximum • Longevity 1: Bakurans are known for believe creates an imbalance in the universe
Advantages you can convert it into 2 skill slots attributes. This was ridiculous and incredibly long lifespans as they have highly which requires great evil to correct it. Bakurans
(Thus any reduction here might look like: developed the use of synthetic and cloned are noted for their Starship and repulsorcraft
unbalanced (furthermore it dropped starting innovations. It is their Repulsorlift factories
Advantages 2, Skill Slots 2 or Advantages 1 & organs that are more resilient to the passage
Skill Slots 4) attribute dice by 1, 17D instead of 18 for of time. which initially attracted the Empire to take
heroes). control of Bakura. Repulsorcraft are so
Advantages: Available Skill Packages: ubiquitous on their homeworld, that even
• A list of Typical Racial Advantages that the • All races, generally speaking have 24D of ordinary furniture is replaced by repulsorchairs.
• Planetary Militia: Gunplay, Dodge, Scholar:
player can choose are listed here. maximum attribute Dice. Most races have
Law Enforcement, Command
attributes that reach a minimum value of 2D, • Doctor: Medicine, First Aid, Scholar Languages: Basic
Disadvantages: though there are exceptions. • Engineer: Engineering, Relevant Technical
• Some Templates have optional Skill, Scholar
Disadvantages that can be taken for • Enhanced Attribute Advantages simply add
additional Skills or Advantages. However, +1D (or a different value bonus) to the Attribute Maximums:
many racial templates will have assigned attribute without inflating the Attribute DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
Disadvantages that come “baked into” the
Maximum (most of the time, those that will TEC 4D
template.
• Disadvantages that are built into the push the attribute maximum up will list it in
their detail). Many races like the Hapans will Reproduction: Mammal
Templates typically exist to offset bonus
abilities of each race. Many of which are reflect this in having a lower base attribute Cultural Detail:
necessary due to the “power” of certain that is pushed back up with an Enhanced Bakurans are near-humans native to the planet of
templates (like the Noghri). Attribute. Bakura located in Wild Space near the isolated
• Built in Disadvantages can be “bought off” if edge of the Outer Rim, descended from human
the player chooses with Finishing Touches • Be sparing in the races that can exceed the setters, they enhance and extend their lifespans
Advantages (it awards three points). As a 24D attribute Maximum mold. Always which enable them to live far longer then other
general rule, do not allow more than three attempt to balance attribute gains vs humans. They are biologically similar to
points of disadvantages to be removed in this baseline Humans; however, they use internal
fashion. It is better to make the players Advantages (or remove some) and
Disadvantages. enhancements and replace their dead or drying
strive to remove their disadvantages over the organs as well as augment themselves using
course of Roleplaying. artificial components. This consists of replacing
Reproduction: Not all of this is self evident, best
guess here. worn-out organs with technological counterparts,
Available Skill Packages: or sometimes cloned organs. The race as a
• Choose 4 Skill Slots of items whole is so highly evolved in this regard that the
• These are initial skill packages for the Cultural Detail:
A brief detail of the race is listed here. It doesn’t baseline longevity is passed down genetically
Template. Choose one and then move on in from generation to generation.
the character build process (Early have to be flawless, just attempt to capture the
Childhood). essence of the race.
Most Bakurans are descended from the Human
Languages: List any languages or limitations to settlement founded by the Bakur Mining
Attribute Maximums: Corporation's Hemei IV-based company
speech here (possibly reflect limitations in
DEX, KNO, MEC, PER, STR, TEC disadvantages as well). approximately a century before the Clone Wars
in 150 BBY. Soon afterwards, the Bakurans
became independent of corporate control, setting
42 43
Celesti about them comes form xenoarchaeology. The Ewok generator there to be destroyed, and in turn, the
Celestial’s haven’t been see since around 30,000 DS-2 Death Star II Mobile Battle Station.
“The Identity of the Architects Remains a BBY. Allegedly there was an encounter in the "The Ewoks are fierce warriors. The top of the Ewoks are individuals that stand about one meter
Mystery…” pocket dimension of Mortis in 20 BBY with the food chain on a savage planet!" tall. They use spears, slings, bows and knives as
–Historical Council “Ones” who all “died out” after that encounter. "Okay, first of all, they live on a moon, not a weapons; they also used hang gliders as vehicles.
Race: Celesti You’re not so sure about being an actual planet. Second of all—" Although skilled in forest survival and the
Encounter Frequency: Nearly Extinct Celestial, because you’re just not that powerful. ―A Whill and another Whill construction of primitive technology, the Ewoks
Height: 1.4-2 Meters You’ve met one, once, you were in awe of them. have yet to progress past stone-age technology.
You seem to recall some rather humble Race: Ewok (Primitive Midget Wookiee) They are quick learners, however, they cannot
Racial Features: beginnings in your youth, however, after what grasp advanced technology and can only user
Longevity 3: Immortal: -3 DR to resist any sort Encounter Frequency: Ultra Rare
you have seen in the cosmos everything seems Height: .9-1.2 meters tall their simple mechanical processes and concepts.
of Toxin. Immune to Radiation and common like a humble beginning millennia later. It’s
forms of energy exposure that can harm mortals. Racial Features: Languages:
been centuries since you have seen others of your
Can survive in vacuum. +9 to Resist Any form kind. You have been alone, on the run so to Natural Hunters: They begin play with the Ewok; The Ewoks have fully developed vocal
of Energy Damage. Benefit from all the bonuses speak. The Most prominent life in the galaxy are following Free skills: Hide, Search: Tracking 1, chords unlike the Wookiee. They have the
of Advanced Age, none of the negatives. descendants of your race’s image. Humanity is Sneak, Melee Weapons, Missile Weapons & capability to learn other languages.
Force Sensitivity 3 the closest physical match. While you blend in Athletics.
Photographic Memory 2 with the commoners here, you never fully fit in. Advantages:
Obscure Knowledge: Scholar: Celestials 1, The Average Age of a Celesti is, at a minimum, Toughness 1
Rakatan 1 (-1 DR to Both) several Centuries Old.
Expert Scouts: any dice placed in Hide Search or
Disadvantages: Languages: Celestial, Rakatan: You receive a Sneak from the above list to receive 2 D for 1 D
• Dark Secret 3: You are immortal, you have +6 Bonus to all Languages as they are placed, maximum 2 Level bonus per skill. 1
seen things that would drive others insane. derivatives of your two principal dialects.
You know things that everyone wants to Keen Sense of Smell: +3 to Search when
know. You will be hunted to the edge of Tracking by Smell 1
existence if anyone ever discovers you. Disadvantages:
• Quirk 3: Unnatural: +9 to all social Ability Activation Limitation 3: Primitive: Can
difficulties, forever. Can never be bought off. never place dice into vehicle, starship or repair
Your experiences have made you different no skills (other than General Maintenance/Repair
matter how hard you try to blend in. becomes: Primitive Maintenance/Repair).
Available Skill Packages:
• Architect: Universal Engineering, Any 2 Available Skill Packages:
Tech Skills • Tree Architect: Primitive Maintenance/
• Survivor: Unarmed Combat, Teras Kasi at Repair, Scholar: Natural Shelter 1, Science:
Mastery, Dodge Primitive Construction Machinery 1
• Mystic: +1 Pip to Force Attribute, Control, (Pulleys), Thrown Weapons
Sense, Alter, Willpower • Sky Captain: Primitive Maintenance/Repair:
Gliders 1, Command, Aerial Pack Ops:
Universal Engineering costs 3 Slots and can be Primitive 1, Navigation
applied to any Technical Skill (not just one). • Village Idiot: Dodge, Survival, Disguise,
Attribute Maximums: First Aid: Natural Medicine 1
4D DEX, 5D KNO, 4D MEC, 5D PER, 4D STR,
Attribute Maximums:
4D TEC
Reproduction: Human? DEX 5D, KNO 4D, MEC 2D, PER 6D, STR 5D,
TEC 2D
Cultural Detail:
The Celestials also known as the Architects, or Reproduction: Mammal
Force Wielders and are an ancient species who Cultural Detail:
were present long before the dawn of the galactic Ewoks are a diminutive primitive species of
community and even the Rakatan Infinite furry bipeds native to the forest moon of Endor.
Empire. They are believed to be responsible for They are most notable for helping the Rebel
a number of large artifacts and anomalous Alliance defeat the forces of the Galactic Empire
planetary formations and species placements at the Battle of Endor, allowing the shield
throughout the galaxy. What little is known
44 45
Human Attribute Maximums: Cara Dune is Human and helps us identify with them. I almost always
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D, play a human or near human. While there is
Humans are the most numerous of all species in TEC 4D Humans are the most commonly encountered nothing wrong with the “Aliens” in Star Wars or
the Galaxy. They possess multiple governing species in the galaxy. They spread to all corners Droids, I typically prefer the freedom and
systems, motivations and an apt ability to adapt Reproduction: Mammal of the galactic whole during massive expeditions limitations of being Human. Naturally, “to each
to almost any situation. This species is the most that launched millions of humans in “Sleeper their own”.
recognizable and easy to identify with. Their Cultural Detail: Ships” where the humans were placed in
motives, desires, hopes and dreams can be Humanity has spread itself throughout the cryogenic stasis and preserved until they reached You will notice that each of these Races has a
anything. Humans tend to live passionately, fight entirety of the known galaxy and beyond. They their destinations hundreds and even thousands number of Skill Packages Available, these
fiercely and build industriously. tend to sit prominently in positions of authority of years later. Thus humans can be found, typically are comprised of four skills (valued at 5
in the galaxy and they are the favored species of literally, everywhere in the galaxy. CP each) and some will even trade skills for
Race: Human the Galactic Empire during the Imperial Period, Advanced Skills (10 CP each), Advanced
Encounter Frequency: Very Common which tends to look down upon other races. The Here she selects the “Bio-Genetic Proficiency (15 CP each) and even more
Height: 1.5-2.3 meters tall myriad splinter groups of the Empire generally Augmentation” Advantage. This means that her Advantages/Perks. In some cases, the skill
adhered to Human supremacy and Alien DNA was manipulated at an early age (pre-teen) package area will be used to strip off
Racial Features: enslavement as well. to add an enhancement to Strength, Dexterity and disadvantages from the Race, rather than grant
Adaptable: There really isn’t an environment or Perception. It’s essentially “Enhanced Attribute” Skill Slots.
situation that the Human race cannot overcome While there have been despots in Humanity’s split into three instead of just being one (and it
given the proper motivation, time and history there are also many examples of movers does not prevent taking an Enhanced Attribute GM’s are only limited by their own creativity
willingness. The human mind has proven, over and shakers that were benevolent. The Jedi for one of those three Attributes in a later stage). here. Feel free to make up new packages as you
the millennia to be very astute and cunning. Order, that once numbered around 20,000 strong This pushes her Attribute Maximums up to 4D+1 require them. However, this is merely Step 1 in
Player is free to select an advantage(s) from the in the galaxy was mostly Human. in Strength, Dexterity and Perception (in addition the process and by the end of it everyone should
following options (3 Points). Furthermore, they to granting a free attribute Pip for each) and it have a fully rounded out hero.
can split this up and assign up to two points of it Languages: Basic also grants an Additional Free Action & +1 to
toward additional Skill Slots (2 Skills per point). Stun/Wound Thresholds, reflecting an ability to
Advantages: multitask better at a genetic level.
• Bio-Genetic Augmentation (3): This adds
+1 to STR, DEX & PER (increasing the Cara will also choose the “Soldier” Skill package
maximum attribute). This is a common here. It fits perfectly with her background as a
modification for those humans specifically Rebel Alliance Shock Trooper. The Skill
bred for war. +1 to Free Actions, +3 to Stun/ package grants her the following skill slots:
Wound Threshold Gunplay (Blaster Pistols, Rifles, Slugthrowers,
• Fast Reactions (3): This adds +2 to Free etc.), Dodge (Physically throwing oneself out of
Actions. Furthermore, these two Free the way of shots and melee attacks, in addition to
Actions can be used to add +3 (ea) to any allowing you to “zig-zag” toward an adversary
defensive test (even if surprised). The while moving and firing), General Maintenance
Advantage can be further enhanced after Repair (Allows Cara to maintain and repair her
Hero creation to aid in quick draw tests. armor and weapons, in addition to creating
• Space Born (2): Grants +1 to Free Actions, general structures/shelters, improvised weapons,
a -1DR to Space Navigation, Zero G and etc), and First Aid (This allows heroes to begin
Power Suit Operations, the Free Zero G AP the healing process. Without this, when
& +6 to Survival and Soak tests involving wounded, heroes cannot make recovery tests and
being exposed to the Vacuum of Space (and heal).
surviving the heat / cold).
• Attractive 1-2, Reputation 1-2, Wealth 1-3 The most prevalent language in the galaxy is
Basic. It’s alphabet is called Aurebesh, a cryptic
Available Skill Packages: looking set of symbols that form their words
• Explorer: Starship Piloting, Starship Repair, much like the English Alphabet does for
Navigation, Survival Humans on Earth.
• Soldier: Gunplay, Dodge, General
Maintenance/Repair, First Aid Author’s Notes: Humans and Near Humans
• Primitive Screw Head: Melee Combat, (different flavors of Humanity) are the most
Unarmed Combat, Missile Weapons, Beast relate-able species in the Star Wars Universe. It
Riding is this relate-ability that grounds the characters
46 47
Wookiee by someone else, even a non-Wookiee, they Trandoshan DEX 4D+2, KNO 3D+2, MEC 3D+2, PER 4D,
would frequently devote themselves to a lifetime STR 4D+2 (+1D already incorporated, begins at
"Let him have it. It's not wise to upset a of service to their savior and their family. "The sun has risen. Let the hunt begin." 1D prior to player Investment), TEC 3D+1
Wookiee." Chewbacca's life debt to Han Solo, later ―Garnac prepares for a hunt
"But sir, nobody worries about upsetting a extended to his family and his close friends, is Reproduction: Oviparity
Droid." one of the most famous examples of a Wookiee Trandoshans are known galaxy wide as some of
"That's 'cause Droids don't pull people's arms out life debt. The most common Wookiee language the fiercest Bounty Hunters in the galaxy. Cultural Detail:
of their sockets when they lose. Wookiees are was Shyriiwook. While they were capable of Trandoshans (T'doshok in their language) are
known to do that." understanding Basic, they were universally Race: Trandoshan large, bipedal reptilian humanoids from the
"I see your point, sir. I suggest a new strategy, incapable of speaking it due to their unique vocal Encounter Frequency: Uncommon planet Trandosha (or Dosha). They have super-
Artoo. Let the Wookiee win." structure. Shyriiwook was a language which was Height: 1.9 to 2.4 meters tall sensitive eyes that can see into the infrared range
―Han Solo, and C-3PO hard to hear and understand for Humans. and the ability to regenerate lost limbs, although
Wookiees possessed a fierce style of fighting, Racial Features: very slowly, and were anatomically built heavier
Race: Wookiee typically eschewing standard blasters and 1. Heat Vision: Trandoshans’ vision includes the and stronger than most humanoids, including
Encounter Frequency: Rare grenades in favor of bladed weapons, such as ability to see in the infrared spectrum. They can Humans. They also periodically shed their skin.
Height: 2-2.3 meters tall ryyk blades, as with the Berserkers, and powerful see in darkness with no penalty, provided there Unlike some other reptilian humanoids, such as
Bowcasters—weapons physically weaker species are heat sources. the Barabels and the Ssi-ruuk, Trandoshans have
Racial Features: could not use effectively. Under the Wookiee no tails. The Trandoshans are a warlike species
1. Wookiee Claws & Tree Lifestyle: +3 to code of honor, claws are never to be used in Advantages: who allied early with the Empire, taking
Climbing/Jumping tests combat. 1. Enhanced Attribute (3): Strength Wookiees as slaves. A notable Trandoshan was
2. Enhanced Sense of Smell: +3 to Search tests 2. Regeneration: Accelerated Healing (3): Can Bossk, who was a long time enemy of Han Solo,
3. Advantages: Longevity Languages: Shyriiwook & Basic (understand, not regenerate lost limbs (fingers, arms, legs and Chewbacca and Boba Fett.
speak) feet). All natural healing rolls are considered to
Disadvantages: be identical to “Force Healing”. Lost limbs that Languages: Trandoshan &Basic
1. Code of Honor, Honors Life Debt are fully healed will grow back to full use in 10
2. Understand Basic, But not speak it days time, 10% a day. +9 to Natural Healing
3. Quirk, Hates Trandoshans rolls, +3 Recovery Tests per day.
48 49
Tapani Noble (Human) destroyed in the civil war Shey Tapani initiated, Corellian (Human) Attribute Maximums:
while another seemingly collapsed on itself DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
The Lords of the Expanse are what the Tapani shortly there after. Two others were believed to "The Corellians build 'em the way I like 'em." TEC 4D
nobles are called by their vassals. The Expanse be destroyed during the Cleansing of the Nine ―Han Solo on Corellian freighters
is the Tapani Sector, a large portion of space Houses. Competition between the houses is Reproduction: Mammal
ruled largely in a modern Feudal society with all fierce, and there were several civil wars. All Corellians are humans native to the planet
the trappings of court intrigue and warring Noble noble families in the sector were members of a Cultural Detail:
Corellia. Han Solo, captain of the Millennium
Houses. particular house, during the Rebellion era there Corellians are humans native to the planet
Falcon, is a Corellian who fought for the Rebel
Race: Human (Tapani) were seven of these coalitions of families that Alliance during the Galactic Civil War. Corellia, a temperate Core World of forests,
Encounter Frequency: Uncommon ruled the provinces of the sector. Of these seven, jungles, and urban environments. The world and
Height: 1.5-2.3 meters tall houses Mecetti, Cadriaan and Melantha were the Race: Human (Corellian) its natives are known for their shipbuilding, with
most powerful during the era. Tapani Nobility Encounter Frequency: Uncommon the Corellian Engineering Corporation producing
Racial Features: has engaged in honor duels for millennia. Their Height: 1.5-2.3 meters tall starships ranging from freighters such as the YT-
All Tapani Nobility are well versed in the Arts. preferred choice of dueling is with the 1300 to cruisers like the Consular-class utilized
They begin play with the Art, Appraisal & Lightsaber. However, Tapani nobles typically Racial Features: by the Galactic Republic. Corellia is home to
Persuasion: Acting & Melee Weapons Skills. (2) wield their own flavor of Lightsaber called the • Space faring: The Corellians are well known another less known, but no less formidable ship
• Inheritance (1): All Tapani Nobles begin Light-Foil. If a Lightsaber is an elegant weapon, for their reach into the galaxy as one of the builder, Correlli Space. Many notable Corellians
play with a Noble Title & a Fortified Chateau then the Light-Foil is superbly elegant. Lighter, earliest system hopping entrepreneurial are also famed among the galaxy's greatest
complete with loyal retainers, droids and a perfectly balanced and refined to near perfection, peoples. Free starting Starship Piloting, pilots; Corellia's luminaries include Han Solo,
small stipend monthly from the Chateau save one facet. Few know how to actually Starship Repair, Navigation & Persuasion Wedge Antilles and Corran Horn.
doubling as a local fine dining establishment construct one properly. This leads to issues in Skill slots. 2
(250 credits). operation. • Reputation 1 (Bloodstripe 2nd Class): The Languages: Basic
• Fellowship Member (1): in a Noble House of Corellian Blood Stripe is a mark of honor
Tapani Notes: Light Foils not constructed by Jedi
flicker out on any Botch while wielding one. Re- among the Corellians that actively aids in a
Advantages: activating one requires either one Full Action or number of negotiations and bartering. The
They can choose 2 points from the following list: if you possess the (AP) Lightsaber Construction/ Bloodstripe is honored (applicable) in all
• Authority (1-2): A system in the Tapani Repair ability 1 Free Action. While generally business dealings, honest or otherwise.
Sector or the Entire Sector outlawed by the Empire the duels are typically
• Education (1): Adds +3 to a number of rolls: tolerated and even engaged into by the Imperials Advantages: (if additional disadvantage is
Business, Bureaucracy, Scholar & Appraisal. themselves. The Tapani Sector is the only place selected one choice is available from the list
• Reputation (1-2) in the galaxy you will still see Lightsabers in below):
• Attractive (1-2) common use. Languages: Basic • Ambidextrous 1
• Card Shark 1
Available Skill Packages: • Ersatz 1
• Noble Heir: Business, Command, • Expert 1
Bureaucracy, Scholar
• Saber Rake: Lightsaber AP, General Disadvantages:
Maintenance/Repair Corellians are allowed to select an additional
• Trader: Starship Piloting, Gunplay, Disadvantage from the following list (which will
Navigation, Business yield them an additional Advantage point)
Disadvantages: • Faction Record (Imperial, Rebel, New
Overblown Honor: Tapani Nobles have difficulty Republic, etc) 1
turning down a challenge. +2DR to resist (2) • Wanted 1 (System)
Quirk, Honor Code: Chivalry (1) • Debt 1 (90,000 in debt to a crime lord
allowing them to own a decent ship and outfit
Attribute Maximums: it effectively)
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D Available Skill Packages:
• Smuggler: Streetwise, Gunplay, Hide,
Reproduction: Mammal
Starship Gunnery
Cultural Detail: • Gambler: Gambling, Gunplay, Con, Dodge
The Tapani Noble Houses are the ruling families • Engineer: Engineering, Relevant Technical
of the Tapani sector. When the sector was first Skill, Gunplay
colonized, there were twelve houses. Two were
50 51
Lorrdians (Replace in other sourcebook) Reproduction: Mammal Miraluka Cultural Detail:
Cultural Detail: The Miraluka are a Near-Human, Force-sensitive
The Lorrdians, a Human culture from the planet During the Kanz Disorders, the Lorrdians were "They claim to see on a higher plane than we do. species. Their language was Miralukese,
Lorrd in the Kanz Sector, are genetically enslaved by the Argazdan Myrialites who You know, the whole Force thing? Makes me although some, like Visas Marr and the Dark Jedi
identical to baseline Humans. However, because forbade them from speaking on pain of death. As nervous." Jerec, preferred Basic. The Miraluka are a Near-
their unique culture and history set them apart a consequence, the Lorrdians were forced to ―Atton Rand Human species that differ from Humans in that
from other Humans, they are sometimes develop a system of subtle gestures, facial they lack eyes, only retaining vestigial eye
classified as Near-Humans. expressions, and body postures to talk to each Race: Miraluka (Near Human) sockets and perceived the environment around
other. Beginning as a simple battle tongue used Encounter Frequency: Very Rare them through Force sight instead of regular
to co-ordinate guerrilla groups, this eventually Height: 1.4-2 meters tall vision. This vision was so strong that if a
Race: Lorrdian (Near Human) became a sophisticated language known as Miraluka looked upon a Jedi or Sith, they could
Encounter Frequency: Rare "kinetic communication." This nonverbal form Racial Features: "see" Force radiating off them. The strength of a
Height: 1.4-2 meters tall of communication would still be in use millennia • Force Sight: The Miraluka rely on their Miraluka's connection to the Force varied by the
later, during the Galactic Civil War. ability to perceive their surroundings by individual. Miraluka, as Near-Humans, can
Racial Features: sensing the slight force vibrations emanated interbreed with baseline humanity. Humans with
• Kinetic Communication: Lorrdians can They also learned how to interpret the body from all objects. In any location where the Miraluka blood included Krynda and Lucien
communicate with one another by means of a language of others to determine their emotional force is some way cloaked, the Miraluka are Draay.
language of subtle facial expressions, muscle state and intentions with uncanny accuracy. By effectively blind. (Replaces Standard Vision)
ticks and body gestures. In game terms, this the Imperial era, Lorrdians also became among • Force Sensitive: All Miraluka are Force Their adopted home world is Alpheridies, a
means that two Lorrdians who can see one the galaxy's best mimics, able to imitate a wide Sensitive (3) planet the Miraluka migrated to when their
another can surreptitiously communicate in variety of mannerisms and voices (even those of • Force Potential: Miraluka all have an original home world was rendered uninhabitable.
total silence. This is a special ability because many non-Humans). Due to their experience as incredibly innate connection to the Force. (4) A colony world of the Miraluka named Katarr
the language is so complex that only an slaves under the Argazdan Redoubt, many were was stripped of all life by Sith Lord Darth
individual raised fully in the Lorrdian culture outspoken anti-slavery critics and activists who Advantages: Nihilus in approximately 3,952 BBY, during a
can learn the subtleties of the language (it’s tried to ensure that the galaxy's populace did not The Miraluka can select up to one point of Jedi convocation. Because of their connection to
undetectable to non Lorrdians). forget the lessons of the Kanz Disorders. Advantages from the following list: the Force, many Miraluka were drawn to the Jedi
• Free Persuasion/Acting Skill Slots • Sense of Direction 1 Order. Miraluka Jedi fought in the Great Sith
• Natural Mimic: Ventriloquism Advantage 1 Languages: Basic • Good Hearing 1 War, and helped shape the Jedi Order for
• Read Body Language: Empath Advantage • Luck 1 centuries to come. Miraluka Sith were
1 • Obscure Knowledge 1 seemingly rare, as the species' own outlooks on
• Expose Fault 1 life and the Force were largely incompatible with
Advantages: Sith teachings. However, as with all who felt the
Enhanced Attribute: Perception - Adds +1D to Disadvantages: Force, a fall to darkness was possible with the
max Cap in addition to a free Attribute D. • Blind (3) Without their Force Sight they are Miraluka just as with any other species.
completely blind: Any sight based skill test
Disadvantages: will fail utterly. Languages: Miralukese & Basic
Moral Qualms: Sympathy for the Enslaved, • Ability Activation Limitation (2): Miraluka
will not willingly work or remain in the don’t have eyes. As such, any Advantage tied
presence of anyone in the possession of slaves to actual sight cannot be taken. (GM
or enslavement. (2) discretion)
Moral Qualms: Will not willingly serve the
Empire (1) Available Skill Packages:
• Jedi Training from Birth: Control, Sense,
Available Skill Packages: Alter & Lightsaber AP
• Underworld Assistant: Search, Appraisal, • Beggar: Con, Persuasion, Theft, Survival
Business, Streetwise • Force Relic Hunter: Search, Scholar,
• Doctor: Medicine Advanced Skill, First Athletics, Dodge
Aid, Scholar
• Con Artist: Con, Dodge, Gunplay, Attribute Maximums:
Streetwise DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D
Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 3D (4D*), Reproduction: Mammal
STR 4D, TEC 4D
52 53
Twi’Lek some to lose this accent if away from Ryloth for Chiss possible that these superficial features are the
an extended period of time, it could still result of external factors in the biosphere of their
Twi'leks, occasionally referred to as Rylothians, resurface. Twi'lek society is comprised of a "The Chiss do not simply accept alien concepts ice-locked home world Csilla.
are a tall humanoid species whose most striking series of clans of various sizes. When the galaxy without careful consideration. We certainly do
feature was a pair of long tentacles protruding took a sudden interest in Ryloth's wealth of ryll not submit to domination. By anyone." Their coloration is said to be caused by the same
from their skull, called lekku. They hail from the spice, the Twi'lek clan leaders increased atmospheric minerals that gave Csilla's glaciers
planet of Ryloth, in the Outer Rim Territories, production of the drug and prepared to ship it off ―Mitth'raw'nuruodo their distinctive bluish tinge, and while less is
and female Twi'lek were often exported off world world. Unfortunately, the clans were known about the reasons for their distinctive
as slaves. inexperienced in the galactic economy, and Hutt Race: Chiss (Near Human) glowing red eyes, an environmental reaction
criminal cartels soon took control of the planet's Encounter Frequency: Ultra Rare does seem to be involved, as Chiss eyes have
Race: Twi’Lek mining operations. The Twi’leks were enslaved Height: 1.6-2.1 meters tall been observed to glow more brightly in more
Encounter Frequency: Uncommon and labored in their own mines for the profit of oxygenated atmospheres.
Height: 1.6-2.4 meters tall the Hutts, or were sold outright on the open Racial Features:
market. After generations of slavery, the Twi'lek Commanding Presence: Chiss grow to physical The Chiss are, in fact, descents from an ancient
Racial Features: species became far more numerous across the maturity at the age of twelve, they tend to be group of Human colonists who settled in the
Head-tails: Twi'leks can use their head-tails to galaxy than on Ryloth, and most felt little highly evolved, rugged and keen intellectuals. Unknown Regions long before the foundation of
communicate in secret with each other, even if in connection to their own home world. The • Low Light Vision 1: Chiss can see twice as the Galactic Republic and were subsequently
a room full of others. The complex movement of natural grace and exotic beauty of the female far as a normal human in poor lighting forgotten. There was a Human sleeper ship
the tails is, in a sense, a "secret" language that Twi'leks made them a popular target among slave •
conditions. colony established on Csilla around 27,500 BBY,
all Twi'leks are fluent in. All Twi’Leks begin with traders. Slavery was the main currency of Ryloth, • Skill Mastery 2: Chiss receive a -1 DR to one though records of this are virtually nonexistent
the Art & Persuasion Skill Slots. 1 which is tolerated by the Galactic Republic. of the following skill packages: and it remains unknown how a remote area of the
Tactician: Tactics & Command Skills galaxy could have been trail blazed so far back.
Advantages: Languages: Twi’Leki & Basic Soldier: Gunplay & Willpower
Heroes can choose up to 2 points of advantages Galactic Vagabond: Survival & Navigation Languages: Basic & Chiss
from the following list:
• Attractive 1-2 Advantages:
• Artistic Ability 1 Starting Chiss Heroes can trade in their Skill
• Musical Ability 1 Mastery heritage to select up to 2 points of
• Pluck & Tuck 1 Advantages from the following list:
• Secret Base 1
Available Skill Packages: • Steel Will 2
• Dancer: Dodge, Unarmed Combat, Security • Subculture & Jargon 2
Systems, First Aid • Vehicle 1-2
• Transport Pilot: Starship Piloting,
Navigation, Business, Gunplay Available Skill Packages:
• Resistance Fighter: Gunplay, Demolitions, • Tactician: Tactics, Command,
Dodge, First Aid Technology, Search
• Soldier: Gunplay, Dodge, Unarmed
Attribute Maximums: Combat, Willpower
DEX 4D, KNO 4D, MEC 3D+1, PER 4D+2, • Galactic Vagabond: Survival, First Aid,
STR 4D, TEC 4D Gunplay, Navigation
Reproduction: Mammal Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR
Cultural Detail:
The Twi'leks have a language of their own, 4D, TEC 4D
called Twi'leki, which combined verbal sounds Reproduction: Mammal
and an elaborate and subtle sign language using
their lekku. Twi'lek's lekku could be moved to Cultural Detail:
create gestures that meant things such as hello or
goodbye. For example, both lekku tips crossed Outwardly, the Chiss are distinguished from
twice meant "I Love You". Twi'leks were baseline Humans by three clearly visible
capable of speaking Galactic Basic, many with a traits: blue skin, midnight-black hair, and
noticeable accent; though it was possible for glowing red eyes; but their blood is red. It is
54 55
Hapan Male DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 3D Hapan Female Reproduction: Mammal
(4D*), TEC 4D Cultural Detail:
"Never let a man become so deluded as to Hapan Females are the ruling class of the Hapan
believe that he is the intellectual equal of a Reproduction: Mammal society. They are the officers and heads of state. Hapan females represent the top of the food
woman. It only leads him to evil." Cultural Detail: chain in Hapan society, they are the Captains of
Race: Hapan (Near Human) their fleet, the political leaders of their society
―Hapan saying Hapans are the near-Human natives of the Hapes Encounter Frequency: Rare / Uncommon after 8 and firmly believe that they are superior to men.
Cluster, a closely packed star cluster located in ABY
Race: Hapan (Near Human) the Inner Rim of the galaxy. They differ from In addition to this, any man that steps out of line
Height: 1.5-2.1 meters tall is typically dealt with in rather brutal fashion.
Encounter Frequency: Rare / Uncommon after 8 baseline Human stock in a number of ways, most
ABY notably in that they possess poor night vision and Their society has developed a technological
Racial Features: weapon called the Hapan Gun of Command.
Height: 1.5-2.1 meters tall are considered to be, on average, more attractive Battle Hardened Warriors: Hapan Females all This fearsome device literally forces the target
Racial Features: than the typical Human standard for beauty. begin with the following free skills: Unarmed into submission.
• Bred for War: All Hapan males begin with Because most of the male population, which Combat, Command & Martial Arts AP with
the following free skills: Gunplay, Dodge, made up the Lorell Raiders pirate gang, was Hapan Martial Arts at Base. 6 Languages: Basic
Unarmed Combat & Hapan Martial Arts largely wiped out by the Jedi around 4,000 BBY,
Novice. 3 the Hapans adopted a matriarchal society and Advantages:
• Enhanced Attribute: Strength 3*: Raises were ruled by a Queen Mother. The first Queen • Enhanced Attribute: Dexterity 3*: Raises
their Racial Cap for Strength to Human Mother closed the borders of the Hapes Cluster their Racial Cap for Dexterity to Human
Maximum in addition to delivering a free to the galaxy at large, which resulted in the Maximum in addition to delivering a free
bonus Attribute D. Hapans dealing with intruders swiftly and bonus Attribute D.
• Attractive 1: All Hapan Males are Attractive lethally. In 8 ABY, the Hapans opened their • Attractive 2: All Hapan Females are
borders to the rest of the Galaxy. Beautiful
Advantages: • Hapan Females can choose one Advantage
Languages: Basic
Hapan Males can choose up to 3 points of from the following list: Toughness 1, Luck 1,
Advantage from the following list: Good Hearing 1, Education 1 or Accelerated
• Toughness 1, Accelerated Healing 1, Space Healing 1.
Born 3, Fearlessness 3, Concentration 1,
Ambidextrous, Bio-Genetically Augmented 3 Disadvantages:
• Night Blindness 3: Due to the perpetual
Disadvantages: sunlight on their worlds they are completely
• Night Blindness 3: Due to the perpetual blind at night, they are severely hampered in
sunlight on their worlds they are completely dim light as well.
blind at night, they are severely hampered in • Quirk 3: Superiority Complex vs all males
dim light as well. • Ability Activation Limitation 3: Any
• Moral Qualms 1: Subservient to Human/ advantage that gives a bonus to sight lowers
Near-Human & Hapan Females their Night blindness by one level, however,
• Ability Activation Limitation 3: Any they lose that corresponding bonus from the
advantage that gives a bonus to sight lowers Advantage in Low Light and Darkness (the
their Night blindness by one level, however, reduction to their Night Blindness penalty
they lose that corresponding bonus from the remains, however: Examples: Observant,
Advantage in Low Light and Darkness (the Good Vision)
reduction to their Night Blindness penalty
remains, however: Examples: Observant, Available Skill Packages:
Good Vision) • Ground Commander: Tactics, Willpower,
Intimidation, Investigation
Available Skill Packages: • Guild Leader: Streetwise, Stealth, Dodge,
• Soldier: Melee Weapons, Tactics, Command, Theft
Starship Gunnery • Naval Commander: Tactics: Capital Ships,
• Combat Pilot: Starship Piloting, Starship Willpower, Technology
Gunnery, Starship Shields, Navigation
• Breeding Stock: Attractive 2, Persuasion: Attribute Maximums:
Seduction DEX 3D (4D*), KNO 4D, MEC 4D, PER 4D,
Attribute Maximums: STR 4D, TEC 4D
56 57
Devaronian species feel uncomfortable in their presence, for Togorian endure greater physical trauma than beings with
they resemble the devils of a thousand different similar physiques. Togorians evolved as
Devaronians are a horned humanoid species from myths. Female Devaronians are covered in thick Togorians are a feline warrior species native to nomadic hunters of creatures like the Bist and
the world of Devaron in the Colonies, a planet of fur that ranged in color from brown to white, the planet Togoria. They are known for their Etelo. Males wanted to continue their lifestyle as
low mountains and deep valleys linked by hornless and had prominent canine teeth. They association with the Mandalorians, and the nomads, females wanted the comfort and safety
thousands of rivers. It is believed that they are are normally docile, non-aggressive creatures. unique cultural divisions between their sexes. of permanent camps. In other species, the
descended from a race of primates that lived in They tend to be dominant in their culture, being Both male and female Togorians are also noted conflict would have led to one lifestyle winning
the mountains of Devaron, and that their horns the only ones allowed to participate in for their strong sense of honor. over the other, but both male and female
are a genetic mutation that proved useful in government and politics. Female Devaronians Togorians were too stubborn. Eventually, the
fending off predatory birds. not covered with thick fur reveal two dark circles Race: Togorian males continued their nomadic ways, riding their
above the forehead, where the horns usually are Encounter Frequency: Uncommon mosgoths and hunting, and competing in contests
Race: Devaronian in males. In addition, the teeth of the males are Height: 2.2-3 meters tall of prowess. Meanwhile, the females stayed in
Encounter Frequency: Common to Uncommon all sharp incisors, but the females also have villages with pre-pubescent children, with those
Height: 1.7-1.9 meters tall molars and prominent canines. Their bodies are Racial Features: communes eventually growing into cities. While
denser than most humanoids' and as a result they 1. Claws & Teeth add +5 Damage 1 the males continued to hunt in the wilderness, the
Racial Features: were heavier than their appearance would tend to 2. +3 to all Climbing/Jumping Rolls 1 females tended domesticated herds and
Wanderlust: Devaronians do not like to stay in indicate. Their blood is silver. 3. They begin with the following free skills: developed technology. Males would visit their
one place for any extended period of time. Athletics, Unarmed Combat & Acrobatics AS 2 mates for about a month each year, but the sexes
Usually, the first opportunity that they get to First devising the tumble hyperdrive around lived completely separate lives otherwise.
move on, they take. 27,000 BBY, Devaronians were one of the first Advantages: Whether in spite of the separation of the sexes, or
species in the galaxy to develop interstellar • Hyper Movement 2 because of it, Togorians are monogamous, and
Advantages: travel. The males of the species had been • Togorians can choose up to 1 additional devoted to their chosen mates.
The hero may select up to 3 points of Advantages common sights in spaceports throughout the point of Advantages from the following list: The Togorians were first discovered by galactic
from the following list: Contacts 1-3, Criminal galaxy for thousands of years by the time of the Toughness 1, Ventriloquism 1, Silence 1, society when the Mandalorians tried to conquer
Contacts 1-3, Fast Reactions 3, Luck 1-3, Galactic Civil War. Devaronian males were Pluck and Tuck 1, Luck 1. Togoria. When the Togorians united to defend
Natural Lie Detector 1, Toughness 1, driven by an urge to wander, usually taking the their planet, the Mandalorians were so impressed
Accelerated Healing 1, Vehicle 1, Capital 1, first opportunity to move on from one place to Disadvantages: with the Togorians' fighting tactics and
Ersatz 1. another. As such, they were often found traveling • Moral Qualms: Honor: respect Life Debt & techniques that they recruited them. These
the galaxy as tramp freighter captains and scouts. respect and uphold the Mandalorian Warrior Togorians were among the first non-Taung or
Available Skill Packages: Culture 2. non-Human people to join the Mandalorian
Languages: Devaronian & Basic ranks. When the Mandalorians were wiped out,
• Wanderer: Search, Navigation, Gunplay, • Devotion: to their employer/profession 1
Survival • Can understand Basic, but not speak it 1 some Togorians turned to mercenary work,
• Mercenary: Gunplay, Tactics, First bounty hunting, and joining space pirate colonies
Aid, Unarmed Combat Available Skill Packages: organized and controlled by the Hutts. During
• Underworld Sleazeball: Streetwise, • Hunter: Search, First Aid, Survival, Melee the final days of the Galactic Republic, a
Theft, Stealth, Hide Weapons Togorian Jedi youngling escaped Order 66.
• Warrior: Thrown Weapons, Dodge, Melee
Attribute Maximums: Weapons, General Maintenance/Repair Languages: Togorian & Basic (not speak)
DEX 4D, KNO 4D, MEC 3D+2, PER • Bodyguard: Search, Gunplay, Sixth Sense 2
4D+2, STR 4D, TEC 3D+2
Attribute Maximums:
Reproduction: As Mammal DEX 5D, KNO 3D, MEC 3D+1, PER 4D, STR
5D, TEC 3D+2
Cultural Detail:
Devaronians are one of the more Reproduction: Mammal
unusual races in the galaxy, with a
dramatic gender di-morphism in Cultural Detail:
appearance and temperament. The males As a species, they are large bipeds, with
are aggressive by nature, many being retractable claws on their hands and feet.
described as brash or bull-headed, with Female Togorians are up to 2.2 meters tall,
typically red-tinted skin and a pair of while adult males range up to 3.0 meters. They
large horns growing from their heads. are covered in gray-white to black fur, often
They take great pride in their horns, and with more colorful spots or stripes. They have
groom them quite regularly. Many extremely dense bone tissue, allowing them to
58 59
Duros they are descended from ancient reptiles, and like Arak
the Neimoidians they are born in a larval grub Attribute Maximums:
The Duros are a humanoid species native to the stage, but unlike their cousins who leave the It is theorized that the Arak are de-evolved Star STR 5D, DEX 4D, KNO 5D, PER 4D, MEC 3D,
planet Duro who are among the galaxy's first raising of their young mainly to the state, the Dragons. Perhaps a different perspective would TEC 3D
space faring civilizations. Their home world is Duros take care of their offspring from birth. be to call them an offshoot or genetic cousins to
located on both the Corellian Trade Spine and at Star Dragons. Reproduction: Oviparity
the end of the Duros Space Run, two major While usually taciturn, Duros enjoyed telling
hyperspace routes that link Duro with other stories about their travels. It was said Duros had Race: Arak Cultural Detail:
important commercial centers. a photographic memory when it came to the Species: Cousin to the Star Dragon Much like Wookiees the Arak find it
telling of tales and stories. Many Duros were Encounter Frequency: Extremely Rare dishonorable and disdainful to use their natural
Race: Duros pilots and explorers, and were adventurous, Height: 2-2.2 meters tall weapons to kill foes. However, where this
Encounter Frequency: Common to Uncommon though sometimes rash. As one of the first diverges from the Wookiee culture is when their
Height: 1.8-2.2 meters tall cultures to develop hyperdrive spacecraft (some Racial Features: friends are threatened or harmed. They will kill,
even believe the first), Duros-charted trade routes 1. Armored Scales: Armored Scales +3 to by any means necessary, if their friends and
Racial Features: are among the oldest hyperspace routes still in Physical & +6 Energy Resistance 3 loved ones are in danger. Once a Shamanic
Starship Intuition: They begin play with the use during the Imperial era. Even in the later 2. Force Sensitive 3 culture, with the advent and introduction to
following Free skills: Starship Piloting, Starship periods of galactic history, Duros are still known 3. Longevity – Lifespan +720 (840 Total) Years technology they shed all but the most revered of
Shields, Starship Repair, Starship Gunnery, for their superior astro-navigational skills. typically, (as per the Perk otherwise) (Extended their shamanic ways. They re-formed into a
Navigation & Sensors. 3 Longevity) 1 structured society of scholars and White Current
Languages: Duros & Basic
4. Vacuum Resistance & Flight: 2 Practitioners.
Advantages: Arak can survive in Vacuum and suffer no ill
Expert: 2 Skills from the above list to receive 2 effects. Arak can “fly” in vacuum (Space) at The Arak are generally peaceful, accepting and
Levels for 1 Level placed, maximum 2 Level their normal movement rate. They can levitate at calm. They take their time, because they have
bonus per skill. 1 one quarter their movement rate in Atmosphere. plenty of time for everything. An Arak is like a
While in space, Arak are immune to most types of Zen master until you threaten his or her friends.
Disadvantages: radiation and the cold of space.
Thin Skinned 1: Reduce their Damage Soak Languages: Basic & Celestial
rating by 1 point. Advantages:
Arak Heroes are allowed to “buy off” 2 points of
Available Skill Packages: their disadvantages (this can allow them to
• Capital Ship Crew: (Choose two) Capital become a subclass Jedi) or choose from the
Ship Piloting AP, Capital Ship Shields AP, following additional advantages: Fellowship
Capital Ship Gunnery AP, Capital Ship Member 1, Hyper Movement 1 (Flight in Space
Repair AP and in Atmosphere), Lesser Life Form Control 1,
• Corvette Captain: Vehicle 1, Command, Luck 1, Obscure Knowledge 1.
Tactics, Scholar
• Freedom Fighter: Gunplay, Dodge, Stealth, Disadvantages:
Survival • Moral Qualms: Honor Code 2: Respects Life
Debt & honorable one on one combat
Attribute Maximums: challenges.
DEX 4D, KNO 4D, MEC 4D+2, PER 4D, STR • Ability Activation Limitation: Cannot
3D, TEC 4D+1 become Traditional Jedi (ever), Quixotic
Jedi, Jedi Alchemists, Somatic Jedi, Jedi
Reproduction: Oviparity Sorcerors or Limited Force Users 6
60 61
Noghri 8. Imperial/Faction Record 1, All Noghri are Diluted Sith Bloodline human stock with Sith bloodlines. It is assumed
cataloged and accounted for in a Database. that their race arose as a result of the Sith empire
Noghri (pronounced /'no.gɹi/) are a primitive 9. Enslaved: Forced Asset 3: Applies to both the Humanoids that are physically similar in taking slaves and breeding with them during the
humanoid species. They have steely gray or blue Empire and New Republic+ appearance to the Ancient Sith Race. Their height of their regime. Another theory about
skin, and are extremely skilled assassins due to 10. Terrifying 3: The Noghri repulse almost appearance varies wildly. their existence and one that lends itself more
their abilities in stealth and hand-to-hand everyone they are around. This is not a positive toward reality is one in which some Sith foresaw
combat. They possess a sense of smell so acute, feature (it’s not the Fear Advantage). It’s a Home World: Unknown their decline and took measures to entwine their
they can smell one's bloodline. Noghri society is creepy sensation that utterly destroys social Species: Genetic offshoot of the Sith Race genetics with “lesser races” as as to ensure their
clan-based, revolving around the dukha, or interactions for most encounters if the Noghri is Encounter Frequency: Extremely Rare genetic transcendence and / or survival.
community building, at the center of each not concealed in a disguise, armor or hiding. Height: 1.6 – 2 meters tall
village. They are aware of their resemblance and genetic
Available Skill Packages: Racial Features: ties to the Ancient Sith race. They are not a
Homeworld: Nogr • Imperial Assassin: Starship Piloting, 1. Force Sensitivity 3 despotic race hell bent on conquering the galaxy.
Race: Noghri Navigation, Tactics, First Aid. 2. Melee Weapons & Alchemical Weapon AP There is no need for them to do so. Many can be
Encounter Frequency: Nonexistent • Enlightened Noghri: “Buys off” Enslavement Skills for free. 2 found living in or near Sith Temples and many
Height: 1.3-1.4 meters tall by converting it into Hunted 3 (Kill on sight): 3. Opposed Force Resistance: +6 to resist maintain these structures with reverence and
Survival, First Aid, Scholar, Tactics negative Force Effects: Increases the difficulty more than a fair amount of respect for the
Racial Features: • Clan Craftsman: Art, General/Maintenance of “spells”and all force powers used against dangers they tend to present (they are not
1. Combat Masters: Gunplay, Missile Weapons, & Repair, Engineering: Civil 1 them, does not effect beneficial powers like oblivious to the power of Sith artifacts), though
Thrown Weapons, Unarmed Combat & Melee healing (this is also a +6 to damage resistance they tend to be immune to being corrupted in the
Combat Skills, Noghri Martial Arts at Novice Attribute Maximums: vs negative powers/spells). 2 presence of Sith Spirits and objects, the latter of
Level, Stealth, Hide, Search & Dodge Skill Slots DEX 5D, KNO 2D+2, MEC 3D+2, PER 5D, which they can use without any negative effects.
are granted for free. STR 5D, TEC 2D+2 Advantages:
2. Lethal: +10 to all damage delivered Heroes can choose from one of the following Languages: Basic & Sith
3. Stealth: +6 to Sneak & +9 Hide. Reproduction: Mammal Advantages: Luck 1, Accelerated Healing 1,
4. Enhanced Senses: +6 to base Perception all Toughness 1, Good Hearing 1, Capital 1, Sixth
perception skills, other than Stealth related, Cultural Detail: Sense 1, Ambidextrous 1.
benefit in addition to Initiative. They are Imperial Assassins either under the
5. +1 to Free Actions control of Vader or Thrawn depending upon the Disadvantages:
6. Toughness +2 time-line. After Ability Activation Limitation: Cannot become
7. Enhanced Attribute: Strength 3 the Thrawn era, Traditional Jedi, Jedi Alchemists, Quixotic Jedi,
8. Enhanced Attribute: Dexterity 3 they became Current Users or Limited Force Users 5
9. Enhanced Attribute: Perception 3 Allies of the
(These simply award the player +3D Attribute New Republic Available Skill Packages:
dice, they cannot go above racial maximum) and were re- • Traveler: Navigation, Starship Piloting,
10. Sixth Sense 4 located to a Gunplay, Dodge
world that • Mystic: Scholar: Sith 1, Languages: Sith 1,
Disadvantages: could sustain (Sith language is already at mastery level
1. Ignorance 5: They are almost completely them and allow thus the Free Specialization), Willpower
ignorant of galactic affairs. May not advance them to prosper • Hermit: Survival, Stealth, First Aid, Search
any Knowledge skills except for Intimidation, once more.
Survival, Willpower & Languages, ever. (Only Attribute Maximums:
GM permitted skills can be acquired or ones in Languages: DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
this template’s skill packages) Basic & Noghri TEC 4D
2. Cannot be Mundane, However they are still
resistant to basic Force Assaults like a Mundane Reproduction: Mammals
individual (2D to resistance, as per Mundane)
3. Cannot Possess Force Armor 1 Cultural Detail:
4. Cannot be Force Sensitive 3 These individuals are elusive and prefer to
5. Moral Qualms 1, Honors life debt remain in seclusion. Those that do venture out
6. Moral Qualms 3: Honors Clan Society. can be curious or perhaps they are investigating
7. Socially Awkward: + 6 to all Social the presence of a Force Disturbance. Those few
interaction Difficulties: Cannot Possess any that become adventurers rarely return to their
Socially Positive Advantages 5 point of origin. They are largely a blending of
62 63
Yevetha regard as vermin, and refuse to sully Yuuzhan Vong Warrior Caste however, what is known is that their worlds
themselves with contact. Avoid alien could no longer sustain life. Thus they set out on
"The Yevetha are not civilized, General. It would contamination, including purification rituals "The Yuuzhan Vong are tall, muscular, and a great journey towards what they believed to be
be a mistake to deal with us as though we were." & disinfecting procedures if they spend time human-like, but their faces and bodies are habitable worlds to resettle and conquer. Their
―Nil Spaar with “vermin”. horribly scarred and disfigured. They have no ships are all alive, living entities that are
• Imperial/Faction Record 1: They are an hair, and their noses are practically missing." genetically engineered. They are a caste based
The Yevetha are a lithe, skeletal species Imperial Slave Race. ―Garqi refugee society, with the Warrior caste sitting at the top.
indigenous to N'zoth in the Koornacht Cluster, • Enslaved/Blockaded 3
known for their xenophobia and death-centered Home World: Unknown Their scientist caste are called “Shapers” because
culture. Available Skill Packages: Species: Galactic Outsider they can literally shape worlds in the twisted
• Imperial Engineer: +1 Level to Engineering, Encounter Frequency: Nil; Depends upon Era image they want to, genetically perverting what
Home World: N’zoth +1 Level to Starship Repair, Computer Height: 1.8 – 1.9 meters they once were. Shapers can alter genetic DNA
Species: Yevethan Program/Repair of any species warping them into slave races and
Encounter Frequency: Ultra Rare; Black Fleet • Yevethan Combat Pilot: Starship Piloting, Racial Features: they have a hatred of Droids. Their Shapers are
Crisis Starship Gunnery, Sensors, Survival 1. Mundane 3 known for pulling organs out of “lesser” races
Height: 1.5 – 2.5 meters • Yevethan Commander: Command, 2. Free Unarmed and Melee Combat, Martial and genetically grafting them into and onto their
Persuasion, Con, Bureaucracy Arts AP & Alchemical Weapon AP skills Warrior caste. They conquer and enslave every
Features: 3. Force Armor 2 race they come across. As a society they hold
1. Technical Aptitude 3: Yevethans have an Attribute Maximums: DEX 4D, KNO 3D, MEC 4. Expert: Melee & Unarmed Combat 1 pain and the enjoyment of inflicting it upon
innate talent for engineering. 3 Days of study = 4D, PER 4D, STR 4D, 5D TEC 5. Toughness 3 themselves as a cultural ritual of advancement,
+10 to all Engineering, Repair and Modification most have varied tattoos and are scarred beyond
rolls. Their Modifications can be a D higher than Reproduction: They gestate in Birth Casks Disadvantages: belief, though their self mutilation never impairs
base (2D+2). 1. Quirk 3: Hate Automation: Will go out of their ability to fight and their grafting of the
2. Start with General Maint/Repair, Starship Cultural Detail: their way to destroy technological automation organs of lesser races is meant to enhance their
Repair, Starship Weapon Repair, AP Capital Ship Yevethan culture is organized into a strict and Droids (genocide is on the table if rids a already grotesque prowess. A very small sect of
Repair, Unarmed Combat & Technology Skills. hierarchical system headed by the Darama. world of Technological Automation). their society does not believe in self mutilation,
3. Dew Claw 1: Yevethans have large claws that Politically, Yevethan society is led by a Viceroy, 2. Ability Limitation: All Dark Side Powers, and they appear almost human, females tend to
retract fully into their wrist. STR+5 who also operates as the chief of state for the Telekinesis (suffocate via hardening the air be naturally beautiful. As a whole, they all sever
4. Gifted Engineers 3 Duskhan League. Departments of governance, around them or TK thrown objects) & the first one to two thirds of their noses. Their
commerce, science, and culture are led by Biomagnetic Telepathy ignore Force Armor & ears are elongated and almost akin to those on an
Advantages: Proctors, and supported by various guilds. This their Resistance from being Mundane. 3 Elf in a fantasy setting.
Yevetha Heroes can “buy off” up to 3 points of structure is mirrored in the Yevethan military and 3. Unmistakable Features: Self Mutilation 3
their Disadvantages (which would be necessary shipboard staff led by Primates. For the 4. Moral Qualms 1: Religious Adherence They employ fearsome weapons called
in order to function in a party... Xenophobia 0, a Yevetha, death is not to be Amphistaves and wear living armor they are
reduction of 3 would likely work nicely), feared. Under Available Skill Packages: generally a match for most Jedi in close combat.
Enslaved would have to be converted to Hunted Yevethan law, • Warrior: Thrown Weapons, Missile They are, all, severed from the Force save for
(during Imperial and New Republic Times). murder only occurs Weapons, Survival, First Aid genetic abominations they call War Coordinators.
when an inferior • Combat Pilot: Starship Piloting, Starship
Disadvantages: male kills one Gunnery, Survival, Sensors Languages: Yuuzhan Vong & Basic
• Isolation 1: Can only increase their superior in their • Squad Leader: Command, Willpower,
knowledge of alien cultures and technologies hierarchy, Dodge, Thrown Weapons
by direct exposure. 5 game sessions prior to while slayings
raising any skill related to this. in the other Attribute Maximums:
• Overblown Honor 2: Yevethans are canny direction are DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
and determined fighters, eager to kill and die considered TEC 4D
for their people, cause and Victory, and an
unwilling to surrender even in the face of acceptable Reproduction: Mammals
certain defeat. occurrence.
• Quirk Territorial 1: Yevethans regard all Cultural Detail: As a group they’re Genetic
worlds within the Koornacht Cluster as Languages: Supremacists hell bent on destroying all forms of
theirs by right and are willing to wage Yevethan & Basic Technological devices. The Yuuzhan Vong are a
unending war to purify it from alien group of outsiders from the Galactic whole.
contamination. They destroyed their home worlds. The means
• Quirk Xenophobia 3: Repulsed by aliens, by which they accomplished this is unknown,
64 65
Yuuzhan Vong Shaper Caste clothing, the Shapers make everything, and Yuuzhan Vong Intendant Caste other species. They are responsible for keeping
techniques were written in instructions known as supply lines open, and for supplying the obedient
"The caste nearest the great god, Yun-Yuuzhan, cortexes, of which there are eight. Adepts are "I want many things, and in time I intend to get with their vital needs. They also tended to the
who shaped the universe from his body. It is they only allowed access to information up to the all of them." creatures made by the Shapers and served as the
who know the ways of life, who bend it to our Fifth cortex with Masters that are capable of spies and advanced scouts for invasion forces.
needs." giving access to the others. The Shapers are ―Nom Anor While the warriors and priests looked down on
―Vua Rapuung guided by strict protocols, and deviance from them as devious, the Intendants did the actual
these protocols is grounds for demotion to Home World: Unknown governing of the Yuuzhan Vong empire, and had
Home World: Unknown another caste, or death due to the Yuuzhan Vong Species: Galactic Outsider the ability to adapt—something the other castes
Species: Galactic Outsider religious beliefs which state that knowledge was Encounter Frequency: Nil; Depends upon Era lacked. Unlike the other elite castes, they did not
Encounter Frequency: Nil; Depends upon Era incapable of being created as it was given to Height: 1.8 – 1.9 meters possess a war cry and were also the smallest of
Height: 1.8 – 1.9 meters them from the mind of Yun-Yuuzhan through the castes. The Intendants could worship any
Yun-Harla's handmaiden Yun-Ne'Shel. This Racial Features: god. The Praetorite Vong are a military force of
Racial Features: causes a serious lack of ingenuity and 1. Mundane 3 the Yuuzhan Vong that are dominated by the
1. Mundane 3 inventiveness on the part of the Shapers. This 2. Free Master of Disguise, Dual Identity & Intendant caste.
2. Medicine AS, Scholar/BioTech, First Aid, caste worships a particular deity among the Ersatz Advantages. Persuasion, Con, Stealth,
Technology, Melee Weapons & Alchemical pantheon of the Yun'o which was Yun-Ne'Shel, Bureaucracy, Melee Weapons & Alchemical Before the invasion of the galaxy, the Intendant-
Weapon AP skills 5 the Modeler. They do not have an excessive Weapon skills. 7 ruled Praetorite Vong made the initial incursion
3. Force Armor 2 level of outward scarring but instead are often 3. Force Armor 2 onto the worlds of the Promised Land. They are
4. Expert: Scholar & Technology 1 fully tattooed, wearing form fitting oogliths and 4. Expert: Persuasion & Con 1 led by Prefect Da'Gara and made use of a
5. Toughness 2 have special headdresses adapt to display their "defective" yammosk. Despite their initial
rudimentary emotional state through the Disadvantages: progress, the Praetorite Vong were defeated
Disadvantages: headdress's tentacles. 1. Ability Limitation: All Dark Side Powers, which stalled the invasion until the warrior caste
1. Ability Limitation: All Dark Side Powers, Telekinesis (suffocate via hardening the air arrived. As the Yuuzhan Vong began conquering
Telekinesis (suffocate via hardening the air Languages: Yuuzhan Vong & Basic around them or TK thrown objects) & more territory from the New Republic and other
around them or TK thrown objects) & Biomagnetic Telepathy ignore Force Armor & governments, the new territory fell under the
Biomagnetic Telepathy ignore Force Armor & their Resistance from being Mundane. 3 administration of the Intendant caste. The
their Resistance from being Mundane. 3 2. Unmistakable Features: Self Mutilation 3 Intendant caste joined their brethren castes after
2. Unmistakable Features 2: Self Mutilation 3. Moral Qualms 1: Religious Adherence the end of the war by living in peace on the
(Less External Scarring) 4. Quirk 3: Hate Automation: Will go out of living world of Zonama Sekot.
3. Quirk 3: Hate Automation: Will go out of their way to destroy technological automation
their way to destroy technological automation and Droids (genocide is on the table if rids a Languages: Yuuzhan Vong & Basic
and Droids (genocide is on the table if rids a world of Technological Automation).
world of Technological Automation).
4. Moral Qualms 1: Religious Adherence Available Skill Packages:
• Infiltrator: +1 Level to Stealth, Unarmed
Available Skill Packages: Combat
• Adept: First Aid/BioTech, Technology/ • Poser: Business, Streetwise, Gunplay, Dodge
BioTech, Unarmed Combat, Command • Enlightened Intendant: Buys off Quirk 3:
• Torturer: Interrogation/BioTech, Hates Automation and Moral Qualms 1.
Interrogation/Torture, First Aid/BioTech, Represents Intendant Operatives that
Dodge, Unarmed Combat abandoned their mission and “went native”
• Rogue Shaper: Eliminates Moral Qualms 1 embracing the larger culture of the Star Wars
& Automation Hatred. universe.
66 67
Droids massive Droid Army that he ravaged the galaxy Unknown Species order in which sentences are constructed in
with. That places Droids in existence 20,000 English is generally subject-verb-object. It is
If there is a bonus for playing every race in the years prior to the the Knights of the Old This species is most famously recognized in correct to say, “I saw an alien.” An inversion of
galaxy, we have to consider Droids a part of that. Republic Era. association with Jedi Grand Master Yoda, who this sentence is “An alien, I saw.”
Race: Droid was likely the most prominent of them. The
Encounter Frequency: Common Languages: Droid Language & Others species is long lived, however, all examples of “Do you believe what Count Dooku said about
Height: Varies Wildly the species have been Jedi and Jedi tend to have Sidious controlling the Senate? It doesn’t feel
longer lifespans than standard species. right.” -Obi-Wan Kenobi
Racial Features:
1. Ambidextrous 1: Droids aren’t built with a Race: Unknown Humanoid “Joined the Dark Side, Dooku has. Lies, deceit,
“primary hand” or appendage. Encounter Frequency: Ultra Rare creating mistrust are his ways now.”
2. Concentration 1: All droids have a tendency Height: .5-.8 meters tall -Master Yoda
to take their time when performing tasks. Thus
all Droids gain an enhanced bonus for focusing Racial Features:
on detailed work. Force Sensitive 3: Every known member of this
3. Longevity 1: Droids are effectively immortal race has been Force Sensitive, thus it stands to Languages: Basic
so long as they can find or fabricate replacement reason that they all begin with Force Sensitivity.
parts. Furthermore, certain environmental
conditions that would effect a “Meat Bag” will Available Skill Packages:
have little to no effect on them (most Radiation, • Jedi Acolyte: Control & Sense Skills
Heat, Cold). • Child Survivor: Control & Alter Skills
• Explorer: Sense, Starship Piloting, &
Available Skill Packages: Navigation
• Servant Droid: Navigation, Scholar, General
Maintenance/Repair, First Aid
• Explorer Droid: Search, Navigation, AP Pack Attribute Maximums:
Mule DEX 5D, KNO 5D, MEC 4D, PER 5D, STR 2D,
• Combat Droid: Dodge, Gunplay, Search, TEC 3D
Missile Weapons (or Thrown Weapons)
• Astromech Droid: Navigation, Starship Reproduction: Mammal
Piloting, Starship Repair, General
Maintenance/Repair Cultural Detail:
• Human Replica: Persuasion, Con, Scholar, Little is known about the species that Yoda and
Art the child from the Mandalorian series are a part
• Labor Droid: Athletics, Sensors + AP of. There have been other notable creatures of
Punching Bag this race like Yaddle, Minch, Oteg, Vandar
Tokare and another unidentified Jedi (all were
Attribute Maximums: Jedi, in fact).
DEX 6D, KNO 6D, MEC 6D, PER 6D, STR 6D,
TEC 6D (GM Discretion). What is known, however, is that the species
enjoys nutrition in the form of amphibious life
Cultural Detail: forms (like frogs) and they are quite carnivorous,
Droids, less commonly known as robots and capable of eating creatures almost as big as they
automatons, are mechanical beings that possess are, whole (and alive). Their diet is considered
artificial intelligence. They are used in a variety to be disgusting to most other races (even when
of roles and environments, often those cooked), however, it is quite nutritious and edible
considered too menial or too dangerous for other by most mammals.
species, but also in fields that required extensive
specialization and knowledge. Records typically The species has a tendency to speak in
indicate that Droids have existed as long as 5,000 “Anastrophe.” Anastrophe is a literary technique
years prior to the Jedi Order. However, there are where the natural order of words is inverted.
instances where this is simply incorrect. Droids This is done in order to achieve a particular
have existed in the Star Wars Universe since the effect or emphasis. “Anastrophe” is a Greek
time of Xim the Despot. He had created a word which means “to turn back.” The word
68 69
Ugnaught Anoat system, Ugnaughts were taken away from Jawa the Jawa staple diet of hubba gourd. Jawas are a
their homeworld as slaves long before the communal, compulsive scavenger species who
"Republic species data-banks express Ugnaughts Imperial era. Entire tribes would often be sold Homeworld: Tatooine, Arkanis Sector spent most of their life devoted to scavenging the
as porcine-bipeds. Relevant descriptors are into slavery. During the Clone Wars in 20 BBY, Race: Jawa deserts of Tatooine (and other worlds) in search
small, tusks, and unfriendly." the Separatist General Grievous led an invasion Encounter Frequency: Rare of any scrap metal, Droid or mechanical part left
―Gree droid Hib-R-ak describes Ugnaughts of Gentes. He took the entire Ugnaught Height: .9-1.1 meters tall behind from millennia of star travel and
population prisoner and put them to work in the technological advancement. The Jawa’s
Homeworld: Gentes, Anoat System CIS droid foundries on Geonosis. Later Racial Features: unofficial motto was not to look for uses in a
Race: Ugnaught massacring them. Under the Human-centrist • Accelerated Healing 1 salvaged item, but rather to imagine someone
Encounter Frequency: Uncommon Galactic Empire, the Ugnaughts slavery • Night Vision 1: Out to 20m else who might find a use for it. They have a
Height: 1-1.6 meters tall continued and they were used for many Imperial • Jury Rigger 1: 1st Tier of Jury-rigging has no kind of instinctive feel for machinery and
projects. chance of failure, 2nd Tier has the failure rate electronics, notorious for knowing how to get a
Racial Features: of the 1st & 3rd Tier has failure rate of the 2nd. piece of equipment functioning just well enough
Toughness 1 Two thousand years earlier, when the Corellian to sell. Jawas live in separate clan families, each
Energy Resistance 1: +3 to Soak Tests vs Energy noble Lord Ecclessis Figg wished to build a Advantages: with distinct, separate territories for living and
Expert 1: Choose Two Technical Skills floating mining complex on Bespin, he decided Jawa Heroes can select up to 3 points of scavenging. Each Sand-crawler is lead by a
to recruit several Ugnaught tribes to help in the Advantages from the list below: Male Clan-Chief. However the overall operation
Available Skill Packages: mining of the base metals needed to build the Limited Force User 1: +2 Force Potential (Max) of the Jawa clan is overseen by a female Shaman.
• Scrapper: General Maintenance/Repair, structure. He bought the services of three Expert 1, Card Shark 1, Empath 1, A female Jawa becomes a shaman by possessing
Demolitions, Computer Program/Repair, Ugnaught tribes: the Botrut, the Isced, and the Concentration 1, Expose Fault 1, Good Hearing some kind of Force ability with which to perform
Search Irden. Once Cloud City was built, Ecclessis Figg 1, Good Vision 2, Luck 1-3, Skill Mastery 2, magic, overcoming an illness accompanied by a
• Civil Engineer: Engineering: Civil 1, gave them their freedom. Serpent Tongue 1, Pluck & Tuck 1 hallucinatory vision or was chosen and trained as
General Maintenance/Repair the successor to the current Shaman. The Jawas
• Resistance Fighter: Gunplay, Survival, Shortly after the Battle of Hoth, the Cloud City Disadvantages: also emigrated to other desert worlds, such as
Demolitions, Dodge mining colony fell under the rule of Imperial • Thin Skin 1: Lower Damage Soak by 1 Point Ryloth and Florrum, and garbage planets, such as
Captain Hugo Treece, who enslaved the • Fragile 1: Jawa only live 80 years Raxus Prime, which was home to the Meeknu
Attribute Maximums: Ugnaughts. Many Ugnaughts fled, led by the • Light Sensitivity 1: Without eye protection clan. One was even seen on the planet Genon,
wealthy King Ozz. King Ozz's Ugnaughts Jawa’s suffer a +1DR to all sight based tests. and several on the planet Coruscant. Sometime
DEX 4D, KNO 3D, MEC 4D+1, PER 3D+1, formed a resistance, which planted bombs after the Battle of Endor, a group of 480 Jawas
STR 4D+1, TEC 5D throughout the colony. As a result, Cloud City Available Skill Packages: was transported to Endor as part of a privately
was evacuated until the bombs could be defused. • Scavenger: General Maintenance/Repair, funded expedition to salvage valuable hardware
Reproduction: Mammal
Starship Repair, Droid Repair, Search from wreckage left there after the battle. They
Languages: Basic & • Future Shaman (Must be Female & a Limited reportedly mutinied, forming a roving bandit
Cultural Detail: Ugnaught Force User): Business, Persuasion, Scholar, gang and preying upon any visitors to the moon.
Ugnaughts are ruled by elected terend councils, Appraisal
which are led by elected ufflor officers. They are • Future Chief: Command, Search, Languages: Jawaese / Jawas can easily speak
also represented in the Cloud City's Parliament Bureaucracy, Streetwise fast enough (Their trade language) that most
of Guilds. Ugnaughts live their lives in species won’t understand (when they want to).
accordance to their "blood profession", with
Ugnaught parents teaching their children their Attribute Maximums:
trade. Infant Ugnaughts were known as Ugletts. DEX 4D+2, KNO 3D+2, MEC 4D+1,
If the number of new Ugnaughts in a given PER 3D+2, STR 2D+2, TEC 5D
profession exceeded the needed, a blood duel
was called. When the Ugnaughts reached their Reproduction: Mammal
twentieth year of age, these fights were held to
the death, with the victor winning the right to Cultural Detail:
inherit their blood profession. Despite this At all times Jawa faces remain obscured by a
outdated and violent custom, the Ugnaughts were shroud of cloth to retain moisture, hide their
generally a peaceful people with a rich culture. identity and to dissipate their body heat.
When greeting an Ugnaught, it was advised to Polished orange or red gemstones are embedded
bow silently, then wait for a guttural purring as a within the fabric to protect the Jawas’ sensitive
positive response. vision from the bright sunlight. A Jawa’s normal
body temperature is 46°C (116 F) which results
Originally from the planet Gentes in the remote in a high metabolism and an efficient digestive
system that draws all the needed nutrients from
70 71
Latero the Confederacy of Independent Systems, and Abednedo warrens, to create massive cathedrals, which
suffered greatly. Some time after the rise of the housed tens of thousands of family units.
Galactic Empire, they occupied the planet, "I think it's time someone came forward. I, uh...,
Homeworld: Lateron
providing no support to its inhabitants, who were I-I've been working on this heap a long time. At some point, the precursor species evolved into
Race: Latero
prone to attacks from gangsters. Lateron Way before the war. We refit and rebuild ships. the Abednedo, and they began to start living on
Encounter Frequency: Rare
continued to suffer under the Galactic Empire, Best in the galaxy. Then came the Empire. And the surface of their planet. There, they built
Height: .9-1.1 meters tall
who saw the planet as expendable. engineers...became scrappers. The workers - multiple cities, spanning the surface of
just started getting worked. But we all know the Abednedo. The cities were endless sources of
Racial Features:
The reason why Gangsters and crime syndicates truth. We're just...afraid to say it. To the Empire. amusement and interest for Abednedos, but in
• Multi-Dexterous 1: Latero can use any of
are so prevalent on Lateron is because of the ..we're all just expendable." contrast, could strike outsiders as chaotic, due to
their 4 arms equally well.
• Enhanced Attribute 3: Mechanical (Already Latero’s predisposition to be addicted to games them including many ornamental spires,
of chance. The planet attracted all manner of ―Prauf's final words flagpoles and riotously colored carvings.
incorporated into their racial maximums).
crime syndicates that have set up on world and
prey on the habits of the planetary inhabitants Homeworld: Abednedo Shortly after the Battle of Endor, due to their
Advantages: Race: Abednedo
Latero Heroes can select up to 1 point of and, quite frequently, terrorize the Latero. The allegiance to the Alliance to Restore the
Empire, who stepped in to garrison the world and Encounter Frequency: Common Republic, the Empire occupied Abednedo, and
Advantages from the list below: Height: 1.8-2.4 meters tall
Expert 1, Card Shark 1, Expose Fault 1, Good prevent growth of Rebel Cells has been bribed by the planet was subject to a climate disruption
Hearing 1, Criminal Contacts 1 almost all of the Syndicates on the world and array. As such, they later elected to become part
tend to not get involved in Syndicate affairs. Racial Features: of the New Republic.
• Abnormal Size 1 (DEX 2D Max, STR 6D)
Disadvantages: • Photographic Memory 2
• Gambling Addiction 1 Points of note on world are: The Lateron Space Languages: Basic & Abednedo
• Debt 1 Academy: is a renowned piloting academy. The
planet also hosts at least one private cantina. Available Skill Packages:
• Scrapper: General Maintenance/Repair,
Available Skill Packages: Starship Repair, Search, Appraisal
• Starship Pilot: Starship Piloting, Starship Languages: Basic & Latero
• Rebel: Gunplay, Dodge, Athletics, Survival
Repair, Navigation, Sensors • Combat Pilot: Starship Piloting, Starship
• Gambler: Gambling, Con, Streetwise, Gunnery, Starship Repair, Starship Shields
Business • Politician: Bureaucracy, Persuasion,
• Survivor: Gunplay, Survival, Dodge, Business, Scholar
Athletics
Attribute Maximums:
Attribute Maximums:
DEX 2D, KNO 4D, MEC 4D, PER 4D, STR
DEX 4D, KNO 3D+2, MEC 5D, PER 3D+2,
6D, TEC 4D
STR 3D+1, TEC 4D+1
Reproduction: Mammal
Reproduction: Mammal
Cultural Detail:
Cultural Detail: Abednedo are a sentient species native to the
planet of the same name in the Colonies region
Latero, also known as Lateron, are a sentient of the Galaxy. Abednedo are humanoid and
species from the planet Lateron that possess four mammalian, and their face features dangling
arms. Greez Dritus, the captain of the S-161 mouth tendrils and two fleshy nostrils.
"Stinger" XL Stinger Mantis. The company Abednedos are brown, cream or tan in color.
Latero Spaceworks, creator of the S-161 They are a common sight in the galaxy, and are
"Stinger" XL, shared its name with the species. found in multiple, contrasting professions.
Notable Abednedo includes Resistance pilots
Lateron is a small planet located in the Mid Rim Ello Asty and C'ai Threnalli, Rebel Alliance
that was home to the Latero species. The planet tech specialist Antrot and senator Brasmon Kee
fell under the control of the Galactic Empire, of Abednedo. Abednedo have arms that
who viewed it as expendable, making life terminate in five digits, and legs that end in
difficult for its inhabitants. Lateron is a small three. Abednedos evolved from an
and comfortable planet. It was known for its underground precursor species. They carved
spices. Lateron saw involvement during the out a series of interconnected tunnel-dens, or
Clone Wars between the Galactic Republic and
72 73
Barabel resistant, and their reptilian visage and mouth Rodian Rodians exude a pungent, musky aroma, some
full of needle-sharp teeth strikes a primal fear smelling stronger than others. This scent is an
Homeworld: Barab I into many mammalian species. Barabel make a oily pheromone excretion that serves to
"All I know about Rodian’s is that they revere
Race: Barabel hissing noise when laughing. moisturize the skin and attract potential mates.
death... As a culture. As in, they will kill you,
Encounter Frequency: Uncommon Most Humans and Diollans found the scent to
Barabel have a fearsome reputation that leads to happily, for a couple credits or just the fun of it."
Height: 1.75-2.5 meters tall particularly overwhelming and likened it to the
them being coveted as hired muscle in the ―A Mercenary about to meet
Racial Features: "odor of animal droppings on the bottom of your
criminal underworld, and Barabel enforcers can with a Rodian Arms Dealer
• Physical Armor 2: The Barabel are encased boot." This was not the case with all species,
be found serving at the right hand of many crime
in thick scales that provide +6 to Physical however, as evidenced by the unsavory use of
lords. Often found wielding the Gamorrean Homeworld: Rodia
Resistance. Greedo's pheromones; a Tatooine bartender by
Arg'garok, they act as bodyguards or dole out Race: Rodian
• Energy Resistance 1: In addition to a the name of Wuher ground up Greedo's body to
their employer's twisted sense of justice. On Encounter Frequency: Uncommon
Physical Resistance, the Barabel’s scales use in the creation of a perfect Hutt liquor!
some occasions, the Barabel cultural hatred of Height: 1.5-1.7 meters tall
also are resistant to raw energy (like lasers Many would assume that all Rodians smelled the
apologies led to violence when they were sent to
and blasters) and provide a +3 to Energy same, however Rodians themselves could
collect from debtors. Due to their deep sense of Racial Features:
Resistance. differentiate the scent. The scent distinguished
loyalty, some Barabel would form lasting • Good Vision 2: Rodians have exceptionally
• Radiation Resistance 2: the Barabel live on identity, communicating to Rodians an
partnerships with minor criminals such as large and astute eyes and as such benefit
an irritated world and are functionally individual's family heritage and breeding. One
smugglers, slicers, shipjackers or arms dealers. directly with any eye hand coordination.
immune to high levels of radiation. In the Rodian's smell from a feuding clan could send a
Story Factors: • Criminal Contacts 1: As a culture, Rodians rival clan member into a warring frenzy.
presence of more severe levels of radiation
Jedi Respect: Barabels have a deep respect for are all tied in to the less savory aspects of the
the Barabel resist Radioactivity at +12 to
Jedi Knights, though they have little ability in the galaxy. No matter if the Rodian is a Rodians possess a wide vocal range and have
their tests.
Force. They almost always yield to the “pacifist” or not, they still likely are friends been known to make hooting noises. Basic-
• Infrared Vision: The Barabel can see in the
commands of a Jedi Knight. with some criminals. speaking Rodians have a unique accent, due to
infrared spectrum as well as the standard
spectrum. their tendency to lisp, and their difficulty
Reputation: Barabels have a reputation as fierce Available Skill Packages: pronouncing certain syllables containing "r," "l,"
Disadvantages: warriors and great hunters. They are often feared, • Bounty Hunter: Investigation, Search, or "s" sounds.
Quirk 2: Hatred of Apologies and always given a wide berth except by the Gunplay, Starship Piloting
Quirk 1: Find humor in others’ suffering most fierce individuals. • Actor: Persuasion: Acting 1, Con, Scholar, Languages: Rodese & Possibly Basic
Languages: Basic, Barabel Gunplay
Available Skill Packages:
• Criminal: Intimidation, Willpower,
• Enforcer: Unarmed Combat, Melee Combat,
Streetwise, Con
Athletics, Intimidation
• Seeker: Starship Piloting, Navigation,
Attribute Maximums:
Appraisal, Starship Repair
• Jedi: Melee Combat, Lightsaber AP, Dodge DEX 4D+2, KNO 3D+2, MEC 4D, PER 3D+2,
STR 4D+1, TEC 3D+2
Attribute Maximums:
DEX 4D, KNO 3D, MEC 3D+2, PER 4D+2, Reproduction: Oviparity
STR 5D+2, TEC 3D
Cultural Detail:
Reproduction: Oviparity
Cultural Detail: Rodians are a reptilian humanoid species native
Barabels are native to the irradiated planet Barab to Rodia in the Tyrius system. Highly
I and revere the Jedi Order, telling tales of their recognizable due to characteristics in facial
combat prowess across their home-world. The structure and skin pigment, Rodians are
species shares little of the Jedi's morality infamous for their violent culture, which sprang
however, finding the pain of others comical, from the difficulties of life in the jungles of their
particularly "squishy" species such as humans, home-world. Though they were often relegated
who endlessly amuse them. Barabels take some to the fringes of galactic society as bounty
getting use to, considering apologies to be hunters or criminal henchmen, Rodians are not
insulting, but Barabel loyalty runs deep once merely simple-minded thugs. The Rodian people
given. The Barabel are a bipedal saurian species managed to produce artists, merchants, and
that possesses an imposing form with prodigious politicians who were found even among the
physical strength. Their bodies and tails are upper classes of the Core Worlds.
covered in dark green scales that are energy
74 75
Mon Calamari gentle. They are extremely tempered to the point Revwien during Order 66 at the end of the Clone Wars,
that they were slow to anger and have the many Revwien Tyia left their homeworld to aid
remarkable ability to maintain their "In time, things will work out as intended." any fugitive Jedi they could track down. The
"Make no mistake, the Mon Calamari saved the
galaxy." concentration without being distracted by Tyia was one of the few Force-sensitive
emotional responses. In addition, they are ―Revwien adage organizations that openly operated during this
―Mon Mothma known for a near-legendary quality of being both Homeworld: Revyia time, although most Revwiens avoided conflict
The Mon Calamari (also known as Calamari, determined and dedicated. This means that once Race: Revwien with the Empire. From then onward, Revwiens
Calamarians, Mon Cal, Mon Calamarians, or a Mon Calamari decides on a course of action, Encounter Frequency: Rare made their way to such diverse locations as
rarely Mon Cala) are one of the sentient species they are not easily swayed from that decision. Height: 1-2 meters tall Fornax Station, Harix, and Tatooine. During the
indigenous to the world of Dac. As they were idealistic and daring, they often Racial Features: Galactic Civil War, the Revwien Wuwuhuul
fixate themselves on causes that seem hopeless • Somatic Affinity 1: Control Force abilities joined the Alliance and participated in a mission
Homeworld: Dac or lost from the start. As such, they have a great to the planet Goratak III.
Race: Mon Calamari test at -1 DR.
deal of enthusiasm and spirit. Ultimately, a Mon • Force Sensitive 3
Encounter Frequency: Uncommon to Rare Most Revwiens in the galaxy are curious
Calamari often attempts to demonstrate that even Available Skill Packages:
Height: 1.3-1.8 meters tall wanderers, content to work for passage on
dreamers and thinkers are capable of daring and • Herbalist: First Aid, Medicine AS, Science: starships, as they required little to survive. These
bravery when the need requires. Biology
Racial Features: travelers generally lack advanced skills, but they
• Aquatic 2: they breathe water and air equally They developed a reputation for being one of the • Thuwisten: Control, Sense, Alter, Willpower are reliable workers in the tasks they are given.
well. They can withstand extreme pressures most skilled Starship designers in the galaxy. • Engineering AS: Science: Biology, Botany Travel off world opened new vistas of learning
found in ocean depths. Athletics: Swimming This partly stems from the fact that they see Disadvantages: for Revwiens, whose curiosity drive them to
1 & Willpower granted. everything as a work of art rather than being a • Sorcery Penalty 1: Alteration Force Tests learn about even the most routine and simple
• Hyper Movement 1: Swimming simple tool or weapon. Their technology is function at +1 DR. aspects of galactic life. Revwiens enjoy having
• Moist Environments: +1D to DEX, PER & notable for being unique, yet comparable to that friends; anyone who speaks to them soon
STR. of the other inhabitants of the galaxy. While Attribute Maximums: becomes a candidate to follow.
• Dry Environments: -1D to DEX, PER & STR their starships are significantly different from DEX 3D+1, KNO 5D+1, MEC 3D+1, PER
4D+2, STR 3D+2, TEC 3D+2 Languages:
those of other races, they were in fact more
Available Skill Packages: efficient in design. However, such vessels tend Reproduction: Mammal Revwien & Basic
• Transport Pilot: Starship Piloting, Starship to be extremely difficult to construct. The
Gunnery, Starship Shields, Starship Repair mathematically-minded Givin could not stand Cultural Detail:
• Officer: Tactics, Command, Persuasion, the Mon Calamari spaceships, as they were too The Revwiens are a sentient, plant-like species.
Gunplay organic and not geometric enough. The Mon Their bodies are cylindrical and mounted atop
• Oceanic Labor: Athletics 1: Lifting 2, Calamari language is shared with the Quarren several strong, prehensile leaves, which are used
Swimming 2, Endurance though many members of the species adopted both for locomotion and manipulation of objects.
Basic as their common tongue. A cluster of tiny budstalks connect a round, clear
Attribute Maximums: seedcase to the top of the body. Revwiens come
DEX 3D+2, KNO 4D+1, MEC 4D, PER 4D, Languages: Dac & Basic in a variety of colors, including blue, green,
STR 3D+1, TEC 4D+2 orange, purple, red, and yellow. Their striated
leaves rang from dark green to purplish-black.
Reproduction: Mammal The Revwiens are indigenous to Revyia, a planet
Cultural Detail: on the northern edge of the Outer Rim
The Mon Calamari developed a very advanced Territories. Their homeworld is covered in
and civilized culture. Art, music, literature, and jungle and plains, and the Revwiens came to
science showed a creativity surpassed by few in revere the jungle belt as sacred. They developed
the galaxy. An example of the art the Mon Cal a philosophy known as the Tyia, which
used was the Squid Lake Ballet. The Squid emphasized spiritual unity between individuals.
Lake, was a performance of Mon Calamari Adherents of the Tyia developed the ability to
Ballet, played at the Galaxies Opera House on manipulate the Force. Revwien society was
Coruscant during 19 BBY. The show attracted organized into small autonomous, semi-nomadic
many influential figures such as Supreme groups. Their technological innovation centered
Chancellor Palpatine and distinguished Jedi around plants, which they used for myriad
Knight Anakin Skywalker. Mon Calamari purposes.
literature depicted stars as islands in a galactic Revyia receives only light traffic due to its
sea. This showed a passionate longing to explore isolation and attracts little trade. Following the
space and discover other civilizations. In terms execution of many Jedi by the Galactic Empire
of temperament, they are both soft spoken and
76 77
Iotran Especially talented enlistees in the IPF often Ithorian spiritual entity embodying the lush, tropical
become Iotran Bracemen, which track down ecology of their world, Ithor. They are generally
fugitives outside of the Iotran Expanse, often "Ithorians. Four throats. Quite powerful." devoted environmentalists, staunch herbivores,
The Iotrans are a militaristic species hailing from
the planet of Iotra in the Outer Rim Territories. without regard for local laws or for what other ―Shaak Ti, after Roron Corobb and complete pacifists, devoting much time to
Their military history is long and storied, and species call "jurisdiction"; this often results in destroyed a corridor with his voice contemplating their ecology, studying plants and
they originated several famous military orders, diplomatic incidents. their uses and the overall respecting of all living
including the Kilandrin Royal Forces, the Lurathi Ithorians are a mammalian herbivorous sentient things. Most Ithorians hardly set foot on their
Iotran technology is primitive by Galactic
Guard, and the Jengardin Millennial Warriors. species from the planet Ithor. own planet, instead living in floating cities above
standards, typified by Slugthrowers, surface
their world called herdships. Only three of their
Homeworld: Iotra vehicles, and simplistic computer and droid
Homeworld: Ithor continents had been explored and harvested, the
Race: Iotran technology. However, they adopted galactic
Race: Ithorian other two remain untouched by Ithorian hands.
Encounter Frequency: Uncommon to Rare standard technology for much of their defense
Encounter Frequency: Rare This demonstrated their extreme belief in the
Height: 1.5-2 meters tall industry, and most Iotrans are quite at home with
Height: 1.8-2.3 meters tall protection and sustaining of their environment
modern tech.
which was apparent through their "Law of Life."
Racial Features: Iotrans, though not generally respectful toward Racial Features: The Ithorians practice a communal form of
• Military Training 2: All Iotran begin with other cultures, do respect stability and might. As • Agricultural Affinity 1: The hero has a good government. Each herdship is autonomous and
Unarmed Combat, Athletics, Gunplay: a result, they tend to support the Galactic working knowledge of crops and animal self-supporting. However once every Ithorian
Firearms 1 & Dodge. Empire, though some support the Alliance to herds, and can suggest appropriate crops for season (about five standard years), the herds
• Toughness 1 Restore the Republic, as the Galactic Republic a type of soil, or explain why crop yields gather for "the Meet," a grand gathering above
was historically more stable and just in their have been affected. -1 DR to Scholar the surface of their world, where the herd ships
Available Skill Packages: eyes. (Biology) for any tests made. Can also join each other in a festival and regal ceremony.
• Soldier (IPF): Melee Combat, Sensors, accelerate plant growth. Within Ithorian society, there are a priestly group
Search, Scholar: Law Enforcement 1 Languages: Iotra & Basic • Ecological Affinity 1: The hero has working known as nature priests who communed with the
• Bounty Hunter: Power Suit Ops AP, Jet/ knowledge of the interdependent nature of "Mother Jungle" and have a deeper connection to
Rocket Pack Ops, Investigation ecospheres and can determine how proposed the Ithorian homeworld. They will only resort to
• Combat Medic: First Aid, Medicine AS, changes will affect the sphere. This skill can violence if threatened, and they were more likely
Willpower be used in one minute to determine the to use their sonic bellow than a weapon.
probable role of a life-form within its Because of their mild demeanor, most Ithorians
Attribute Maximums: biosphere: predator, prey, symbiote, parasite avoid war in general, although the Rebel Alliance
DEX 4D+1, KNO 3D+2, MEC 4D, PER 4D+1, or some other quick description of its did boast a few among its ranks. They are very
STR 4D+2, TEC 3D ecological niche. Furthermore, a Technology conversational and have a profound respect for
test can be performed to determine or the views of others. In Ithorian mythology Trinta
Reproduction: Mammal accelerate a terraforming project (or lay out was the realm of demons. The Ithorians named
corrective measures) at a -1 DR. the planet Trinta after this realm because they
Cultural Detail: • Sonic Bellow 1: PER in Sonic Damage, once disliked the planet.
Iotrans firmly believe in a strong, stable culture, per round (3 points per D, 1 per pip). Range
and saw that as only achievable through a strong is PER in Meters. Languages:
military tradition. Even before their planet was Available Skill Packages:
unified, their nations possessed strong militaries; • Ecologist: First Aid, Scholar: Biology 1, Ithorian &
after their unification 700 years before the Technology1: Terraforming 2. Ithorese
Galactic Civil War, these militaries were merged • Explorer: Search, Scholar: Biology 1,
into the Iotran Police Force (IPF), which Starship Piloting, Navigation
enforced law and provided emergency services Disadvantages:
on Iotra and throughout the Iotran Expanse. The • Quirk 1: Partially Pacifist: Will not fight
eight top-ranking leaders of the IPF formed the until they, their friends and family or
Joint Council, which acted as parliament for homes are in danger of destruction/death.
Iotra. (They can and will fight as last resort)
From an early age, Iotrans are trained for Attribute Maximums:
military service, and in their fourteenth season, DEX 3D+1, KNO 5D+1, MEC 3D+1, PER
(approximately 18 standard years of age) they 4D+2, STR 3D+2, TEC 3D+2
are inducted into the IPF for approximately six
standard years. At any given time, nearly half of Reproduction: Mammal
the population is part of the IPF in one form or Cultural Detail:
another. Ithorians worship the "Mother Jungle," a
78 79
Klatooinan which tends to suppress individuality. At the age Herglic Corellians reached theirs. There is some
of ten, they are sold into servitude, with the most archaeological evidence that an early Herglic
"They've been in service to the Hutts for over rebellious youths sent into the harshest places. "Like Herglic on Mrlssi." trading Empire achieved a superior level of
twenty-five thousand years." ―An old Tapani saying that highlighted the technology that was not paralleled during the
―Luke Skywalker Other Klatooinians served non-Hutt masters. comical size comparison between the time of the Galactic Empire. Ruins were found
The Dark Side Adept Profex Rynalla once two species on some Herglic colony worlds that contained
Klatooinians are a humanoid species from the traveled to the planet Leritor with an entourage
non-functioning machines that appear to harness
planet Klatooine, located in the Si'Klaata Cluster. of two dozen Klatooinians, who served her as The Herglics, alternatively known as Koodans, gravity to perform an unfathomed function. This
For most of their history, they are closely soldiers and slavers by kidnapping locals and are a species native to the planet Giju. They are early Empire, however, collapsed a millennium
associated with the Hutts, as criminal henchmen, forcing them to search for a secret Sith treasure. water-based mammals and developed hyperdrive before the Herglics made contact with the wider
soldiers, and slaves. By the time of the Galactic During the Clone Wars there was a bounty hunter and a trade-based empire in the Colonies Region galaxy and records are thought to be lost.
Civil War, however, some Klatooinians began to named Castas who worked alongside Aurra Sing, before encountering the Duros. Herglics are The Herglics are natural explorers and traders.
break away from their servitude. Bossk, and Boba Fett. pleasant and peaceful, but they have an addiction During the early days of the Galactic Republic
Despite being vassals of the Hutts, some to gambling and games of chance. Herglics are a their angular freighters became a common sight
Homeworld: Klatooine Klatooinians served the Galactic Republic as part very large species and are sensitive about their throughout the galaxy. They have an inquisitive
Race: Klatoonian of the Jedi Order. The Jedi Sta-Den Eekin and size. but practical nature and calm persona that helps
Encounter Frequency: Uncommon Tarados Gon were killed during the First Battle them interact with other species. The Herglic
Height: 1.6-2.0 meters tall of Geonosis. During the Galactic Civil War, Homeworld: Giju Trade Empire joined the Galactic Republic in
many young Klatooinians were inspired by the Race: Herglic 13,000 BBY, and Herglic hyperspace scouts were
Racial Features:
Rebel Alliance's message of freedom, and such Encounter Frequency: Rare instrumental in the establishment of the Rimma
• Hutt Slave Race: they receive the following
Rebel victories as the Battle of Yavin. Many Height: 1.7-2.2 meters tall Trade Route in 5500 BBY. Jedi Master
skill's: Athletics: Lifting 1 and Melee Combat
• Choose any 2 points of Advantages young Klatooinians turned their backs on Racial Features: Bowspritz explains that the Herglics were also
Available Skill Packages: tradition and rebelled against their former • Attack Resistance 1: +3 to damage employed for the import and export of contracts
• Hutt Servant: Endurance, Gunplay, Search, masters, sometimes joining up with smugglers, resistance vs physical attacks. by the Jedi Temple of Coruscant at some time in
Dodge. pirates, or rival criminal organizations. • Toughness 2 Republic history.
• Rebel: Hide, Sneak, Tactics, Survival Most Klatooinians remained servants of the • Serpent Tongue 1 (Free Persuasion) With the rise of the Galactic Empire Giju's
• Thug: Unarmed Combat, Punching Bag / Hutts, working for the Klatooinian Trade Guild Available Skill Packages: manufacturing centers were among the first to be
Tank AP, Intimidation or various Hutt kajidics. Their servitude • Trader: Persuasion 1: Bargain 2, Appraisal, nationalized by the Emperor's New Order. The
continued well into the time of the New Business, Languages normally docile Herglics tried to fight the
Attribute Maximums: Republic. • Freedom Fighter: Gunplay, Dodge, Tactics, subjugators but after significant slaughter and
DEX 4D+1, KNO 3D+1, MEC 4D, PER 4D, Search realizing that their resistance was in vain they
STR 4D+1, TEC 4D Languages: • Transport Captain: Navigation, Starship decided to be pragmatic and submit totally to the
Piloting, Survival, Hide will of the Emperor. During the Galactic Civil
Reproduction: Mammal Klatoonian & Basic Disadvantages: War period a number of Herglics purchased their
Cultural Detail: • Gambling Frenzy (Addiction) 1: Herglics, way into the Tapani nobility when House
when exposed to games of chance, find Cadriaan began selling titles to non-humans.
"I wouldn't dismiss them quite so quickly. They themselves irresistibly drawn to them. A
may not be attractive to your eyes, Vestara, but Herglic who passes by a gambling game Languages:
their culture predates even the Old Republic. must make a Moderate willpower check
not to feel compelled to play, although Herglese &
You're looking at one of the oldest species in the Basic
galaxy." they may be granted a bonus to their roll
―Luke Skywalker to Vestara Khai if it is critical or life-threatening for them
not to play.
Klatooinian civilization is notable for its strong
belief in tradition and the wisdom of elders. The Attribute Maximums:
center of their culture is the Fountain of DEX 3D, KNO 4D, MEC 4D, PER 3D+2, STR
Ancients, a slowly evolving natural glass 5D, TEC 4D+1
sculpture on Klatooine's Derelkoos Desert. Long
Reproduction: Mammal
before the formation of the Galactic Republic,
primitive Klatooinians discovered the Fountain, Cultural Detail:
and revered it as a symbol of patience, tenacity, The Herglics of Giju are a technologically
and the idea of strength coming from age. advanced race early in galactic history, reaching
Klatooinians are taught the myths and traditions the stars of neighboring systems they began
of their people from a young age, in a process colonization in about the same time period as the
80 81
Mrlssi Millennia later, once their continents had Bith and small finger are both fully opposable. The
stabilized, this tradition continued. Though the Bith's internal systems are different from most
The Mrlssi or Mrlssti of Mrlsst in the Tapani Mrlssi still had not developed space travel when Bith are a peaceful, highly evolved craniopod humanoids, as the Bith have only one lung, and
sector were a species renowned throughout the Galactic Republic and Tapani scouts made species native to the planet Clak'dor VII. Fully exhale through their skin. Bith also lack a proper
sector as scholars and scientists. contact with them around 7308 BBY they adapted to a civilized, high-technology lifestyle, nose, instead having highly sensitive olfactory
quickly caught up to the rest of the galaxy by Bith are found galaxy-wide at all levels of organs hidden in the flaps of their cheeks.
Homeworld: Mrlsst reverse-engineering hyperdrives and modern society, most notably as engineers, scientists,
Race: Mrlssti / Mrlssi intellectuals, consultants, and musicians. The other Bith senses are also acute. Bith can
computers. By the time of the Galactic Empire,
Encounter Frequency: Rare sense the tonal qualities of sound as well as other
Mrlssi universities are among the finest in the
Height: 0.5-1.3 meters tall Homeworld: Clak’dor VII races sense colors. Their eyes, as big as a
Tapani sector, attracting students of all species.
Race: Bith Menahuun's, are able to focus to 0.07 on the
Racial Features: The Mrlsst Trade and Science Academy is one of Gandok Scale and they can see microscopic
Encounter Frequency: Rare
• Photographic Memory 1: Mrlssi are all the leading applied science institutions in the details of nearby objects, but are extremely
Height: 1.5-1.75 meters tall
retain information flawlessly. galaxy. Its research led to many findings that nearsighted as a result. An interesting side effect
• Education 1 eased the shipping of food and livestock between Racial Features: of their incredible sensors is the effect of sonic
• One Point of Advantage of Choice worlds, along with innovations that became • Good Vision 2: -2 DR involving vision out to grenades, or screamers, on them. It is described
Available Skill Packages: standard practice in regards to building structures 19m. as causing their heads to explode. Similarly, Bith
• Educator: Teaching AS, Persuasion, Scholar and vessels on a planet or in space. Mrlssi stay • Good Olfactory 1: Same as Good Hearing, have high manual dexterity which help them
• Naval Commission: Navigation, Starship out of the wars of the galaxy, and their planet is just with Sense of Smell. manipulate fine tools, though their physical
Piloting, Any Capital Ship AP mostly left alone. They did suffer some • Manual Dexterity 1: Although the Bith have prowess with gross motor skills is only average.
• Contractor: Any 4 Technical Skills discrimination under the New Order due to its low overall Dexterity scores, they do gain +3 Bith have even evolved past the need for sleep.
Humanocentrism views. In 5 ABY, Grand to the performance of fine motor skills - Instead, they will slip into a light meditative
Attribute Maximums: Admiral Thrawn attacked Mrlsst, destroying picking pockets, surgery, fine tool operation, trance, which allows them to get as much rest in
DEX 4D+1, KNO 4D+2, MEC 5D, PER 4D+1, many of its ancient and beautiful campuses. musical instruments, Forgery, Art, & four hours as other species could get in eight.
STR 1D+2, TEC 4D They quickly rebuilt and continued to be at the Gunplay; but not to gross motor skills such During this trance, Bith were still almost fully
forefront of learning and science. as dodge. aware of their surroundings. Bith are unable to
Reproduction: Oviparity • Meditation 2 reproduce naturally, instead relying on artificial
Cultural Detail: Mrlssi off their homeworld are attached to • Resourceful 2: Pick 4 additional skills conception and gestation. Mates bring genetic
Mrlssi are flightless avian humanoids, less than political groups, while adventurers might by tech Available Skill Packages: material to a Computer Mating Service for
one meter tall on average. Their bodies are specialists. Enrollment in the Jedi Order is high • Musician: Art, Scholar, Technology, Sensors analysis against prospective mates. Bith children
covered in gray feathers, while their head is bare before the rise of the Empire. • Scientist: Technology, Scholar, Investigation, are created from genetic material from two
except for a fringe of feathers covering the back Languages: Search parents, which is combined, fertilized, and
of their head. Their head feathers are brown in Mrlsst & Basic • Terrorist: Thrown Weapons: Grenade 1, incubated for a year.
young Mrlssi, but become more colorful with Demolitions, Hide, Technology
age. Mrlssi should not be confused with the Disadvantages: Languages:
Mriss of Mrisst, in the GaTir system, who were • Sonic Vulnerability 3: Bith have such a
highly evolved cranial region that they Bith
also a small, scholarly race of flightless birds.
are susceptible to sonic attacks (+9 to
When they speak in their native language, it is damage to the head, from sonic weapons)
considered very musical. However, when they • Ability Activation Limitation 2: Bith have
vocalize in Basic, many species find it grating. become extremely myopic. They suffer a
Mrlssi are not very adventurous and are rarely penalty of +1 DR for any visual based
found off their home planet. When they do action more than 20 meters away and
travel, they do so with specific purpose and cannot see more than 40 meters under
destination and quickly return home. They are any circumstances.
quick-witted and very curious and value
knowledge more than material possessions. Attribute Maximums:
Mrlssi figure themselves as great humorists, as DEX 3D, KNO 6D, MEC 4D, PER 5D, STR 2D,
humor is a key part of their societal structure.
Despite this, offworlders tend to find Mrlssi TEC 4D
humor to be complex and unintelligible. Reproduction: None, Artificial
When their civilization was first developing, the
Cultural Detail:
planet Mrlsst is geologically unstable. Mrlssi
Bith are craniopods with pale pink, yellow, or
found that while possessions and buildings were
(rarely) green skin, large heads, large lidless
impermanent, knowledge cannot not be lost.
eyes, toe-less feet, and long fingers. Their thumb
82 83
Gran best serves his or her talents. While other
species who value free will criticize such a rigid
The Gran are sentient mammalian humanoids social system, to the Gran it is both logical and
native to the planet Kinyen, though they have essential. Gran religion revolves around the
colonies across the galaxy, including settlements worship of the goddess Doellin.
on the planets Hok and Malastare.
Gran have a strong need for companionship—a
Homeworld: Kinyen Gran left alone for too long will go insane or die
Race: Gran of loneliness. Generally, they need other Gran
Encounter Frequency: Uncommon for companionship, but some Gran are able to
Height: 1.5-1.8 meters tall form sufficiently strong bonds with aliens. The
most feared punishment among the Gran is exile.
Racial Features:
• Good Vision 2 (can see into the infrared The Gran on Kinyen had maintained a peaceful
range as well as the advantage’s perks) civilization for over ten millennia before the fall
• Empathy 1: They read body heat and skin of the Galactic Republic. During an expansionist
color changes to “read” beings emotional period circa 1,000 BBY, colonies were
states. established on Hok and Malastare.
Available Skill Packages: One of the most infamous examples was the
• Senator: Persuasion: Oration 1, Scholar, Gran Protectorate of Malastare, which
Bureaucracy, Appraisal subjugated the native Dugs population, treating
• Thief: Sneak, Hide, Con, Streetwise them as little more than slaves and even
• Wanderer: First Aid, Scholar: Cultures 1 & relocating them to the western continent of their
Planetary Systems 1, Languages own planet. The behavior of Malastare's Gran
was unusual, as most Gran on Kinyen were
Attribute Maximums: peaceful, calm beings who abhorred violence,
DEX 4D, KNO 3D+1, MEC 4D, PER 5D+1, and preferred peaceful ways to adapt to difficult
STR 4D, TEC 3D+1 situations. The high corruption rate, as well as
Reproduction: Mammal the brutality towards the Dugs, led some Gran on
Kinyen to conclude that the Gran of Malastare
Cultural Detail: were no longer real Gran.
The peaceful nature of Gran society is a
reflection of their home-world, Kinyen. Kinyen Languages:
boasts large and rolling grasslands and Gran
highlands, a dense and beautiful forest, and one
of the longest and clearest rivers in the Sumitra
sector. The beauty of this planet, and the need
for primitive Gran to band together for defense
against predatory animals, helped the Gran
develop strong bonds of home and family in their
society (once they became a civilized species, the
Grans set aside fenced nature preserves for the
carnivores which once threatened them). Grans
also mated for life, forming such strong bonds
that they generally die within days of a mate's
death. It is rare for any Gran to leave his or her
planet of origin once they take a mate.
The Grans are also very protective of their
families, and are some of the most devoted
parents in the galaxy. This is because of their
very powerful and sensitive sight, which can
sense the emotions of their mates and their
children. Gran society maintains its balance by
setting up strict career quotas, and making sure
young Gran are educated for a specific job that
84
The Formative Years Nobility
Business, Scholar, Persuasion, Starship Piloting,
Gambling, CommScan, Unarmed Combat,
You have a family, but you all grew up on the
streets. Your upbringing mirrors the strife that
This is essentially the early background for your You grew up royalty, the child of monarchs of Athletics, First Aid, Technology, Navigation, exists in many systems across the galaxy and you
heroes. It encompasses a number of years of some renown. You were pampered, your family Dodge, Computer Program/Repair and your family have fallen through the cracks of
development and gives you some sort of has/had wealth. You are referred to as some society, living off the grid. Whether it be in the
background information for your hero’s early form of royal title, even if you are 19th in line for Declining Middle Class under levels of Coruscant or in the streets of any
makeup. This period typically ends somewhere the throne. Your parents were hard workers. However, you number of cities in the galaxy, it really doesn’t
around the age of 14 for Humans and varies quite family never quite rose to station of the wealthy. matter. You are a survivor, and you’re “free”.
Perks:
a bit for other races depending upon at which Choose 1 point: Vehicle 1, Education 1, Patron However, you didn’t grow up poor or wanting Perks:
point in their lives that reach maturity. 1, Multi Lingual Background 1, Secret Base 1, either. You found yourself squarely in the Choose 1 point: Natural Lie Detector 1, Pluck &
Fame 1 middle of two culture struggles. The poor didn’t Tuck 1, Luck 1, Silence 1, Serpent Tongue 1,
Notes: Any overlap in skills at this stage from care for you because you had more than them Forgettable 1
the previous stage or any stage moving forward Available Skills: and the rich thought you were nothing because
Choose 4 Skills from the following selections: Available Skills:
should be avoided. However, in the instances you lacked the refinement and financial backing Choose 4 Skills from the following selections:
where it occurs, refund 5 CP per skill slot back to Persuasion, Scholar, Technology, Tactics, to play with them. Your family faded into
Command, Languages, Art, Business, Unarmed Combat, Sneak, Hide, Streetwise,
the player which can be used at the obscurity. As you grew up, your family slid Melee Combat, First Aid, Appraisal, Theft,
Customization Stage at the end. Perks can stack Bureaucracy, Melee Combat, Navigation, Beast further into debt and became a tangled up in Athletics, Endurance, Security Systems,
with previously acquired ones if the player so some unforgivable loans, which you now carry Persuasion, Willpower, Con.
desires if they are multi tiered, otherwise refund responsibility for.
10 CP per perk point . Perks: Ran Away from Home
Choose 3 points: Forgettable 1-3, Card Shark 1, For reasons known only to your Hero, you fled
Gear can be awarded twice if appropriate, Sixth Sense 1-3, Expose Fault 1, Criminal
however, typically substitute something else for from your family at an early age. This situation
Contacts 1-3 you faced was likely a physically or mentally
someone who might start with 2-3 Lightsabers.
Disadvantages: Dependents 2 abusive one. Since that time you have learned to
Cara Dune’s Early Development Available Skills: survive on your wits alone. Against all odds you
Choose 4 Skills from the following selections: have managed to eek out an existence and even
Cara Dune, of Alderaan came from a Blue Collar Athletics, Gunplay, Dodge, Streetwise, Unarmed thrive.
family, she had her genetics altered at an early Combat, First Aid, Navigation, General Perks:
age, an initiative pioneered by Luthen Rael. Maintenance/Repair, Droid Repair, Willpower, Resourceful 1 (2 additional Skill Slots from the
Always using the technology and tools that the Survival, Hide, Sneak, Theft list)
Empire has against them. Any chance at beating Available Skills:
the Empire is worth taking (in his eyes), if that is Abandoned / Orphaned Choose 6 Skills from the following selections:
ethically distasteful so be it. It is the price we Unarmed Combat, Sneak, Hide, Survival,
Your parents left you for reasons you may or
pay to have a chance to defeat the Empire. Streetwise, Melee Combat, Gunplay, Starship
may not recall. It’s quite possible you are a child
that was in a war torn area during the Clone Wars Piloting, Ground/Water Vehicle Piloting, Beast
Blue Collar or any of the myriad of conflicts that have arisen Riding, First Aid, Investigation, Appraisal, Theft,
Your parents were working class. They did well over the millennia in the Star Wars universe. Athletics, General Maintenance & Repair,
for you and your siblings, however, you rarely Riding, Starship Piloting, Intimidation, Appraisal You have had to fend for yourself. Computer Programming/Repair, Droid
ever saw much of one or both of your parents. Programming/Repair, Repulsorlift Repair
Perks:
Perks: White Collar Choose 1 point: Toughness 1, Accelerated Stim Junkie
Choose 1 point: Toughness 1, Silence 1, Luck 1, You grew up affluent, the child of a family with Healing 1, Ersatz 1, Hyper Movement 1, Lesser You fell in with the wrong crowd, and it
Natural Lie Detector 1 means and you had money and toys and were Life Form Control 1 eventually consumed a chunk of your life. This
Available Skills: both the envy and ire (jealousy) of your group of Available Skills: doesn’t mean you are worthless, it’s just an
Choose 4 Skills from the following selections: friends. This doesn’t necessarily mean you were Choose 4 Skills from the following selections: experience you survived and rose above. You
Athletics, Gunplay, Dodge, Streetwise, Unarmed pampered, however, from an outside and more Unarmed Combat, Sneak, Hide, Streetwise, didn’t learn much during this time, however,
Combat, First Aid, Navigation, General impoverished perspective you certainly were. Melee Combat, Gunplay, Starship Piloting, there were some unexpected side effects of all
Maintenance/Repair, Droid Repair, Willpower, Perks: Ground/Water Vehicle Piloting, Beast Riding, the stimulants you shot up with.
Survival, Hide, Sneak, Theft Choose 1 point: Capital 1, Education 1, Musical First Aid, Investigation, Appraisal, Theft, Perks:
Ability 1, Favor 1, Reputation 1 Athletics Criminal Contacts 1
• Cara Chooses the Toughness 1 Perk and the
Unarmed Combat, Willpower, Survival Available Skills: Poor / Homeless Advantages:
and Sneak Skills. Choose 4 Skills from the following selections: Attack Resistance 3: Drugs/Poison (any): +9 to
86 87
resist the effects, can reap all beneficial effects of Disadvantages: Hunted 3 Repulsorlift Repair, Gunplay, Survival, Scholar, Warfare
a Stimulant once per game session, with the Available Skills: Unarmed Combat, Melee Combat, Con. The Hero was either raised in a Mercenary unit
resistance rating (9) canceling out most if not all Choose 4 Skills from the following selections: or grew up on the battlefield, fighting for his or
negative effects. Cannot become addicted. Amputee her lives against any number of foes (quite
Gunplay, Unarmed Combat, Melee Combat, Through either a genetic anomaly or a war torn
Disadvantages: Sterile 3 Thrown Weapons, Athletics, Dodge, Missile possibly the Empire depending upon setting).
battlescape your entered the world with a
Available Skills: Weapons, First Aid, Demolition, CommScan, missing limb(s) or lost one or more during your Perks: Toughness 1 & Resourceful 1
Choose 4 Skills from the following selections: Sensors, Starship Gunnery, Starship Piloting, earlier years. Your replacement limb(s) is/are Disadvantages: Quirk 1: Traumatic
Unarmed Combat, Sneak, Hide, Survival, Starship Shields, Walker Piloting, Tactics, obvious replacement(s). These are grafted on Nightmares
Streetwise, Melee Combat, Gunplay, Starship Security Systems droid parts that serve the function of your Available Skills:
Piloting, Ground/Water Vehicle Piloting, Beast Child Actor missing appendage(s). Choose 6 Skills from the following selections:
Riding, First Aid, Investigation, Appraisal, Theft, The Hero was actively a part of the Holovid Perks: Gunplay, Unarmed Combat, Melee Combat,
Athletics, General Maintenance & Repair, sitcom and movie scene as a child actor. The • Toughness 2 (if one limb) Thrown Weapons, Athletics, Dodge, Missile
Computer Programming/Repair, Droid hero as some level of fame from the experience, • Fear 1 & Toughness 2 (if two limbs) Weapons, First Aid, Demolition, General
Programming/Repair, Repulsorlift Repair, Con in addition to a number of useful skills due to the • Fear 2 & Toughness 2 (if three Limbs) Maintenance/Repair, Beast Riding, Tactics,
various roles they played. • Fear 3 & Toughness 2 (if four limbs) Command, Appraisal, CommScan, Willpower,
Bred for War Perks: Disadvantages: Missing Limb(s) 1-4
Survival, Theft
Your parents/owners have been tinkering with
Fame 1, Musical Ability 1, Resourceful 1 Available Skills:
your genetic code in a very unnatural fashion to SA Youthgroup
create a combat capable fighter that will be Disadvantages: Choose 4 Skills from the following list: General Sub-Adult (Imperial) Youthgroup
effective and lethal in purpose. You didn’t have a • Imperial/Faction Record 1: Over Exposure, Maintenance/Repair, Droid Programming/Repair, Your parents were hardcore Imperial Loyalists
childhood, you had competition in the form of the hero is well enough known to be Appraisal, Search, Con, Hide, First Aid, and, as such, they extolled the merits of Imperial
the other subjects in the program. recognized after some time, especially by Technology, Willpower, Survival, Unarmed Service. You willingly joined the Imperial Youth
fans. Combat, Melee Combat, Thrown Weapons, Organization, promoting the Empire openly and
Perks:
• Employed 1: Hero is under contract to Starship Piloting, Ground/Water Vehicle being trained (and further indoctrinated) in
Toughness 1 &
appear for promotional bits and make Operations paramilitary skills. You are considered to be the
Choose one: Attack Resistance 2 (Energy &
Physical, +3 Each) or Sixth Sense 2 celebrity appearances on an infrequent basis. Survivalist social elite at this stage in your life, and utter
Available Skills: Your parents raised you on the frontier. Whether scum to the oppressed.
Disadvantages: Quirk 2: Socially Stunted (+6
to all social interactions with anyone other than Persuasion/Acting & that be in the Corporate Sector or in actual Wild Perks:
your family or tiny community on the planet you Choose 4 Skills from the following list: Scholar, Space is up to you. The outcome is all the same. Patron 1: Imperial, Education 1, Resourceful 2
were raised on). This Quirk can be worked off in Computer Program/Repair, Melee Weapons, Your family left the galactic whole for some Disadvantages:
8 game sessions for 5 CP per two game sessions Unarmed Combat, Gunplay, Con, Languages, largely unsettled world and carved out a life • Infamy 1 (SA Youthgroup Cruelty & Cruelty
(20 Points). Beast Riding, Gambling, Command, there. You don’t have exposure to social to Aliens on home system)
Investigation, Streetwise, Intimidation interaction in your formative years, however, you
Available Skills: • Devotion 1 (Partial Imperial Indoctrination
know how to hunt and survive on your own with
Choose 4 Skills from the following selections: Child Prodigy causes Hero to say many confrontational
little to no technology.
Aerial Pack Ops, Gunplay, Unarmed Combat, It was identified at an early age that you were things at the worst possible moments around
Melee Combat, Thrown Weapons, Athletics, leagues better than anyone else at a certain skill Perks: Toughness 1 & Resourceful 2 non Imperials: +3 to social difficulties around
Dodge, Missile Weapons, First Aid, Demolition, (set) and you parents pressed you into the Disadvantages: Quirk 2: Socially Stunted (+6 any faction opposed to the Empire)
CommScan, Sensors, Starship Gunnery, Starship spotlight and as a result you had a limited to all social interactions with anyone other than • Imperial Record 1 (not wanted, but recorded
Piloting, Starship Shields, Walker Piloting, exposure to your own childhood, instead focused your family or tiny community on the planet you as the child of an Imperial Diplomat, Officer
Tactics, Security Systems on honing your extraordinary gifts(s). were raised on). This Quirk can be worked off in or Official)
Perks: 8 game sessions for 5 CP per two game sessions
Escaped Experiment Available Skills:
Skill Mastery 2 (20 Points).
You were gestated with the sole purpose of being Choose 8 Skills from the following selections:
Disadvantages: Available Skills: Gunplay, Unarmed Combat, Athletics, Dodge,
an experimentation test subject. That process
Limited Childhood 1: +3 to all Social Survival & General Maintenance / Repair + First Aid, Tactics, General Maintenance/Repair,
tends to violate dozens of treaties, is so utterly
encounters when relating to others. Choose 8 Skills from the following selections: Command, Appraisal, CommScan, Willpower,
depraved and immoral and is utterly illegal (even Gunplay, Unarmed Combat, Melee Combat, Survival, Starship Piloting, Starship Gunnery,
in the Empire!). At some point in the process Available Skills:
Thrown Weapons, Athletics, Dodge, Missile Starship Shields, Navigation, Search, Security
you escaped your captors. You have been on the Choose Any 2 Skills to be part of the Skill
Mastery; Choose 4 additional skills from the Weapons, First Aid, Demolition, Beast Riding, Systems/Repair, Languages, Bureaucracy,
run ever since. Tactics, Appraisal, CommScan, Willpower, Business, Scholar, Technology
Perks: following list: Business, Scholar, CommScan,
Punching Bag / Tank (AP).
Pre-Natal Nanotech Surgery 3 & Science: Technology 1, Navigation, Computer Thief
Photographic Memory 1 Program/Repair, Droid Program/Repair, The Hero has survived thus far working as either
Mercenary Upbringing / Child
88 89
an independent Thief or for a guild or Ability 1 The Galactic Jedi Order (TJ) AP, Missile Weapons, Art, Scholar 1: Jedi
organization. Skill Package: Social Standing: Order 2, Coruscant Order 3
Perks: Silence 1, Luck 1, Resourceful 1, Security Systems, Investigation, Computer Jedi of the • 20 Build Points (Social Standing, 4 Skills, 2
Criminal Contacts 1 Program/Repair, Sensors Appropriate Tier AP’s, 4 Pips, etc).
Explorer At it’s height the
Disadvantages: order had 20,000 Equipment: Lightsaber, Jedi Utility Belt,
Requirements: Explorer Droid in Stage 1 Durable Combat Attire (+2 to Resist Damage)
Imperial/Faction Record 1: Theft / Burglary Perks: Sense of Direction 1 Jedi Knights
Arrest on record & Curiosity 2 Skill Package: under it’s direct • Can Ride for Free on any commercial
Available Skills: CommScan, Gunplay, Hide, Stealth command Galaxy starship
Choose 6 Skills from the following selections: wide. After
Combat attrition during • Are given room and board for free
Theft, Sneak, Hide, Streetwise, Persuasion, Requirements: Combat Droid in Stage 1
Unarmed Combat, Thrown Weapons, Ground/ the trade disputes, clone wars and rise of the • Are Considered High Military Equivalence
Perks: Fear 1 empire the figures became quite fuzzy. Emperor (Padawan = Unit Commander, Knight =
Water Vehicles, Starship Piloting, First Aid, Skill Package:
Security Systems/Repair, General Maintenance/ Palpatine’s issuance of Order 66 was the direct System Commander, Master = Sector
Choose the skill you didn’t in the last stage cause of thousands of Jedi deaths across the Commander)
Repair, Con, Computer Program/Repair, Search, (Thrown or Missile Weapons), Intimidation,
Gambling, Investigation, Survival galaxy, the survivors would be hunted to the ends
General Maintenance/Repair, Unarmed Combat • Can Take anything they need, at anytime, for
of the galaxy over the course of the Imperial
Astromech almost any reason (as necessary for mission
Extremist Order’s reign. How many actually survived is
Requirements: Astromech Droid in Stage 1 completion).
The Hero’s parents effectively raised you anyone’s guess.
believing that a faction or regime was evil Perks: Silence 1 or Hyper Movement 1 Location: Coruscant • Are issued 10,000 Credits per mission
beyond all recognition and needed to be Skill Package: Requirements: Must be Force Sensitive
Sneak, Computer Program/Repair, Droid • Temples are hidden galaxy wide
eradicated at all costs. The Hero has been Perks: Force Potential 4 (not available at other
conditioned to deliver harm at almost any cost Program/Repair, Repulsorlift Repair • In charge of a Padawan (18D Attributes, 15
Academies an additional +1 to Force Attribute Skills + Control, Sense, Alter, Lightsaber AP,
(even personal loss of life) to the faction / Human Replica and Potential), Fellowship Member 2,
regime. Requirements: Human Replica Droid in Stage 1 Lightsaber Creation AP, Jedi Martial Arts at
Resourceful 3 (6 Skills), Enhanced Attribute: Expert, Unarmed Combat, Melee Combat;
Perks: Fearless 3, Resourceful 1 Perks: Master of Disguise 1 or Musical Ability1 Force 3
Skill Package: Force Attribute: 2D)
Disadvantages: Appraisal, Sneak, Athletics, First Aid Heroes begin play as Knights
The Tapani Knights (TJ)
• Imperial/Faction Record 1: The Hero is Labor Droid Disadvantages: Social Standing:
cataloged as an Extremist due to association Requirements: Labor Droid in Stage 1 • Estranged from Family 3: You know your Lord Protector of
with their parents being listed faction Perks: Toughness 2 heritage, though you have been away so long the Expanse
members (or were because they already blew Skill Package: that you suffer +9 to all Social interactions Perhaps the second
themselves up / were captured or killed). CommScan, Endurance, Athletics, Intimidation with your family and all commoners in the largest order of Jedi
galaxy (does not apply to nobility, in the galaxy, until
• Devotion 2: Mostly indoctrinated, merely a
bureaucracies or militaries). Emperor Palpatine
stage away from being an utter zealot for the
cause.
Trained to be a Jedi • Code of Honor 2: Celibacy: Jedi of this shelled the academy
You were chosen at a very early age to become a order may not take wives. Some dalliances and world it was on
Available Skills: member of one of the Jedi Orders in the galaxy. are condoned for younger members of the from orbit. There
Demolition & Choose 5 Skills from the You were, likely, given to the order by your order. Violations here create a +6 Social are fragments of the
following selections: parents due to the prestige and the substantial penalty when dealing with any Jedi of the academy as well as satellite enclaves in the
Gunplay, Unarmed Combat, Melee Combat, payout your family was awarded. You had a Order (for all social tests). Tapani sector that survived and went
Thrown Weapons, Athletics, Dodge, Missile good up bringing overall. Relationships were • Code of Honor 3: The Jedi Code underground immediately. Active training in that
Weapons, First Aid, General Maintenance/ frowned upon, but not unheard of. Some orders • Devotion 3: The Galactic Jedi Order sector continues under the guise of Saber Rakes,
Repair, Beast Riding, Tactics, Communications, were more strict than others. the brash noble antagonists that duel in the
Willpower, Survival, Theft, Computer Program/ Skill Package:
• Control, Sense, Alter, Melee Weapons, streets for “Honor”. There are no more than a
Repair, Droid Program/Repair few students in the entire sector during the height
All Traditional Jedi (TJ) Packages Unarmed Combat, Lightsaber AP, Jedi
Martial Arts (at Mastery), AP Lightsaber of the Empire, with some leaving to combat the
are complete starting packages:
Droid Packages Creation, General Maintenance & Repair, Empire directly and many dying in the process.
Skip all life paths until Athletics, Willpower, First Aid, Dodge, The order is effectively disbanded until the battle
The second stage in selection for Droid Heroes. Starship Piloting, Starship Gunnery, Starship of Endor. However, in five years prior to the
Customization. Shields, Navigation, Bureaucracy, Command, Emperor’s demise, a number of Saber Rakes (2
Servant
Requirements: Servant Droid in Stage 1 Subclass Jedi Continue to choose Persuasion, Acrobatics, CommScan, from each House) were actively cultivated and
Perks: Multi-lingual Background 1 or Musical Repulsorlift Operations, Zero G Operations given the tools necessary to become Jedi. They
Life Paths like normal Heroes.
90 91
would become the first new “Knights” after the Martial Arts (at Mastery), First Aid, Your order is largely left alone until re-discovery • Old Hyperspace Capable Snubfighter
order makes a resurgence in the Tapani sector Willpower, Starship Piloting, Starship by Luke Skywalker’s Academy, after which, the (licensed) Or:
and remains largely tied there, though there are Gunnery, Navigation, Starship Shields, order chose to run a series of cross training • Small Space Transport/Gunship (licensed) if
those that do wander out and they maintain an Persuasion, Dodge, Scholar: Planetary exercises with his. IN addition to this, Jensaarai they so choose.
excellent rapport with Luke Skywalker’s Systems: Tapani Expanse 1, Jedi Lore 1: often dispatch operatives to assisting galactic
Academy. The Jensaarai and Tionese Jedi Tapani Jedi 2, Lightsaber Creation AP, affairs as warriors, mediators and recruitment. The Tionese Order of Jedi (TJ)
Orders often engage in cross training programs General Maintenance & Repair, Gunplay, Social Standing:
Essentially, this is one of a number of Force
with the Tapani Order and share students. Con, Bureaucracy, Business, Starship Repair, • Old Republic: Dreamer
orders that managed to survive (even thrive) after
The jedi in the Expanse dedicate their lives to Stealth, Hide, Art the fall of the Jedi Order. They survived the Jedi • Imperial Occupied Tion: Shadow
protecting the citizenry. However, the Jedi of the • 20 Build Points (Social Standing, 4 Skills, 2 Council’s attempt to wipe them out. The Jedi
order actively duel against one another over AP’s, 4 Pips, etc). • Warlord Zsinj: Negotiator
Council’s destruction found the Jensaarai feeling
slights and honor discrepancies. These duels Equipment: Paired Light-Foils, Tapani Guard as if they had been liberated, only to be • Tionese Unity: Unity Protector
often end in the death of one party. While this Armor and License to traverse the Expanse on “enslaved” by the Empire. As a member of the Tionese Order of Jedi you
will satisfy the honor of those involved, it is not any ship, at any time, for free. 100,000 Credits remained in the shadows, working behind the
the only way they resolve disputes. The honor Location: Surbai System
for a Starship & 25,000 Credits of additional Requirements: Must be Force Sensitive, the scenes to build the framework for the Tionese
system has been what has allowed the order to Gear. They begin play with an Adept (15D Unity. Brokering deals with merchant families
largely control their members without overt members of the order exist in populous numbers
Attributes, 10 Skills + Control, Sense, Alter, during the time of the Rebellion. There are few and re-discovering lost treasures in order to
pressure or strict rules like the Jedi Order of Lightsaber AP, Melee Weapons, Dodge, 2 FA, 1 secure the funding to re-forge the Tionese sector
Coruscant. The Jedi of the Expanse are during the times of the Clone Wars. The order
Force Point, 4 Skill Dice) grows exponentially after the fall of the Galactic into a neutral entity that would one day offer
encouraged to find love and live full lives. freedom to it’s citizens. As a Jedi in this order,
The Jensaarai Order (TJ) Empire.
Masters carry the title of “Lord” or “Lady” you can be any type of Jedi. The order doesn’t
followed by their Surname, Knights are Social Standing: Heroes begin play as Knights turn anyone away. You don’t even have to be
addressed as “Sir” or “Dame” followed by their • Clone Wars: Jedi Outcast Perks: Fellowship Member 2: Jensaarai Order, Force Sensitive. You receive the same level of
First Name, Students are referred to as Adepts. • Galactic Empire: Jedi Hunter Ambidexterity 1, Force Potential 3, Skill Bonus training that any Jedi in the order does and you
Tapani Jedi have full authority to commandeer 3 (6 Skills), Sixth Sense 2, Toughness 2 are valued for your contribution regardless.
• New Republic+: Defender (Force Potential) Exposure to the training for
any military assets within their vicinity to protect Disadvantages: Dark Side Attunement 1, Code
the Expanse and it’s citizenry. "We are not evil." non-Force Sensitives yields Limited Jedi.
of Honor 3: Jensaarai Code, Devotion 3:
Location: Pelagia, Tapani Sector "No, the Jensaarai are not, nor are they wholly Jensaarai Order, Employed 3: Jensaarai Order The individuals behind the rise and formation of
Requirements: Must be Force Sensitive good." the Tionese Unity have been tirelessly working
Perks: Enhanced Attribute: Force Attribute 3, Skill Package: behind the scense for over a century. They have
―The Saarai-kaar and Luke Skywalker • Control, Sense, Alter, Melee Weapons, been assembling resources, building alliances,
Fellowship Member 2: Tapani Order of Jedi,
Resourceful 4 (8 Skills), Force Potential 3 The Jensaarai are an order of Force-users from Unarmed Combat, General Maintenance & weeding out foes and finding new allies. You
New Heroes being as Knights the Suarbi system, who arose during the Clone Repair, AP Alchemical Weapon/Armor represent the hand picked, elite to the Tionese
Wars. Their name is Sith for "followers of the Creation, AP Lightsaber Creation, Lightsaber Culture. Chosen for your skill and cunning,
Disadvantages: hidden truth." Their philosophy and AP & Jensaarai Rek’Dul Martial Arts at adaptability and desire to see the Tionese people
• Devotion 2: Tapani Sector. methodology is a blend of Sith and Jedi Mastery Level, Starship Piloting, Starship rise in prominence like they once were under
• Code of Honor 3: Tapani Jedi - Tapani Jedi teachings. Their hierarchy loosely resembles Gunnery, Starship Shields, Navigation, First Xim.
take Honor and the Jedi Code very seriously. that of the Jedi Order. During its creation and Aid, Athletics, Willpower, Stealth, Tactics,
Coming to the aid of almost anyone in need Intimidation, Scholar, Bureaucracy, Ranks in the order in all eras are as follows:
early years the Jensaarai are opposed to the Jedi, Studenst are hand picked by insightful
(even if they’re dark, they still serve the due to ignorance and the loss of their founder. Persuasion, Con, Starship Repair, Dodge,
citizens of the Expanse). Repulsorlift Ops individuals that aren’t necessairily Jedi. Their
After the fall of the Galactic Empire, the students are referred to as Operatives.
• Employed 2: Tapani Sector Jensaarai make peace with the Jedi, and even
• Devotion 3: Light Side Jedi, Grey or Dark • 20 Build Points (Social Standing, 4 Skills, 2
send students to learn at Skywalker's Academy. AP’s, 4 Pips, etc). As Operatives grow in ability and prove their
Of the latter 2 devotions, only Grey was widely skill and dedication to the Tionese, they are
As a Jedi in this order, you are taught a hybrid of Equipment: Lightsaber, Tailored Light Combat granted the title of Investigators.
known of. The presence of a Dark Academy in Sith and Galactic Jedi Order principals. w/Cortosis Weave w/maglocking boots and light
the core training was “allegedly” buried centuries Ultimately, neither the Sith teachings nor those environmental capability (light EVA suit Masters of their craft are referred to Emmisaries.
earlier. Though, in practice this never happened. of the Galactic Jedi Order truly hold sway over integrated), Rugged but Functional Formal Unity Protector is a title that applies to all of the
• Quirk 1: Expresses Emotions Openly -3 to you. Each jedi is allowed to develop in their Attire, Heavy Blaster Pistol, Military Encrypted order, it is the code by which they live their lives.
Willpower tests. own way, save for the fact that the order does not Comlink, Recording Rod, Glow Rod, Survival
condone the path of the fallen Jedi (Dark). Backpack. Carry Licenses for all weapons Location: Tionese Cluster
Skill Package: Contrary to what most outsiders would assume Requirements: None, the members of the order
(including their Lightsaber(s) even during the
• Control, Sense, Alter, Melee Weapons, those of the Jensaarai order are a hybrid of Light exist in small numbers during the time of the
times of the Galactic Empire, considered
Unarmed Combat, Lightsaber AP, Jedi and Grey Jedi. Rebellion and even before that.
mercenaries in that era). 2,500 Credits
92 93
Perks: Fellowship Member 2: Tionese Order, 1, Force Sensitive 3 • Control, Sense, Alter, Lightsaber AP, Skills), Enhance Attribute: Force 3, Non-
Force Potential 2 or Sixth Sense 2 (for no Disadvantages: Gunplay, Dodge, Unarmed Combat, General Detection 3 (You do not detect as Force
Sensitives), Toughness 3, Accelerated Healing 2, • Code of Honor 3: The Jedi Code Maintenance & Repair, AP Lightsaber Sensitive, you cannot be tracked through the
Skill Bonus 3 (6 Skills) • Devotion 3: Luke’s Academy Construction/Repair, Replusorlift Operations, Force. Cannot be targeted remotely with Force
• Devotion 3: New Republic Willpower, Athletics, Melee Weapons, First powers. +3 to all Defensive Tests vs Negative
Disadvantages: Code of Honor 3: Tionese
Skill Package: Aid, Stealth Force Powers).
Order, Devotion 3: Tionese Unity, Employed 2:
Tionese Unity • Control, Sense, Alter, Melee Weapons, • 20 Build Points (Social Standing, 4 Skills, 2 Disadvantages:
Unarmed Combat, Lightsaber AP, Lightsaber AP’s, 4 Pips, etc). • Code of Honor 3: Light Side of the Force
Skill Package: Creation AP, General Maintenance & Repair, • Devotion 3: Thuwisten Order
• Control, Sense, Alter, Melee Weapons, Equipment: Lightsaber & Heavy Blaster Pistol,
Brawling at Mastery, Starship Piloting, Versatex Survival Suit with Armor Plates and • Devotion 3: Galactic Force Sensitives
Unarmed Combat, Lightsaber AP, Lightsaber Starship Gunnery, Navigation, Starship Skill Package:
Creation AP, Martial Arts at Mastery, First Adaptive Camo w/ 6 reloads, Comlink, Survival
Repair, Gunplay, Willpower, Martial Arts at Kit, re-purposed Storm Trooper Utility Belt, Riot • Control, Sense, Alter, Melee Weapons,
Aid, Security Systems, Repulsorlift Mastery, Sneak, Persuasion, Bureaucracy, Unarmed Combat, Lightsaber AP, Lightsaber
Operations, Gunplay, Dodge, Persuasion, Gun. 3,500 Credits
Scholar: Jedi Lore 1, Melee Combat Form of Creation AP, Alchemical Creation AP,
Starship Piloting, Navigation, Command, Choice at Mastery, First Aid Thuwisten Adept of Tyia (TJ) General Maintenance & Repair, Brawling at
Tactics, Navigation, Bureaucracy, Scholar: Social Standing: Tyia Master Mastery, Starship Piloting, Starship Gunnery,
Tionese Unity 1, General Maintenance & • 20 Build Points (Social Standing, 4 Skills, 2
AP’s, 4 Pips, etc). During much of the galaxy's history, Force- Navigation, Starship Repair, Willpower,
Repair sensitive Revwiens withdrew to the jungles to Sneak, Persuasion: Telling Jokes 2,
• 20 Build Points (Social Standing, 4 Skills, 2 Equipment: Advanced Reflect Body Glove P- study the Tyia philosophy "tyia" is the Revwien Bureaucracy, Scholar: Jedi Lore 1, Thuwisten
AP’s, 4 Pips, etc). L1 & E-L3, Military Encrypted Comlink, word for "breathe." The central tenet of the Tyia Lore 1, Planetary Systems 1, Cultures 1,
Survival Kit, Blaster Pistol, Lightsaber (2nd if philosophy concerns a spiritual unity between Melee Combat Form: Chii’Sho: Mastery,
Equipment: Lightsaber (2 if dual wield), Riot you dual wield), Vac Suit & helmet, Synth-rope
Gun, Advanced Sneak Suit L2, Formal Attire for individuals. It teaches that individuals should First Aid, Languages,
Dispenser, Med Pack, Jedi Utility belt. 3,000 seek personal harmony with their "Tyia," which
Business Meetings, Advanced Concealed Credits • 20 Build Points (Social Standing, 4 Skills, 2
Combat Body Suit: P & E- L2, Holdout Blaster would allow numerous "Tyia" to form a AP’s, 4 Pips, etc).
(4D), Blaster Pistol (or Beam Tube Pistol), • Hyperspace Capable Snubfighter for personal "Thuwisten," namely, a bond-circle formed
through the joining of spirits. The Thuwisten Equipment: Typically an Alchemical Weapon
Personal Speeder (seats 4), Personal Transport or missions (Typically a Z-95-AF5 or similar).
would then be complete in utter harmony. Due (like an enchanted stick); However, some have
Snubfighter (legal), Military Encrypted Comlink Or chosen to wield Lightsabers, Shield Belt (P2/E2).
(120), Sienar Fleet Systems access ID and Paid to this central precept, followers of the Tyia
Apartment on Lianna. Carry Licenses for all • Personal Transport that can accommodate at philosophy are called Thuwistens. The Tyia Subclass Jedi
weapons (except Lightsaber until after the fall of least 2 people (typically a larger Snubfighter philosophy also emphasizes peace and respect
Warlord Zsinj). 2,500 Credits like a Y-Wing or Byblos Bomber). for all life. Thuwisten on Revyia spread their The White Current (Falanassi)
beliefs to all who were receptive; however, An incredibly powerful group of Illusionists that
& either a Personal Transport with crew or a Self Taught Jedi (TJ) despite its long history, the religion only became can actually make some of their illusions impact
small capital ship (Unity Protector). Social Standing: Rogue Jedi widely known in the galaxy around the time of reality itself, due to their strong connection with
Anyone who has no master and limited or no the Galactic Empire. This was triggered by the the Force. Overall, the entire order are peaceful
Luke Skywalker’s Jedi Academy (TJ) access to training materials. killing of Jedi after the declaration of Order 66 to the point of being Pacifistic. They became
Social Standing: Jedi Knight during the Clone Wars; following these deaths, embroiled in the Black Fleet Crisis and aided
Luke Skywalker’s Jedi Academy is the closest Location: Varies many Thuwisten were sent into the galaxy to Jedi Master Luke Skywalker in casting an
thing most people ever see to a formalized Jedi Requirements: None seek out and aid any remaining Jedi. The Tyia is illusion that saved the lives of tens of thousands
Academy. There are others that crop up across Perks: Force Sensitive 3, Resourceful 3: 6 one of a small number of Force traditions that is of New Republic Naval troops as the Yevetha
the galaxy from time to time (including even Skills; Select 6 points of advantages from the openly practiced under the Empire. fired at these illusions instead of New Republic
players orders), however, Lukes eventually following list: Steel Will, Luck, Accelerate Line Ships. This displayed the fact that they
reaches the prominence of the old Galactic Jedi Healing, Sixth Sense Thuwisten manifested many skills similar to could get involved without directly causing the
order after he recovers enough of their core Jedi, such as healing skills, telekinesis, and deaths of their adversaries. Some Falanassi have
Disadvantages: telepathy. Thuwisten typically do not use
training materials and bolsters his core benefits • Code of Honor 3: The Jedi Code, Darkside migrated over to aiding the New Republic in
with that of theirs. (Closer to 20 ABY) lightsabers, although there are some exceptions. endeavors over the years since. Luke Skywalker,
Path or Sith Religion, Imperial/Faction Some Revwien Thuwisten fall to the dark side,
Location: Varies, eventually Yavin 4 Record 1, Ability Activation Limitation 2: himself, was able to master a number of White
which causes them to take on a shriveled Current principals over time.
Requirements: Must be Force Sensitive, doesn’t Choose one Power (Control, Sense or Alter) appearance. Such individuals were not given
exist until roughly 6+ years after the battle of and it is either performed at a +1DR or Can names; they lost the right to any such Location: Unknown
Endor. only function under special circumstances appellation. Requirements: Must be Force Sensitive
Perks: Fellowship Member 2, Attack Resistance (while absorbing energy, only while at peace,
only in combat, only in water, only in space, Location: Outer Rim, Revyia Perks: Enhanced Attribute: Force Potential 3,
3: Dark Side Powers (+9 to resistance tests and Requirements: Must be Revyian Fellowship Member 2, Skill Bonus 2 (4 Skills)
damage soak), Skill Bonus 4: (8 Skills), Empathy etc).
Skill Package: Perks: Force Sensitive 3, Skill Bonus 4 (8 Disadvantages:
94
• Code of Honor 3: Pacifistic Equipment: Dependent on Combat Principal 1, Force Potential 1, Obscure Knowledge 1 Perks: Enhanced Attribute: Null Force 3,
• Devotion 3: Falanassi Gun Kata: Grammaton Cleric Pistol Disadvantages: None, Limited to Alter Only Fellowship Member 1, Skill Bonus 1: (2 Skills)
Skill Package: Skill Packages: Disadvantages:
• Willpower, Stealth, Dodge, Unarmed Alchemical Weapon AP: Alchemical Weapon
• Alter, Melee Weapons, Unarmed Combat • Devotion 3: The Order always answers to
Combat, Melee Weapons, Alchemical Melee Form: 2D Personal Shield Belt • Alchemical Weapon AP, Dodge & Melee someone pulling the strings, like the Jedi
Weapon AP, AP Alchemical Weapon Form Council or Emperor Palpatine.
Creation, General Maintenance & Repair, Somatic Jedi
The Somatic Jedi are limited to a specific focus Equipment: Alchemical weapon or Alchemical Skill Package:
Con • (AP) Alchemical Weapon/Armor Creation,
in the understanding of the Force. They are Body Glove (reduces all damage by 5 from all
Equipment: 500 Credits locked into only being able to access Control sources, confers all bonuses of a standard Body Melee Combat, Alchemical Weapon AP,
Abilities and their combat prowess is derived Glove, essentially indestructible) Unarmed Combat, Gunplay, Missile
The Order of Witches and Warlocks Weapons
These are Raw Jedi Spell casters that are able to from Control (Damage +/-) as a result. They are
the only order of sub-class Jedi that can utilize Latent Jedi Heritage Equipment: Cortosis Weapon of Choice
shape the force into lethal energy on the fly. You have natural affinity with the Force, but you
They are not capable of learning how to focus the vast array of Control (Self/Somatic) abilities.
The order is typically versed in using Alchemical have no formal training. This is somewhat The Mundane
their magic like a Traditional Jedi, though they common after the fall of the Jedi Order. You are
do use Sorcery (Alter) to help them shape their Weapons including melee weapons, ranged The Mundane are individuals that have no
(missile) weapons and even Lightsabers. They a child that would have normally been special training, were not identified to become
magic (the Force). discovered by one of the Jedi Orders and
are probably the most resilient of the sub-classes Jedi hunters specifically. They operate just
Location: Dathomir and others as they can use Control to resist negative Force recruited. Even during the height of the Jedi outside the functional interconnect between
Requirements: Must be Force Sensitive Powers. Order it is possible for a person with latent Force nature and the void. You don’t even realize that
Perks: Enhanced Attribute: Force Potential 3, abilities to exist, they may have been overlooked you’re special. You would have to be identified
Location: Anywhere, doesn’t require a master or rejected from membership for a number of
Fellowship Member 1 Requirements: Must Be Force Sensitive by a Jedi Hunter or attacked by a Jedi, in order to
reasons. be “discovered”. The package effectively
Disadvantages: Perks: Select 1 point of Advantages from the
• Devotion 3: To the Order above all else Ezra Bridger, from the Rebel’s Cartoon is a refunds a small portion of the 1D investment into
following list: Luck 1, Accelerate Healing 1, prime example of an individual with Latent Jedi “Mundane” and puts it toward an additional
Skill Package: Sixth Sense 1, Toughness 1
• Willpower, Stealth, Dodge, Melee Weapons, Heritage. He would go on to become a fully Perk Point.
Alchemical Weapon AP, Missile Weapons Disadvantages: None, Limited to Control Only trained Jedi and easily equivalent to a Jedi Location: Anywhere, does not require a master
Skill Package: Knight of the Old Republic. Requirements: Must be Mundane
Equipment: Alchemical Weapon • Control, Melee Weapons, Unarmed Combat Location: Varies Perks: Select 2 points of advantages from the
Quixotic Jedi • Melee or Martial Arts Combat Form at Requirements: Must Be Force Sensitive
Mastery following list: Steel Will 2, Skill Mastery 2,
The Quixotic Jedi are the masters of Sensing Perks: Select 1 point of Advantages (any) Toughness 1-2, Sixth Sense 1-2
pretty much everything. If you thought a fully Equipment: Lightsaber, Alchemical Weapon or
trained Jedi Master was truly attuned to sensing Melee/Ranged Weapon of choice up to 4,000 Disadvantages: None Disadvantages: None
through the force, you are incorrect. This bizarre credit value Skill Package: Skill Package:
Jedi subclass is the true master of Sense powers • Control, Sense & Alter or 3 other Skills of • Gunplay, Dodge, Melee Combat,Willpower,
and interpreting the information correctly. The The Sorcery Order Choice Unarmed Combat, Sneak
Quixotic Jedi truly shines in raw accuracy, easily The Sorcery Order of Jedi are limited in their • Gunplay, Dodge, Willpower
access of the Force just like the Quixotic and Equipment: Heavy Blaster Pistol & 250 Credits
matching the levels of accuracy that Traditional Equipment: Sporting Blaster Pistol (3D+2),
Jedi benefit from and then some. Possibly the Somatic Orders. One might think that being
locked into Alteration as a Jedi is an impediment Blast Clothing (+2 P / +1 E), Blast Helmet (1D P
only type of Subclass Jedi that can defeat a / 1D E), Comlink, 500 Credits
Traditional Jedi in single combat is the Quixotic since the overall list of powers is so limited.
Jedi. This is utterly incorrect, Alter is the gateway to
Sorcery and actually crafting Spells that are hero Null Force Practitioners
Location: Anywhere, doesn’t require a master design-able. They function in similar fashion to
Requirements: Must Be Force Sensitive the Witches of Dathomir, however, their powers Trained to Hunt Jedi
Perks: Select 1 point of Advantages from the are not so flexible. They are a prepared spell You were chosen at an early age, either by the
following list: Luck 1, Accelerate Healing 1, caster (must have a source spell crafted and Jedi order itself, the Empire or any number of
Sixth Sense 1, Ambidextrous 1 memorized). The breadth of what their spells other Order’s out there that have existed with the
can do is simply astonishing, limited only by sole purpose of defending the galaxy from the
Disadvantages: None, Limited to Sense Only over-excesses of Jedi or to aid people like
Skill Packages: your own creativity.
Emperor Palpatine in wiping them out.
• Sense, Melee Weapons, Gunplay, Unarmed Location: Anywhere, doesn’t require a master
Combat, Dodge Requirements: Must Be Force Sensitive The Order of the Void
• Choose: Gun Kata, Alchemical Weapon AP Location: Unknown
Perks: Select 1 point of Advantages from the Requirements: Must be Mundane
or melee form following list: Accelerate Healing 1, Sixth Sense
96 97
The Starting Point is not always an Another way to look at the level of specialization
ending point these troopers have is to see them as ODST
(Orbital Drop Shock Troopers) troopers from
The packages on the following pages represent a Halo. Essentially, a single step under Spartans.
block of skills that are directly relevant to the
way your hero will begin play. This, by no Rebel Alliance Professions
means, locks you into a “Class Based” path. You
are free to develop your character any way you Rebel Shock Trooper
see fit in Star Wars. These are just guidelines on The Rebel Shock Trooper is a special initiative
how to play your character at the beginning.
Feel free to stick to the narrative created out of
piecing together these skill and perk packages or
don’t and aim for any random position you want
to explore. The choice is yours!
98 99
assessed for the next leg of training. After Skill Packages: Gunplay, Communications, General Aid, Dodge, CommScan, Beast Riding, Scholar,
another 2 years of grueling trials they were sent Select 4 Skills from the following selections: Maintenance/Repair, Computer Program/Repair, Appraisal, General Maintenance/Repair,
on a series of suicide missions until their either Tactics, Demolition, Computer Program/Repair, Search, Starship Piloting, Ground/Water Vehicle Investigation, Security Systems/Repair,
broke or the Empire was defeated. Droid Program/Repair, Repulsorlift Repair, Ops, Survival, Navigation, First Aid, Thrown Situational Awareness AP (2 Skills)
Troopers that survived the impossible missions Starship Piloting, Starship Gunnery, Athletics, Weapons, Repulsorlift Repair, Dodge, Sensors, Starting Equipment:
they were subjected to that hadn’t suffered Sneak, Hide, Gunplay, Dodge, Melee Weapons, Beast Riding Blastech DH-17 Blaster Pistol (full factory kit)
irreparable PTSD would be recruited directly General Maintenance/Repair, First Aid, Medicine Starting Equipment: w/2 Extra Mags, Blast Helmet, Blast Suit/
into the New Republic peace keeping forces and AS (2 Skills), AP Punching Bag / Tank (2 Skills), Blastech DH-17 Blaster Pistol (full factory kit) Uniform, Combat Boots, Gloves, Military
assigned to cushy bodyguard jobs for Intimidation , Survival, Willpower, Unarmed w/2 Extra Mags, Blast Helmet, Blast Vest, Encrypted Comlink, Med Pack and 2,500
government and military officials as a reward for Combat, Thrown Weapons Combat Boots, Gloves, Uniform, Military Credits. Issued Land Speeder, seats 4.
their dedication to the Rebellion. Very few Starting Equipment: Encrypted Comlink, Med Pack and 2,500 Credits
individuals made it this far. Blaster Pistol w/2 Extra Mags, Heavy Blaster Rebel Medic
Much to the surprise of New Republic High Rifle w/2 Extra Mags, Vibro Knife, Blast Suit Rebel Of�cer You are versed in combat, however, you are the
command, most Shock Troopers either with layered, Energy Mesh Torso Armor, Blast
Helmet, Body Glove, Survival Kit, Med Pack, The Rebel Alliance can’t keep their officers alive first line of defense when it comes to saving
abandoned their postings or lobbied for re- long enough to issue orders, thus these positions lives. When a B2 Droid isn’t available, you’re
assignment that never came. The New Republic Synthrope dispenser and grappling hook,
Combat Boots, Gloves, 2 Concussion Grenades, are constantly in high demand. This position everyone’s only hope.
had a terrible tendency of dismissing the requests represents a entry level officer’s position that
of former SpecOps operatives. Some believe Military Encrypted Com-link, 2 (extra) weeks of Requirements: Must have Taken First Aid in an
rations and 2,500 Credits. would be responsible for commanding a squad of Earlier Stage
they carried a permanent mark on their records troops and it could be any arm of the Rebel
due to a stigma associated with many SpecOps Alliance Military so long as you have the Perks:
groups that refused to disband after the New Rebel Trooper appropriate skill set (non pilots with tactics can Fellowship Member 1: Rebel Alliance
Republic was formed about a year after the This is your run of the mill Rebel Trooper that is lead from a command center). Officers receive a Skill Packages:
Battle of Endor. Cara Dune is one such Trooper assigned to protecting Rebel interests in all couple perks that standard troopers and pilots do Medicine AS & Select 2 Skills from the
that sacrificed everything for the Rebel Alliance. environments. You receive respectable training not. Each officer is assigned an assistant, driver following selections (if Medicine is already
The New Republic posted her to a cushy job that from the Rebel Alliance, are issued a Blast (for their Speeder) and standard Trooper for possessed, select 2 additional skill slots):
she was never able to acclimate to after her time Helmet, Vest and DH-17 Blaster Pistol security (given the high attrition rates Gunplay, CommScan, General Maintenance/
with SpecOps and the Rebel Alliance. previously). The assistant is a, effectively, a Repair, Computer Program/Repair, Search,
Requirements: None
Requirements: Human with Bio-Genetic civilian. However, Starship Piloting, Ground/
Augmentation selected in Step 1 Perks: they are armed and Water Vehicle Ops,
Fellowship Member 1: Rebel Alliance have appropriate Survival, Navigation, First
Perks:
Fellowship Member 1: Rebel Alliance Skill Packages: defensive training Aid, Thrown Weapons,
Select 4 Skills from the following selections: like a standard Rebel Repulsorlift Repair, Dodge,
Trooper (again a new Beast Riding
development due to Starting Equipment:
Imperials picking off Blastech DH-17 Blaster
Rebel Officers so Pistol (full factory kit) w/2
frequently). Extra Mags, Blast Helmet,
Requirements: Blast Vest, Combat Boots,
Command Skill from Gloves, Uniform, Military
a previous stage Encrypted Comlink, Med
Pack, Medical Backpack
Perks: and 2,500 Credits
Fellowship Member
1: Rebel Alliance Rebel Combat Pilot
Skill Package:
Tactics + The Rebel Alliance has an
Select 4 Skills from excellent training regimen
the following for it’s combat pilots.
selections: Naturally, it’s because you
Gunplay, Tactics, are expected to kill more
Computer Program/ than your number. That
Repair, Search, may seem bleak, however,
Navigation, First the grim reality is that Rebel
100 101
Pilots are almost always outnumbered by a The interesting part of this all is that the SpecOps Awareness AP (2 Skills) Perks:
factor 3 to 1. Volunteer division is directly tied to Alliance Starting Equipment: Fellowship Member 1: Rebel Alliance
Requirements: Special Forces command. So, there’s Blaster Pistol & Anything provided by previous Skill Packages:
4D+ Mechanical Attribute something really special about being a & later Customization stages + 2,500 Credits Unarmed Combat, Melee Combat & Select 2
SpecOps Volunteer, it’s the freedom of choice Skills from the following selections:
Perks: on your ops and you keep everything you
Fellowship Member 1: Rebel Alliance SpecOps In�ltrator Command, Tactics, Demolition, Computer
can carry or steal from the Empire. If Program/Repair, Droid Program/Repair,
Skill Packages: you can steal a Capital Ship, it’s yours Repulsorlift Repair, Starship Piloting, Starship
Starship Piloting, Starship Gunnery, to do with as you see fit. Now, it’s Gunnery, Athletics, Sneak, Hide, Gunplay,
Starship Shields & encouraged that you donate stuff like Dodge, Melee Weapons, General Maintenance/
Select 2 Skills from the following this to the Alliance, however, there Repair, First Aid, Medicine AS (2 Skills),
selections: Gunplay, CommScan, are Spec Ops units running their Intimidation , Survival, Willpower, Unarmed
General Maintenance/Repair, own small navies against the Combat, Thrown Weapons, Starship Piloting,
Computer Program/Repair, Empire. Starship Gunnery, Starship Shields, Starship
Search, Starship Piloting, When the New Republic comes Repair, Engineering AS (2 Skills)
Starship Shields, Ground/Water into power all SpecOps groups
Vehicle Ops, Survival, Navigation, First Starting Equipment:
are disbanded and disavowed. Blaster Pistol w/2 Extra Mags, Silenced Slug
Aid, Repulsorlift Repair, Starship Repair, Most were far too radical (though
Dodge, Beast Riding, Willpower, Tactics, Thrower w/2 Extra Mags, Vibro-blade, Full
they go the job done and these Stealth Grade Combat Blast Suit & Helmet with
Command, Engineering AS (2 Skills), were often suicide missions that
Droid Program/Repair, Technology, sub-vocal encrypted communicator, Survival
regular Rebel Troops would never Kit, 2 Med Packs, Ship Suit, Vac Suit, Thermal
Gambling embark upon). Some Spec Ops Imaging Camera (30m) with eavesdropping
Starting Equipment: troopers would either retain their (audio) capability (even through walls),
Survival Kit, Med Pack, Blaster Pistol, former commissions or be given Demolition Kit, Disguise Kit, General Repair Kit
Combat Knife, Light Combat Vac Suit, Pilot’s one, in the New Republic. +3, Starship Tools, Armor Patches (5), 2,500
Helmet (Flash & Flare Comp), Combat Boots, Ultimately the level of disdain that Credits
Gloves, Military Encrypted Com-link, 2 (extra) the New Republic held towards the
weeks of rations, Ship Suit and 2,500 Credits. These are formal Special Forces Troopers in the
SpecOps units would become a Rebel Alliance. They were created from an Issued Vehicle: When and Where appropriate,
Issued Craft: Snubfighter, Speeder, Light moot point. Given the fact that the New initiative led by General Crix Madine, in order to including pilots and support personnel where and
Corvette, etc. by mission type. You don’t own Republic tended to hold itself to counter the Storm Commando program he when warranted.
this vehicle, it is property of the Rebel Alliance. higher standards than Assassination and designed in Imperial Service. They have
Orbital Bombardment... However, given extensive training and the best gear. They are Rebel Political Sympathizer
SpecOps Volunteer time they would exceed the extreme typically tasked with operating in small teams There are a lot more of these people than one
measure of some SpecOps units for and even individually to provide support to
These are hardcore individuals from every specific targets of value to them. might think. They can be found in almost every
walk of life that join the Rebel Alliance through SpecOps Volunteer units. arm of Imperial government. It’s dangerous
unofficial channels, typically by being recruited Requirements: You have to be willing to take Infiltrators are trained in the arts of the Silent position to be in, to be certain, and they tend to
based upon their acts of terrorism against the on suicide missions on a regular basis. Kill, equipped with a myriad of silenced and hand out varying degrees of support or they
Empire. They are condoned, commended, Perks: specialized weapons and stealth enhanced armor. don’t. Some need to see a Rebel in need first
supported, offered official rank and valued during Fellowship Member 1: Rebel Alliance They are essentially Navy Seals but even less hand, you will always know a sympathizer when
the time of the Alliance to Restore the Republic Skill Packages: expendable. More like a cross between a CIA they take you in (while you are on the run) and
and Rebel Alliance times. Select 4 Skills from the following selections: Spook, Special Forces Soldier and world class give you shelter at great personal risk. These
Some of these people lost everything to the Power Suit Operations AP (2 Skills), Command, Assassin. individuals come from all walks of life, however,
Empire and had absolutely nothing to lose. Tactics, Demolition, Computer Program/Repair, While the SpecOps divisions were disbanded by we are covering the career from the perspective
These individuals are true patriots of the ideals of Droid Program/Repair, Repulsorlift Repair, the New Republic, these operatives (having been of a former Senator, Representative or minor
freedom and justice. These individuals are best Starship Piloting, Starship Gunnery, Athletics, standard military) were retained in full politician in Imperial Service.
reflected by the original heroes of the Star Wars Sneak, Hide, Gunplay, Dodge, Melee Weapons, functionality and re-incorporated into clandestine Requirements: Must have selected White
Saga: Han Solo, Chewbacca, Luke, Leia, Lando Capital Ship Gunnery (2 Skills), General units for the New Republic that no one ever Collar or Nobility in Stage 2.
and others like Dash Rendar, Corran Horn, Cal Maintenance/Repair, First Aid, Medicine AS (2 hears about. Their Assassinations always look Perks:
Kestis, Kyle Katarn, and more. Individuals who Skills), AP Punching Bag / Tank (2 Skills), like freak accidents and natural occurrences. Ersatz 1
maintained the fight against injustice even when Intimidation , Survival, Willpower, Unarmed Requirements: You have to be willing to take
their own government (the New Republic) utterly Combat, Thrown Weapons, Starship Piloting, Skill Packages:
on suicide missions on a regular basis & must Select 4 Skills from the following selections:
failed to do what it stood for. Starship Gunnery, Starship Shields, Starship already possess Silence 1.
Repair, Engineering AS (2 Skills), Situational Business, Bureaucracy, Con, Persuasion, Sneak,
102 103
example of this is Galen Erzo, who they had no Repair, Zero G Operations AP (2 Skills), Starship
real knowledge that he was a Rebel sympathizer Piloting, Capital Ship Piloting AP (2 Skills),
and the Rebel Alliance bombing run on the Starship Gunnery, Business, Bureaucracy
research facility killed a clandestine Rebel Starting Equipment:
Supporter (with core information on how to Heavy Blaster Pistol w/2 Extra Mags, Vibro
destroy the Death Star Program) that could have Rapier, Military Encrypted Comlink, Naval Ship
been instrumental (if captured and turned) in Suit, Light Naval Combat EVA Suit w/Helmet
anything from understanding Imperial projects to and Mag-locking boots, Combat Webbing,
designing technology to counter it. Cassian t is Personal Transport/Snubfighter & 2,500 Credits.
an example of an agent that lived by the shoot
first, never ask questions motto until he ran into Imperial Professions
Jyn Erzo.
Requirements: Sneak from a previous stage Imperial Storm Trooper
Perks: This is considered to be an elite posting in the
Silence 1 Empire. They are not so much elite troops as
Skill Package: they are fanatically loyal to the Emperor due to a
Select 4 Skills from the following selections: heavy indoctrination process.
Gunplay, Tactics, Computer Program/Repair, Requirements: Must be 6’0” Tall (within a
Search, Navigation, First Aid, Dodge, Sensors, margin of error of .5 Inches), Dexterity 3D, Must
Beast Riding, Appraisal, General Maintenance/ be Human
Repair, Investigation, Security Systems/Repair,
Situational Awareness AP (2 Skills), Hide, Perks:
Technology, Demolition, Communications, Fellowship Member 1: New Order: Empire
Starship Piloting, Unarmed Combat, Melee Skill Package:
Combat Select 4 Skills from the following selections:
Hide, Computer Program/Repair, Dodge, Starting Equipment: Gunplay, CommScan, General Maintenance/
Gunplay, Scholar, Technology, Languages, First Heavy Blaster Pistol w/2 Extra Mags, compact Repair, Computer Program/Repair, Search,
Aid, Survival, Search, General Maintenance/ laser Sniper Rifle, Blast Vest, Combat Boots, Starship Piloting, Ground/Water Vehicle Ops,
Repair, Beast Riding, Starship Piloting, Ground/ Gloves, Military Encrypted Com-link, Med Pack Starship Piloting, Survival, Navigation, First Aid,
Water Vehicle Operations. and 2,500 Credits. Thrown Weapons, Beast Riding, Unarmed
Starting Equipment: Holdout Blaster w/2 Combat, Melee Combat
Extra Mags (concealed holster +12), several Rebel Spec Ops Privateer Starting Equipment:
Business / Governmental / Formal Attire outfits, SoroSuub Storm Trooper One Blaster Rifle w/2
Dress Boots, Gloves, Comlink, 6 Bacta Gel Tabs, This is, essentially, sanctioned piracy. The Rebel Extra Mags, Blaster Pistol, 2 Concussion
2,500 Credits Alliance assigns this sort of posting to the office Grenades, Storm Trooper Armor, Gloves, Boots
of SpecOps due to it’s highly volatile nature. and Helmet, Fannie Med Pack, Stormtrooper
Holdings and Staff: Luxury Speeder (seats 6) Now onto what we are actually talking about:
with Droid Chauffeur, Small Estate with full Utility Belt, Body Glove, 2,500 Credits
The hero owns and operates a Capital Warship,
security suite (cameras and motion sensors), 4 with full crew, Snubfighters, and enough troops
Loyal Security Guards, Loyal Secretary. to (hopefully) repel boarding parties and even Imperial Army / Naval Trooper
seize other warships. The run of the mill Imperial Trooper. Starting Equipment:
Rebel Assassin Requirements: Requirements: Dexterity 3D, Must be Human Blaster Carbine w/2 Extra Mags, Field Armor
This Rebel position dates back to the early years (Chest/Back Plate/Arms; P1/E1), Gloves, Boots
Vehicle 1 from a Previous Stage Perks: and Helmet, Stormtrooper Utility Belt, Body
of the Alliance to Restore the Republic. In the Fellowship Member 1: New Order: Empire
years prior to the founding of the SpecOps Perks: Glove, 2,500 Credits, Military Encrypted
division by Crix Madine the Rebels were quite a • Vehicle 1 (Stacks with any other ranks in Skill Package: Comlink
bit more questionable in their ethical and moral Vehicle) Select 4 Skills from the following selections:
boundaries. Often resorting directly to murder, Skill Package: Gunplay, Dodge, CommScan, General Imperial Scout Trooper
assassination and winning by any means Select 4 Skills from the following selections: Maintenance/Repair, Computer Program/Repair,
Search, Starship Piloting, Ground/Water Vehicle This is considered to be an elite posting in the
necessary. Many of their assassination Gunplay, Tactics, Command, Computer Program/ Empire. They are not so much elite troops as
undertakings were done so with limited Repair, Search, Navigation, First Aid, Dodge, Ops, Survival, Navigation, First Aid, Thrown
Weapons, Unarmed Combat, Melee Combat, they are fanatically loyal to the Emperor due to a
knowledge of what their targets were involved CommScan, Technology, Languages, Scholar, heavy indoctrination process. This arm of the
in, other than, a “large Imperial project”. An Capital Ship Repair AP (2 Skills), Starship Search, Zero G Operations AP (2 Skills)
Stormtroopers is the reconnaissance division, a
104 105
Backpack with enhanced Comm Suite, 3,750 Imperial Snow Trooper
Credits
106 107
Imperial Aqua Trooper Body Glove, 2,500 Credits margin of error of .5 Inches), Dexterity 3D, Must Ground/Water Vehicle Ops, Survival,
be Human, must possess Athletics Navigation, First Aid, Thrown Weapons,
This is considered to be an elite posting in the
Empire. They are not so much elite troops as
Imperial Rad Trooper Perks: Unarmed Combat, Melee Combat, Search
they are fanatically loyal to the Emperor due to a This is considered to be an elite posting in the Fellowship Member 1: New Order: Empire Starting Equipment:
heavy indoctrination process. These are Empire. They are Skill Package: Blaster Carbine w/2 Extra Mags, Field Armor
specifically trained troopers that specialize in not so much elite Power Suit Operations AP, Zero G AP & Starship (Chest/Back Plate; P1/E1), Gloves, Boots and
underwater environments. troops as they are Gunnery Helmet, Stormtrooper Utility Belt, Body Glove,
fanatically loyal to 5,000 Credits, Military Encrypted Comlink
Requirements: Must be 6’0” Tall (within a Starting Equipment:
margin of error of .5 Inches), Dexterity 3D, Must the Emperor due to a SoroSuub Storm Trooper One Blaster Rifle w/2 Note: Other Gear is issued per assignment or
be Human heavy indoctrination Extra Mags, Blaster Pistol, 2 Concussion request.
process. These are Grenades, Storm Trooper Armor, Gloves, Boots
Perks: specifically trained
Fellowship Member 1: New Order: Empire and Helmet, Fannie Med Pack, Stormtrooper ISB Agent
troopers that Utility Belt, 1 Month of Protein Paste Rations,
Skill Package: specialize in The Imperial Security Bureau of the Empire.
Body Glove, 2,500 Credits These Agents are the oversight officers of the
Athletics/Swimming & Select 3 Skills from the Radioactive
following selections: Gunplay, CommScan, environments. Empire, tasked with weeding out corruption and
General Maintenance/Repair, Computer
Imperial Combat Pilot even operating in a direct investigative capacity
Requirements: with almost any arm of the Imperial Military and
Program/Repair, Search, Starship Piloting, Must be 6’0” Tall This is the principal Imperial Military pilot that
Ground/Water Vehicle Ops, Navigation, First the Empire employs. They pilot everything from even Politicians. ISB agents discovering
(within a margin of corruption or security breaches have the
Aid, Thrown Weapons, Beast Riding, Unarmed error of .5 Inches), TIE fighters, to Shuttles and light Capital Ships.
Combat, Melee Combat authority to depose Moffs and Admirals for
Dexterity 3D, Must Requirements: Mechanical 4D, must be human questioning.
Starting Equipment: be Human Perks:
Blaster Harpoon Rifle w/4 Extra Mags, Blaster Perks:
Perks: Fellowship Member 1: New Order: Empire Fellowship Member 1: New Order: Empire
Pistol, 2 Glop Grenades, SCUBA Trooper Armor, Fellowship Member
Gloves, Boots and Helmet, Fannie Med Pack, Skill Package: Skill Package:
1: New Order: Starship Piloting, Starship Gunnery & Select 2
Stormtrooper Utility Belt, Body Glove, 2,500 Empire Investigation, Search & Select 4 Skills from the
Credits Skills from the following selections: Gunplay, following selections: Business, Bureaucracy,
Skill Package: Dodge, CommScan, General Maintenance/ Willpower, Scholar, Tactics, Technology.
Survival & Select 3 Repair, Computer Program/Repair, Search,
Imperial Sand Trooper Skills from the Starship Piloting, Ground/Water Vehicle Ops,
Gunplay, Dodge, CommScan, General
This is considered to be an elite posting in the following selections: Gunplay, CommScan, Survival, Navigation, First Aid, Thrown
Empire. They are not so much elite troops as General Maintenance/Repair, Computer Weapons, Unarmed Combat, Melee Combat,
they are fanatically loyal to the Emperor due to a Program/Repair, Search, Starship Piloting, Search
heavy indoctrination process. These are Ground/Water Vehicle Ops, Navigation, First Starting Equipment:
specifically trained troopers that specialize in Aid, Thrown Weapons, Beast Riding, Unarmed Blaster Pistol w/2 Extra Mags, High G Stress
Desert environments. Combat, Melee Combat Resistant Light Combat Vac Suit, Vibro Blade,
Requirements: Must be 6’0” Tall (within a Starting Equipment: Gloves, Boots and Enhanced Helmet (+3 to
margin of error of .5 Inches), Dexterity 3D SoroSuub Storm Trooper Two Blaster Rifle (68) Communications Skill), Naval Ship Suit, 2,500
Perks: w/2 Extra Mags, Blaster Pistol, 2 Concussion Credits, Military Encrypted Comlink
Fellowship Member 1: New Order: Empire Grenades, Force Pike, Rad Trooper Armor
Skill Package:
(P2/E3), Gloves, Boots and Helmet, Fannie Med Junior Imperial Of�cer
Pack, Stormtrooper Utility Belt, Body Glove,
Survival & Select 3 Skills from the following 2,500 Credits The standard Imperial Officer in any given arm
selections: Gunplay, CommScan, General of the Imperial War Machine.
Maintenance/Repair, Computer Program/Repair, Requirements: Perception 3D
Search, Starship Piloting, Ground/Water Vehicle Zero G Stormtrooper
Ops, Navigation, First Aid, Thrown Weapons, This is considered to be an elite posting in the Perks:
Beast Riding, Unarmed Combat, Melee Combat Empire. They are not so much elite troops as Fellowship Member 1: New Order: Empire
Starting Equipment: they are fanatically loyal to the Emperor due to a Skill Package:
Blaster Carbine/Long Rifle w/3 Extra Mags, heavy indoctrination process. These are Command & Select 3 Skills from the following
Blaster Pistol, 2 Concussion Grenades, Sand specifically trained troopers that specialize in selections: Tactics, Scholar, Willpower,
Trooper Armor, Gloves, Boots and Helmet, Outer Space environments. Technology, Gunplay, Dodge, CommScan,
Fannie Med Pack, Stormtrooper Utility Belt, Requirements: Must be 6’0” Tall (within a General Maintenance/Repair, Computer
Program/Repair, Search, Starship Piloting,
108 109
Maintenance/Repair, Computer Program/Repair, Group in the previous stage. Body Glove, Vibroblade, 2 Concussion
Search, Starship Piloting, Survival, Navigation, Perks: Grenades, 2,500 Credits.
First Aid, Thrown Weapons, Unarmed Combat, Fellowship Member 1: New Order: Empire
Melee Combat
Skill Package:
Death Trooper(s)
Starting Equipment: Command, Tactics & Select 2 Skills from the These are the personal bodyguards of high
Imperial Blaster Pistol w/2 Extra Mags, Gloves, following selections: Willpower, Scholar, ranking officials, military officers, moffs, etc.
Boots and Helmet, 2,500 Credits, Military Technology, Gunplay, Dodge, CommScan, Typically deployed in squads of twelve, they
Encrypted Comlink, Evidence Kit, Electronic General Maintenance/Repair, Computer answer directly their charge, not the Emperor or
Eavesdropping devices (4) (audio and Thermal Program/Repair, Search, Starship Piloting, the Empire. In a sense they are untouchable,
imaging); Full Combat Suit & Helm (P1/E1). Survival, Navigation, First Aid, Thrown hired guns, indoctrinated to serve the Imperial
Weapons, Unarmed Combat, Melee Combat, leader they are assigned to.
Compnor Agent Security Systems/Repair, Demolition, Melee Requirements: All Attributes 3D except
The Commission for the Preservation of the New Combat, Bureaucracy, Business, Languages. Knowledge and Technical, must be human
Order: The radicalized volunteers of the Starting Equipment: Perks:
Empire. Die Hard supporters of the New Order Imperial Heavy Blaster Pistol w/2 Extra Mags, Toughness 1
and the paragons leading the charge of enforcing Gloves, Boots and Helmet, Compnor Field
and spreading the influence of the New Order Armor (P2/E1), 2,500 Credits, Military Skill Package:
through direct action. Direct Action = Military Encrypted Comlink. Search & Select 3 Skills from the following
Intervention. They are similar to Rebel Spec selections: Gunplay, CommScan, General
Note: Other Gear is issued per assignment or Maintenance/Repair, Computer Program/Repair,
Ops save for the fact that they are respected, request.
carry authority over the rank and file Imperial Starship Piloting, Ground/Water Vehicle Ops,
Troopers and Storm Troopers they direct. Starship Gunnery, Survival, Navigation, First
Requirements: Must have selected SA Youth
Imperial Assassin Aid, Thrown Weapons, Unarmed Combat, Melee
These positions in the Empire are never Combat
disclosed openly. Orders come from the sector Starting Equipment:
Moff, Admiralty & Grand Admiral Levels. Rank Heavy Blaster Rifle w/2 Extra Mags, Heavy CommScan, General Maintenance/Repair,
and file troopers cannot distinguish an Imperial Blaster Pistol, 2 Concussion Grenades, Death Computer Program/Repair, Search, Starship
assassin from a standard officer. These are Commando Armor, Gloves, Boots and Helmet, Piloting, Starship Gunnery, Ground/Water
conditioned, death machines, that brutally Fannie Med Pack, Stormtrooper Utility Belt, Vehicle Ops, Survival, Navigation, First Aid,
advance Imperial directives in the galaxy. Body Glove, 2,500 Credits Thrown Weapons, Beast Riding
Requirements: Must have Dexterity 4D+, Starting Equipment: Heavy Blaster w/2 Extra
Strength 3D+ and Perception 4D+, must be Imperial Royal Guardsman Mags, Force Pike, Royal Guardsman Armor
human The ultra loyal guardsmen of the Emperor (P3/E3), Gloves, Boots and Helmet (integrated
Perks: himself. These individuals are drawn from the Macro Binocs), Fannie Med Pack, Stormtrooper
Sixth Sense 1 best stand out Storm Trooper divisions and very Utility Belt, Seal-able Survival Body Glove, 2
few of those candidates actually graduate into the Concussion Grenades, 2,500 Credits
Skill Package:
Unarmed Combat, Melee Weapons & Select 2 program for the position. Those that fail to reach
Skills from the following selections: Gunplay, the program or fail at any point in the program Entry Level Imperial Moff
Dodge, Command, Tactics, Demolition, Security are washed out of the Imperial Military (typically Imperial Moffs are a combination of civilian
Systems/Repair, Sneak, Hide, CommScan, executed in a training accident). governor and military leader all in one. The
General Maintenance/Repair, Computer Requirements: Must be 6’0” Tall (within a command incredible power in the Empire and are
Program/Repair, Search, Starship Piloting, margin of error of .5 Inches); 5D Dexterity (GM responsible for keeping local systems they are
Starship Gunnery, Ground/Water Vehicle Ops, discretion), 3D Strength, 4D Perception, 2D all assigned to through force and fear. This
Survival, Navigation, First Aid, Thrown other attributes must be heroes, must be male, represents an Imperial Moff at the beginning of
Weapons, Sensors, Beast Riding, Unarmed must be human. their career in Imperial service.
Combat, Melee Combat Perks: Requirements: Must have selected Nobility in
Starting Equipment: Quiet Heavy Blaster w/2 Fellowship Member 1: New Order (Empire) Stage 2, Must be Human.
Extra Mags, Electro Snap Baton, Ultra Heavy Skill Package: Perks:
Sniper Rifle w/2 Extra Mags, Light Survival Search, Melee Weapons, Unarmed Combat & Fellowship Member 1: New Order: Empire
EVA Suit (adaptive camo), Gloves, Boots and Select 1 Skill from the following selections:
Helmet (integrated Macro Binocs), Med Pack, Skill Package:
Gunplay, Dodge, Command, Tactics, Demolition, Bureaucracy & Select 3 Skills from the
Stormtrooper Utility Belt, Seal-able Survival Security Systems/Repair, Sneak, Hide,
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following 5,000 Credits, Military Encrypted Comlink, Walker Piloting & Select 3 Skills from the Criminal Professions
selections: Space Transport (Stock Light Freighter), following selections: Gunplay, Dodge,
Business, Astromech Droid, Security Droid (Commercial CommScan, General Maintenance/Repair, Thug
Appraisal, Con Model). Computer Program/Repair, Search, Starship
Intimidation, Piloting, Ground/Water Vehicle Ops, Walker Hired Muscle, henchmen for crime lords, cheap
Gunplay, Dodge, Space Rescue Corps Repair, Starship Piloting, Starship Gunnery, bodyguards.
Command, Tactics, Survival, Navigation, First Aid, Thrown Requirements: Streetwise Skill
Security Systems/ An incredibly underrated and skilled arm of the Weapons, Unarmed Combat, Melee Combat,
Imperial (and previously Galactic Republic) Perks:
Repair, Hide, Search Toughness 1
Scholar, Combat Core. They are more Para Military than
actual Military. Selfless volunteers that spend Starting Equipment: Skill Package:
Persuasion, Blaster Pistol w/2 Extra Mags, Light Combat
CommScan, their lives saving those of others (even aliens) Select 4 Skills from the following selections:
that suffer crippling events with their starships. Suit, Gloves, Boots and Enhanced Helmet (+3 to Gunplay, Dodge, General Maintenance/Repair,
General Communications Skill), Body Glove, 2,500
Maintenance/ The Emergency Search and Rescue core has the Search, Ground/Water Vehicle Ops, First Aid,
right to search and seize anything on the behalf Credits, Military Encrypted Comlink Thrown Weapons, Unarmed Combat, Melee
Repair, Computer
Program/Repair, of the Empire in the Combat
course of their operations Imperial Morale Of�cer
Search, Starship Starting Equipment:
Piloting, Ground/Water Vehicle Ops, Survival, to save stranded The face of the Empire. The position is Blaster Pistol, Brass Knuckles, Blast Vest,
Navigation, First Aid, Beast Riding, Athletics individuals. essentially an Imperial Recruitment Officer that Comlink, an assortment of clubs, 2,500 Credits
Starting Equipment: Blaster Pistol, Several Requirements: Athletics is more “Officer” in name than in fact. The
Moff Uniforms, Code Cylinder, Private Shuttle Perks: position is responsible for running an office Enforcer
(Hyperspace Capable), 2 Death Troopers, Luck 1 staffed largely by civilian / para military
Compnor recruits. The position takes applicants A very specific, trusted, Thug that regularly
Military Aid / Secretary, 2,500 Credits, Military Skill Package: works people over for their boss.
Encrypted Comlink for both Compnor and the Empire proper after a
Search Zero G Operations battery of testing for individual competency. Requirements: Streetwise Skill & Toughness 1
AP, Power Suit Ops AP & Furthermore, the officer is responsible for Perks:
Imperial Smuggler Select 1 Skill from the maintaining propaganda and running off/ Armor Defeating Attack 1
These are rare individuals that are selected from following selections: arresting vandals.
Starship Piloting, Skill Package:
the Imperial Core of combat Pilots and then Perks: Unarmed Combat, Melee Combat & Select 2
cross trained with Imperial ISB / Customs. It is a Navigation, Starship
Repair, Gunplay, Dodge, Demolition, Fellowship Member 1: New Order: Empire Skills from the following selections: Gunplay,
deep cover operative with the sole task of Dodge, General Maintenance/Repair, Search,
tracking subverted Imperial Military hardware CommScan, General Maintenance/Repair, Skill Package:
Computer Program/Repair, Search, Ground/ Select 4 Skills from the following selections: Ground/Water Vehicle Ops, First Aid, Thrown
and locating Rebel Cells. Furthermore, the Weapons, Demolitions, Starship Piloting,
Imperial Smuggler will provide contraband to Water Vehicle Ops, Survival, First Aid, Unarmed Business, Bureaucracy, Scholar, Tactics,
Combat, Melee Combat, Technology, CommScan, General Maintenance/Repair, Athletics
high ranking Imperial Officials for favors and at
the behest of the ISB to expose corruption. Repulsorlift Repair, Computer Program/Repair, Search, Starship Starting Equipment:
Starting Equipment: Piloting, Survival, Navigation, First Aid, Heavy Blaster Pistol, Brass Knuckles, Stun
Requirements: Mechanical 4D, Perception 3D Sensors, Unarmed Combat, Gunplay Baton, Comlink, Public Transit Pass, Gloves,
Blaster Pistol w/2 Extra Mags, High G Stress
Perks: Resistant Light Combat Vac Suit, Vibro Blade, Starting Equipment: Boots, Genetic Evidence Destroyer, (removes
Fellowship Member 1: New Order: Empire Gloves, Boots and Enhanced Helmet (+3 to Imperial Blaster Pistol w/2 Extra Mags (never genetic evidence from the person) 2,500 Credits
Skill Package: Communications Skill), Naval Ship Suit, 5,000 kept on person), Gloves, Boots and Military Cap,
Starship Piloting, Starship Gunnery, Zero G Credits, Military Encrypted Comlink, Breaching 2,500 Credits, Military Encrypted Comlink. Fence
Operations AP, Con, Streetwise, Persuasion & Charges (10), Airlock Seals (10), Starship Tools The agent of a crime lord that is responsible for
Select 6 Skills from the following selections: +3, Space Rescue Tug. Further Detail: Operates a “Storefront” in a facilitating the purchase and sale of stolen goods.
Gunplay, Dodge, Communications, General mall, by itself or at a base. A detachment of
Maintenance/Repair, Computer Program/Repair, Imperial Vehicle Driver either 4 Storm Troopers or 4 Army / Navy Requirements: Streetwise Skill
Search, Starship Piloting, Ground/Water Vehicle Troopers. Has a secretary from Compnor and at Perks:
Ops, Survival, Navigation, First Aid, Thrown This is the principal Imperial Military pilot that least two interns from SA Youth Group.
the Empire employs. They pilot everything from Criminal Contacts 1
Weapons, Sensors, Unarmed Combat, Melee
Combat, Search, Sneak, Hide, Business, TIE fighters, to Shuttles and light Capital Ships.
Skill Package:
Bureaucracy, Scholar Requirements: Mechanical 3D, must be human Business & Select 3 Skills from the following
Starting Equipment: Perks: selections: Gunplay, Dodge, General
Heavy Blaster Pistol w/2 Extra Mags, Blast Vest, Fellowship Member 1: New Order: Empire Maintenance/Repair, Search, Business, Con,
Vibro Blade, Gloves, Boots, Naval Ship Suit, Skill Package: Persuasion, First Aid, Technology, Sneak, Hide,
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CommScan, Security Systems/Repair, Computer Mechanical Attribute
Program/Repair, Droid Program/Repair Perks:
Expert 1
Starting Equipment:
Blaster Pistol, Stun Baton, Comlink, Personal Skill Package:
Speeder (2 Seats), Gloves, Boots, 2,500 Credits Navigation & 3 Skills from the following
selections: Dodge, Swoop Operation AP (2
Fixer Skills), Search, Ground/Water Vehicle
Operations, Beast Riding, Jet Pack/Rocket Pack,
Effectively a crime lord, of sorts, unto Power Suit Operations AP (2 Skills), Capital
themselves. The Fixer is a remarkable individual Ship Piloting AP (2 Skills), Starship Gunnery,
that places talent where talent is needed. A fixer Maintenance/Repair, Search, Con, Bureaucracy, Starship Shields,
is a criminal talent recruiter. Representing both a Scholar, Persuasion, First Aid, Technology, Hide, Starting Equipment:
client and contractors. CommScan, Security Systems/Repair, Computer Blaster Pistol, Blast Vest, Comlink, Speeder
Requirements: Streetwise & Persuasion Skills Program/Repair, Droid Program/Repair Truck (8 Seats), Gloves, Boots, 2,500 Credits
Perks: Starting Equipment:
Contacts 1 or Criminal Heavy Blaster Pistol, Stun Baton, Comlink, Smuggler
Contacts 1 Personal Speeder (4 Seats), Gloves, Boots, 5,000 Tramp freighter captains that make their way in
Skill Package: Credits the galaxy by running illegal goods. Sometimes
Search, Business & Select 2 Henchmen: 4 Thugs, 2 Enforcers, 1 Secretary / they are running blockades, selling drugs,
Skills from the following Bookie weapons and more. It is a high risk, high reward
selections: Gunplay, Dodge, profession. There is always a need for a Captain
General Maintenance/Repair, Bookie of a small ship to discreetly run cargoes in the
Search, Business, Con, galaxy. Whether it’s the Empire or the New
The individual that cooks the books, obscures the Gunplay, Dodge, Search, Athletics, General
Persuasion, First Aid, Republic you’re flying under the radar of, it’s
criminal enterprise and does so on behalf of the Maintenance/Repair, CommScan, Starship
Technology, Sneak, Hide, always a tense business. Each cargo run could
the Crime Lord, Lieutenants and the Enterprise. Shields, Missile Weapons, Technology, Tactics,
CommScan, Security Systems/ be your last. It comes with the territory.
Scholar, Power Suit Operations AP (2 Skills),
Repair, Computer Program/ Requirements: Business Skill Requirements:
Zero G Operations (2 Skills), Ground/Water
Repair, Droid Program/Repair Perks: Starship Piloting and Streetwise Skills
Vehicle Ops, First Aid, Thrown Weapons,
Starting Equipment: Educated 1 Demolitions, Starship Piloting, Starship
Blaster Pistol, Comlink, Skill Package: Gunnery, Capital Ship Gunnery (2 Skills),
Personal Speeder (3 Seats), Scholar/Finance 1 & Select 4 Skills from the Medicine AS (2 Skills), Engineering AS (2
Gloves, Boots, Safety following selections: Search, Bureaucracy, Con, Skills), Computer Program/Repair, Droid
Companion (Pit Droid Persuasion, First Aid, Hide, CommScan, Program/Repair, Repulsorlift Repair, Starship
derivative... Security Droid), Computer Program/Repair, Athletics, Starship Repair, Capital Ship Repair AP (2 Skills)
2,500 Credits Piloting Starting Equipment:
Starting Equipment: Heavy Blaster Pistol w/2 Extra Mags, Ultra
Criminal Lieutenant Stun Pistol, Comlink, Personal Speeder (6 Seats), Heavy Sniper Rifle, Collapsible and Invisible
The hero is a high level agent of a Crime Lord. Gloves, Boots, High Line Condo, 2 Thugs, 2,500 Blaster Bolts w/4 Extra Magazines, Vibro Knife,
More than just a cog in the system, the Credits Stun Baton, Encrypted Comlink, Public Transit
Lieutenant is an autonomous Crime Lord unto Pass, Gloves, Boots, Full Light Armor Body Suit
themselves so long as they can maintain steady Hitman with adaptive camo and EVA capabilities (12
business operations. If a Crime Lord has to get A specialist that is brought in for sensitive hours), Genetic Evidence Destroyer, (removes
involved, they are typically given a chance to operations where the Criminal Enterprise genetic evidence from the person), Sport Speeder
remedy, further failures may result in their requires someone to disappear, permanently. (2 seater) Rental on all missions (assumed),
execution. 2,500 Credits
Requirements: Streetwise Skill, Dex 4D,
Requirements: Streetwise & Command Skills Perception 4D. Driver
Perks: Perks:
Fellowship Member 1: Crime Syndicate Professional Driver, brought in as the getaway
Fast Reactions 1 (a third of the way there)
Skill Package: driver and for special operations (dumping
Skill Package: bodies).
Business & Select 3 Skills from the following Select 4 Skills from the following selections:
selections: Gunplay, Dodge, General Requirements: Starship Piloting & 4D+
Sneak, Hide, Unarmed Combat, Melee Combat,
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Perks: Requirements: Streetwise Skill Skill Package:
Vehicle 1 Perks: Select 4 Skills from the following selections:
Skill Package: Card Shark 1 Gunplay, CommScan, Search, General
Con, Persuasion & Select 2 Skills from the Maintenance/Repair, Power Suit Operations AP
Skill Package: (2 Skills), Computer Program/Repair, Search,
following selections: Gunplay, Dodge, Gambling & Select 3 Skills from the following
CommScan, General Maintenance/Repair, Starship Piloting, Streetwise, Investigation,
selections: Gunplay, Dodge, General Ground/Water Vehicle Ops, Starship Gunnery,
Computer Program/Repair, Search, Starship Maintenance/Repair, Search, Ground/Water
Piloting, Ground/Water Vehicle Ops, Survival, Navigation, First Aid, Thrown Weapons,
Vehicle Ops, First Aid, Thrown Weapons, CommScan, Beast Riding, Unarmed Combat,
Navigation, First Aid, Thrown Weapons, Unarmed Combat, Melee Combat, Sneak, Hide,
Sensors, Unarmed Combat, Melee Combat, Melee Combat, Jet/Rocket Pack Operations
Forgery, Con, Persuasion, Athletics, Starship
Search, Sneak, Hide, Business, Bureaucracy, Piloting, Swoop Operations AP (2 Skills), Starting Equipment:
Scholar, Zero G Operations AP, Starship CommScan, Computer Program/Repair, Blaster Rifle w/2 Extra Mags, Heavy Blaster
Gunnery, Starship Shields Willpower, Survival. Pistol, 4 Concussion Grenades, Bounty Hunter
Starting Equipment: Armor, Gloves, Boots and Helmet, Med Pack,
Starting Equipment: Utility Belt, Vibro Blade, 4 sets of Binders
Heavy Blaster Pistol w/2 Extra Mags, Blast Vest, 2 Heavy Holdout Blaster Pistols (46) w/4 Extra
Gloves, Boots, Ship Suit, 2,500 Credits, Comlink (Difficulty 25, Synth-rope & Grapple (100m),
Mags, Comlink, Reflect Body Glove, 2,500 Body Glove, Jet Pack, 2,500 Credits
Credits, Sabacc Deck, set of cheat cards (12),
Thief Cheat card loader (Forearm; Difficulty +9 + Hide
to detect), common games of chance in a box (6
Mercenary
The individual is a professional Thief, versed in
the arts of picking pockets, palming items and Games), Folding Gambling table and 4 chairs. A professional military operative for hire. Likely
even burglary. The sky is the limit, however, as had some sort of formal military experience.
you can also breach security systems and steal Prostitute Mercenaries can act as Bounty Hunters in a
starships should you choose to. limited capacity if they are in the position to take
Now, can’t leave out the art of seduction when in a bounty. Overall, these are the most frequent
Requirements: Streetwise & Theft Skills we are talking criminals. These individuals start form of hired guns you find that range from
Perks: out their careers seducing (but not always Perks: bodyguards to a contracted military force to pull
Resourceful 1 engaging in sex) others for money, subterfuge, Ambidextrous 1 off clandestine operations.
abduction, assassination, etc.
Skill Package: Skill Package: Requirements: Athletics & Gunplay Skills
Security Systems/Repair & Select 5 Skills from Requirements: Persuasion Zero G Operation AP & Select 2 Skills from the Perks:
the following selections: Gunplay, Dodge, Perks: following selections: Gunplay, Dodge, General Resourceful 1
General Maintenance/Repair, Search, Ground/ Attractive 1 Maintenance/Repair, Search, First Aid, Unarmed
Water Vehicle Ops, First Aid, Thrown Weapons, Combat, Melee Combat, Sneak, Hide, Forgery, Skill Package:
Skill Package: Select 6 Skills from the following selections:
Unarmed Combat, Melee Combat, Sneak, Hide, Con & Select 3 Skills from the following Athletics, Starship Piloting, CommScan,
Forgery, Con, Persuasion, Athletics, Starship Computer Program/Repair, Starship Repair, Gunplay, CommScan, Command, Tactics,
selections: Gunplay, Dodge, General General Maintenance/Repair, Computer
Piloting, Swoop Operations AP (2 Skills), Maintenance/Repair, Search, First Aid, Unarmed Starship Gunnery, Starship Shields.
CommScan, Computer Program/Repair, Program/Repair, Search, Starship Piloting,
Combat, Melee Combat, Sneak, Hide, Forgery, Starting Equipment: Ground/Water Vehicle Ops, Starship Gunnery,
Willpower, Survival. Athletics, Starship Piloting, CommScan, 2,500 Credits, Vibro Rapier, 2 Heavy Blaster Navigation, First Aid, Thrown Weapons,
Starting Equipment: Computer Program/Repair, Willpower. Pistols, Deck Clearing Blaster, Blast Vest, Boots, CommScan, Beast Riding, Unarmed Combat,
Blaster Pistol, Contact Stunner, Comlink, 2,500 Starting Equipment: Gloves, Ship Suit, 2 Glop Grenades, Hull Melee Combat, Dodge
Credits, Thieves Tools (Security Systems), Contact Stunner, Comlink, 2,500 Credits, a Breaching System.
Speeder Jacking Kit (can be used on Walkers Starting Equipment:
dozen sexy outfits and corresponding shoes, high
Starships at a penalty) line makeup, a “Go Bag” with the following in Private Sector Professions
it: 2,500 Credits, Small Blaster Pistol (+6
Difficulty to detect), Disguise Kit, Non-descript Bounty Hunter
clothing, boots, false ID (+9 to disguise).
Gambler A professional hunter of individuals with prices
on their heads. These individuals capture, kill
The Gambling profession may not be an illegal Pirate and even intimidate individuals based off of a
one, in and of itself. However, the gambler is A rogue mercenary that enjoys robbing, taking contract that is technically no questions asked.
considered a Criminal due to the penchant for the slaves, raping (some of them at least) and
career to lead to back room deals, betrayals and Requirements: Athletics & Search Skills
murdering other fellow spacers.
outright theft and the real possibility a Gambler Perks:
might cheat and throw a game. Requirements: Streetwise Skill Fellowship Member 1: Bounty Hunter’s Guild
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Blaster Rifle w/2 Extra Mags, Blaster Pistol, 6 Demolitions, Starship Piloting, Starship selected at an earlier stage.
Concussion Grenades, Medium Combat EVA Gunnery, Blaster Artillery AP (3 Skills), Martial Perks:
Suit, Gloves, Boots and Helmet, Med Pack, Arts AP (3 Skills), Medicine AS (2 Skills), Resourceful 1
Utility Belt, Vibro Blade, Synth-rope & Grapple Engineering AS (2 Skills), Computer Program/
(100m), Body Glove, 2,500 Credits Repair, Droid Program/Repair, Repulsorlift Skill Package:
Repair, Starship Repair, Capital Ship Repair AP Select 6 Skills from the following selections:
Combat / Transport Pilot (3 Skills) Hide, Unarmed Combat, Melee Combat, Dodge,
Search, Athletics, CommScan, Starship Shields,
A professional combat pilot that works for Starting Equipment: Technology, Scholar, Power Suit Operations AP
money. Held to the same standards that their Man Portable Bow Caster w/2 Extra Mags, Riot (3 Skills), Ground/Water Vehicle Ops, First Aid,
ground pounding merc brothers and sisters are. Gun w/2 Extra Mags, Stun Baton, Electro Snap Thrown Weapons, Demolitions, Starship
One of the few individuals allowed to fly a fully Baton, Encrypted Comlink, Gloves, Boots, Full Piloting, Starship Gunnery, Engineering AS (2
combat kitted snubfighter as their principal Light Armor Body Suit, Armored Luxury Skills), Computer Program/Repair, Droid
conveyance. Speeder (4 seats), 2,500 Credits, 2 Stun Program/Repair, Repulsorlift Repair, Starship
Grenades Repair, Capital Ship Repair AP (3 Skills)
Requirements: Starship Piloting
Perks: Doctor Starting Equipment:
Vehicle 1 Riot Gun, Stun Baton, Comlink, Gloves, Boots,
A rare sight in the Star Wars Universe, typically Salvaged, Armored, Sport Speeder (2 seats, +
Skill Package: most medical requests and wound tending is Droid Socket - White Witch Model), 2,500
Select 4 Skills from the following selections: performed by capable Droids. However, there is Credits
Starship Gunnery, Gunplay, CommScan, nothing quite like a flesh and blood physician.
Command, Tactics, General Maintenance/Repair,
Computer Program/Repair, Search, Starship Requirements: Must have Taken First Aid in an Service Profession
Shields, Starship Repair, Ground/Water Vehicle Earlier Stage Whether a shopkeeper, bartender, used speeder
Ops, Navigation, First Aid, Unarmed Combat, Perks: salesman/woman, the profession is as legit as
Melee Combat, Dodge Resourceful 1 they come and always necessary. Don’t
Starting Equipment: (Seats 2), High Line Condo, Encrypted Comlink, Skill Packages: underestimate your run of the mill individuals,
Blaster Pistol w/Extra Mag, Light Naval Combat Premium Makeup Kit, 6 High End outfits, 6 Medicine AS, CommScan & Select 3 Skills from they tend to be bursting with talent, just under
EVA Suit, Gloves, Boots and Helmet, Med Pack, nondescript ones (with shoes and gloves), Low the following selections (if Medicine is already the surface.
Utility Belt, Vibro Blade, Synth-rope & Grapple End Security Droid possessed, select 2 additional skill slots): General Requirements: Persuasion selected at an earlier
(100m), Naval Ship Suit, 2,500 Credits Maintenance/Repair, Computer Program/Repair, stage.
Bodyguard Search, Starship Piloting, Survival, Navigation, Perks:
Holovid Star Thrown Weapons, Melee Weapons, Unarmed Resourceful 1
A legit profession that does it’s best to prevent Combat, Scholar, Dodge, Beast Riding, Droid
A professional Actor/Actress that enjoys the life people from being harmed, assassinated or Programming/Repair, Technology Skill Package:
of a galactic recognized profession. The hero is threatened. A bodyguard is more than mere hired Starting Equipment: Select 6 Skills from the following selections:
the love and hate of billions, the subject of never muscle, typically proficient in military and Contact Stunner, Reflect Body Glove, Gunplay, Sneak, Hide, Unarmed Combat, Melee
ending discussion. This career always seems to civilian tactics and capable of interpreting the Comfortable Designer Boots, Comfortable Combat, Dodge, Search, Athletics, CommScan,
get offers for additional holo vid appearances, flow of events in highly fluid situations regarding Disposable Gloves (120 Pairs), Uniform, Scholar, Ground/Water Vehicle Ops, First Aid,
whether or not they are on the run from the Law. ingress and egress in and out of situations for Comlink, Med Pack, Medical Backpack, 12 Thrown Weapons, Demolitions, Starship
Requirements: Persuasion their client. Bacta Gel Tabs, Portable Blood & Toxin Piloting, Computer Program/Repair, Droid
Requirements: Search & Tactics, Dex 3D, Analysis Suite, Portable Full Body Med Scanner, Program/Repair, Repulsorlift Repair, Starship
Perks: Repair, Beast Riding, Tactics, Command
Fame 1 Perception 4D, Knowledge 3D. Holo Note Puter and Expanded Storage for
Perks: Patient files & Medical Database (+15). Luxury Starting Equipment:
Skill Package: Speeder Seats 6, 5,000 Credits Sporting Blaster Pistol, Comlink, Gloves, Boots,
Select 4 Skills from the following selections: Sixth Sense 1
Speeder Truck (2 seater + 1 MT Cargo area),
Con, Athletics, Gunplay, Dodge, Unarmed Skill Package: 2,500 Credits
Combat, Melee Weapons, Starship Piloting, Technician / Mechanic
Select 4 Skills from the following selections:
Computer Program/Repair, First Aid, Thrown Sneak, Hide, Unarmed Combat, Melee Combat, A universally, always in demand, profession.
Weapons, Starship Gunnery, Endurance, Hide, Vehicles are always breaking down, a specialist
Civilian Professions
Gunplay, Dodge, Search, Athletics, General
Sneak, Scholar, Languages, Technology. Maintenance/Repair, CommScan, Starship is always needed for on the job recovery, the
Shields, Missile Weapons, Technology, Tactics, profession is highly sought after even if it’s not Armchair Historian
Starting Equipment:
Reflect Body Glove, Designer Boots and Gloves, Scholar, Power Suit Operations AP (3 Skills), highly regarded. You’re a college professor and you believe you
Sporting Blaster Pistol w/Extra Mag, Contact Zero G Operations (3 Skills), Ground/Water Requirements: General Maintenance/Repair have a firm handle on most events in galactic
Stunner, 5,000 Credits, Personal Sport Speeder Vehicle Ops, First Aid, Thrown Weapons, history. You are a bit overconfident in your
118 119
analyses of historical military tactics and you long as you continue to release your annual Skill Package: The third stage in selection for Droid Heroes.
have even made some changes, in your mind, publications and check in monthly to see if your Select 6 Skills from the following selections:
Tutor Droid
and your annual publications that explain what employer has any pending jobs for you). 2,500 Gunplay, Sneak, Hide, Unarmed Combat, Melee
The droid is responsible for training the youth of
those commanders should have done. Even if Credits. Combat, Dodge, Search, Athletics, CommScan,
the galaxy. Other roles may be as a stand in
you have seen combat, it was a long time ago Scholar, Ground/Water Vehicle Ops, First Aid,
teacher/professor in a professional institution.
and you were never Trust Fund Vagabond Demolitions, Starship Piloting, Computer
an officer. Program/Repair, Droid Program/Repair, Requirements:
Your family is gone and they left you a lot of Repulsorlift Repair, Starship Repair, Beast Servant Droid in the previous Stage
Requirements: money and investments that never stop giving.
White Collar or Riding, Tactics, Command, Navigation Perks:
You’re rich, generally bored and not easily
Noble impressed. You’re registered in a galactic Starting Equipment: Resourceful 1
Perks: database for being a spoiled troublemaker and Stun Blaster Pistol (24), Hold Out Blaster (26), Skill Choices:
Contacts 3: throwing lavish parties that tend to get out of Comlink, Gloves, Boots, Blast Vest (1D Teaching / Training (AS)
Galactic Society of hand. Physical, 1D energy), Recording Rod, Synth- The hero can select 4 skill slots from the list
Collegiate rope (100m), glowrod, Motion Sensor array, below: Scholar, Business, Bureaucracy, Art,
Requirements: White Collar or Noble Combat Knife (+1D), 2,500 Credits.
Tacticians Appraisal, Navigation, Beast Riding, Athletics,
Perks: General Maintenance/Repair, Computer
Disadvantages: Capital 2 Jedi Refugee Program/Repair, First Aid, Technology,
Quirk 1: Tactical Disadvantages: Persuasion, Search.
Arrogance - Your You’ve managed to survive this long on your
plans are always Imperial / Faction Record 1 own. Either your master perished, you were
sound. Even if you Skill Package: separated from them or you had parents that were
have no formal Select 4 Skills from the following selections: raising you in Force Traditions and they likely
military experience to speak of. They just make Business, Scholar, Persuasion, Starship Piloting, abandoned you because you were a liability
sense and they should to everyone else too. In Gambling, Unarmed Combat, Athletics, First being a Jedi after the fall of the Republic.
conflicting situations (planning or otherwise) a 3 Aid, Technology, Navigation, Dodge, Computer Requirements: Must be Force Sensitive
point penalty is applied to any social interaction Program/Repair, Swoop Operations (2 Skills), Perks:
you have with other commanders. If it doesn’t Gunplay, Starship Gunnery, CommScan, Luck 1
apply to the social interaction, then it applies to a Streetwise, Beast Riding, Languages, Theft,
perception that other commanders reviewing Sneak, Hide, Security Systems / Repair, Skill Package:
your plans see them as 5 points less effective Technology, Willpower. Select 4 Skills from the following selections:
(even though they are not). Gunplay, Sneak, Hide, Unarmed Combat, Melee
Starting Equipment: Combat, Dodge, Search, Athletics, CommScan,
Employed 1: Writer for Tactical Analysis - A Caelli-Merced Blaster (48), Contact Stunner, a Scholar, Ground/Water Vehicle Ops, First Aid,
galactic publication that releases articles on shitload of drugs (glitter stim for all occasions), Demolitions, Starship Piloting, Computer
military or Scholarly subjects. You must check Flare S Swoop, Reflect Body Glove, High Line Program/Repair, Droid Program/Repair,
in monthly and produce publication articles to Condo Timeshares in any system of the galaxy Repulsorlift Repair, Starship Repair, Beast
get paid (this is a remote position). (paid for life; you don’t own them and you don’t Riding, Tactics, Command, Navigation,
Skill Package: care as you keep jumping from one hot spot to Lightsaber/ Alchemical AP, Control, Sense, Alter,
Select 4 Skills from the following selections: the next in the galaxy. You can always find a Alchemical Construction AP (2 Skills),
Business, Scholar, Persuasion, Gambling, high line timeshare wherever you are heading), Lightsaber Construction AP (2 Skills).
Communications, Athletics, First Aid, Personal Shield Belt (2D). 2,500 Credits in
addition to whatever Capital affords the player. Starting Equipment:
Technology, Navigation, Computer Program/ 2,500 Credits, Hold Out Blaster (24) & Choose
Repair, CommScan, Beast Riding, Languages, One of the Following Items:
Hide, Security Systems / Repair, Willpower, Galactic Wanderer • Lightsaber
Tactics, Command, Repulsorlift Operations. A formal profession never suited you, thus you • Alchemical Weapon
Starting Equipment: moved from place to place. You work odd jobs • Force Artifact/Trinket: + to one Force Skill
Heavy Stun Pistol (5D: 100 Shots) & License to here and there to survive and travel the galaxy. (Control, Sense or Alter, also applies a 5
carry legally, 48 Bottle climate controlled Wine You have picked up skills and learned how to point resistance to Force related damage
collection, Estate with 2 Droid Valets (chose the survive on the go. This lifestyle keeps you regardless of Skill chosen). Increases
Planet and specific location), 6 Person Speeder relatively safe and away from the prying eyes of Detection Difficulties through the Force by 6.
Wagon with integral Droid pilot 2D\3D the Empire. Doesn’t detect as a Force Artifact.
(integrated under the hood), Public Transit Pass Requirements: None Effectively indestructible.
for personal transport galaxy wide for up to 6
individuals & your speeder (no expiration date so
Perks: Droid Packages
Resourceful 1
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Starting Equipment: Repair, Security, Starship Gunnery, Athletics, the Droid likely abandons its post to go its own
Droid Driven (embedded pilot droid) Skiff for 4, Droid Programming/Repair, General way (or waits for the party it wants to join and
2,500 Credits. Maintenance/Repair, Sneak. then walks on their ship to offer it’s services.
Starting Equipment: Requirements:
Imperial Probe Droid Integral Concussion Missile Launcher w/8 Selected Labor Droid in the previous stage.
The droid is responsible for tracking down leads Missiles, Integral Medium Repeating Blaster
that the Empire seeks in a number of things. Perks:
Rifle, 2 fine manipulation arms in the chassis of Varies
This is not only limited to people but bases, the Droid, 2,500 Credits.
archaeological finds, and more. Choose a package:
Requirements: R-Series Astromech Droid Package 1: Hazardous Labor
Explorer Droid in the previous Stage The Defacto Astromech Droid utilized in the Attack Resistance 3: Appropriate Hazard Type:
Perks: Galaxy. +15 Resistance
Resourceful 1 Requirements: Package 2: Light Labor
Skill Choices: Astromech Droid in the previous Stage Choose 6 Skills of Choice
Search Perks: Starting Equipment:
Choose 5 Skills from the following list: Resourceful 1 2,500 Credits, Labor Droids have at least one
Navigation, Gunplay, Scholar, CommScan, Choose 6 Skills from the following list: fine manipulator arm for self maintenance.
Dodge, Computer Program/Repair, Droid CommScan, Melee Weapons, Dodge, Droid Labor Droids can have one integral weapon
Program/Repair, Investigation, Security Systems, Program/Repair, Jet/Rocket Pack Operations, system up to a Blaster Pistol (or something on
Starship Piloting, Athletics, Droid Programming/ Zero G Operations AP (2 Skills), Athletics par) and 15KG of integral Storage.
Repair Starting Equipment:
Starting Equipment: Integral Cutting Saw, Integral Arc Welder, Gunnery, Gambling, Survival, General
Imperial Hyperspace Pod, Integrated Blaster Integral Sensor Suite and High Gain Sensor Maintenance/repair
Pistol, Integrated Communication Suite (range 1 Tower, Integral Storage (5Kg), Magnetic Wheels,
Sector), 2,500 Credits. Attitude & Maneuvering Jets + Space Movement Starting Equipment:
Thrusters (Space 1), 2,500 Credits. Hard Shell or Synth Flesh, player choice.
ZQ Infantry Droid Blaster Pistol, Contact Stunner, Light Armored
A very effective Repulsor Lift driven Combat Human Replica Droid EVA Suit, Comlink, Recording Rod, Glow Rod,
Droid that was employed by the Empire in the 2,500 Credits
initial stages of the New Order. Whether this Droid has a metal sheath or it has Note: Synth Flesh will re-grow to cover the
synth-flesh does not matter. Both droids are so droid should all of it not be shot off.
similar that either could be outfitted to be the
other. The Droid is functionally similar to Synth Flesh has a 1D+2 Strength for the
Human or other Bi-pedal beings. purposes of what it can and cannot absorb for the
Requirements: Droid. Wounds here do not effect the Droid
None, the Human replica Droid can choose any (Stun: 6, Wounded: 7, Wounded Twice: 14,
of the following packages at this stage. Incapacitated: 21, Mortally Wounded: 28,
Perks: Instantly Killed: 35). Killing the flesh body is
Resourceful 1 necessary prior to harming the base Droid.
Choose 6 Skills from any of the following Metal Sheathed Droid has an Additional +5 to
packages (can choose skills from each): it’s Strength for Damage resistance vs each and
every attack, unless it’s armor plating is sundered
Package 1: Protocol or ignored by Advantages and/or targeting weak
n.uttr.c 9y JolVelnes Husx, Languages, Business, Bureaucracy, Technology, points on the Droid
Requirements: Investigation, CommScan (between armor plates).
Combat Droid in the previous Stage Package 2: Combat
Perks: Labor Droid
Gunplay, Dodge, Unarmed Combat, Melee These Droids are
Resourceful 1 Combat, Missile Weapons, Search designed to perform
Choose 6 Skills from the following list: Package 3: Partner / Companion heavy labor. At some
Navigation, Sensors, Communications, Dodge, point in the process the
Computer Program/Repair, Droid Program/ Navigation, Computer Program/Repair, Starship
Hero became aware and
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Beginning Social Status settling down with Leia to start a family (I am
referring more to the Expanded Universe Han
One of the final steps toward building a hero is to Solo than the Disney Version). However, his
select the starting Social Standing of the hero. version of settling down was more akin to
This, by no means, locks you into the social escalating the danger than reducing it.
standing forever. It serves as a starting point to
add another layer of backstory to your hero and Luke Skywalker was a Moisture Farmer that
build in some additional role-playing elements. piloted a T-16 Sky Hopper in his spare time, with
Much like the prior stages before it, this stage in his friends, when he wasn’t tending to the annual
the hero’s development provides you with harvest. The daring maneuvers he performed on
approximately four skill slots, but no advantage. the Sky Hopper translated directly into him
However, this is a stage in which some of the becoming Red Leader, commanding an X-Wing
social standings are negative traits (more so than Squadron for a time. This moisture Farmer is the
previous stages, because there are a few only pilot at the battle of Yavin that could make
exceptions) and as such are considered to be the shot into the Exhaust Port on the Death Star,
disadvantages. With any disadvantage, there is that destroyed the battle-station. He would go on
an equal payout in perks/advantages to balance to become a Jedi, a Jedi Knight and even a Jedi
the negative out. Master in time. He would found his own Jedi
Academy, marry the Emperor’s hand and expand
It doesn’t matter what your hero begins play as. upon his legacy, which began with incredibly
Whether they be Nobility, or a Peasant, or a unremarkable detail.
Slave, or Indentured Servant or Galactic
Vagabond, does not matter. From the standpoint Thus, whatever you choose here doesn’t define
of story this beginning social status will only you, it merely serves to round out your hero in a
brand you as such so long as you, the player, more complete fashion.
allow it to. There is nothing here holding an
enterprising role-player back from rising from Cara Dune’s Social Standing
the standing of a Slave to that of Nobility.
Theoretically, true Nobility is not defined by Cara Dune is a military deserter, having
social status. It is defined by the actions one abandoned her posting with the New Republic.
takes and that will define your heroes moving Which could have some serious ramifications
forward into the game setting more than a mere attached to it, especially if she is anywhere near
title and land grant. New Republic held territory. She fully expects
that the New Republic has placed a bounty on
Princess Leia is, for all intents and purposes, a her head to return her to face military justice and
high born noble. Yet, this did not prevent her to be court marshaled and/or imprisoned.
from being in front line combat. It didn’t prevent
her from saving the lives of a Smuggler, Deserter
Wookiee and Moisture Farmer by blowing a hole Your hero abandoned their military posting and
in a garbage chute’s vent. The only reason why never looked back.
she wasn’t in the Death Star Battle was because Perks:
she wasn’t a snubfighter combat pilot. Choose 1 point: Vehicle 1, Sixth Sense 1,
Toughness 1, Luck 1
Han Solo, by all accounts, was a slave at one
point. Worked for a criminal syndicate at Disadvantages:
another point. Joined the Imperial Academy to Hunted 1
become a pilot and received flight training and Available Skills:
ground combat experience there. He then went Choose 4 Skills from the following selections:
AWOL and left his post after freeing Chewbacca Athletics, Gunplay, Dodge, Streetwise, Unarmed
and they went off on a number of criminal Combat, First Aid, Navigation, General
enterprises, together as brothers so to speak. Maintenance/Repair, Droid Repair, Willpower,
Somehow it defies logic that he would end up as Survival, Hide, Sneak, Theft, Con, Persuasion
a Rebel Alliance General, leading assaults on
Endor, against many Imperial Warlords and even
125
Slave Choose 4 Skills from the following selections: Command Circuit return to active service and or perform missions
Your hero is currently a slave on the run. Athletics, Willpower, Unarmed Combat, Dodge, Your hero managed to somehow acquire the from time to time with no benefit to the hero or
Thrown Weapons, Computer Program/Repair, necessary contacts and financial backing to their companions. Violations to do so will
Perks: Repulsorlift Repair, Starship Repair, Walker consider the hero AWOL and eventually a
Choose 1 point: Dual Identity 1, Accelerated purchase and support a larger Capital Ship.
Repair, General Maintenance/Repair, First Aid, Deserter.
Healing 1, Hyper-movement 1 (Ground) Beast Riding, Zero G Operations AP (2 Skills), Requirements:
Must have Vehicle Perk/Advantage from a Requirements:
Disadvantages: Survival, Streetwise, Sneak, Hide, Persuasion, Must select a profession from either the Rebel
Hunted 1 Con, Search previous Stage(s).
Alliance or Imperial Professions sections: to
Available Skills: Perks: establish your Military Experience. You are not
Stake Owner Vehicle 1
Choose 4 Skills from the following selections: necessairily a Rebel or Imperial. You may be
Athletics, Dodge, Streetwise, Unarmed Combat, Your hero begins play with a stake in a company. Disadvantages: working for another faction.
First Aid, General Maintenance/Repair, Droid Your hero is one of those shrewd investors that Debt: Owes 750,000 Credits to a lender
can survive off the residuals you are paid from Perks:
Repair, Willpower, Survival, Hide, Sneak, Theft, Available Skills: Resourceful 1
Con, Persuasion, Computer Program/Repair, the profitability of the company you are invested
in. This is either your hero’s crowning Choose 4 Skills from the following selections: Disadvantages:
Repulsorlift Repair, Ground/Water Vehicle Command, Tactics, Business, Technology,
Operations, Con achievement or perhaps just the tip of an Employed 1
enterprising portfolio of investments. Bureaucracy, Sensors, Capital Ship Piloting AP
(3 Skills), Capital Ship Gunnery AP (2 Skills), Available Skills:
Noble Perks: Capital Ship Shields AP (2 Skills), Starship Choose 6 Skills from the following selections:
Story Hook: Hero begins play with a minor Piloting, Starship Gunnery, Starship Shields, Command, Tactics, Technology, Starship
Your hero begins play with the title of a minor stake in a company. They are both board Gunnery, Starship Piloting, Starship Repair,
Noble. The title depends heavily upon the scale Starship Repair, Capital Ship Repair AP (2
members and affiliated with the organization as Skills), Navigation, Communications, Zero G Starship Shields, Demolition, Gunplay, Dodge,
of it. If it’s a small moon, you might be the heir honorary employees in addition to being a share Unarmed Combat, Melee Combat, Survival,
apparent. If it’s a system, you are likely in the Operations AP (2 Skills)
holder. These are individuals not content with Power Suit Operations AP (2 Skills), Zero G
line of succession. If it’s a sector, only wiping sitting by the wayside and the want to take an Operations AP (2 Skills), Search, Persuasion,
out the ruling families and their children will see active hand in their investment. The company Tramp Freighter Captain General Maintenance/Repair, Thrown Weapons,
you approaching within arms reach of the throne. could be anything from a galactic produce Jet Pack/Rocket Pack Operation, First Aid
This is for heroes that have not yet taken Vehicle
Perks: business to a mercenary or security firm. The 1 in earlier stages. It provides the player with a Notes: Full campaigns operating specifically for
Story Hook: Hero begins play as a minor company stake pays out 250 Credits on a Brand New Light Freighter of choice (under a faction can escalate the level of the
lord/lady of a system or sector. This is the monthly basis. 250K) and any additional credits go toward Employment as the GM sees fit. Perks should
perfect beginning for a Lord of the Expanse Disadvantages: None upgrades. As a social status, Tramp Freighter enhance accordingly. If players leave without a
(Tapani Sector). Captains are a dime a dozen. Reputation is life formal release, will be converting to Hunted 1-3.
Available Skills:
Inheritance 1 Choose 4 Skills from the following selections: in this social circle. You start out with a solid
recommendation for your first client, the rest is Mandalorian Warrior Code
Disadvantages: Command, Tactics, Business, Bureaucracy,
Enemy 1: Rival Technology, Starship Gunnery, Starship Piloting, up to you. The hero is currently a member of the
Starship Repair, Starship Shields, Gunplay, Perks: Mandalorian society. In this warrior culture, the
Available Skills: Mandalorian’s weapons are their religion. Your
Choose 4 Skills from the following selections: Dodge, Search, Scholar, Technology, Art, Vehicle 1 (does not stack with other Vehicle 1
Appraisal, Gambling, Forgery, Persuasion, perks) identity has been cataloged in a galactic database
Art, Command, Business, Bureaucracy, Unarmed as you typically operate in the gray regions of the
Combat, Melee Combat, Gunplay, Starship Investigation. Disadvantages: law.
Piloting, Starship Gunnery, Starship Shields, Indentured Servant Story Hook: Owes a Crime Lord 250,000
Dodge, First Aid, Medicine AS (2 Skills), Credits. Requirements:
Engineering AS (2 Skills), Beast Riding, The Hero owes a debt to a large corporation, land Must either be true Mandalorian, an adopted
holder or government entity and must pay that Available Skills:
Appraisal, Con, Scholar, Art Choose 4 Skills from the following selections: orphan or a child exposed to warfare and raised
debt back. as a mercenary by other mandalorians.
Command, Technology, Starship Piloting,
Laborer Perks: Starship Gunnery, Starship Shields, Starship Perks:
Capital 1 Repair, Navigation, Gunplay, Dodge, Computer Resourceful 1, Fast Reactions 3
Your hero begins play a part of the common
labor caste. Disadvantages: Program/Repair, Repulsorlift Repair, Appraisal,
Debt 1 Con, Persuasion, Hide Disadvantages:
Perks: Code of Honor 3 - Mandalorian Warrior Code &
Story Hook: Hero is known for being a hard Available Skills: Active Military Imperial/Faction Record 1
worker and a high producer. Choose 4 Skills from the following selections:
Business, General Maintenance/Repair, Gunplay, The hero is currently, actively, employed in a Available Skills:
Disadvantages: Dodge, Computer Programming/Repair, Military force. Whether it be the New Republic, As Active Military (Above)
None Athletics, Appraisal, Technology, Persuasion, the Empire, Rebel Alliance, Hutt cartel, etc.
Available Skills: Ground/Water Vehicle Operations, Beast Riding What matters is that they are called upon to
126 127
Droid Packages quarters is adorned with something that points to Choose any 4 Skills you want to (or 2 Advanced Respected Legal Counsel (or Dirty)
The fourth stage in selection for Droid Heroes. exactly the kind of nerd you are. Skills, or 1 AP and 2 Skills) Your hero has enough business and legal sense to
There is no formal Social status that a Droid can Available Skills: represent both criminals and non criminals in a
possess at game start. Droids are property, those
Wealthy Inheritor court of law.
Choose any 4 Skills you want to (or 2 Advanced You have come into the possession a small
Droids that are not are rogue entities. Skills, or 1 AP and 2 Skills) Requirements:
fortune. This was left to you by your parents,
Perks: who met a tragic end. You bear the pain of Must have selected Business & Scholar in the
None
Galactic Citizen previous Stages.
You are just an average citizen. Most likely witnessing their demise.
Disadvantages: pushed to extraordinary measures by events that Perks: Perks:
Story Hook(s): Rogue Droid: The galaxy at were completely out of your control. Perhaps Capital 1 + 30,000 More Credits: 90,000 Credits Resourceful 1
large will actually condone the Droid’s existence you are running from it, or perhaps you are per 12 (11 actually) Sessions. Disadvantages:
so long as it operates within the standard running toward it for vengeance. Enemy 1: You have an enemy in someone you
Disadvantages:
confines of the law. Many become Bounty failed to defend or someone you released that
Perks: Quirks 1: Family was wiped out and the manner
Hunters and others keep a low profile. had an enemy that became yours.
None in which it happened has scarred the Hero.
• The player can choose Hunted 1 or Bounty 1 Available Skills:
Disadvantages: Available Skills:
for an additional point (1) of Advantages. Choose any 6 Skills you want to (or 3 Advanced
Story Hook(s): No record, just an “Average” Choose any 4 Skills you want to (or 2 Advanced
Available Skills: Citizen of the Galaxy. Skills, or 1 AP and 2 Skills) Skills, or 2 APs and 2 Skills) .
Choose any 4 Skills you want to (or 2 Advanced Notes: Selected Skills should be related to a
Available Skills: Garbage Planet Royalty
Skills, or 1 AP and 1 Skill) Legal Specific Career (Scholar: Law, Scholar:
Choose any 4 Skills you want to (or 2 Advanced You are the heir apparent to the throne of a
Gamer Skills, or 1 AP and 2 Skills) Criminal Defense, Business, Persuasion, Con,
garbage planet. This may sound like junk, but
You don’t really even like telling people what etc). The player is likely paid rather well for
Information Technology Consultant some of the best stuff in Star Wars is salvaged
your hobby is. You might be a holo gamer too their legal cases. They should begin play with an
This is totally it’s own social stigma. You’re an from other people’s garbage.
but the holo game industry is tolerated. Hell extra 2,500 Credits.
IT nerd and you don’t fit in with everyone, that’s Perks:
most ships have a holo table. You’re a special Galactic Vagabond
just a fact of life. It doesn’t make you a bad Authority 1: Junk System: Monarch
breed, you’re role-player. Whether you be a Your Hero left home at an earlier age and has
person. You just know stuff. When you talk Disadvantages:
GM, a player or an author of fan based materials, wandered the galaxy ever since. The hero can be
about it people either think you’re arrogant or Imperial/Faction Record 1: You are effectively
doesn’t matter. You are totally in the “zone”. found anywhere and everywhere that something
their eyes gloss over because they have no idea the leader of your own, independent, world. You
When you have to talk about it to someone you what the hell you are talking about. notable is occurring. Typically, they gravitate
are recorded in the Imperial/most faction’s
are just getting to know: 95% of time people toward the points in the galaxy of higher levels
Requirements: Technical 3D+ Archives.
either don’t know what you’re talking about or of conflict and action.
they immediately burst into some form of Perks: Available Skills:
Perks:
laughter and start mocking you. No matter how IT Education: +3 to Computer Program/Repair, Choose any 4 Skills you want to (or 2 Advanced
Resourceful 2
much you are used to it, that mocking B.S. just Droid Program/Repair & Science\Technology 1 Skills, or 1 AP and 2 Skills)
makes you sick and you want to strangle the and all three (4) skills are awarded for free. Disadvantages:
heck out of dumb-asses like that.
Holonet Celebrity Curious 2: The Hero is always smack dab in the
& Your hero is incredibly recognized and Famous. center of every major happening. Not to mention
Let’s face it, role-players are smart and that’s Vehicle 1, Secret Base 1 or Luck 1 They are a household name in an entire Sector or they have almost no ability to resist new
because we do one thing, real well, that most Disadvantages: the Entire Galaxy. curiosities that occur. Placing them in the middle
other people can’t do, we can read and absorb Story Hook(s): You are always under Requirements: of almost every dangerous situation.
material and then construct the entire scene in appreciated. Most of the time underpaid, and Must have selected Holonet Star in the previous
our minds. Available Skills:
completely ignored even when you’re right. You stage. Choose any 8 Skills you want to (or 4 Advanced
Perks: are under contract, no matter where you go you Perks: Skills, or 2 APs and 4 Skills or any combination
Photographic Memory 1, Obscure Knowledge 1 manage to pickup a contract job that pays the Fame 1 (+ the previous tier) that works).
Disadvantages: bills and overall, no matter how bad it seems to
get it remains barely flexible enough to allow Disadvantages: Homeless
Story Hook(s): No record, just an “Average” Enemy 1: You have a super hater that seeks to
Citizen of the Galaxy. You can be or do you to pursue whatever agenda you and your The hero has lost everything that mattered to
fellow friends have. Though many times it does do you harm. them at some point in time and they begin play
anything you want to. However, when someone
discovers that you role-play, increase all social interfere with your scheduling causing undue Available Skills: as one of the billions of homeless individuals
difficulties by +3. stress. Choose any 4 Skills you want to (or 2 Advanced that exist in the galaxy.
Employed 2 (Sector based - with the flexibility Skills, or 1 AP and 2 Skills) Perks:
Quirk 1: Role-playing Addiction - Not as bad as
a gambling addiction. Yet it’s still present. You of working remotely Galaxy Wide) Notes: The Holonet Celebrity can select Enemy None
need to game or run a game or inject it into daily Available Skills: 2-3 and then elevate their Fame to 2 or 3 (player Disadvantages:
speech on occasion. Your bunk, ship or personal choice). Story Hook(s): Your Hero can be found
128 129
anywhere, on any planet and living off the grid. The Hero has a finite amount of time left in the
Squatting in shelters or possibly even looking Galaxy. They are going out on their own terms.
after a group of homeless people as a choice. Perks:
Available Skills: Choose 3 Points of Advantages
Choose any 4 Skills you want to (or 2 Advanced Disadvantages:
Skills, or 1 AP and 2 Skills) Death in 1-6 months (random D6 roll)
Undiscovered Race / Society Available Skills:
The hero originates from a system or sector of Choose any 3 Skills, +4 Additional Skill Levels
space that the galaxy at large has not yet been
discovered. Meaning that neither the Empire, Fallen Jedi
New Republic nor any galactic entity has Social Standing: Dark Jedi
information on your species. This is a Jedi that purposefully follows the path
of the Dark Side. The Jedi is not ashamed of
Perks: their fall to the dark side.
Choose up to 3 points in Advantages
Location: Varies
Disadvantages: Requirements: Must be Force Sensitive
Identity Trouble / ID Crisis 3: The hero begins (can pick it up at this stage)
with absolutely no identification that is valid on a
galactic level. Perks: Select 3 points of advantages from the
following list: Force Potential 1-3, Fear 1-3,
Available Skills: Force Sensitive 3
Choose any 4 Skills you want to (or 2 Advanced
Skills, or 1 AP and 2 Skills) Disadvantages:
• Devotion 1: Dark side Path or Sith Religion
Escaped Slave • Quirk 1: Prone to Anger, passionate displays
At some point in time the Hero was abducted and of anger. -3 to Willpower Tests
forced into slavery. The hero has since escaped Force Status:
their captors and has gone on the run. • Dark Side Attunement 3
Perks: Skill Package:
Choose 1 point of Advantages • Control, Sense, Alter
Equipment: Lightsaber or Personal Shuttle and
Disadvantages: Droid Crew
Hunted 1: The Hero is being hunted, actively, by
the criminal syndicate that had enslaved them. Minor Jedi
Available Skills: Social Standing: Light Side Practitioner
Choose any 4 Skills you want to (or 2 Advanced This is a Jedi that can never be a Somatic,
Skills, or 1 AP and 2 Skills) Quixotic or Sorcery based Jedi and is only
proficient with one set of skills (other powers
Wanted for Crimes must trigger on base Attribute alone).
You made some poor decisions early in your Location: Varies
career. The repercussions still follow you Requirements: None
around, looking for payback, to this day. Perks: Force Sensitive 3, Skill Mastery 2:
Perks: Willpower & 1 Force Skill, Select 2 Perk Points
Choose Toughness 1, Accelerated Healing 1, of choice
Sixth Sense 1 or Fast Reactions 1 Disadvantages:
Disadvantages: • Ability Activation Limitation 6: Choose 2
Bounty 1: The Hero is to be captured and turned Skills, they can never be learned (Control,
in for payment and to be tried for their crimes. Sense or Alter)
The bounty is for the hero to be brought in alive. Skill Package:
Available Skills: • Control, Sense or Alter, AP Lightsaber/
Choose any 4 Skills you want to (or 2 Advanced Alchemical Weapon, AP Lightsaber
Skills, or 1 AP and 2 Skills) Construction / Repair or AP Alchemical
Construction / Repair
Advanced Age / Terminal Sickness Equipment: Lightsaber or Alchemical Weapon
130
All the Skills Disguise Master Skills List specialization is increased above this). After
character creation, you pay ½ the Character
Forgery Advanced Proficiency (AP):
Dexterity: Gambling Points to advance (rounding up). Specializations
These are Advanced Skills that require also increase as the base skill is raised, always
(AP) Alchemical Weapons / Lightsaber Hide purchasing before utilizing properly. Typically remaining whatever level about the base it was.
Beast Riding Investigation combat skills, some are actually enhancements
Dodge Willpower or refinements of situational abilities applying For example, at character creation, Durgo the
only to certain encounters. The Advanced Thug has 8 skill Dice at hero creation. He sets
Gunplay Persuasion aside one D to be split into three specializations
Proficiency(s) themselves do not gain levels, they
Melee Combat Search are a gateway to utilize the base skill for for his skills. He chooses Gunplay: Blaster
Missile Weapons Situational Awareness (AP) advanced functions. Without them the associated Pistols, Dodge: Energy and Intimidation:
Sneak Teaching (AS) skill receives a 9 point penalty to it’s use. Humans. To round out his hero he places 2D
Theft into Gunplay, Dodge and Intimidation. The base
Cost: These cost 10 points to acquire or two skills are level 2, and the final looks like the
Thrown Weapons Strength: Skill Slots at Hero Creation. following:
Acrobatics (CS) Examples: AP Lightsaber / Alchemical enables • Gunplay 2D: Blaster Pistols 3D
Knowledge: Athletics Melee Combat, Power Suit Ops AP enables • Dodge 2D: Energy 3D
Appraisal (CS) Endurance Athletics for tests. • Intimidation 2D: Humans 3D
Art (CS) Intimidation Advanced Skills (AS): A Specialization of a Specialization:
Business (CS) Survival Exactly as they sound, these skills are like the Examples: Gunplay: +1D Firearms / +1D
Bureaucracy (CS) Unarmed Combat above costing 10 points to acquire. However, Pistols / +1D Holdout or Gunplay: +1D Blasters
Cultural Savant (AP) Pack Mule (AP) they start at 1D and are tied directly to the Skill / +1D Rifles / +1D Carbine
Entrepreneur (AP) Punching Bag (AP) they base off of (ex Medicine is Tied to First Aid, In the above instances the Specialization of a
First Aid Professional Athlete (AP) Engineering to the appropriate technical skill, Specialization is one point cheaper than the base
Languages etc). These Dice add directly to anything they Specialization (minimum 1 point) to increase and
Zero G Operations (AP) (Athletics) compliment, however, the Advanced Skills must
Medicine (AS); (CS) begins a 1D above it’s Specialization. It is also
be used individually for complex operations (like raised as you increase the Base Skill or
Scholar (CS) Technical: creating new engineering designs or installing Specialization.
Streetwise (CS) Alchemical Weapon Construction/Repair cyberware/bioware).
Tactics (AP) Specialized Knowledge (S): Generally
Example: Engineering: Starship (Repair) does speaking, when you have increased your
Science (CS) Capital Ship Repair (AP) not mean you can apply Engineering to Civil Specialization 3D above the initial D in skill
Capital Ship Weapon Repair (AP) Building Construction. To build a snubfighter raises you become “Fluent or Nuanced” in the
Mechanical: Computer Programming/Repair (CS) from Scratch you would require lots of skills but skill area. This can convert into bonuses for
Navigation Demolition among them Engineering: Sharships, certain tasks and many skills will list the
Capital Ship Training (AP) Engineering: Starship Weapons, Engineering: benefits, however, in the rest that go unlisted it
Droid Programming / Repair Repulsorlifts, Engineering: Commscan, etc.
CommScan (Sensors & Communications) Engineering (AS); (CS) generally translates to a difficulty reduction of
Cost: These cost 10 points to receive the base between 1-2 points (One for Combat, 2 for non
Surface Vehicle Operations General Maintenance / Repair combat skills) & a perk that gives character to
skill slot. Costs twice as much to increase.
Aerial Pack Operations Repulsorlift Repair the skill the player uses (maybe trick shot with
Power Suit Operation (AP) Security Systems / Repair Complementary Skills (CS): Blaster Pistols -1 DR to make crazy hits or High
Repulsorlift & Hover Vehicle Operations Starship Repair These skills allow you to receive bonuses to G Maneuvers for Piloting where the player has a
certain other tasks (for a Free Action). -1DR to defy Star Wars Physics … Flipping end
Starship Piloting Starship Weapon Repair
Starship Gunnery Walker Repair Example, you Appraise your adversary, viewing over end). GM Discretion on the -1 DR benefits
him with Macro Binoculars from a distance and here as always. The enhanced benefits will
Starship Shields Lightsaber Construction / Repair (AP) always be directly related to the specialization
determine possible strengths and weaknesses,
Swoop Operation (AP) Then you roll Tactics / Strategy and receive a and no other skill.
Walker Operation bonus (or penalty) based upon your findings.
Perception:
Bonuses are typically +2 per D in the CS.. Dexterity Skills:
Specializations (S): (AP) Alchemical Weapons / Lightsaber
Command At character creation you can set aside one of How to properly wield Alchemical / Magical
Con your starting 8 skill dice to create 3 weapons and Lightsabers. It removes the base 9
Concealment Mastery (AP) Specializations. Each specialization remains one point difficulty the weapon has. The Kilian
Convincing Liar (AP) D above the base skill at all times (unless the
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Ranger’s Siang Lance & Personal Energy The ability to move without being noticed. •said art, by destroying it, to demoralize them. require a Free Action expenditure to be
Shield fall under the classification of Knowing how to move from object to object to The skill covers anything from prose, singing, applied as a Complimentary Skill boost.
“Alchemical Weapons” since they can be imbued obscure your approach and the ability to move dancing, sculpting to painting and other • See Entrepreneur below for additional details
by the Force for material strength and damage. quietly, unlike Han Solo who botched when he expressions of art not expressly listed here. on benefits of possessing both AP’s and
stepped on the branch on Endor while sneaking
Beast Riding Specializations: Painted, Drawn, Digital, appropriate Racial Specializations.
up on the Scout Trooper.
Anything from a Horse, Taun-Taun or dune Carved, Sculpted, Vocal, Grace (Dance &
• While Hide does apply to hiding in place at (AP) Entrepreneur
lizard up to a Dathomirian Rancor... Or flying Modeling), Social Impact
times, the Sneak Skill covers this as well. An advanced proficiency which typically applies
creature Eh... Used like piloting a starship, just
Think of this as stealth for your Hero in all Business (CS) to business dealings. Think Lando Calrissian
with crappier controls ;).
aspects. Stationary or in motion. This is entrepreneurial business savvy, the ability and you pretty much have this advanced ability
Specializations: Aerial, Ground/Water, Trick to direct a business venture into profitability and nailed. This typically applies a flat +3 bonus to
Riding Specializations: Darkness/Night, Illumination/ sustainability. Whether you are running a hot all Business dealings. However, as with Cultural
Day, Breaking & Entering
Dodge dog stand or an arms company, this is the set of Savant, it can also apply an additional -1 DR to
Evasion of ranged attacks primarily, it’s an Theft skills required to track, forecast and operate any many other rolls like Bureaucracy, Art,
essential skill everyone should have. Dodge will Pick Pocket / Palm Item / Steal Item, Catch All business. Streetwise, Gambling, Persuasion, etc.
also mitigate Explosive effects to a certain for basic hand related robbery. • It can apply bonuses of negative/positive Additional Business Specializations: just as
degree. If caught in a blast (from heavy vehicle difficulty to any applicable persuasion,
Specializations: Personal (targeting individuals), with the Cultural Savant’s expansion areas,
weaponry, explosives, etc.), for every full D of command, con, teaching or forgery test.
Environmental (targeting items sitting alone), specific business endeavors can be purchased at
dodge you possess: mitigate 1 point of explosive Misdirection (draws attention away from target) Typical Specializations: Planetary, Sector, 5 CP each for an additional +3 Skill bonus.
damage. Furthermore, if used to evade melee/ Galactic
unarmed attacks the skill allows you to sidestep Thrown Weapons • Furthermore, once so specialized, the
those attacks. This is anything you personally lob at an Bureaucracy (CS) Cultural Savant AP and the bonus will not
adversary. This skill is necessary for Sports that This is the ability to effectively navigate the require a Free Action expenditure to be
Typical Specializations: Energy, Sonic, Ballistic, involve thrown objects. The Athletics Skill (if political landscape. To mingle with politicians applied as a Complimentary Skill boost.
Melee/Unarmed, Missile possessed) will complement this and can add a and knowing how to interact with them
Gunplay +2 to hit for expending a FA. Examples of appropriately. It's essentially knowledge of • If both Cultural Savant and Entrepreneur are
Blasters, Firearms, Pulse Wave Weapons, Sonic covered weapons are: Grenades, knives, rocks, Galactic social etiquette. It is effective in dealing possessed the Hero will be able to apply the
Pistols, Ion Pistols, Demp Guns, Rail Guns, etc. books, beer bottles, baseballs, whatever. with politicians, military officers, or any political bonuses of both areas of expertise, without
body including radicals and terrorists. As a expending a Free Action (where applicable).
Typical Specializations: Pistols, Rifles, Support Specializations: Balanced (Knives/Axes), Lance
complimentary skill it can apply to any This works for Cultural Savant as well
Weapons, Firearms, Bowcaster (below) (Spear, Javelin); Other Specializations can
applicable persuasion, command, con, teaching (where applicable).
• Bowcaster: Defaults to Gunplay, for anyone include rocks, bottles, etc and are limited to the
or forgery tests. First Aid
under a 4D STR it is an additional action to specific object.
reload after each shot. If the specialization is Specializations: Planetary, Sector, Galactic The essential skill to aid in the healing & binding
possessed it removes STR requirement. All
Wookiees have this specialization.
Knowledge Skills: (AP) Cultural Savant
of wounds. Many skills may compliment this,
allow as necessary / where applicable. First Aid
An advanced proficiency that applies to the
Appraisal (CS) is the essential “Field Medic” during combat.
Melee Combat original “Cultures” skill of the Star Wars
This is not just appraising the monetary value of
Attacking people with hand held weapons like universe. It typically adds a flat +3 bonus to skill Specializations: Augmented (Using Medpacks &
a gem stone. It is appraising an enemy, thinking
swords, knives, clubs, bar stools, etc. This rolls when dealing with any culture other than Stims), Unaugmented (No special aids), Race
critically upon their strengths and weaknesses.
includes Parrying strikes in Melee Combat. This your own. Apply a +6 to dealings within your Specific
Understanding the difference between
is the default skill for Lightsabers, Alchemical own culture as well. This can also apply as a Languages
Starfighters and capital ships. Can be applied
Weapons and the basis for having any level of complimentary skill (at +3) to many other rolls Again, self explanatory. Per 1D in Knowledge
directly to Tactics / Strategy and other skills as a
combat prowess in these areas. involving Art, Business, Bureaucracy, you possess one Language. However, per D in
complementary skill.
Typical Specializations: Blades, Blunt Persuasion, etc. the skill = how many additional languages you
Specializations: Monetary, Threat, Weakness
Missile Weapons Additional Cultural Specializations: can be can speak (choose them). You must still test for
Bows, Crossbows, Hand Held rockets, Archaic Art (CS) acquired, specific to one race at a time. Per reading and writing checks and this skill alone
Artillery, etc. The skill also can apply as a basis This is more than mere appreciation of the art additional 5 CP spent after acquiring the AP, the does not confer fluency in the nuances of a
for Alchemical Missile Weapons, let that sink in style. It is an understanding of the cultural hero can acquire another race to gain an culture.
for a moment. significance, as well as creation of works of art. additional bonus with. Each racial proficiency • Specific Languages are Specializations of the
Typical Specializations: Manual Draw (Bows), Furthermore, it covers dancing and formalized can only be purchased once, but will add a +3 Skill: Once so specialized 3 Dice of Skill
Mechanical Draw (Crossbows), Guided (Missiles posturing that is considered to be artistic. An that stacks with the above bonuses as a increases (after the first D granted for the
and Torpedoes), Indirect (Artillery) incredible example of how Art was used in canon complimentary skill. specialization) confers Fluency. Fluency
is Grand Admiral Thrawn understanding a • Furthermore, once so specialized, the grants the Hero a -1DR to all communication
Sneak culture’s art and leveraging their reverence of Cultural Savant AP and the bonus will not with individuals, reading/comprehension and
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around you, in a pinch, to save someone’s life. knowledge in a physical form. While
They perform the function of an actual, advanced complimentary to things like Engineering or
tool at a primitive level. Starship repair & Demolitions (Science/
Chemistry), Many skills may compliment
Scholar (CS)
this, allow as necessary / where applicable.
This is a catch all area of educational knowledge
covering items like Alien Species, Cultures, • Examples of Specializations: Technology,
Legal Practices, Planetary Systems, etc. Many of Chemistry, Biology, Weapons Systems,
these areas can be complementary to other skills. Shields.
Apply or penalize as necessary. • Specializations will confer a bonus of -1DR
Streetwise (CS) to any CS test for specific purposes
It's like the bureaucracy of the underworld. This (Chemistry for acquiring the chemicals to
skill can aid in dealing with criminals of all kinds make a bomb for Demolitions, Biology for
as well as aid in many shady activities, like appropriate application of Cybernetics to the
knowing when is the best time to break into a body’s nervous system, Technology for
building adding to both Tactics and Security knowledge of certain advances in Science or
Skills. It can be applied to Con, Forgery, Theft, even understanding differences between
Persuasion, hide, sneak, teaching, gambling, etc. Snubfighters, etc).
is automatically applied as a Complimentary Preserve/Re-Attach Limbs: This is a pure Only where appropriate. It is not a skill that will
Skill for all dealings with that group (does Medicine skill. Thought Medicine and First Aid give bonuses to everything, use your discretion
not require a Free Action to function). will stack to aid in recovery (healing) rolls. on this GMs. Mechanical:
(AS) Medicine Create Med Pack(s): Pure Medicine Roll; Typical Specializations: Planetary, Sector Navigation
When you think Medical Doctor, or Surgeon, this Difficulty: 18. Allows you to create a Med Pack (Specific, Name them), Galaxy wide is not an It’s a generalized skill that allows you to find
is the skill associated with those professions. An at ¼ list price. option. your way on land, sea, air and in space. You can
advanced skill covering Surgery, Cybernetic further specialize as necessary into the following
Create Stim(s): Pure Medicine Roll; Difficulty: Tactics areas.
installation, Biotechnology, Bacta / Kolto Tank 15, creates a mild stimulant that will allow you The ability to effectively out maneuver / out • Astrogation: Space Based Navigation for the
usage, etc. Many skills may compliment this, to remain awake for 12 additional hours or think an opponent. It's benefits will save lives plotting of faster than light trips into
allow as necessary / where applicable. Stacks remove the penalty from a wound level or stun and minimize casualties while simultaneously Hyperspace and even Navigating Spacial
with First aid for general tasks. effect (as well as immediately rouse a stunned/ maximizing your effectiveness in combat. Anomalies.
unconscious out individual). Cost: 5 Credits per Combine with Command for maximum effect in
Common Skill Areas (Not Specializations, these • Planetary: A general specialization that
stimulant. leading others to victory.
are your focal skill bases per instance of the covers everything in a planetary biome. Sea,
Advanced Skill): Cybernetics, Cosmetic Create Beneficial, Medical, Drug(s): Pure • Strategy is a Specialized area of the Skill that Land and Air Navigation.
Surgery, Cloned Organ Replacements, Cloning Medicine aided by complimentary skills in applies to a projected set of Tactics (or Battle
(full sentient being), Toxicologist Technology and Scholar (Specializations of each Plan) typically employed prior to a conflict. (AP) Capital Ship Training
like Biology and Chemistry). These will have a However, it can encompass grander elements This is the gateway skill to using your base
More about Medicine: wide range of effects from antibiotics, of a conflict. It is always employed as a starship skills on Capital Ships. We have
Medicine stacks with the First Aid skill to immunizations, sex enhancers, blood thinners, second skill (or second FS application to removed the necessity to purchase this AP for
provide a higher level of understanding and etc. GM Discretion on difficulty. maintain). Commanders in active Theater Piloting, Gunnery and Shields and instead
ability for standard healing rolls. Create Recreational Drug(s): Pure Medicine operations (Sector Wide Conflicts) will be present it with a familiarity course in Capital
Note: Traditional Surgery will stack Medicine & aided by complimentary skills in Technology and employing both Tactics and Strategy Ships. Without this training, the hero suffers a
First Aid and will be aided by Complimentary Scholar (Specializations of each like Biology and simultaneously. 15 point penalty to using Capital Ship Based
Skills in the appropriate category for knowledge Chemistry). This is generally illegal, immoral Combat Skills.
• Other Example of Specializations:
of Anatomy. and quite profitable. GM Discretion on Snubfighters, Capital Ships, Fleets, Ground • Allows Starship Piloting to function for
difficulty. Units, Siege, etc. Capital Ships.
Cybernetic Installation: Medicine is required
and is the only skill you use for installation of Create Medical Backpack(s): Pure Medicine; • Allows Starship Gunnery to function for
Cybernetic attachments (other than Droid Difficulty: 27. Creates a Medical backpack at ¼ Science (CS) Capital Ship Weapons.
components which can be installed with First the list price. Aptitude with various technological topics in
Aid). Starwars, as well as scientific pursuits like a • Allows Starship Shields to function for
Fabricate Medical Tool(s): Pure Medicine, GM knowledge of Chemistry or Aeronautics / Capital Ship Shields.
Neutralize Toxin: Medicine is rolled alone, discretion on difficulty. Cost: ½ list price. Physics. Can be applied to a multitude of skills
complimentary skills can aid in this task (like • This also covers the operation of Blaster
Adapt random object(s) for immediate medical as applicable. Artillery / Artillery weapons.
specialized areas of the Scholar skill). benefit(s): This is using whatever is handy • The ability to directly apply scientific
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• Allows Starship Repair & Starship Weapon This is the skill that allows you to pilot any Typical Specializations: Personal, Craft, Static craft leaves the influence of a gravity well (or
Repair to function properly on capital Ships. planetary based craft (generally) that do not (Bases) it’s Space Engines Engage) the individual
operate expressly on the ground (they hover or must rely upon Starship Piloting. Even
CommScan (CS) • Once Starship Shields is engaged as a skill
fly). Most Speeders, Air Speeders, and Hover though there are a number of snubfighters
I got the idea from the introductory adventure (an initial action), a Free Action is all that is
Craft fall under the purview of this skill. and other craft that can operate out to 120
that WEG D6 Star Wars used, when a friend required to keep the skill in effect and
Space units from a Planetary Mass (like
asked us if we wanted to use those rules. Which, Common Specializations: Aerial (Like a functional. This means that by expending a
many Z-95 models) the skill-set ends at the
much like how I have lumped many skills into Skyhopper or T-47), Bike, Speeder free action per round you can angle shields,
edge of planetary atmosphere (or on vacuum
single ones it did here as well. Combining or strip power from another system to bolster
based worlds, the equivalent distance
Communications and Sensors together. This is a them or double your shielding (stripping
Starship Piloting thereof).
nice, combined skill, that really never needed to shields off an entire arc).
Is the essential skill in Star Wars for piloting
be separate. Further Specializations below: • Anyone Possessing this AP, the Repulsorlift
anything in Space. It will also cover piloting • Flipping a shield arc to another is 1 free
Skill and Starship Piloting receives a +3 to
• Communications: Everything from holo those craft in a Gravity Well. action.
all non-combat skill tests in a Gravity Well
communications, Subspace, PTP, Comlinks, Common Specializations: Snubfighter (must • In order to double the rating of a craft’s (out to 120 Units).
etc. Compliments you abilities to hack a specify), Transport (must specify), Capital Ship shielding (2 Free Actions per round until
comm channel, Jam communications Walker Operation
(must specify) result is achieved). In this instance the
(Security). Allows you to effectively pilot anything that
operator must bleed energy from other
Notes: “Must Specify” means the following: walks that is larger than battle armor or a power
• Sensors: Operating any kind of scanners, systems (almost always the Laser Cannons,
• Snubfighters = Pick a type: many suit. Imperial Walkers, AT-PT, AT-ST,
long range sensor gear, portable tech sometimes the engines) on the craft until
manufacturers may be substituted for the Battlemechs, Veritech Fighter in Battleoid mode
scanners, etc. This is also what you use to their shield systems are effectively doubled.
craft type if it’s similar enough, like a Z-95 to (other modes use the applicable skills) etc.
Jam opposed Sensors, producing ECM and • Typically can only be performed on high
ECCM as well as sensor Ghosts. an X-Wing. If it’s a TIE Craft, then pretty Specializations: Bipedal, Quad / Type.
performance craft like snubfighters or combat
much all TIE fighters are valid. The more
Surface Vehicle Operation freighters. Capital Ships have too much to
Piloting a Boat and driving a car aren't so
unique the craft, the harder is is to have your
specialization be applicable to what you’re lose by pushing their generators beyond spec. Perception:
different. They are both controlled in similar Command
flying. On Tibanna Gas Based weapons (Blasters),
fashions and the principals of control are The ability to lead people into battle, rally
an appropriate amount of Tibanna Gas
relatively simple to master. • Transports = Pick a transport manufacturer, protests, force people through their own fear and
must be expended in order to get the
no two transports fly the same. However, the get them moving. It is an invaluable skill that
Common Specializations are: Ground Vehicle, shielding to the appropriate level
Hero can acclimate to a new craft from the benefits everyone in damned near any situation
Water Vehicle. Submarines fall under Water (Depletes an appropriate amount of
same manufacturer if necessary if the old one dealing with others. It is essential for combat
Vehicle. Ammo).
is destroyed. operations and is usually paired with Tactics /
Aerial Pack Operation Hyperbaride Based Weapons have an Strategy. Not to be confused as a
• Capital Ship = Must Possess Capital Ship
Self explanatory, allows you to use jet and rocket abundance of power to deliver and no Complementary Skill, it is a skill all its own that
Piloting AP, Must be a single ship type.
packs. Not their alternate modes (repulsors), ammunition impact is felt. This however, will work in conjunction with Tactical / Strategic
Whether that be a Corellian Corvette,
which will be dependent on other skills. increases the difficulty of maintenance by abilities.
Nebulon-B Frigate or an Imperial Star
the same difficulty as the power taken (can
Common Specializations: Rocket Pack, Jet Pack Destroyer. You’re only going to be good in Specializations: Planetary, Sector (name it),
destroy the gun).
one of them. Fleets, Snubfighters
Power Suit Operation (AP)
Allows the user to utilize all aspects of power Starship Gunnery (AP) Swoop Operation Note: I left out Galactic, because it’s impossible.
suits, exo-skeletons, battle armor. However, if its Using any type of ship based weapon, speeder Pay the cost and become proficient with swoops, Even the Emperor couldn’t run the entire Empire
got aerial pack / repulsors, use the appropriate guns, walker guns, artillery, etc. essentially like riding an ion engine from a small alone. If he had, the Rebels would have been
skill. Armor mounted weaponry still fall under snubfighter attached to controls and maneuvering long gone.
Specializations: Energy, Ballistic, Missiles
Gunplay or Missile Weapons, though the suit vanes. Based off of Repulsorlift Operations.
may offer targeting assistance bonuses. Some Starship Shields Though the operation of a Swoop is similar to Con
massive suits may mount larger weaponry which Allows you to angle shields for maximum effect, that of an Aerospace fighter. The Ability to lie effectively, maintain a poker
may fall to Starship Gunnery or even Artillery angle them to intercept the most damage, steal face, bluff someone into believing you have
• It is so similar, in point of fact, to controlling something you don't or you can kill them in a
being needed to operate effectively. power from engines or guns or even life support
aerospace based craft that the proficiency second even if you can't. Use at your own
to bring them back up or even double them.
Repulsorlift & Hover Vehicle Operations conveys the appropriate skill-set to allow the discretion, sometimes even the best con artists
Proper Shield angling is more art form than skill,
I have had this incorporated into Starship though most people that employ shield systems individual to properly fly any Aerospace craft cannot lie their way out of things when the odds
Piloting for years now and I think it seems to (including snubfighters and primitive and evidence are stacked against them.
simply flip them on. The skill itself is incredibly
take a bit of the “Specialization” out of the aerospace craft while in a Gravity well) with
useful and applies to all craft based shielding as Specializations: Acting, Military, Business,
characters. GM discretion if this skill is lumped the Repulsorlift Operations Skill (and this
well as even personal shields. Bureaucracy
into Starship Piloting or not. AP) instead of Starship Piloting. Once the
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(AP) Concealment Mastery it's not spotted, etc. You can even apply a high (AP) Situational Awareness specialization you cannot perform (Can’t swim)
-1 DR Bonus to Sneak and Hide Tests. In some proficiency in this to spotting hidden weapons or This is an enhancement for the individual that for the initial Skill Slot (Free Slot). Player will
tests it can and will allow skills like Investigation emplacements with Commscan tests (and hiding elevates their inherent level of awareness to their have to buy off the penalty later for 5 CP.
and Search to operate at a functional bonus them from the same). surroundings. This is a “poor man’s” sixth sense.
Endurance (CS)
where appropriate due to the heroes advanced It’s noticing the attack before it happens because
Specializations: Static (Hide Object, Base or Ability to push yourself physically beyond your
knowledge of concealment. of the posture and movements of others around
Ship), Personal (Gear like a Blaster or limits, you can combine with Willpower to really
you. +3 to all pure PER Tests, +6 to notice fine
(AP) Convincing Liar Lightsaber), Individual (Camouflage someone / keep going. Can be used in the place of
details with PER alone: like a hidden blaster that
-1 DR Bonus to Con Tests, the enhanced art of stash a body where no one will ever find it) Willpower for pain resistance, exhaustion
is being slowly drawn, or a knife or a tripwire.
lying can and will add bonuses to sales, and resistance, etc. Directly compliments Willpower
Investigation +6 to Perception or Sense skill to determine
other Persuasive based approaches (including in many. There are limits of the body and this
All the methods and abilities to make you an Intent (without an action or using a Force
seduction). GM Discretion as always on use skill reflects that.
effective Private Eye or CSI specialist. The best power); the Empathy Advantage will bolster this.
cases.
Detectives have high Investigation skills. +3 to all Initiative Tests. Intimidation
Disguise Certain skills will compliment this ability, use The ability to traumatize or scare off the target of
• Perception as a substitute to Search NEVER
The art of applying clothing, makeup and even other skills where applicable. your intimidation, many skills may compliment
counts as an action or Free Action. It is
prosthetic to conceal the identity of an individual this. Your character's physique can compliment
Specializations Include: Interrogation, Legal, afforded totally free to the player.
or make them look like someone else. it, or your personal attractiveness, etc.
Criminal, Scientific, Scholarly, Technical
Teaching (AS)
Forgery (CS) (investigating faults in a starship design at the Specializations: Psychological, Physical
Per success level above the Target Number add 1
The ability to forge documents, fake ID cards, production / corporate level)
Character Point to those your are teaching to be Survival (CS)
access badges, altering shipping manifests,
Willpower (CS) directly applied to the skill or skills you are The skills necessary to survive in any sort of
doctoring a stolen ships registry to show you as
This is a much underrated skill that has awesome instructing. These points are also rewarded to hostile environment. However it can aid in
the Captain / Owner. While there are many skills
potential and abilities. Resistance to fear, the teacher for advancement of the teaching skill endurance, climbing/jumping, Appraisal,
that compliment Forgery, Forgery itself also
resistance to negative mental Jedi attacks/ & Areas Taught (once, not a multiplier of Willpower, Technology, Sensors, Hide, Sneak,
compliments your ability to enter data into
abilities, resistance to pain, the ability to keep everyone in the class). Only one subject may be Scholar, etc. As applicable.
databases and networks, aiding in the
oneself alive after being mortally wounded/killed taught per game session.
effectiveness of a computer hack. Hacking Specializations Include: Radiation, Arctic/Low
instantly, push yourself to resist the effects of
BOSS would be a feat in and of itself, but with a Temperature, Tropical, Vaccuum, Light
high forgery skill... you might be able to leave a
exhaustion, etc. Success in this could allow
someone to ignore up to two wound levels,
Strength Skills: Atmospheric, High Gravity, Desert/High
convincing false background. Temperature, etc.
operate while they should be incapacitated or to Acrobatics (CS)
Specializations: Identity Cards, Art (Specific deliver some final actions after being mortally Dice in Acrobatics complement Athletics where Unarmed Combat
medium), Formal Documents (Flight Manifests, wounded / killed. It is always, generally, the last appropriate (and vice versa). The proficiency behind your Hero’s unarmed
Shipping Documents, Legal Documents, skill people place dice into because its never • Acrobatics increases Jump Distance by ½ a attacks (no weapons). This is the individual’s
Government Documents, etc), Cosmetic (altering been described as having any real game effect. meter per D. pure skill in Hand to Hand combat. It covers
one item to look like another). • Acrobatics increases Safe Falling Distance everything from throwing a punch and kicking to
Specializations: Resist Torture, Resist Force
by 1 meter per full D of skill. biting an enemy while in a headlock. Martial
Gambling (Mental), Force of Will (never give up)
The ability to gamble effectively and even cheat • Impact Soak: Acrobatics combined with Arts packages can always be purchased to
without getting caught. Persuasion Athletics mitigates a portion of Impact enhance Unarmed Combat. There are no
The art of convincing others that your idea or (includes falling) and Concussive Damage Specializations here, you must purchase a Hand
• Gambling can be applied to other tests when plan is the correct one. Even your character's (Explosives). Per D in each Skill, reduce to Hand Combat Form.
the odds are against the Hero(es) and there is physique can compliment it, or your personal damage sustained by 1 point (combined).
no possible way to succeed. In these (AP) Pack Mule
attractiveness, etc.
instances, the Gambling Skill can be applied Athletics: The enhancement adds an additional amount of
to their situation to present an alternative Specializations Include: Bargain, Seduction, Athletics is an encapsulating skill that covers Kilograms that can be carried by the player
solution (specializations do not apply here). Negotiation (Military/Paramilitary/Government) everything from general fitness to rock climbing. multiplied by Athletics tests. The base
In Star Wars you play Heroes, there is no need to enhancement is x2. This applies to Dead Lifting
• Gambling Specializations: Athletic Events, Search
split athletics up into Running, Swimming, Checks, adds +9 Meters to Thrown/Missile
Card Games, Dice Games, Animal Fights, The ability to notice things, little details, spot
Climbing, Jumping, Lifting, Carrying, etc. This Range & +5 to all Physical Damage delivered.
Gladiatorial Fights, Racing Circuit traps, ambushes, find hidden doors and vaults.
Locating secret compartments in a starship. Find one skill assumes that your Heroes are, in fact, (AP) Punching Bag (Tank)
Hide (CS) hiding civilians so you can kill them if you are physically competent heroes. An after start enhancement that allows the hero
This applies more so to items than to yourself, an Imperial. Specializations: Running, Swimming, Lifting/ to increase their Wound Threshold by 1 point. It
however, it applies to you when you are Carrying, Climbing/Jumping also Adds +2 to Strength Tests to resist Damage.
motionless. It applies to concealing a gun on Specializations: Junk, Targets, Hidden Objects,
Furthermore, certain tests like Willpower,
your person, hiding a Lightsaber in your sleeve, Security Devices Note: You can reduce the cost of Athletics to 0
Endurance and Survival have a -1 DR. Also
camo netting your Snubfighter on the ground so (or add +1D to the Base Skill) if you take a
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applicable for tests to resist torture. compliment this. For example, someone with General Maintenance / Repair Military Installation, Vehicle, etc.
high repulsorlift repair will know exactly where A catch all skill for numerous tasks that do not
(AP) Professional Athlete Starship Repair
to place a bomb that can destroy a speeder in the include specific devices. You can use it to make
An ability that will aid all Athletics skills The skill set that allows you to have the ability to
most lethal fashion or cripple repulsors on a ship a bastardized version of almost anything, a
(Including Acrobatics and Pure DEX) by adding repair and even assemble Starships. Many skills
to make it fall out of the sky. Many other skills LightFoil is a great example of this, though
an additional +3 to their tests. Furthermore, it may compliment this, allow as necessary / where
like appropriate technology and science abilities failure rates apply at that point. This skill will
effects Athletics, Acrobatics and Endurance in applicable. Can be used to modify. This skill is
can compliment this skill, further enhancing blast cover Lightsabers (with the appropriate skill or
that they are considered to be easier -1DR. applicable to any kind of starship, most aero-
radius, force of the explosion and even the yields the LightFoil without), impromptu weapons,
dynes, transports, even capital ship, however,
(AP) Zero-G Operations (Athletics) of individual payloads. traps, etc. (can combine with demolitions in the
familiarity with Capital Ship systems is
Allows the hero to use Athletics to traverse Zero later cases) Many skills may compliment this,
• A high knowledge in demolitions will allow incredibly essential or you suffer a 9 point
G environments and to Dodge normally in such allow as necessary / where applicable.
you to modify or even refine the direct yields penalty to all tests. This can be used to repair
environments (Mag Boots might anchor a player,
of weapons that carry an explosive payload. • Specializations Include: Armor Repair, Speeders as well, but does not confer knowledge
however they don’t give the hero proficiency in
It’s essentially Engineering for bombs/ Blaster Repair, Gunsmith, Ammo Milling, of Repulsorlift repair.
space and just keeps them locked to a hull, they
warheads. Shelter Construction, Ground/Water Vehicle
still possess a 12 point penalty to dodge without Specializations: Snubfighters, Space Transports,
Repair, Archaic Aerospace
Zero G Operations). Droid Programming / Repair Capital Ships (Requires AP), Aerospace Craft
The skill set required to program, fix and even Repulsorlift Repair (CS) (Including military), Speeders, etc.
construct droids from random parts. Many skills The know how to repair anti gravity engines,
Technical Skills: may compliment this, allow as necessary / where modify speeders, etc. Many skills may
Starship Weapon repair
The skill set allows you to build and repair Laser
(AP) Alchemical Item Construction & Repair applicable. Also allows you to modify them. compliment this, allow as necessary / where
cannons, Rail Guns, Concussion Missile
Allows for the creation/repair of Alchemical applicable. This skill also compliments many
As mentioned above, an individual with at least Launchers, Torpedo Launchers, etc. Many skills
Weapons at a basic level. It will allow you to other skills, like Capital Ship repair. It is one of
6D of discreet skill can assemble almost may compliment this, allow as necessary / where
infuse archaic weaponry with Cortosis by the few skills that does not require a technician
anything into a functional droid (literally almost applicable. Can be used to modify. This skill is
weaving it into the item in question. to have any working knowledge of a Capital
anything can become part of a droid) and they any kind of starship weapon, most aero-dynes
Ship. The technology is relatively uniform
(AP) Capital Ship Repair can create the Logic and programming necessary (likely many are speeders), transports, even
across all platforms, though much larger in
You possess competency with repairing Capital for it to function. Heroes can create unique capital ship, however, familiarity with Capital
operational units as the scale climbs.
Ships. This skill set is essential for any starship droids that do not require Engineering to Ship systems is incredibly essential or you suffer
based staff that works on Capital Ships. Based function. Security Systems / Repair (CS) a 12 point penalty to all tests.
off of Starship Repair Not to be confused with Hacking. This is the
Specializations Include: Hacking, Droid Specializations Include: Lasers, Blasters,
circumvention of locks, security cameras,
(AP) Capital Ship Weapon Repair Modification, Memory Wipe (destructive), Missiles/Torpedoes, Pulse Wave, Beam
shielded doors, etc. Hacking can compliment
You possess competency in repairing capital ship Factory Reset Weapons, Rail Guns, Slug Throwers, etc.
this skill as it can be used in tandem to breach
weapons. This means you are familiar with the (AS) Engineering computers systems. This is also the appropriate Walker Repair
ins and outs of Large Weaponry found on As with medicine, the player must choose a implementation and use of Security Systems that You are skilled in maintaining and assembling
Warships and above. Individual weapons repair specialized area of Engineering to focus on. This are both Mechanical and Technological. You can any of the myriad of Walking vehicles in
defaults to the skill most appropriate (general area is not a Specialization (thought you could operate and maintain them. Many skills may existence, from Imperial Walkers to Battlemechs
maintenance, starship weapon repair, etc) have a specialization under a blanket area in compliment this, allow as necessary / where you can repair and even assemble them. You
Computer Programming / Repair (CS) Engineering like Starships / Hulls / Structural applicable. Can be used to modify as well. This could ever apply the skills to something like a
The skill set required to pull data from any static Reinforcement). also includes mechanical locks and mechanisms Veritech Fighter (Macross) but would require
or mobile device that is commonly found in the that act as security devices. The skill further Starship Repair & Repulsorlift Repair for aspects
It is an Advanced Skill that combines with
Star Wars Universe. Many skills may defines one’s ability to create technological traps, to the design as well. Many skills may
various skills where appropriate (Computer
compliment this (and vice versa), allow as like laser trip mines, trip wires, pressure sensitive compliment this, allow as necessary / where
Programming, Droid Programming, Starship
necessary / where applicable. Also allows you to panels, heat sensors, homing mines, etc. You applicable. Can be used to modify
Repair, etc). It is the ability to design, anything
modify them. technological and create it with the requisite still require demolitions to actually attach the (AP) Lightsaber Repair/Construction
components. This can be everything from warhead to any improvised device you create. (General Maintenance)
Common Specializations: Hacking (Breaching However, many demolitions devices are
Computer Security), Break/Fix (Repairing creating the chassis, to the avionics, the You know how to properly construct a
hyperdrive, the shields, the guns the prepackaged, thus you do not require this skill to Lightsaber, doesn't mean you're any good at it ;).
damaged/destroyed computer hardware), 3D place them. However, placing them inside a
Modeling (useful in Engineering & Medicine), maneuvering thrusters, etc. It is also the ability Essentially, a Non Jedi can construct a (proper)
to reverse engineer technology that they security panel or console allows this to be used Lightsaber by beating a target of 24. A person
Computer Modification as a complimentary skill.
encounter and possibly even improve upon it or with this AP can create a Lightsaber by beating a
Demolition (CS) outright copy it. Many skills may compliment Specializations Include: Mechanical Devices target of 15.
Skill with placement of explosives, building this, allow as necessary / where applicable. (old school locks and tumblers), Magnetic
explosive devices, etc. Many skills may Lightsaber Construction Tools: General
Devices, Surveillance, Home/Estate, Fortress/ Maintenance Kit (50 Credits), Gem Kiln (500
142 143
+3 to the difficulty (as above), Prototype Phase and once at the initial
production phase (3 total). Is 2 days per scale of
Snubfighter to Walker: Damage in Pips
the items operation or being on-board looking for
Capital to Snubfighter: Damage in Pips issues. Immediately remove 1 Flaw after the
Snubfighter to Capital: Damage in Pips + 18 appropriate time period of operation is exceeded.
The new design allows for field refits of the item
/ craft at no cost.
Shield Generators, Maneuvering,
thrusters, other systems: Modification & Jury Rigging Shakedown
Cruises: Will remove 1 Jury Rig D (Maximum)
Function identically to Weapons. Unless you are of penalty. Will turn one pip of Modification into
attempting to make them smaller Which always a formalized Engineering enhancement.
adds the Scale Adjustment of +3 per scale to the (Increasing the ability to modify that area by an
difficulty. Capital Systems (generally based off additional +1)
destroyer level) would require a +12 to be
converted to Snubfighter / Transport weights. Addition Flaw Detection: -2DR Search +1pip per
D in associated skill (add Advantage bonuses and
Re-scaling the Hull: Complimentary Skills where appropriate to this)
Re-Scaling is ship's hull is a complete refit and to sense inconsistencies in the modification.
tear-down. It requires time and manpower as Successful detection of flaw(s) allows for Flaw
well as competent engineers on hand. Difficulty removal.
is 24 + Size (3 per Scale) & time is 15 days per Target Numbers: Starting at 18 at Character
100m – 1 day per person assigned to the task Scale +3 per scale afterward. Can be performed
over the base requirement. Minimums are the once.
base days times 100m/2.
Re-Scaling anything to super capital is requires a Additional Engineering Notes:
Credits), Lightsaber parts (50 Credits). Only the This test creates a Design/blueprint which can Good Engineering rolls on the part of a player
parts for the Lightsaber need to be re-purchased then be produced. It could be a dad design if the base test of 36 + Scale Shift in Steps
will reduce the cost of the design by 5% for the
for future constructions. target number is missed. And that error would Re-Scaling anything to Death Star Scale requires first success level above base +1% per success
not manifest until after production and testing in Supreme skill and requires a base test of 48 + level thereafter, which is applied to the first
The Gem Kiln is used to create a suitable
the field. Scale Shift in Steps prototype immediately.
Lightsaber Crystal when Kyber Crystals are not
available. The manual process can take days. Pure Engineering out of nothing, applies the • Cannot scale a Death Star Weapon down or Second Production runs can incorporate a
For a Jedi this process of eliminating flaws in the above competency difficult reductions. It's actual higher. complete Re-Engineer of the design. Flaws
crystal only takes hours using the Force. difficulty is determined by the GM. Multiply any carry over, subtract one for the re-engineer. If
time taken in addition to the roll by 100 if extra Altering Maneuverability by Scale no flaws exist, add a bonus to the ship.
More on Engineering time is taken. Example: Cruiser to maneuver like a Frigate.
Engineering stacks with a base skill to provide a Second production runs reduce the overall cost
higher level of understanding and ability. Stack Pure engineering produces a Prototype that must Difficulty is: 15 + Scale Difference (3 per scale) of the design’s production by an additional 5%.
Engineering with any repair skill to yield a then be tested. - New or copied tech must be Here, good Engineering rolls will reduce costs
Prototype(d) twice yielding the reduction in further by 1% for every success level above the
combined total for any repair task (not
costs of 10% & the removal of one Flaw for the 20 Points: Shakedown Cruise: target. Maximum - 5%
modification or jury rig). Can be purchased by anyone with at least 4D in
second Prototype and then 5% cost reduction &
the removal of one Flaw for the final production Engineering Second productions can only be initiated after
Reverse Engineering: Is a pure Engineering you retool your production facility: You build
roll though skills like Technology and Science run respectively. Applies to ALL Modifications, Jury Rigs and
no less than 10 minus 1 per success level in
complement it as well as does any skill sets that Engineering (items, vehicles, whatever). You
the engineering roll applies to. Sufficient Skills Weapon Scaling: have the experience and the innate “feel” for how
Engineering above the target number of the item
Scaling a weapon up or down requires a straight in question (GM discretion); setting up a second
in these areas (3D above Engineering skill) things should operate under, within and outside
engineering roll modified by competency line is always the cheaper option.
reduce all targets by 2 points per D. of nominal parameters. You can just feel your
difficulty reduction modifiers as above. Scaling way through anything you have touched Second production line + Quantity savings =
Thus an engineer with 3D engineering that wants a weapon down is much easier than scaling one personally and you can correct certain margins of After you have a second line going and have
to reverse engineer the maneuvering thrusters on up. This occurs one barrel at a time (the base, error and re-calibrate inconsistencies or simply produced “x” amount of units (GM discretion)
a TIE Defender who has 6D in starship repair, unmodified battery’s damage). get a leg up on the next prototype toward a final you can re-tool on the fly for an additional 5%
can reduce their test by 6 points by using a Free production model. (Required to create a Cost Savings.
Action and triggering Starship Repair as a Walker to Snubfighter: Damage in Pips + 3
production model)
Complementary Skill. For any Scale (including snubfighter) scaling
downward is flat like below, scaling upward adds Shakedown Cruise: Can be performed once per
144 145
Command and Tactics • Difficulty is the opposed test: For Example, action round (after the initial test).
the Imperial Commander has a Tactics of 3D,
and a Knowledge of 2D. You have a Specificly Controlling Groups of
Knowledge of 3D and a Tactics of 4D. You Weapons for Precise Targeting
roll Attribute 9 + 9 = 18 and the Imperial
Commander rolls Attribute 6 + 6 = 12. Your Groups of Batteries
Skill outstrips his by 2 tiers (6 Points). It is a When Command, Tactics or Command & Tactics
total Damage increase of 10 for all your guns to “Battery Fire” use the following difficulty
and a reduction of damage of 10 vs all their chart:
guns.
• If the opposed tactician is much better than Command:
you are, you will likely perish in the fight. Difficulty 6 + The Number Gun batteries directly
controlled = +2 Competency bonus to hit, +2 to
• General Opposed Commanders will rarely Damage (per Battery) & Ignore 5 Points of
possess Tactics (though they will always Ablation (total) and if there is none +5 to the
possess Command). final damage result.
Fleet Wide Tactics: Command + Tactics:
• Add a +3 competency bonus to the fleet Difficulty as above + second action (-1D); D
Difficulty 15 for 2 ships + 3 per additional penalty applies only in the initial round in which
ship; +3 per additional unit type as above both skills were deployed.
Fleet Wide Opposed Tactics: Tactics does NOT have to exceed opposed
Effects of Command: General Command: Is the same as Opposed Tactics, +3 to difficulty Captain. Target number for Tactics is the same
Taking direct command of a weapon (the Rolls add a +3 competency bonus to your crew per additional unit type in your fleet: as Command. Each Battery then receives +1
Commander), your crews benefit directly from and requires a Free Action to be maintained past • Capital Ships = 1, Fighter Wings = 1 (up to point of damage per D the officer has in Tactics
your skill. By Applying 1 Free Action, actively, the first round of combat 144 fighters), Ground Assaults = 1, Orbital (flat damage bonus to each gun).
your gunners gain a +1 to hit per D of Command Batteries = 1, etc.
• Difficulty 9 + 3 Per additional unit type • If you succeeed in outstripping your
Skill you possess. being commanded simultaneously: Capital Command and Tactics (together 2 actions): opponent in this case, every DR you beat
• Many Capital Weapons Emplacements will Ships, Fighter Wings (up to 144 fighters), These can always be applied and will consume them by is an addional +1 to Damage per gun
have a Gunnery Officer assigned specifically Shipboard Combatants (repelling boarding the required amount of Free actions to maintain (you only need to defeat their tactics).
for this purpose. Typical gunnery officers are parties), Ships Engineers, Ground Forces, them in the rounds following the initial multiple
2D (+2). Orbital Batteries (Golan Defense Platforms),
Ground Batteries, etc.
Direct Command of Gun emplacements (Bridge
Officer): Fleet Wide Command:
Is a difficulty of 3 per gun (10 Gun Batteries is a • Add a +3 competency bonus to the fleet
difficulty of 30). Difficulty 15 for 2 ships + 3 per additional
• Only one Free Action is required no matter ship; +3 per additional unit type as above
how many guns you command as long as
they are all firing at the same target. The Effects of Tactics:
• If you are using Capital Guns vs a Capital General Tactics:
Ship and Snubfighter Guns for fighter Adds a +5 bonus to your damage & -5 to the
Defense that is 2 Free Actions. damage you suffer in combat (Difficulty 9 + 3
(Free Actions apply after the initial skill use to per additional Unit Type as above)
maintain the bonuses) • Requires a Free Action to Maintain
Heroes manning gun emplacements: Opposed Tactics:
Deliver Weapon Damage + Full Lethality (any Tests increase your damage and reduce the
points exceeding the target to hit are added damage you take per success level above the
directly to the damage of the weapon). opposition. Per success level increase damage
• Each Member of the Crew after the Gunner by 5 (for all guns) and reduce incoming damage
adds a CS (Complementary Skill) Bonus to by 5.
the gunner equivalent of +3.
146 147
Modification of Items Sensor Range Increase: Cost % also applies to D Advantages & Disadvantages Secret Base 1-3
This is the quick and dirty method of improving Code modification(s) for Sensors: Advantages: Sense of Direction 1
your equipment. Similar to Engineering in that Accelerated Healing 1-3 Serpent Tongue 1
Mod Value: Difficulty: % of Unit’s Cost: Silence 1
you can increase the speeds and D codes of 5 9 1 of Craft Cost Ambidextrous 1
almost anything you can imagine. This is Armor Defeating Attack 1-3 Sixth Sense 1-3
10 12 2 of Craft Cost Skill Mastery 2
modifying your Blaster from 36 to 46 or your 15 18 3 of Craft Cost Attack Resistance 1-3
Snubfighter’s maneuverability from 6 to 9. Artistic Ability 1 Space-born 3
20 24 4 of Craft Cost Steel Will 2
Athlete 3
How do you do this?: This is performed by Attractive 1-2 Subculture & Jargon 2
using the associated Repair Skill and rolling Hyperdrive Multiplier Enhancement: Time Sense 3
Authority 1-3
against a set target number. This allows your Mod Value: Difficulty: % of Unit’s Cost: Capital 1-8 Toughness 1-5
character to increase the D codes of statistics on .5 Reduction 12 10 of Craft Cost Card Shark 1 Vacant Shell 3
the item(s) and has a cost associated with it that 1 24 20 of Craft Cost Concentration 1 Vehicle 1-5
is equivalent to “x” value of the system modified 1.5 42 30 of Craft Cost Contacts 1-3 Ventriloquism 1
multiplied by a set percentage = Cost of the Criminal Contacts 1-3 Disadvantages:
Modification or Jury Rig. Note: You cannot Modify a Hyperdrive lower Dual Identity 1 Ability Activation Limitation 1-5
*Per Level of Modification, increase all repair than .5 x past Light Speed. (The Millennium Education 1 Allergy Minor 1
difficulties by 3 and increase the time to repair Falcon originally had a Class 2 Hyperdrive) Empathy 1 Bad Liar 2
by the same level (+9 = 3x the time). Weapon Range Increase: Enhanced Attribute 3 Blind 3
Ersatz 1 Bounty 1-3
Modi�cation(s): Mod Value: Difficulty: % of Unit’s Cost: Expert 1 Burnt Out 3
Damage/D Code Modification: 5% 9 5 Expose Fault 1 Clone 3
10% 12 10 Fame 1-3 Curiosity 2
Mod Value: Difficulty: % of Unit’s Cost: 15% 18 15 Fast Reactions 3 Dark Secret 1-3
20% 21 20 Favor 1-3 Deaf 2
+1 9 5 25% 42 25 Fellowship Member 1 Death Mark 1-3
+2 15 10 Fear 1-3 Debt 1-8
+1D 24 15 Jury Rigging: Fearlessness 3 Dependents 1-3
+1D+1 30 20 Force Armor 1-2 Devotion 1-3
+1D+2 42 25 Rigging: Difficulty: % of Unit’s Cost: Employed 1-3
Force Potential 1-3
+3 (1D) 9 5 Enemy 1-3
Notes: Modifications make repairs to the Forgettable 1-3
+6 (2D) 12 7.5 Failed Student of the Force 2
modified items more difficult, add the Mod Value Good Hearing 1
+9 (3D) 18 10 Gambling Addiction 1
to the Repair difficulty. Static items add 10 to Good Vision 2
the difficulty at each tier (in addition to Notes: Rigged items always add the “tier” (1-3) Gifted Engineer / Physician 3 Hindrance 1
modification difficulties) in additional Wild Dice (once per game session) Hyper Movement 1-3 Hunted 1-3
that are rolled separately from the rest of the Inheritance 1-3 Identity Trouble / ID Crisis 3
dice. Any “Botch” (1) = a mishap. GM Lesser Life Form Control 1 Imperial/Faction Record 1
Other Types Of Modification(s): Longevity 1-2 Implant Resistant 2
discretion, but it’s usually something bad.
Modified Space Engine(s): Luck 1-3 Infamy 1-3
*Rigged items add their current tier to the Master of Disguise 1 Jedi Academy Washout 3
Mod Value: Difficulty: % of Unit’s Cost: repair difficulty, rigged and Modded items Meditation 2 Minor Jedi 3
add 2 per Mod Tier + the Jury Rig Tier to Multi-Lingual Background 1 Missing Limbs 1-4
1 Space Unit 12 5 of Craft Cost repair difficulty. Musical Ability 1 Code of Conduct 1-3
2 Space Units 21 10 of Craft Cost Natural Lie Detector 1 Night Blindness 2
3 Space Units 30 15 of Craft Cost Hyperdrives are reduced on a D for 1 basis (x2 Nimble 3 Overblown Honor 2
4 Space Units 40 20 of Craft Cost rigged by +1D = x1) Increase all difficulties by Obscure Knowledge 1 Poor Hearing 1
3. Observant 3 Poor Vision 1
Modified Atmospheric Speed: Organizational Leader 5 Quirk 1-3
Atmospheric Speeds Rigged are 100, 200 & 300
Km/H. Patron 1-3 Religion 1
Mod Value: Difficulty: % of Unit’s Cost:
Photographic Memory 1 Sterile 3
50 Km/H 9 2.5 of Craft Cost Sensors Rigged: 10, 20 & 30 Units. Follows Pluck and Tuck 1 Unattractive 1-2
100 Km/H 12 5 of Craft Cost Modification Cost(s) for pricing. Prenatal Nanotech Surgery 3 Unlucky 1-3
150 Km/H 18 7.5 of Craft Cost
Reputation 1-3 Unmistakable Features 1-3
200 Km/H 24 10 of Craft Cost Cost to modify can be nothing if you have
salvaged parts. Resourceful 1-5 Weak Connection to the Force 1-3
148 149
Advantages some sort of specific attack form. This cannot be
applied to the Force. Though it can affect Force
CARD SHARK 1: Your Character has
perfected the art of playing games of chance and
of other people and objects passively. -1 DR to
any emotional status “feel” reading, will aid in a
ACCELERATED HEALING 1-3: The abilities (like lightning if the player has energy skill. +3 for all tests related to gambling and myriad of rolls including Force & all social
Character possesses some level of natural resistance). Ablative Value Like Armor (15-45). often can be applied to chance encounters (GM situations.
regeneration. This is an amazing ability for any Discretion). +1 to Free Actions and a +2 pip ENHANCED ATTRIBUTE 1-3: Increase any
Types of Resistance:
character to take. Quick Draw Bonus. one attribute (Including Force Attribute) by
• Energy Resistance
• Per Level of the ability, increase the Hero’s • Physical Resistance CONCENTRATION 1: Your Character is +1Pip to 1D, never beyond racial maximum.
Recovery Tests per day by 1 & +1 to Healing • Toxin Resistance better at putting effort behind things when Note: All Hapan Characters begin with this
per recovery test made. concentrating. If you declare you are ability for Free. In the case of the Hapans,
• This allows a character to immediately ARTISTIC ABILITY 1: -1 DR to Forgery and however, the bonus Attribute D can only be
Concentrating ahead of time, after 1 Free Action
recover from the effects of being Hard Art skills. This ability is more valuable than applied to STR or DEX.
of Concentrating you receive a +6 on the next
Stunned, and possibly even being Wounded, most would give it credit for. It applies to every
test. This is especially helpful if a Character is
Incapacitated or Killed. culture in the galaxy, can aid in negotiations and ERSATZ 1: Your Character deceives others on
waiting to ambush an enemy or has time to focus
even Tactics against a species. Furthermore it a near-professional level. +3 to Con/Acting/
Effectiveness based on Level of the Advantage, on a task. This bonus does not work in Combat,
also applies it’s bonus to all Appraisal tests. Disguise, add an additional -1 DR to all social
each can be activated buy using a Free Action after an Initiative roll, will however work for
and paying the associated cost: ATHLETE 3: +2 all STR Skills, lowers all surprise attacks. Concentration 1 will combine interactions if character has Dual Identity.
damage sustained by -1 DR. Athlete also the effects of Aiming (FA) and any associated EXPERT 1-2: Available at character creation
1. Level 1 Clears all levels of Light/Hard Stun: increases all movement modes the Hero is bonuses for using a Scope for ambushes.
1 Recovery Test only, only affects a two Skills, but can be taken
capable of by 3 meters. It also awards a +1 to twice (for 4 different skills). Description: Per 1D
CONTACTS 1-3: 1 System, 2 Sector, 3 Galactic
2. Level 2 will Allow one Wound Level to be Natural Defense. invested in the skill at character generation yields
Note: This will not always be free (sometimes).
Healed instantly: 2 Recovery Tests ATTRACTIVE 1-2: -1 DR to -2 DR to certain System Contacts will be one person or small 2D.
3. Level 3 allows two Wound Levels to be (most) social interactions. business that you have dealings with in a Note: If your choice of Race already conveys
Healed instantly: 3 Recovery Tests. Note: All Hapan Males gain this Attractive 1 for particular system. Sector Contacts will be a this sort of bonus, you cannot take it. Unless it is
Free. All Hapan Females begin with Attractive 2 more influential person or group that can provide only Rank 1. Example: Duro, Chiss, etc.
• Cuts Surgical/Bacta/Kolto recovery in ½. for Free. much more detailed information or goods.
• Accelerated Healing 3 is Natural EXPOSE FAULT 1: A Character can quickly
AUTHORITY 1-3: 1 System, 2 Sector, 3 Galactic Contacts means you have friends or analyze an opponent and expose a weakness to
Regeneration, you can regenerate lost limbs acquaintances in every port of call in the Galaxy.
at this level. The body will not reject Galactic. Can be granted as a perk or a game deal that opponent additional damage. With a
bonus. Note: If you begin with this Advantage You need only make a Moderate Bureaucracy or successful Tactics (or Appraisal) test vs the
cyberware, it will only regrow limbs and Business roll to locate one of them.
organs if the cyberware is removed. you hold an official rank in a System opponent’s Perception or Tactics the Character’s
Government (Independent), Sector Rank CRIMINAL CONTACTS 1-3: Your Character next roll can either add +6 to the test or +3 to
AMBIDEXTROUS 1: Your Character is (Specific to a Faction) or on a Galactic Scale has a number of discrete contacts in the Criminal Natural/Vehicle/Force Defense for the rest of the
Ambidextrous, and can use both hands equally (You are a commissioned Fleet Officer in the Underworld and may call upon them for game session. Can be used on machinery and
well. Without this Special Ability, offhand Empire or the Rebellion) and carry at least a rank information. Per Level add: +2 (+6 max) to equipment & even people and other’s Tactics.
actions suffer a +2 DR penalty. Certain actions of Ship’s Captain / Ground Commander and a Streetwise for locating contacts, -1 DR
can be performed that would normally equal 2 FAME 1-3: 1 System, 2 Sector, 3 Galactic
Capital Ship / Military unit to command with (maximum) to tests pertaining to underworld Restriction: Cannot take Forgettable. Your
Full Actions (2 SIMPLE actions in the place of 2 Galactic autonomy. You are bound to your issues (fencing, smuggling, racketeering, etc.)
Actions, Firing 2 Blasters simultaneously, etc). Character has either purchased or otherwise
faction, if you go AWOL, you will be hunted or Note: Acts as Reputation 1 for Interactions with earned some kind of Fame. Known everywhere
This awards the hero +1 to Free Actions. Court Marshaled, GM Discretion. There are the criminal element if all 3 Levels are (possibly), some love you and some hate you.
ARMOR DEFEATING ATTACK 1-3: Ignore strings attached to your command. possessed. Can be taken Multiple times. You The Fame defines your Character and not by the
one type of Armor, Shield or Force Barrier for 1- BIO-GENETIC AUGMENTATION 3: This need only make a Moderate Streetwise roll to actions committed unless publicized. Other
3 attack(s)/session. The Hero has a knack for adds +1 to STR, DEX & PER (increasing the locate one of them. Character’s reactions will differ accordingly. (+/-
bypassing one layer of defense, once per session maximum attribute). This is a common DUAL IDENTITY 1: One, perfect, additional 1 SR to certain rolls at discretion when the
per point invested. A Hero and bypass multiple modification for those humans specifically bred set of complete identification (including a Character is recognized). Generates 3,000/lvl
defenses if they used more than one of their uses, for war. +1 to Free Actions, +3 to Stun/Wound disguise DR 360); can be taken multiple times. credits monthly regardless of circumstances &
per session (ex: Armor Defeating Attack 3: Threshold. Industry Contacts 1/lvl. -1-3 DR to most social
Hero uses all 3 points to bypass Shields, Armor EDUCATION 1: +3 to Scholar, +3 to Appraisal rolls.
and Hull on one, precise, shot. The effect of CAPITAL 1-8: Your Character has come into a & Business tests. This advantage awards the
which will not destroy the target or kill the source of money, whether legal or illegal, which Scholar, Appraisal and Business Skill Slots for FAST REACTIONS 3: +2 to total Free
individual but will instantly apply a wound level, provides a source of continuous income. 1: free. Clearly reflecting your time at an Actions, a Dodge, Parry & 5m move can be
the hero must still hit the target). 60,000; 2: 180,000; 3: 500,000; 4: 1.5 million; institution of higher learning (add at least 2 years utilized as free actions even if surprised. 2 Free
5: 5 million, 6: 15 million, 7: 50 Million, 8: 150 to player age, minimum Age 18). Actions can be applied directly to, actual,
ATTACK RESISTANCE 1-3: +3-9 resistance Million (refreshes every 12 sessions minus the Initiative rolls (+3-6) when not surprised.
vs one type of attack. The Hero is resistant to EMPATHY 1: The ability to sense the emotions
Level, GM discretion) (AP) Quick Draw (1-3FA); 10 CP
150 151
Effect: Allows the character to add three Free FORCE ARMOR 1-2: You have an innate tests (Search, Blind Fighting, etc) with 8 Security Droids, 4 Servant Droids, 2
Actions to Quick Draw (+3-9) in addition to a resistance to the Force; this Grants you +3 Robo Bartenders and 2 robotic chefs. Staff
GOOD VISION 2: You possess, exceptional,
Base bonus of +3 to all Initiative Tests (including resistance (1) and 25 Force/Magic Damage Soak live in quarters on site, as do several
natural vision. -1 DR to any sight based tests
Quickdraw ones). or +6 resistance (2) and 40 Force/Magic Damage prominent society members who rent space
and things dealing with range (Gunplay,
Soak. Note: Blocks Beneficial Force/Magic at there. An outer Keep wall also provides
(AP) Enhanced Reactions: +2 FA; 10 CP Gunnery, Search, etc).
an equivalent level. Damage soak is per game safety and security to a small, trendy, village.
FAVOR 1-3: Your Character has earned session, not per attack. Resistance remains even GIFTED ENGINEER / PHYSICIAN 3: The Outer wall has Inheritance 1 Security (Staff
powerful favor(s) from someone; a favor that after damage soak is exceeded. Character has a strong understanding of and Droids).
comes without any strings or questions, and Engineering/Medicine and is capable of applying • Inheritance 3: Fortified Castle - Identical
FORCE POTENTIAL 1-3: Prerequisite: Force
completes unconditionally. 1-3 favors per 6 technically advanced knowledge. -1 DR to to Secret Base 3 (except it’s not a secret) and
Sensitive, You have an innate ability with the
sessions. Engineering or Medicine, Free AS Engineering/ the fact that is comes with full, loyal, staff
force. Effects: Medicine skill, free linked skill of choice at a -2 and generates 3,000 Credits per month for the
FELLOWSHIP MEMBER 1-3: Your Character • Level 1: +1 to Free Actions, +1 to Maximum DR bonus always using that skill (Medicine: Player character. (16) Staff are considered to
belongs to a fellowship of some kind, an Attribute. First Aid; Engineering: Whatever). Can Re-roll be Professional NPC (16D Attributes, 20
organization with like minded goals of the • Level 2: +1 to the Maximum Force Attribute one Engineering Test once per session and one Skills, 10 Skill D) and will consist of about
Character, and it provides things such as money, and a +1 Pip to the actual Attribute. Technical Test (any) per session. 16 (Bonus: all skilled in self defense, 4D of
supplies, information, but their reach is limited. • Level 3: -1 DR to all Force Tests; +1 to
The GM determines the level of this HYPER MOVEMENT 1-3: +2/4/6 to Move Blaster, Dodge, Brawling & Search with 10
Maximum Force Attribute.
organization’s power and influence. However, (can still increase base); Choose the Movement other Skills). Chateau also comes equipped
The ability allows the Force Attribute to exceed with 12 Security Droids, 6 Servant Droids, 4
for clarification the base level(s) of this confer type if you have multiple movement modes
natural maximums. Bonuses Stack per Level Robo Bartenders and 4 robotic chefs. Staff
the effective benefits as follows: (Ground, Flight, Climbing, Swimming, etc).
FORCE SENSITIVE 3: You were born with live in quarters on site, as do several
• FM 1: Authority, Contacts 1 & Capital 1 INHERITANCE 1-3: This isn’t as simple as prominent society & government officials
innate Force Sensitivity. This is either because
only when dealing with other members of “my parent’s left me the house”. This is a who rent space there. An outer Castle wall
your Race has been gifted with this ability due to
the fellowship. hereditary lineage with materialistic benefits. also provides safety and security to a small,
their connection to the Force or you had some While the player is granted these holdings their advanced, town. Outer wall has Inheritance
• FM2: Authority 1, Contacts 2 & Capital 2 legacy Force user in your bloodline. This ability parents may, very well, still be alive and well 2 Security (Staff and Droids).
only when dealing with other members of can be taken by ANY player (if they so choose with their own holdings. This represents what Please Note:
the fellowship. and the GM allows it) and can replace racial the player has managed to create with nearly • Inheritance income can be “grown” by
• FM3: Authority, Contacts 3 & Capital 3 only bonuses or be taken at the character limitless funds from a Noble house or Dynasty, monthly Business Skill application if the
when dealing with other members of the customization stage. +1 to Free Actions also in a few short years. player can, at the very least, make a holonet
fellowship. conferred from the Advantage. • Inheritance 1: Fortified Chateau - Identical connection with their holdings. Once Per
The Jedi Order is a Good Example of this. Being FORGETTABLE 1-3: Can take at Creation to Secret Base 1 (except it’s not a secret) and month.
a noble of some ancient household is another only, Restriction: Cannot take Fame. You are the fact that is comes with full, loyal, staff • Defenses are similar to a Secret Base, GM
good example. Either character choice (being a hard to remember. Most Characters have a and generates 750 Credits per month for the discretion is advised.
Jedi or wanting to be nobility) will confer this difficult time remembering your name, your face, Player character. (8) Staff are considered to
but might remember blurry details, like a rough be Professional NPC (14D Attributes, 12 LESSER LIFE FORM CONTROL 1: You
Advantage by default, and it cannot be selected have an innate, magic like, ability when dealing
as an advantage. The benefits will apply to the age or height, male or female, color of clothes. Skills, 6 Skill D) and will consist of about 8
The difficulty to remember specific details about (Bonus: all skilled in self defense, 2D of with non-sentient beings. This includes all
individual whether or not they are aware of them. monsters, animals, gungans, sand people, ewoks,
you is Level 1: 30, Level 2: 60, Level 3: 90 Blaster, Dodge, Brawling & Search & 6 other
FEAR 1-3: +3 to intimidate & awards the skill. regardless of how recent the person made contact Skills). Chateau also comes equipped with 4 squib, and furniture. -2 DR to all tests when
2: Just looking at you unnerves people, +1 DR to with you. Adds a +3 per Tier to Disguise Tests Security Droids, 2 Servant Droids, 1 Robo dealing with non sentient(s).
all opposed social interaction. 3: You seem to Bartender and a robotic chef. Staff live in LONGEVITY 1-2: Life span increased by 3-6
radiate evil -1 DR to intimidate, people around • This does not mean that you cannot be
quarters on site, as do some prominent times, -1 DR to -2 DR to resist Toxins and
you make willpower tests vs moderate (15) or tracked by a person or entity. It means that
society members who rent space there. Energy damage over time (sunburn leading to
flee. The Hero can turn this ability on and off by identification of you in a crowd is nearly
• Inheritance 2: Fortified Keep - Identical to cancer, radiation leading to imminent death ).
expending 1 FA (remains on or off until impossible (until you start firing or give
Secret Base 2 (except it’s not a secret) and
changed).. yourself away). You will always be the LUCK 1-3: Automatic Success on 1-3 tests per
the fact that is comes with full, loyal, staff
individual listed in a database without a game. You can chose 1-3 attacks that simply
FEARLESSNESS 3: (Immune to Fear and generates 1,500 Credits per month for the
picture (but they know you exist by your miss you, per session in addition to the above.
Advantage) -1 DR to all willpower tests & skill Player character. (12) Staff are considered to
actions). It can mean you are arrested and
slot for free, +3 to all Social tests, immune to be Professional NPC (15D Attributes, 15 MASTER OF DISGUISE 1: -1 DR to Con for
dismissed by lesser guards and likely go
natural and unnatural fear. Immune to Negative Skills, 8 Skill D) and will consist of about 12 impersonation and Acting, no makeup required,
unmolested in prison.
Force Powers that deal with the Fear (even Bolt (Bonus: all skilled in self defense, 3D of opposed rolls to pierce your guise are made at +1
of Hatred). GOOD HEARING 1: You possess exceptional, Blaster, Dodge, Brawling & Search with 7 DR. Double bonuses if they have Ersatz.
natural hearing. -1 DR to any auditory based other Skills). Chateau also comes equipped MEDITATION 2: Description: The ability to
152 153
put one’s body into a state of stasis and peace, Investigation skills granted for free. +1 to Free Base/Station can support up to three 450m craft, ranges presented below. Otherwise, at lower
able to live in extremely harsh environments for Actions 3: Large Fully Stocked (and armed), Battle- levels (1-2) Danger Sense simply adds one level.
long periods without the aid of equipment. -3 station Scale 3, Base/Station can support up to
ORGANIZATION LEADER 5: Description: • GM Must describe the nature of the threat (if
DR to Endurance, Survival, Willpower, -1 DR to five 900m craft. Fully Crewed (droids or
Your Character now considered a leader or the successful) even if not directly a threat to the
all mental checks pertaining to survival or clam, otherwise), generates enough income to keep
leader within the Fellowship organization character within 10m + 1m per D of Force
ONLY while in meditative state, can “sleep” in them happy and operating.
receives many privileges, such as requesting Attribute or they possess. Add ½ meter per
this state and is aware of surroundings on normal Notes: Assume that the Secret Base is armed at
financial, militaristic, or other support from the Level of Sense.
perception check ( at -1 DR). While in this state, an equivalent level. GM Discretion.
organization that you previously did not rank
opposed Jedi powers are all at +3 DR. SKILL MASTERY 2: Description: The
high enough to receive. Authority 3, Capital 3, SENSE OF DIRECTION 1: -1 DR for Character receives a -1 DR with two specific
• Meditation confers full sleep equivalent in Secret Base 3 & Connections 3 are Navigation/Astrogation rolls + the Skill Slot and skills, must be related. Gain a those Skill Slots
half the time. Organizational holdings available to the Leader. a specialization for free. Reduce Travel times by For Free. If no related second skill exists, add
10% if the hero is the one performing the
MULTILINGUAL BACKGROUND 1: +3 PATRON 1-3: Each Level of this advantage an two additional specializations (-1 DR applies
navigation.
Languages with full fluency, includes ability to gives you access to more influential individuals to the specialization(s) as well).
read and write and understand the deepest as benefactor(s). 1 System, 2 Sector, 3 Galactic. SERPENT TONGUE 1: Can take this only at SPACE BORNE 2: You spent near your whole
cultural nuances (including your own), -1 DR to Character Creation. Description: You are able to
PHOTOGRAPHIC MEMORY 1: Can take this of life in space and is capable of sensing the
all social aspects and Cultural tests (of them). smooth talk others by voice alone -1 DR to social
at Character Creation only. Description: You slightest changes in velocity, gravitational
(AS) Linguistic Savant: Per Full D acquired, add interaction in any situation, don’t even have to be
remember everything seen/heard. -1 DR to rolls disturbances, and has a nearly perfect intuition
fluency with 1 additional language (no roll in the same room for it to work. It can be done
to Knowledge/Perception to recall anything; for location relative to the Galactic center. ,
required) and the -1 DR as above. over a com-link. Add a free social Skill Slot
previously viewed places, objects, etc. Even Zero-G AP granted free, a -1 DR applies to all
(Persuasion, Con, etc)
MUSICAL ABILITY 1: -1 DR to all musical details not previously noticed. +1 to Free piloting, gunnery, dodge and athletics while in
skills, including vocalization, appreciation, Actions & Once per game session you can get SILENCE 1: +3 to Sneak, Hide. +3 to Hit and space, only (including gravity well from 0: low
recognition, etc. Can complement negotiation, the GM to give you an reminder of something +5 Damage on the first attack if delivered from a orbit to 120 units). Vacuum Tolerance: +6 to
morale, etc. +3 to Art & Acting skills. -1 DR to you have legit forgotten. concealed hero. +6 to hit & +10 to damage if the Survival and Soak Tests. Double all Space/Vac
seduction attempts. attack is meant to subdue (Hard Stun, only if the Suit/Snubfighter consumables for your hero. +1
PLUCK AND TUCK 1: You have practiced
player doesn’t kill the target). to Free Actions.
NATURAL LIE DETECTOR 1: Read surface larceny to a point of making it an art form. -1
emotions like receptive telepathy -1 DR to DR to Hide & Theft. SIXTH SENSE 1-3: (variable chance of STEEL WILL 2: Can take this only at
perception checks (Combine with Empathy or detecting danger) +1 to Free Actions can be Creation. You have a mental barrier that is
PRENATAL NANOTECH SURGERY 3: As a
Observant for additional -1 DR to checks; or spent prior to initiative to Dodge/Parry (+3) or unbreakable. Character is immune to all mind-
rare and expensive Cybernetic procedure, the
both -3 DR). Applies to receptive telepathy (not 5m movement. altering attacks (including fear generating ones,
Character underwent a specialized Cybernetic
required). while not naturally fearless), including Bolt of
surgery, infusing the Character with the ability to 1. Delivers a 3-5 (increase by 1 per point) in 6
Hatred and Force Illusions. Immune to mental
NIMBLE 3: Description: You have a unique produce, repair, and utilize Nanobots within the chance of being ready for any sort of
interrogation, -2 DR to resist torture/
gracefulness and ability to move smoothly, body capable of catalyzing the Healing process: ambush, assassination (to you or those in
interrogation. +3 to all Willpower Tests and Skill
sometimes leaving visual echoes behind (where +2 Recovery Tests & +3 per test to Heal wounds; your immediate vicinity) attempt or random
cool and appropriate, never a negative). +3 to +2 to Wound Threshold, -2 DR to resist toxins & danger. Granted for Free.
Sneak, Dodge, Acrobatics and Theft (pick two of disease, Can survive in vacuum for extended • Immune to all Force/Magic Tracking abilities
2. Provides an Ablation (soak) Pool per tier of
those skill slots for free); Instant Stand & Soft periods… Longer life span (as Longevity 1). the Ability: 1 = 15 Damage Soak per • Immune to Receptive/Projective Telepathy
Fall MA Abilities Innate (no roll & no action REPUTATION 1-3: Similar to the Fame session; 2 = 30 Damage Soak Per Session; 3
cost once per session, otherwise cost normally). • Counters Sixth Sense by 2 points (reduction
Special Ability your Character has earned respect = 45 Damage Soak per session. This can be due to the opponent’s inability to sense
• Adds +3 to Natural Defense and recognition, but unlike Fame is not well used to eliminate damage from any source motive)
recognized everywhere. (Blood Stripe) -1 DR to even if they fail to detect the danger.
• +2 to Free Actions
-3 DR to interactions. Corellian’s gain SUBCULTURE & JARGON 2: -1 DR to
• Perfect Sixth Sense is a 4 point Advantage
OBSCURE KNOWLEDGE 1: -1 DR in reputation 1 for free (this can be converted to Streetwise, Scholar, Bureaucracy, Business,
(which is attainable in rare circumstances);
specialized area of a skill (not the base skill infamy in some circumstances: GM discretion). Bargain, Con, Persuasion in your society, +3 per
Ablation pool is 60.
itself), award the skill and specialization free. skill in related societies, No penalties in alien
RESOURCEFUL 1-5: At hero creation it With the Danger Sense Innate Power (add 1 to cultures.
OBSERVANT 3: You have a keen sense of confers 2 skill slots per Level. the Sixth Sense total) the directional information
Perception, and able to notice things more easily (AP) Social Chameleon: Purchase the AP per
SECRET BASE 1-3: You have funded and will always be nearly perfect. Combining this
others just do not. -1 DR to notice details and Alien Society adding one more Alien Culture to
somehow created a Secret Base. 1: Fully Stocked advantage at any level with the Danger Sense
traits over time and +3 on the fly, 2 in 6 chance the above bonuses.
(and armed), Battleship Scale 1, Base/Station ability will allow for a “Perfect” (if you buy 3
not to be surprised based upon vision (limited
Can support up to two 150m Craft, 2: Mid Sized points of the Advantage) Sixth Sense with TIME SENSE 3: +1 Free Action. You know
Sixth Sense), hearing & sometimes touch and
fully stocked (and armed), Super Capital Scale 2, flawless information every time within the what time it is, exactly, all the time, and can
smell. +3 to all persuasion tests. Search &
154 155
sense alterations in space-time, such as getting • Level 3: +1D to Maximum Attribute (not the the influence of the Allergy. Consider this to often a detriment to you and those around you.
when getting closer to heavy gravity objects like current value). The ability allows the Null be suppressed at all times due to medication You are always the first person around a corner,
a star. -1 DR to Navigation, +3 to Initiative, +3 Force attribute to exceed maximums. on hand. doesn’t matter if you are scared or not, you just
to Dodge skill and can use Dodge as a Free • Level 2: The Allergy is not fully need to know what’s there. Must overcome
VEHICLE 1-5: If you don’t want the
Action even if they are surprised. suppressible. Medication only partially willpower exploring anything interesting (even
responsibility that comes with Authority and you
Notes: functions. In the presence of the allergen you dangerous) 18 - 36 + Base Target number to
still want a ship, without “paying” for it, this is
suffer a +3 to all difficulties (in addition to resist.
• You can avoid one situation entirely, once per the Advantage for you. 1: Any craft up to a
tier 1 issues if not suppressed).
session, as if you had a perfect farseeing Corvette (250K Value); 2: Any craft up to a DARK SECRET 1-3: You have some serious
• Level 3: The Allergy is severe and you must
vision. This can be as simple as dodging a Frigate (5 Mil Value); 3: Any craft up to a skeletons in your closet. No matter how far you
have life saving medication on had at all
bullet or avoiding a comment you make that Cruiser (11 Mil Value), 4: Any craft up to get away from them, they always seem to catch
times. You carry an injector, because when
causes a social blunder. It can be as complex Battleship (24 Mil Value); 5: Any Craft up to up to you. Alternate ID’s only offer temporary
you allergies are triggered you suffer a +3 to
as you not even being in the same space Dreadnought (50 Mil Value). reprieve. You’re hunted or universally
all difficulties + an additional +2 DR to the
where heavy anti ship ordinance detonates, Note: You don’t get the additional money. It is recognized as a pile of walking manure. If ever
final difficulty number. Not to mention, you
killing you (you must be the pilot or have assumed that any overage means you have discovered, +1 DR to all social interactions (per
sustain damage on a continuous basis with no
access to the control console). invested enough to pay you crew for one Full level of the Dark Secret) if the parities are tied to
ability to resist it of 10 Points per Round
Consumable expenditure. If you’re the only the events that led to your secret, +2 DR to
• Automatic Weapons (repeaters): Those with until you are removed from the area, shielded
pilot, the residual cash can be used on relations with everyone else (+1 additional level
Time sense can control a burst fire weapon (Hazmat Suit) or use medicine to stabilize the
modifications prior to the game start, additional per tier of Dark Secret after the first). What your
against multiple targets. Whereas, a Light effect (which only stops the damage).
ordinance, a rearm/refit, a stash/stockpile of fuel secret is will be something that even the most
Burst Fire Weapon is limited to single Target,
and/or ammo. Maybe even an owned hangar. BAD LIAR 2: The Hero is about the worst liar vile of enemies of yours finds appalling. The
a Medium Burst Fire weapon 2, and a Heavy
(GM discretion) anyone has ever met. They are effectively GM will have the ultimate say in it’s significance
Burst Fire weapon 3 (this does not effect Full
incapable of lying to someone, properly, even to (and may have to make it more dire).
Automatic Weapons) the hero can split shots VENTRILOQUISM 1: The ability to throw
save their feelings. You are, quite possibly, too
off their burst with no penalty, in their your voice, -2 DR to Con/Acting applicable to DEAF 2: Cannot make a hearing based
honest for your own good. +2 DR to any tests
primary arc of fire, and hit multiple targets. the projection of your voice only. +6 to all perception check, if Observant is possessed ½
that involve deception (Con, Acting, etc).
Light: 1 FA = 3 Targets potentially hit; Social Tests that involve throwing your voice bonuses. Correctable with the Force, Biotech or
Medium: 1 FA = 5 Targets potentially hit; (With puppets, voice acting, speaking over BLIND 3: You cannot see, Epic Fail on any Cybernetics. Cannot Possess Good Hearing.
Heavy: 1 FA = 10 Targets potentially hit. another person to get them in trouble or to sight based rolls, Observant yields half DEATH MARK 1-3: 1 System, 2 Sector, 3
embarrass them) It is not obvious that the voice (Correctable via Force, Biotech or Cybernetics).
TOUGHNESS 1-5: +1 point to Wound Galactic. A Death Mark is not a Bounty, it is not
emanates from you, ever. Though you may fail to
Threshold & +1 to STR Test to resist Damage BURNT-OUT 3: You’re bitter; you really have being Hunted. It is a kill order. Your Hero is to
successfully convince with your deception.
per level of the Perk. had it with your career/life (the current path). be executed, on site, by any and all means
Cynical and overall possess an apathy about it. necessary. If your friends or civilians get in the
VACANT SHELL 1-3: You do not exist within
the bounds of the Force, in fact, your mere Disadvantages Ex: Jedi Cowardice, You suck, you know it and it way, they are excusable collateral damage. This
caused you to choke at the time you should have is a very serious problem to have.
presence tends to warp reality in areas of high ABILITY ACTIVATION LIMITATION 1-5:
acted and prevailed. You carry this burden with Note: Refer to Hunted for Payouts. The value
Force Energy and small plants will wilt from This applies to the activation of a specific (and
you always, knowing you will never aspire to of the payout is in full, with no guild fees
your touch (anywhere). +3 penalty, per level of arguably fundamental) skill or Force Power.
greatness no matter how much you achieve. It associated. This is due to the elevated nature to
this ability (+3-9), to any Force Use within 1 Examples of this exist in people like Corran
colors all your actions and imposes a +1 DR to the Death Mark.
meter per Level of Vacant Shell + Null Force Horn’s Grandfather who could not activate
related social interactions. You must make a
Attribute per D (each D = and additional meter). Telekinesis. The limitation here was that he had DEBT 1-8: 1: 90,000; 2: 180,000; 3: 500,000; 4:
Willpower (30+) test each time you chose to
This Advantage allows you to gain Null Force to actively siphon energy in order to activate the 1.5 million; 5: 5 million, 6: 15 million, 7D: 50
increase your related abilities or you simply do
Potential at +1 pip to +3 pips. Meaning you can power. Something similar must apply to the Million, 8: 150 Million
not. Note: It can be bought off for 30
can increase the Null Force Attribute 1D above character taking this disadvantage. This can Notes: GM may confer an something like a
experience points in 5 point increments (across 6
your maximum. Any abilities or enhancements apply to racial traits, Cybernetics, Force Powers Capital Ship/Speeder/Snubfighter, etc. at up to
sessions) if the character wishes to redeem
that increase your Null Force Attribute do not & Skills (only under certain circumstances). five times the listed value as the “debt”, the
themselves.
detract from your ability to increase it. Skills may require an additional action to use or player then owes the full, modified amount. This
Notes: a certain circumstance to be present in order to CLONE 3: You’re cataloged in someone’s Debt can be taken by multiple players to have a
• Hero looses one Free Action for existing employ them. Per instance of an ability system, somewhere. The ramifications of which Joint Debt for a larger ship / base.
“outside” the Force. limitation, accrue one point (can’t be Quixotic = can be dire. Apply: Bounty, Death Mark, Age or
• Hero gains 15 points of Force Armor, per 1, Can’t be Sorcerer = add another 1, etc). Expiration Date (like a Replicant from Blade • Failure to Repay the Debt will create
point of Vacant Shell (15-45). Runner), Hindrance, Hunted, Obedience to the Enemies based on the level of the debt (you
ALLERGY 1-3: You have a inherent issue with can have multiple enemies… Some planetary
• Level 2: +2 to the Maximum Attribute (Null New Order, etc, GM Choice.
some sort of common substance or material and based, some Sector Based and at least one
Force Potential) and a +1 Pip to the actual it routinely ruins your day or causes discomfort. CURIOSITY 2: Your natural desire to with Galactic Reach at the upper tiers).
Attribute. • Level 1: +1 DR to all skill tests when under experience anything and everything in life is
156 157
• After Enemies you will be Hunted and then to their Social Status / Disadvantages (without typically exacts a 3 point penalty on the hero, visited by law officers every time something
if the debt is not repaid, with interest, you the benefit of the skill and perk package and they GM discretion. It can, in some rare happens, even if you didn’t do it.
will receive Death Mark(s). instead gain all the disadvantages). circumstances be “beneficial”. IMPLANT-RESISTANT 2: Someone with this
Notes:
DEPENDENT 1, 2, or 3: HUNTED 1-3: 1 System, 2 Sector, 3 Galactic disadvantage cannot have implants of any kind.
Now some of the Good stuff.. And some bad.
1: You have a sibling that you have to visit and Having a price on your head is no small problem. There may also be complications with certain
• Per tier of the Employed Disadvantage the
send money to, 20% fund hit. His means that any level of bounty hunter, surgical procedures. Prosthetic(s) do not
hero draws in 250 Credits per week of concerned citizen or military official can turn you function with you at all. This actually allowed
2: You have a family member that you cannot serving the entity. in for the price of the bounty. more than a few clones to disobey order 66.
leave for extended periods; they are dependent • Access to items that might not be available Notes:
upon you for survival. 40% of all funds and on the open market (like military hardware). INFAMY 1-3: 1 System, 2 Sector, 3 Galactic
• A System Bounty typically typically pays
equipment received goes to them if you are not • Should not refuse missions, if they refuse This applies a +1-3 DR penalty to your social
around 20,000 Credits, minus the guild and
around. they suffer GM consequences or are forced interactions as well as a -1-3 DR to search rolls
processing fees (Hunters receive about 15k).
into a more dangerous mission that they performed in security systems to locate your
3: 60% of all your earnings and property must be • A Sector Bounty typically pays around
cannot refuse later. whereabouts (not search to find you skulking
funneled to this individual, they require this to 60,000 Credits, minus the guild and
• Failures as an employee can lead to being about, just general vicinity of operations to put
survive. They are near death (and will remain processing fees (Hunters receive about 45k).
discharged, imprisoned, fined, or even troops on alert).
so). Per Point of the disadvantage make the • A Galactic Bounty typically pays around
relations of the player persistent as a burden from executed (Darth Vader loved killing JEDI ACADEMY WASHOUT 3: Cannot
200,000 Credits, minus the guild and
2-6 game sessions. subordinates that failed him, even if they Raise one Force Skill above 4D, EVER. Begin
processing fees (Hunters receive 175K).
didn’t and he was the one that failed). Game play with Dark side Attunement 1.
Notes: Failures to make good on your This is the entry level bounty on Han Solo,
ENEMY 1-3:1 System, 2 Sector, 3 Galactic Luke Skywalker and Princess Leia after the Traditional Jedi Only
obligations will create Debt, which can turn into
Enemy, Hunted and even Death Marks. Enemy begins as a disadvantage of relatively battle of Hoth. LIMITED JEDI 1: This permanently caps the
serious nature. It can be mitigated over time if a • The assumption here is that the payout is for Force Potential Attribute at +2 Pips. It can never
DEVOTION 1-3: 1 System, 2 Sector, 3 Galactic player offers roll-playing concessions to the bringing in the individual alive. Death of a be increased. Furthermore, Control, Sense &
Devotion is obligation like employed is below. Enemy in order to remove the adversary. What hunted individual will still pay ½ with a Alter skills have a maximum cap of 4D (a
However, it is taken a step further because it these concessions are could be any number of confirmed kill. maximum of 14 Force Powers other than
defines an actual hero felt duty to their order. things including the hero constantly thwarting Inherent ones).
Something that the player must strive to ID TROUBLE / IDENTITY CRISIS 3: PC has
the enemy over and over again. • Note: This disadvantage is only awarded
maintain. While employment can be broken, NO identification of any kind IE: no credit
Notes: when selecting Limited Jedi.
loosing one’s devotion fundamentally alters the account possible, must carry cash (no matter
• Enemy 1 should be a rival, roughly
hero, effectively breaking the way the view the where you are), and cannot register vessels. MINOR JEDI 3: Can only Posses a singular
equivalent to the player.
galaxy. People are even unlikely to barter with you. Force Skill, cannot chose to be Quixotic,
• Enemy 2 should be an organization that
• Breaking Devotion can carry with it a mental Falsified credentials operate at a -2 DR penalty Somatic or Sorcery. Must still follow the path of
roughly has the power level of the entire
stigma, as well as possibly, a negative one to their rating. A +9 penalty is applied directly to a Traditional Jedi. Other two skills can only be
party.
like a bounty and / or Hunted. The broken the difficulty of all the Hero’s tests that involve activated through use of base attribute. Any
• Enemy 3 should be a galactic entity that
devotion will tend to be a Infamy 1-3. financial transactions of any sort. Powers that rely on all three Skills do not suffer a
vastly outstrips the power of the player base
• Devotion does not award any fringe bonuses in terms of sheer manpower (not necessarily • This cannot be easily bought off: You will unskilled penalties for the other two skills (it’s
by default like employed does. However, skill). first have to become registered with a Faction bad enough that you can only use Force Attribute
GM’s may award devoted Hero’s boons from (typically the one in power) at an equivalent to activate them). Traditional Jedi Only
time to time for their dedication to an FAILED STUDENT OF THE FORCE 2: +6 level. Then you will have to exonerate
to all Force test difficulties. Your hero tried, and MISSING LIMBS 1-4: 1-4 limbs: Can be
organization/entity. yourself to that faction at a rate of 5 CP per supplemented with a Droid Arm or obvious
then they realized that they really didn’t have the session until you reach 30 (6 sessions).
EMPLOYED 1-3:1 System, 2 Sector, 3 Galactic chops to remain competitive with the rest of the prosthetic.
Being employed means that the Hero is obligated Jedi/Magic Users. Must be Force Sensitive • Any transgressions after registration will
CODE OF CONDUCT/HONOR 1-3: Code
to perform some series of duties for the faction/ convert to Enemy, Hunted and possibly even
GAMBLING ADDICTION 1-3: Must against killing, etc. It can be a lifestyle choice as
entity they serve. This will often conflict with Death Marks.
overcome a 21, 42 or 60+ BASE willpower test well. 1: is a specific code, against one (GM
party objectives and may even require the hero • If already registered, in negative fashion you Approved) thing. Like an unwillingness to kill
possessing Employed to not be present for not to gamble or engage in games of chance or
even gamble with the livelihood of friends. will have to clear that record and then start an unarmed foe. 2: Is an expanded concept, like
missions or operations due to their obligations. all over again. pacifism. 3: is a code of honor, that you live and
This can work incredibly well in situations where • Player begins the game with debt of 5K per die by, that is damn near unshakable and carries
all the players are members of the organization tier. IMPERIAL/FACTION RECORD 1-3: Wanted
(but not specifically hunted) for a minor offense, severe repercussions if it is violated.
(like the Rebel Alliance or the Empire).
HINDRANCE 1: This doesn’t affect you all the can be taken up to three times. Also applies to NIGHT BLINDNESS 2: +3 to difficulties in
However, should any of them leave the
time, just typically invoked by being attacked, being cataloged in a database due to station in space, +6 at night, +9 no ambient light. +1 DR
organization for any reason, stigmas like AWOL
and wounded, in the region of the hindrance: life. 1: Cataloged because of status, 2: you get to any ranged Combat (Whichever is worse, the
/ Deserter, Hunted, Bounty, etc. Will be assigned
Bad Knee, Rude, Trick Shoulder. The hindrance in trouble a lot and it’s been recorded, 3: You’re difficulty adjustment or the DR adjustment).
158 159
OVERBLOWN HONOR 2: Rarely backs down DR to tests vs Poison.
from a challenge. 18 - 60 Base Willpower target • Cannot be Cloned. Clones die in gestation.
to resist. Correctable: A nice lobotomy will • Body rejects bioware, cannot install it.
eliminate this issue. • Cannot have children.
POOR HEARING 1: -3 to all hearing based • Bacta & Kolto Tanks ½ Effectiveness and
tests. This is correctable with hearing aids, double heal times.
cybernetics, bioware, etc after game start. • All Bacta / Kolto healing aids fail to function
(Bacta Gel Tabs).
POOR VISION 1: -3 to all sight based rolls • -2 DR to install cybernetics. There is no
(including Gunplay, thrown weapons, missile bodily rejection to cybernetics. Thus, lost
weapons, Starship Gunnery, etc.). This is limbs are easily replaced with Cyberware/
correctable with optics, vision aids and Droid components.
cybernetics / bioware after game start.
Note: Accelerated Healing will negate the
QUIRK 1-3: examples (1): Dependency, healing penalty by 2 per Level.
Kleptomania, Indecision, Stutter; examples (2):
Major Dependency, Compulsively Secretive; (3): UNLUCKY 1-3: GM determines 1-3 tests per
Massive Addiction, Paranoid, Phobic, Vengeful, game that the Hero automatically fails the first
Homicidal Stupidity time or 3 attacks that automatically hit the Hero
Cannot possess Lucky as an advantage.
RELIGION 1-3: Must practice/pay homage
regularly and Role Play it. Depending upon the UNATTRACTIVE 1-2: -3 to -6 to social Tests
level of investment it will play an more active in certain (most) situations, if sight, smell or
role. hearing are involved.
• Players that fail to incorporate it UNMISTAKABLE FEATURE(S) 1-3: Scars,
appropriately will incur Infamy among other tattoos, etc. Recognition of the Features: 1
followers of the Religion (and the GM will system, 2 Sector, 3 Galactic. The features can be
provide them). hidden to some extent or another.
Notes:
SOCIALLY RETARDED HERMIT 5: The • They will come into play at some point, GM
player has a crippling level of ineptitude when it discretion, regardless of the level of caution
comes to dealing with others (that’s putting it the players exhibit (like sleeping in armor).
mildly). These can also act like Unattractive
• Hero Suffers +5 DR to all Social Skills Appearance if the features encompass self
disfigurement/mutilation (Yuuzhan Vong).
• Hero cannot hide their dysfunction. They • It’s better to think of these as if they have
could be fully armored and yet everyone some level of manifestation into the Hero’s
around them would know something is personality as well. For example, someone
VERY wrong with them. who has mannerisms consistent with a gang
• Their only hope is to work through or group of interstellar vagrants that all have
intermediaries that speak on their behalf. similar beliefs. Thus, even if the features are
hidden, it’s only a matter of time before the
• Employment yields half the cash. right profiler can identify the corresponding
The penalty can be gradually bought off over a behaviors.
period of 10 sessions, at 5CP per session of • Any Hero can have tattoos, full body
active Social Training (entire game). covering, scars, etc. This is a disadvantage,
not a character personalization trait. It
STERILE 3: This is not merely infertility. It is carry's with it possible social stigma, outrage,
a genetic anomaly which effects more than hatred, fear, disgust, homicidal rage, etc.
procreation. All other healing aids operate
normally. WEAK CONNECTION, FORCE 1-3: The
• Reduce all healing by 3. Force practitioner has a limited potential. This
• In some circumstances this can be a good reduced the Jedi’s Maximum Force Attribute and
thing, for example, the Hero is immune to it Caps it. Per Point reduce the maximum Force
disease & Neuro(mental/interrogation)/ Attribute & Potential by 1 Pip.
Genetic Toxins(targeted to kill species). -2
160
Hero Customization the old WEG templates, though much of it
required modification to allow it to fit with my
Extra Advantages &
Disadvantages
here or there) and Skill Sloyts just as with the
Master.
race and background choices (like the complete
Chapter 7 is the final stage in Hero The goal here is to have fully fleshed out and
overall of the Bounty Hunter Template and the Here the GM will work with the player’s
customization. At this point you should already well rounded player characters / heroes for your
Brash Pilot Template). character concept and should request that the
have a fleshed out character. This is simply the games. These benefits are above and beyond
player generate a backstory that appropriately
icing on the cake. At this stage you can Some templates take advantage of selecting what most GM’s will typically grant but I
highlights the advantages that they wish to add.
customize more, with more freedom. While this additional disadvantages, some do not because recommend that anyone new to the setting
has been true of specific prior tiers, there are no they really aren’t necessary. Furthermore, I have In the above example the GM is incentivising the should have a couple freebies thrown their way.
drawbacks at this stage in order to have taken the time to almost completely re-write the player to become invested in their character. I
customization freedom. Advantages and Skill sections of the book. think if more GM’s did this you would have Death in Star Wars
There are some changes here to how some things more players willing to commit time and effort to
Stage Five: Customization function (like Spaceborn as a 2 point Advantage creating more elaborate and fully fleshed out
• Add 4 Skill slots of Choice The Core of the setting has typically been non-
instead of a 3 point one and benefits changes in backstories. That way they will not be blank lethal for the players. Sure, we have lost a hero
• Option to choose a Disadvantage from it). I highly recommend reading everything. slates walking into the adventures and GM’s may
1 - 3+ points and another Advantage here and there over the years but it’s not typical
even gain story hooks from the players in the setting. However, this edition enforces a
from 1 - 3+ points On the “template”:
themselves that they can work into their own
If you see an number next to a weapon like: certain degree of gritty realism. This edition o f
(GM Discretion above 3). narratives. the game is more like a Hard Sci Fi Setting than
Blaster (24) that means that the blaster delivers
Here you can round out Advantages that you 24 points of damage + lethality to enemies per a Space Opera.
Skill & Training Buffs
received from earlier stages or purchase new shot. Items like the Shock-boxer's Knuckles I created the 4th Edition to introduce real stakes
ones. Here you can add Advanced Skills, (charged Brass Knuckles) deliver Strength Here the GM will award certain skills and Skill to player actions in the setting. Weapons are
Advanced Proficiency(s), and Specializations. Damage + “x” points + Lethality. Starting armor Dice to players that help them fill in deficient deadly, players should think about their actions.
Here you will assign your Attribute Dice, and types will also list the forms of resistance they areas for their characters that will help further the Not being timid and afraid, but to be more
then place Skill Levels into your chosen Skill have as well as the coverage: Full Suit P1/E1. story that the GM wishes to involve them in. tactical and have a plan about who and how and
Slots. This section foregoes any type of fancy template Perhaps the game will start out with a higher when they fight (if possible).
In my opinion, this is the most important part of format. I have been mulling over pulling the level or threat than normal and the GM will take
fancy templates anyway, they add unnecessary The Biggest Examples of things in the past that
your character’s design. Because aside from a look at the player’s sheets and award skill dice most players forget to do in Star Wars:
your Starting Profession, Social Standing and bulk to the file and corrupt when I alter pages. that will help them survive. In most instances
formative backgrounds you really place your • We break down all the derived Attribute the GM’s can make these events into narrative Dodge: Taking defensive action in the game is
own stamp of character customization here at Values on the templates. driven story points that place the players into essential. Players can default to their derived
this stage. • Typically, the Condition Monitor is referred training where they can excel and even be place defensive ratings in this edition but they really
to as the “Injury Tracker” on character sheets. into “wargame” vs other NPC units. The entire should be actively combining that with other
On the following pages you will see Cara Dune’s process of game preparation can be used to defensive skills (or they will surely perish).
template and notice there are a few differences, Wound Threshold refers to the base resilience
of an individual before applying thresholds highlight deficiencies in the characters that the Declare their actions: Skills will be limited from
like her Wound Threshold. This is because, in players have chosen and the GM can award skills
the customization phase I purchased the for Stunned and Wounded. the start of the 4th Edition so players should be
and skill points in those areas to help prepare the able to get a proper handle on how to resolve
Advanced Proficiency “Punching Bag / Tank” players for their adventures.
which adds another +1 to Wound Threshold in True Customization Multiple actions over the course of this game.
addition to a -1 DR to resist certain forms of Trained by a Master or previous Multiple actions are essential in Star Wars and
Ultimately Customization comes down to hopefully as players grow in skill, so too will
torture and making endurance rolls. individual player preference and all GM’s should life experience their actions (all too many players in the 2nd
I have included a number of pre-made templates actively encourage their players to enhance their Edition would take only a single action, always
character backgrounds at this point. Some of your players may have had a Master in
(at the end of the book) that incorporate the because the concept is almost foreign to them to
their past. Whether that be a Jedi Master or a
selected race and all of their creation choices While the core mechanics allow you to pre- calculate them based off their starting characters
Basket weaving master is irrelevant. You can
minus, name, height, weight and such. Very generate the majority of your background from and dice pools).
award a couple free skill slots or even refund
similar to design templates in my previous the life paths. We should always encourage our some of the player’s spent slots at this point. I do not encourage wiping out your party, but if it
iterations of the book, just more complete. This players to place their own personal spin on the Might be a good place to award Martial Arts happens let the players make new or more
new design process requires that you make characters they have generated. Adding personal Styles (regardless off book requirements as long experienced characters next time (generally give
selections and plug them into the character in flair, nuances of communications with other as it advances good story). them the points they’ve earned up til death + the
order to generate the pre-made template. Thus, players and even involving the GM to add in
anything presented here is a complete, ready to Elite Paths can be awarded to players that would awards they would have gotten had they lived
more depth in the form of additional Advantages toward they’re new characters.
play character. / Disadvantages in excess of the 1-3 points that have previous experience (Like a Smuggler,
someone can simply pull out of the book by Combat Pilot or heavy infantry veteran of several
Furthermore, I have added some back story to
selecting themselves. campaigns). Where you do not award Elite Paths
each template. Some of this comes right out of
you can simply award Skills, Bonuses (like a +3
162 163
Personal Gear, Rarity Unrestricted: Slugthrowers, Stun Weapons,
Pulse Wave Weapons (due to age), Holdouts,
Levels & Restrictions defensive unarmed/melee weapons and Sporting
Weapons.
lwbYd4 4
Blaster Pistol, the old WEG setting characterized Blasters. Fines for unlicensed carry should be to
the Heavy Blaster as a highly restricted weapon force the individual to pay for a license.
and in many cases it offered little to no benefit
over standard blaster pistols. As a general rule, Restricted: Heavy Military Grade weapons and
expect that anything that is a “Pistol” is legal. munitions. Medium Burst Blasters. Fines for
All Sporting Weapons are legal as well. Holdout unlicensed carry here should cost 25% of the
Blasters are, generally speaking, hard to detect & weapon’s base (unmodified cost) + the Licensing
backup weapons. Fee.
Military Grade Rifles like the E-11 & Storm Illegal: Banned weapons (like Lightsabers),
Trooper One will carry a restriction to be carried Disruptor weapons. Full Automatic Blasters.
by Militia, Mercs, Military and licensed Bounty Fines can range from 50% to 150% of the base
Hunters and ex military types. Granted, you can cost of the weapon based upon the level of threat
take a sporting weapon, a regular blaster pistol it poses, if discovered.
and heavy blaster pistol and turn the things into Era Ratings:
hand cannons. Expect the appropriate response Helpful for Era oriented game-play settings,
by authorities when heroes are vaporizing totally optional to use or not. Some items are so
everyone with sporting weapons. Riot Guns old that they are no longer widely available and
should be considered to be somewhat legal. belong in a museum or trash bin.
Illegal weapons should be, pretty much, no X: Xim the Despot (35 - 25K BBY)
brainers. Weapons so lethal, that if they fell off a KO: Knights of the Old Republic (24 - 4K BBY)
shelf and were accidentally activated they might PE: Pre Empire (3K - 21 BBY)
cut a hole in the planet’s crust, or vaporize a RE: Rise of the Empire (21 - 20 BBY)
person. Thus, weapons like Lightsabers and RE: Rebellion (20 BBY - 6 BBY)
Disruptor weapons can be considered to be LR: Late Rebellion (5 BBY to 0 ABY)
highly Illegal. As can weapons like the NR: New Republic (5+ABY)
Concussion Missile Launcher, Concussion Rifle, JA: Jedi Academy (9+ABY)
all grenades, etc. The interesting caveat here is YV: Yuuzhan Vong Invasion (25 - 29 ABY)
that weapons like Alchemical Swords wouldn’t L: Legacy (43 - 138+ ABY)
expressly be considered to be restricted in any
capacity. They are archaic weapons that look Weapon Cost: Part of a weapon’s cost is it’s
like a toy to most people compared to more body strength. Anything that doesn’t expressly
modern vibro weapons. Heroes can carry these stat it’s body strength is assumed to have a 2D
weapons without fear of any restriction, Strength. Anything beyond 6 pips (2D) adds to
anywhere, until they become known for using it cost.
to cut open Storm Trooper transports and gin- Armor Ratings and how to interpret them:
suing troopers en-masse. • Physical Protection is “P”
Rarity levels: are rating from 1-10. They are • Energy Protection is “E”
defined by a target difficulty number of 10 times • The numbers after the letter are how man
their rating to locate (and 1-10x the Cost). These Dice and Pips make up each protection value:
items will be procurable by either Search or P1/E2 or P.2/E1.2 in the latter case P.2 = +2
Streetwise tests. Search is used for for general Pips and E1.2 = 1D+2.
items and those that are widely available, while Personal Shields: May have radically higher
Streetwise is utilized for items procured from the ratings associated with them over standard armor
Black Market exclusively or items so rare or to represent the pool from which they can absorb
illegal that they require delving into underworld damage. They will generally not be “Hard
contacts to acquire. Shields” (Ablative) like standard armor unless
otherwise noted.
164 165
Blaster Pistols soldiers of the Rebel Alliance for conflicts arsenal during his time as the head of security at
aboard starships, and sometimes the officers of the Ace of Sabres.
“Hokey religions and ancient weapons are no the Galactic Empire carried it instead of the BlasTech DL-18 Blaster Pistol:
substitute for a good blaster at your side.” standard E-11 blaster rifles. The DH-17 has
- Han Solo integral fire control. The pistol can also be fired
fully automatic, draining the magazine in a round
When the trigger is pulled, a small volume of the (Difficulty 18 to convert, renders weapon
Tibanna gas is chambered. The chamber excites useless: +30 to damage, +9 to hit, 30 Degree
the gas particles with energy from the power Blanket Arc of Fire). Its high rate of fire and
pack. Afterwards, the gas is compressed into a exceptional accuracy makes it ideal for medium
beam by a prismatic crystal and the galven range combat.
circuitry in the barrel of the weapon.
SoroSuub “Renegade”:
Notes: Rarity: 4 Damage: 40; Has Stun Mode (4D)
• We have included extra value in purchasing Cost: 1,080 Credits Range: 3-10/30/120
Name Brand items. Standard Items have a (Body 4D+1) Ammo: 100; Extra Mags: 75 Credits
Body Strength of 2D. Included Equipment: Era: PE+
• The overall power rating of any blaster is • Maintenance tools (+2) Rarity: 1
determined by how much Tibanna gas & • Custom Holster Cost: 1,296 Credits
power it holds. The less shots carried for will The Golan Arms Heavy Defender is the gold The rugged standard for blaster pistols
allow a heavier weapon. Thus, any blaster standard in legal, self defense weaponry. The (2D+1 Body)
with under 25 shots tends to easily pass gun is built well, carries twenty five heavy stun Damage: 56; No Stun Setting (5D+2) Included Equipment:
through weapons scanners as something shots and it’s range is functionally greater than Range: 3-7/21/63 Maintenance tools (+1 pip to the DL-18)
more akin to a sporting blaster. anything else in the defensive sidearm class. It’s Ammo: 25; Extra Mags: 25 credits Custom Holster (+1 pip to quick-draw)
size is intentionally large as to intimidate
Generic, Stun Only, Blaster Pistol: Era: RE+ Can add Scope (+3 to Aiming, 1FA): 25 Credits
opponents of the bearer. Stun bolts also
Damage: 30 Stun Only (3D) Rarity: 2
resemble massive (red) Blaster Shots so as to BlasTech DL-22 Blaster Pistol:
Range: 3-10/30/60 Cost: 2,352 Credits
confuse adversaries into believing they are being -
Ammo: 20; Extra Mags: 15 credits (Body 4D+2)
shot at with a cannon. +3 to intimidation tests
Era: KO+ Included Equipment:
for anyone not familiar with the gun. The
Rarity: 0 • Maintenance tools (+1)
weapon is exceedingly legal in most systems.
Cost: 324 Credits • Standard Scope (+3 to hit, 1 FA)
(Body 2D) BlasTech DH-17: • Lack of on-board diagnostics: adds +3 to
the difficulty of modification, repair and
Generic Blaster Pistol: maintenance tests.
Damage: 40; Has Stun Mode (4D) • Custom Holster (+2 to quick Draw)
Range: 3-10/30/120
Ammo: 100; Extra Mags: 75 Credits The Renegade is a heavy blaster pistol created by Damage: 43; Has Stun Mode (4D+1)
Era: PE+ SoroSuub Corporation during a period of intense Range: 3-11/32/128
Rarity: 1 competition referred to as the blaster wars. Ammo: 100; Extra Mags: 75 Credits
Cost: 864 Credits During this period the big three weapon Era: RE+
(Body 2D) manufactures, Merr-Sonn Munitions, Inc., Rarity: 1
BlasTech Industries and SoroSuub, all attempted Cost: 1,848 Credits
Generic Heavy Blaster Pistol: Damage: 40; Has Stun Mode (4D) to create the "ultimate heavy blaster pistol". The Builds off the DL-18, improved in every way.
Damage: 50; Has Stun Mode (5D) Range: 3-10/30/120 Renegade held this coveted title until BlasTech (2D+2 Body), -1 DR to Modify
Range: 3-10/25/50 Ammo: 100; Extra Mags: 75 Credits released their T-6 heavy blaster pistol. Included Equipment:
Ammo: 25; Extra Mags: 75 Credits Era: PE+ Maintenance tools (+2 pips to DL-22)
Era: PE+ Rarity: 2 Although not the most powerful pistol, the
Custom Holster (+2 pips to quick draw)
Rarity: 1 Cost: 1,512 Credits Renegade was still immensely popular with
Can Add Scope (+3 to hit, 1FA): 25 Credits
Cost: 1,080 Credits (Body 3D) pirates and smugglers who felt its heavy punch
(Body 2D) Included Equipment: and slim design, when compared to its more Merr-Sonn Model 434 “Death Hammer”
• Standard Scope (+3 to hit, 1 FA) powerful competitor, created a far more deadly Heavy Blaster Pistol:
Golan Arms Heavy Defender: weapon. However, the Renegade lacked features Damage: 51; Has Stun Mode (5D)
• Fire Control: 1D, Applies to standard
Damage: 69; Stun Only (6D+2) found on other blasters such as a stun setting or Range: 3-10/40/80
functions with the pistol. This can be added
Range: 5-10/30/90 integrated diagnostic tools. Ammo: 50; Extra Mags: 75 Credits
as a bonus to hit (+3) or to mitigate multiple
Ammo: 25; Extra Mags: 12 credits Era: RE+
action penalties. Dunan Par'Ell utilized a Renegade as part of his
Era: KO+ Rarity: 2
The DH-17 blaster pistol was commonly used by
166 167
Republic blast pistol that had served for Included Equipment: The Series III Is designed for a skilled
millennia with distinction. Maintenance tools (+3) marksman. Requiring a keen eye and steady
Custom Shoulder Sling (+2 Quick Draw)
Blastech DL-6H Heavy Blaster Pistol:
Scope Standard (+3 to Aiming, 1 FA)
Barrel Support (+1 to Braced Shots, stacks with
Aiming when braced on a surface)
The T-6 "Thunderer" is a heavy blaster pistol
manufactured by BlasTech Industries in response
to the creation of the Renegade heavy blaster
pistol by the SoroSuub Corporation. The
Cost: 2,100 Credits Damage: 50; Has Stun Mode (5D) "Thunderer" was created with the sole purpose of
Durasteel Plated (Body 3D+2) Range: 4-20/45/140 surpassing its rivals in pure power, and allowed
Included Equipment: Maintenance tools, Holster, Ammo: 25; Extra Mags: 50 Credits/60 Modded BlasTech to claim the title "king of the blaster
Scope (+3 to hit, 1FA) Era: RE+ wars".
The Merr-Sonn Model 434 got it’s name due to Rarity: 3 The T-6 "Thunderer" is extremely bulky and
it’s durability more than it’s ability to put beings Cost: 2,016 Credits heavy, and remains just under the size limit to be
in the ground. The weapon was used in close (2D+2 Body)
considered a pistol. Its potential for inflicting
quarters on a planet that rendered tibanna gas Included Equipment: damage is high, and packs a powerful shot with
inert, and the owner had been asked to test the Maintenance tools (+2) minimal kick-back. However, the barrel wasn't
weapon in those environs specifically. The Custom Holster (+2 to quick draw) always capable of handling the blaster's power,
Model 434 was able to get five shots off prior to Optional Scope (+3 to hit, 1FA) 25 Credits and some were known to warp if the owner didn't
it’s magazine being rendered inert (other blasters After Market Mods: +25 to Ammo: 40 Credits allow time for the barrel to cool between shots.
were crippled prior to the first shot) and the (Still detects as legal) If this occurs during a firefight, the prismatic
bearer then proceeded to beat his assailants to The DL-6H is an older blaster design that crystals, which focus the weapon, could become
death with incredibly sturdy weapon. Thus the predates the Empire. Designed as an elegant misaligned, causing the weapon to explode. The hand. This precisely balanced weapon adds +6
name, “Death Hammer” because the weapon was weapon, having more in common with sporting T-6 has capacity for twenty-five shots, and has a to the difficulty for any user with a gunplay skill
literally used as a hammer. blaster styling. It attempted to penetrate the range of up to sixty meters. All of that with an of less than 4D. However, anyone with a blaster
Blastech DL-44 Heavy Blaster Pistol: civilian market place as an unconventionally incredibly impressive medium range. skill of 5D or higher gets a +2 to hit.
stylish weapon for the era in which it was The "Thunderer" is almost comparable in size The weapon is highly sought after in less than
introduced. It is a highly sought after piece that and blaster carbine (and exceeds its damage save legal circles and is a mark of a deadly adversary
Blastech will do limited production runs on the for 1 carbine on the market), or even a rifle, and Moderate NPC Streetwise: Confers +3
anniversary of the gun’s unveiling. What is is sometimes classified as such by planets that circumstance bonus to the player’s interactions
remarkable about the sidearm is that it has better restricts those weapons. It even possesses a flip- with criminals and Corellians.
than blaster pistol range with a heavy blaster’s down barrel support that allows it to be used like
punch. a carbine. The "Thunderer" possesses no stun Caelli-Merced Sentinel IV Heavy Blaster
Pistol:
Blastech T-6 “Thunderer”: setting and is considered to be highly illegal (in
any era) though you wouldn’t know by the sheer
volume of units sold.
Damage: 50; Has Stun Mode (5D) Caelli-Merced Series III Blaster Pistol:
Range: 3-10/25/50
Ammo: 25; Extra Mags: 50 Credits Damage: 49; Has Stun Mode (4D+2)
Era: PE+ Range: 3-15/50/150
Rarity: 2 Ammo: 100
Cost: 1,584 Credits Era: PE+
Rugged Standard for Heavy Blaster Pistols Rarity: 4
(2D+2 Body) Cost: 3,840 Credits, Ammo Magazines: 100
Damage: 67; Has NO Stun Mode (6D+2)
Included Equipment: (Body 3D)
Range: 3-12/36/60
Maintenance tools (+1 pip to DL-44) Included Equipment:
Ammo: 25; Extra Mags: 50 Credits • Maintenance Tools (+6)
Custom Holster (+1 pip to quick draw) Era: RE+
Scope Standard (+3 to hit, 1FA) • Integral Scope (+3 for Aiming, 1FA)
Rarity: 2 • Custom Holster (+1D to quick draw,
The DL-44 is what Blastech refers to as their Cost: 3,108 Credits mitigates multiple action penalties , 1 FA) Damage: 59; Has Stun Mode (5D+2)
“Classic” series. It is modeled after an Old (4D+2 Body)
168 169
Range: 2-12/36/108 Cost: 2,268 Credits, Ammo Magazines: 150 is deadly at close range. This effect is much like Rarity: 8
Ammo: 100 (Body 3D) that of disruptor weapons, making even the most Cost: 2,025 Credits
Era: PE+ ancient of models illegal. (Body 5D + Cortosis Weave 2 Kernels)
The Bryar Technologies sidearm is a hybrid of a
Rarity: 5 • 10% of the Damage is penalty to heal
Blaster Carbine and a Heavy Pistol. Designed An exceedingly rare gun, the Greff-Timms
Cost: 4,320 Credits, Ammo Magazines: 125 wounds (40 = -4 Points of healing per hit)
for impressive accuracy and range, while “Dragon” Pulse Wave blaster is a rugged firearm
(Body 4D) retaining Heavy Pistol Damage. Anyone with a Greff-Timms ATA Pulse Wave Blaster designed in an era where Jedi were abundant
The Sentinel IV designed for an advanced user. Gunplay skill of 3D or higher receives a +1 to hit Damage: 40 PW; No Stun Setting (4D) with a mind to being resistant to being destroyed
This precisely balanced weapon adds +6 due to the weapon’s balance and precision. Range: 3-8/20/100 by Lightsabers and possessing a secondary fire
difficulty for any user with a gunplay skill of less Ammo: 100; Ammo Mags: 25 Credits mode, specifically designed to kill Jedi. As with
In addition to this, the pistol can be charged to
than 5D but anyone with a gunplay skill of 6D+ Era: KO all Pulse Wave weaponry, there is no stun setting.
deliver extra damage. Per Free Action assigned
gets a +2 to hit & +5 dmg. Rarity: 0 Standard Concussion shells are relatively easy to
this the weapon generates 10 points of,
Included Equipment: Cost: 600 Credits fabricate, costing about 70 credits for time and
additional Damage (+30 Damage for 3FA: 46 +
Maintenance Tools (+3 to the Sentinel IV) (Body 4D) materials to fabricate the disposable cylinder and
30 = 76; Consumes 1 shot per charge in addition
Integral Scope (+3 for Aiming, 1FA) the 6 shells it holds. However, the Concussion
to the standard shot: 2-4). The earliest and most common of the Pulse-
Custom Holster (+1D;+2 to quick draw, Shells it was designed to use were encased in a
The weapon is highly sought after in less than Wave designs is the Greff-Timms ATA. It was
mitigates multi action penalty & adds 2 to Cortosis woven sheath (much like the gun itself).
legal circles and is a mark of a deadly adversary mass produced at it’s inception and marketed as
Quickdraw, 1FA) Lightsabers will not easily destroy a Cortosis
Moderate NPC Streetwise: Confers +3 the essential “defense” for all citizens of the
woven object. Thus when fired at a Jedi
Carrying a Sentinel IV is a status symbol among circumstance bonus to the player’s interactions galaxy. The weapon found itself into, literally,
wielding a Lightsaber that actively parries the
the Black Bha'lir. Older variations of the weapon with criminals and Corellians. every galactic arsenal of the era and was the
Concussion Shell, the round slips past the blade
have been passed down from one generation to defacto standard sidearm for almost the entire
slamming into the intended target. These aren’t
the next and remain every bit as formidable as Pulse Wave Weapons galaxy. Even at the height of it’s use it was so
explosive, they’re essentially big bullets/slugs
the new models coming off the line. inexpensive and available that few other
that are accelerated to modern speeds by a
weapons were employed. So many were
Note: While not a common weapon. The concussion charge. This mode of fire is known
produced they are still discovered, by the crate
Sentinel IV is quite distinctive. Anyone who for emitting massive recoil as a result.
full, in older ruins. Even with it’s near disruptor
makes a Difficult streetwise test and recognizes a
like lethality, the ATA has a going price of 400 It’s been roughly 3,500 years since the weapon
Sentinel IV understands that whoever is carrying
credits on the open market and is one of the most has seen widespread production and use. Pulse
the weapon is not a person to be trifled with.
highly smuggled and sold weapons to developing Wave blasters are known for being rugged and
Smugglers, bounty hunters, assassins and people
species. While Greff-Timms produces many durable, this pistol is no exception. An ancient
of a similar background only need a Moderate
other models, few were as popular as the ATA. weapon that has stood the test of time and still
success (+6 circumstance bonus).
packs a considerable punch whether or not you
Greff-Timms “Dragon” Pulse-wave Blaster
are using Cortosis Woven Concussion shells or
Z,ROPSNEr
not.
Note: Anyone wielding one of these weapons
can parry Lightsaber & Alchemical Weapon
attacks without the fear of their weapon being
The pulse-wave blaster, or pulse-wave pistol, is a destroyed easily.
ranged weapon seen as the predecessor of the
blaster pistol. They were commonly in use prior Greff-Timms ATA II Pulse-wave Blaster
to 4000 BBY, but had been replaced by the first
models of the blast weapons by 3956 BBY. By
the time of the Rise of the Empire era these
weapons are virtually extinct and considered
KATAFIN'S EIRYAR PISTOL archaic, however they are still used in the Outer
Sl AR w ARS
Rim Territories and in Wild Space.
Pulse-wave blasters operate with similar
Bryar Technologies Blaster Pistol: principles to a regular blaster, firing small Damage: 51 Pulse Wave (5D)
Damage: 46*; Has Stun Mode (4D+2) packets of coherent energy at a target. The Damage: 80 Concussion Shell (RoF:1) (8D)
Range: 3-15/45/200 energy dissipates as it moves away from the Range: 3-15/30/90(P-W); 5-15/30/60
Ammo: 50 weapon making it less suited for longer ranged Ammo: 25; Ammo Magazines: 35 Credits (P-W)
Era: RE+ Damage: 43 PW; 30 Stun (4D+1)
engagements. They create a spatial distortion Ammo: 6; Ammo Cylinders: 1,012* (810) (C-S)
Rarity: 4 Range: 3-8/24/96; 3-12/24/48 (Stun)
when fired, which alters the atomic make-up and Era: KO Ammo: 50 / 10 Stun; Ammo Magazines: 30
170 171
Credits (P-W); 5 Credits (Tibanna Gas Stun) Range: 6-30/90/270 easily concealed, especially within hidden
Era: KO Ammo: 50; Extra Mags: 50 Credits pockets. The Defender can be disassembled
Rarity: 3 Era: PE+ within a few minutes into three pieces, the grip,
Cost: 768 Credits Rarity: 0 receiver, and barrel, for easy storage or
(Body 4D) Cost: 950 Credits concealment as innocuous items which can pass
through most security scans or personal searches.
The ATA II is an evolution of the ATA design that DDC Defender:
This is done by typing a three-digit code in the
saw the addition of a second barrel for emerging
Era: KO access panel above the trigger, and the three parts
tibanna gas powered stun bolts. The weapon was
Rarity: 4 (handle, receiver and barrel) can be reassembled
an attempt to slow the declining sales that was
Cost: 1,031 Credits in under ten seconds. In addition an internal
occurring due to the growing acceptance for blast
(Body 5D) computer automatically repairs minor
pistols and rifles (early versions of Blaster Pistols
Included Equipment: malfunctions, while its power pack can be
and Rifles). A bit more primitive, than a switch
Precision Scope (+7 to Aimed shots, 1FA) changed quickly, it carries enough power for
on a modern blaster, the Greff-Timms Pulse-
Integral Stock (+1 to hit) about 100 shots. A smaller more compact
Wave blaster pistol has a second trigger for it’s
(Weapon must be braced or used two handed) version of the Defender is also produced.
stun setting and a second barrel to allow the
weapon to feature a Tibanna gas fueled stun The Greff-Timms Type A-II is an evolution of SoroSuub X-30 “Lancer” Target Blaster:
setting. The weapon is relatively common in the original Type A rifle. It endeavors to extend
backwater territories. the effective range of the weapon to compete
with blast rifles that were fast evolving into Damage: 34; Has Stun Mode (3D+1)
Greff-Timms Heavy Pulse-wave Blaster blaster grade weaponry. The Type A-II had the Range: 3-10/30/60
desired effect, the enhanced output and the Ammo: 100; Extra Mags: 100 Credits
increased range, combined with a high optic Era: PE+
scope allows the weapon to remain incredibly Rarity: 0-1
deadly even into the Galactic Civil War Era. As Cost: 700 Credits
with many of their weapons the second fire mode (Body: 2D+1)
possesses a second trigger instead of a fire mode Damage: 37; Has Stun Mode; +2 to Hit (3D+2)
selector. Included Equipment:
Range: 3-10/30/120
Maintenance Tools
Of the Pulse-wave rifles available in modern Ammo: 50; Extra Mags: 50 Credits
Optional Scope (+2 to Hit, 1FA)
eras, the Type A is the most common. With Era: RE+
Custom Holster (+1 to quick draw)
Rarity: 2 and only a single fire mode, 50 damage Rarity: 1
out to 150 meters. It has a price tag of 925 The Defender sporting blaster pistol is made by Cost: 770 Credits
Credits. the Drearian Defense Conglomerate. The DDC (Body 3D)
Defender is a low-powered weapon, meant for Included Equipment:
Pulse Wave Notes: All Pulse Wave weapons civilian self-defense and small-game hunting. It Maintenance Tools (+1)
except the “Dragon” and the Heavy Repeating is also a popular weapon for use in honor duels Optional Scope (+3 for Aiming, 1FA)
Damage: 43 / 56 Second Trigger (4D+1 / 5D+2) units in the Repeating Blaster’s section are among the nobility. Custom Holster (+2 to quick draw)
Range: 4-16/32/96 available at varying degrees of discounts on the
Ammo: 50; Ammo Magazines: 35 Credits Black Market. They’re old guns, with no real Compared to other blasters the Defender uses The SoroSuub Corporation X-30 "Lancer" target
Era: KO collectors value. These weapons don’t trigger very little tibanna gas, instead relying on its blast pistol is as stylish as it is functional. It is
Rarity: 4 weapons detectors. Their power cells are no small power pack to provide most of the energy designed specifically for competitive shooting
Cost: 862 Credits more complex than those used in Lightsabers. for each shot. This meas a number of limitations and has an enhanced barrel with a balanced stock
(Body 5D) for the weapon: its low-powered shots have a designed with an over-concentrated beam to
The Greff-Timms Heavy was, literally, just “Civilian” Sporting Blasters short range and can only kill a Human with a extend the firepower to a longer range.
called the “Heavy”. The weapon’s second direct hit, advanced components including
Merr-Sonn Quick-Six:
trigger fired the higher powered shot and requires Generic Sporting Blaster Pistol: enhanced galven circuitry, focusing coils and a
Damage: 36; Stun: 48 (3D+2 / 4D+2)
2 Ammo to be expended per trigger pull. This Damage: 33; Has Stun Mode (3D+1) galven ring in the emitter nozzle are needed to
Range: 3-10/25/50
variant of the weapon is much harder to find than Range: 3-10/30/60 maintain each bolt's cohesion, and a power surge
Ammo: 50; Extra Mags: 50 Credits
the ATA or ATA II. However, it is nowhere near Ammo: 50; Extra Mags: 50 Credits dampener and extended cooling coil sleeve are
Era: RE+
as difficult to find as specialty pistols like the Era: PE+ needed to protect its delicate components.
Rarity: 2
Dragon. Rarity: 0 However the weapon has a number of Cost: 650 Credits
Greff-Timms Type A-II Pulse-wave Rifle: Cost: 700 Credits advantages which make it a top-selling model, Weight: 0.75 Kg
Damage: 50 (1 Ammo); 60* (2 Ammo) (5D/6D) Generic Sporting Blaster Rifle: especially as a socially-acceptable sidearm for (Body 2D)
Range: 3-20/75/150 (450*) Damage: 43; Has Stun Mode (4D+1) aristocrats. Its slim design is easy to use and
The Model 6, commonly referred to as the
Ammo: 50; Ammo Magazines: 25 Credits very lightweight; it also meant it could be more
172 173
assassins for its subtlety. The weapon can be It’s tibanna gas reservoir is 50 shots, and never other blasters used by the Empire, as it can only
further modified to suppress flash & noise as an sets off weapons detectors. Streetwise 21+ to fire five shots, requiring massive amounts of
after market mod, by insulating the gun with off recognize. It’s power is due to it’s overly energy per shot, before its canister of blaster gas
the shelf components. This will provide an engineered design, which also makes the weapon needs to be replaced. This makes it somewhat
additional +3 to dampening for 25 credits. quite fragile. impractical despite its advantages because the
gasses used to make the rounds are hard to
Luxan Penetrator MB-450: Czerka FS-1 Farshot:
acquire and to refine, with each canister costing
Damage: 36; Has Stun Mode (3D+2)
about one thousand credits. Its one advantage is
that it fires an invisible bolt, which makes it
useful for assassination missions.
One particularly clever Imperial tactic is for a
"Quick-6", is a sporting blaster pistol sniper to use a Xerrol Nightstinger to invisibly
manufactured by Merr-Sonn Munitions, Inc. blast a redirection crystal, forcing Tibanna gas
Though the Quick-6's bolt is slightly less Range: 6-50/150/430 through a blast tube. This blast tube then fires a
powerful than that of most blaster pistols, its stun Ammo: 100; Extra Mags: 100 Credits visible blaster bolt. The blast tube is destroyed
setting is much more effective than most Era: PE+ after one use, leaving behind only small pieces of
weapons in its class—a feature that live-game Rarity: 1 debris which few people outside of Imperial
hunters used to their advantage. The Quick-6 is Cost: 880 Credits Intelligence have the knowledge to identify. This
also lighter than most comparable weapons, (Body 2D+2) allows an agent with a Nightstinger to, with the
though this trait also makes the weapon slightly Included Equipment: proper preparations, frame a target for murder.
more delicate. Maintenance Tools Drearian Defense Conglomerate
KDY-21: Damage: 54; Stun: 30 (5D+1/3D); +3 Difficulty Scope (+3 for Aiming, 1FA) “Light Sport” Hunter:
Range: 5-20/40/60 Retractable Stock (+1 to hit) Damage: 42; Has stun mode (4D+1)
Ammo: 100; Extra Mags: 75 Credits The FS-1 Farshot is a long-range sporting blaster Range: 4-40/120/350
Era: RE+ rifle that’s popular on the frontier. It is less
Rarity: 4 powerful, but has longer range than most other
Cost: 1,200 Credits Mk.
sporting blaster rifles. It is particularly good for
(Body 1D) situations where the ability to hit the target at
A powerful and compact sporting blaster, the longer range is more important than doing
MB-450 is able to deliver a massive punch-per- greater damage at closer ranges.
shot out of proportion to the blaster's class and Xerrol Nightstinger:
energy requirements due to to a highly focused Ammo: 100; Extra Mags: 100 Credits
Damage: 40; Has no stun mode (4D)
beam. This focused beam is produced by a Era: RE+
double-nested set of precision galven coils; Rarity: 2
Damage: 39; Has Stun Mode; (3D+2); essentially double focused, the resulting beam is Cost: 900 Credits
+6 to difficulty spot & hear shots fired narrower than a normal bolt, but rivaled that of a (Body 3D+1)
Range: 3-10/40/60 10.11=NIP/611111111
heavy blaster pistol or even a blaster rifle in Included Equipment:
Ammo: 75; Extra Mags: 75 Credits terms of penetrating power. This double-series Maintenance Tools
Era: RE+ focusing comes at a cost, however; the accuracy Scope (+3 for Aiming, 1 FA)
Rarity: 3 Range: 6-50/150/450
and narrowness of the bolt makes it more Retractable Stock (+1 to hit)
Cost: 900 Credits Ammo: 5; Extra Mags: 1,000 Credits
difficult to aim, requiring practice at precision
(Body 4D) Era: RE+ The "Light Sport" Hunter is a typical sporting
targeting to consistently hit ones target. As a
Included Equipment: Rarity: 5 blaster rifle. It is a well-balanced, well-built
result of the over focusing, the MB-450 has a
Maintenance Tools (+2) Cost: 1,500 Credits target rifle that can be used equally well right out
negligible stun setting.
Custom Holster (+3 to quick draw) (Body 3D) of the case or after hanging on the wall for years.
Made to order by Luxan Personal Armaments, Included Equipment: Like most sporting blaster rifles, it has a longer
This compact blaster is crafted from hadrium Ltd., each Penetrator is hand-crafted and often Maintenance Tools range but smaller punch than regular blaster
alloy, and features a ridged hand grip with guard customized to the whims of a buyer for Scope (+3-6 for Aiming 1-2 FA) rifles.
less trigger. The muzzle features a brake to additional cost, though they are rarely Fire Control Package (+1D)
absorb the emitter flash, and both the igniter pin personalized. Each Penetrator is marked on its Stock (+1 to hit)
and blaster gas loading port are located on the casing to identify its factory origin and
grip beneath the barrel. The pistol is noted for its The Xerrol Nightstinger is a highly illegal, long
manufacturing run - though these markings are Siang Lance:
impressive stopping power, despite its small size, range, “sporting blaster rifle” used exclusively
often removed or obscured by the weapon's Damage: 45; Has stun mode (4D+1)
and, though expensive, is popular among for covert operations. It is generally inferior to
owner.
174 175
Bayonet (STR + 10) (1D) when engaged in close-quarters combat. Precision Shot difficulties to by 4 for 1 FA per features an integrated macro-scope and auto-
Because of its exotic design, a user unfamiliar shot). steady gyro-gimbals that drastically help with
with the Siang Lance would require training balance and sighting. The only real issue here is
before he could develop the ability to wield the that the Fire Control package has a tamper safety
weapon proficiently. Due to the scarcity of The X-45 sniper rifle, manufactured by the built into it’s firmware that wipes the system if
technology on Kilia, only a half dozen working SoroSuub Corporation, is a medium-sized anyone attempts to modify (or reverse engineer
lances are available at any one time. sporting blaster rifle noted for its high accuracy, it).
especially if the target is within a 100-meter
Herloss Hbt-4 Hunting Blaster: range and the shooter fires in controlled single
Damage: 48; Has stun mode (4D+2) shots. The energy beam it fires is over-focused Exotac Arms EXP-7 (Production Model)
Range: 3-30/100/300 in the barrel, which results in a thinner but much Predator Hunting Blaster:
more lethal blaster bolt. Using the X-45
allows the shooter to pick off his target
without drawing too much attention. The
rifle has a long computerized targeting
scope that is nearly the same length as
the X-45's body. The rifle can be
Ammo: 100; Extra Mags: 100 Credits
disassembled and put into a specially
Era: RE+ made case. The X-45's major drawback
Rarity: 3 is its extreme fragility, so the rifle is
Cost: 980 Credits normally carried in that case until it is
(Body 3D+2) needed. The entire process of unpack- Damage: 80 Prototype / 96 Static; (8D/9D+2)
Included Equipment: aging and assembling the rifle takes 5 rounds. Range: 6-60/180/720; Prod: 7-70/210/840
Maintenance Tools (+3)
Scope (+3 for Aiming, 1 FA) Merr-Sonn LD-1 Sniper: Ammo: 18/6; Extra Mags: 32 Credits
Retractable Stock (+1 to hit) E11 Era: RE+
Range: 6-40/120/350 !_‘
Fire Control Package (+2 to hit); when used from .4v_i
Rarity: 6
Ammo: 100; Extra Mags: 100 Credits 7 momor Cost: 7,000 Credits (limited production)
a braced position, a second shot can be taken
Era: PE+ (Body 5D)
without incurring a multiple action penalty at the
Rarity: 10 Damage: 53; Has stun mode (5D+1) Included Equipment:
expense of the bonus from Stock & Fire Control.
Cost: Estimated at 2,000 Credits; It is an Range: 6-50/150/500 Maintenance Tools (+3)
Alchemical Weapon (for durability & Parry). The HBt-4 hunting blaster is a slightly larger and Retractable Stock (+1 to hit)
Ammo: 100; Extra Mags: 100 Credits
(Body 4D) heavier sporting blaster rifle, that has a shorter Scope (+3 to Aim, 1FA)
Era: RE+
Included Equipment: range than most models. It is favored on worlds Fire Control Package: Fire Control Package is
Rarity: 5
Maintenance Tools (+3) where heavy vegetation means that longer range +2D. (Has a Stun Setting 8D/80)
Cost: 1,100 Credits
Bayonet (STR+10) shots aren't needed. (Body 2D+1) The EXP-7(a) Predator hunting blaster rifle is
Stock (+1 to hit if used two handed) Included Equipment:
SoroSuub X-45 Sniper Rifle: large and cumbersome, but it is also extremely
The Siang Lance is the sacred weapon of the Maintenance Tools (+3) powerful and accurate. The blaster rifle has a
Kilian Rangers. It is a modified sporting blaster Retractable Stock (+1 to hit) dual-laser targeting system and has to be carried
rifle equipped with a bayonet. It is often Fire Control Package (1D+2); when used from a strapped to the owner's back when not in use.
enhanced by the Force. By law of Kilia IV, only braced position, eliminate the Stock bonus and The EXP-7(a) has a maximum firing range of
nobles can use such lances. A Siang Lance is convert the Fire Control Package to +2D 720 meters, is very loud when fired, and has a
given to each Kilian Ranger as a badge of office. allowing free multiple action(s) to be taken. significant recoil. The prototype rifle uses a
Along with the shield gauntlet, these unique Damage: 52; Has stun mode (5D) The Merr-Sonn LD-1 target blaster rifle (also power pack that gives it a capacity of eight shots.
items serve as a reminder of their oath to defend Range: 1-25/100/250 called a targeting blaster rifle) is technically a Its ownership is highly restricted by law to
justice, chivalry, and the people of Kilia. The (500, extreme range penalty applies) sporting blaster rifle, but in actuality it is more specially authorized individuals.
Kilian Ranger's use of a Siang Lance is similar to Ammo: 25; Extra Mags: 25 Credits powerful than a military-grade blaster rifle like
a Jedi's use of a lightsaber. Masters of the Siang There were only three prototype models in
Era: RE+ the E-11. This was intentional - the goal of the existence prior to an incredibly limited
Lance can also use the Force to imbue their Rarity: 4 project was to create a weapon that approaches
weapon and make it more powerful. production run. Prototypes are no less effective
Cost: 1,075 Credits the damage of a blaster rifle without the pesky than the production run and sell for a base price
A Kilian Ranger usually wields the Siang Lance (Body 1D+2) legal restrictions that come with such weapons. of 3,500 credits (if you can find one). The
in one hand, while the other holds the shield Included Equipment: production model has an expanded magazine of
The LD-1, is quite useful as a sniper rifle, and
gauntlet. Since the weapon has an affixed Maintenance Tools (+3) 16 shots (for 40 credits each) and recoil
can be disassembled into a carrying case like
bayonet, it can also be used as a melee weapon Targeting Scope (Reduces Long Range and compensation allowing an easy, pure, strength
most such weapons. Additionally, the weapon
176 177
test to be made to control the recoil (FA’s & pack operative Matt Talon carried a Happy Surprise as illegal, while others have its usage closely Agents are assigned a 22T4 after being accepted
Mule AP can be used to prepare for the recoil +5 part of his personal arsenal. regulated. Other star systems tend to view it as a into the Bureau as a personal sidearm. Selling of
ea). The production model also delivers 96 "self-defense" alternative to the other, more this blaster to civilians was strictly prohibited by
Gee-Tech 12 Defender Microblaster:
points of damage. powerful personal blaster. the Galactic Empire, and they strictly monitor the
production of the weapon by placing a specially-
Notes: Each time this blaster is fired, the user The Q2 is actually taller than it is long, being
coded serial number on all models. This is also
must make a Moderate, pure, Strength roll to only 9.6 cm in length and 10.3 cm in height from
done to discourage tampering with the weapon.
contain the recoil and be able to fire again. the bottom of the handle to the top of the
The 22T4 was initially produced by the Imperial
However, per Free Action expended, add +5 to receiver. A specialized power pack is required,
Arms company before being produced by
contain the recoil (must be declared prior to and can be purchased from any authorized Merr-
Imperial Munitions.
firing, each FA will count toward one shot), Pack Sonn dealer for 48 credits. This supplies enough
Mule AP adds +5 as well. energy for 24 shots. Unlike most handheld Czerka 411:
blaster weapons, the Q2 fires green blaster bolts,
Damage: 29; Has Stun Mode (2D+2) similar to the S-5 heavy blaster pistol.
Range: 1-5/15/20 Merr-Sonn B22 “Imperial”
Backup / Holdout Blasters Ammo: 6; Disposable
Era: PE+
Generic Holdout Blaster Pistol: Rarity: 3
Damage: 30; Has Stun Mode (3D) Cost: 250 Credits
Range: 3-5/15/30 (Body 1D)
Ammo: 5; Extra Mags: 5 Credits Included Equipment:
Era: PE+ Automatic wrist holster: +9 to quickdraw or +3
Rarity: 0 to Initiative. The Gee-Tech No. 12 "Defender" Merr-Sonn Model B22
Cost: 500 Credits MicroBlaster is a disposable hold-out blaster. It
(Body 2D) was designed as a weapon for a surprise attack or
distraction. It is undetectable unless seen. Damage: 34; Has Stun Mode (3D+1)
Merr-Sonn Model J1 “Happy Surprise” Damage: 32; Has Stun Mode (3D)
Range: 3-6/18/54
Palm Blaster: Range: 2-5/20/40
Ammo: 30; Extra Mags: 30
Damage: 33; Has Stun Mode Ammo: 18; Extra Mags: 18 Credits
Merr-Sonn Q2: Era: RE+
(3D+1) Era: RE+
Rarity: 2
Range: 2-5/10/15 Rarity: 4
Cost: 375 Credits
Ammo: 9; Extra Mags: 9 Credits Cost: 300 Credits
(Body 3D)
Era: PE+ The Merr-Sonn Model B22 "Imperial" was a Included Equipment:
Rarity: 2 hold-out blaster designed for Imperial political Maintenance Tools (+1)
Cost: 325 Credits agents. Its special hand grip allows easy Concealed Holster (+3 to Quick Draw, +3 Hide)
(Body +2) concealment and quick draws from a pocket. It
Included Equipment: is undetectable unless seen. The 411 was designed by Czerka for use by the
Pair of matching gloves, with Glove Galactic Empire as a hold-out blaster with a
Holsters, weapon doesn’t need to be drawn per- Imperial Arms Model 22T4: relatively long range. During the Galactic Civil
se, +10 to quick-draw. Damage: 33; Has Stun War, Alliance to Restore the Republic forces
Damage: 36; Has Stun Mode (3D+2) Mode (3D+1) captured the weapon design documents and an
The Merr-Sonn Munitions, Inc. Model J1 Range: 3-12/20/40 Range: 3-5/25/50 entire factory run of the weapon in transit to
"Happy Surprise" Palm Blaster is a hold-out Ammo: 24; Extra Mags: 48 Credits Ammo: 21; Coruscant. After this acquisition, the weapon
blaster that looks similar to the Stealth-2VX Era: PE+ Extra Mags: 21 became a favorite of Rebellion espionage agents
palm shooter. The J1 resembles a grip with a Rarity: 1 Era: RE+ while undercover. Because of the high-profile
tiny barrel sticking out from the front, protruding Cost: 600 Credits Rarity: 5 nature of the Rebel heist, and the constant
from between the user's fingers. It is activated (Body 2D+1) Cost: 375 Credits rumors that Czerka was in league with the
by a thumb trigger on the top of the weapon. Included Equipment: (Body 3D) Alliance, Czerka quickly signed an exclusive
The J1's biggest strength is its ease of Maintenance Tools (+2) Included Equipment: production contract with the Empire. This
concealment, as its construction allows it to be Concealed Holster (+3 to Quick Draw) Maintenance Tools (+3) agreement was the foundation of Imperial
hidden in nothing more than the user's clenched Small enough to be concealed in the hand of a Concealed Holster (+3 Munitions.
fist. It is undetectable unless seen. Human, the Q2 hold-out blaster is common to Quick Draw)
BlasTech HSB-200:
The weapon's name was actually the weapon's among undercover agents and those beings The Model 22T4 ISB Special is a model of hold- Damage: 33; Has Stun Mode (3D+1)
name in Rodese—Kheth-saw—translated to wishing to use a low-profile weapon. Due to its out blaster that is specifically manufactured and Range: 3-8/12/18
Basic. Alliance to Restore the Republic size, many systems declared this blaster pistol produced for the Imperial Security Bureau. Ammo: 36; Extra Mags: 36 Credits
178 179
a hefty price to acquire such a weapon. fire when the gun was pulled from a boot holster not powered by energy cells; instead, the entire
(many scouts lost a foot in the process). weapon was built around a rechargeable power
Note: Theed Arms weapons can be custom
pack. When it runs out of power the weapon has
modified to a new user. You must visit Theed Jer’N Weapons Systems Microwave Stunner:
to be hooked up to a power source using a
Arms on Naboo to have the weapon adjusted.
BlasTech H5B-2nn standard cable sold with the blaster. It takes ten
minutes to fully recharge.
SoroSuub Q-2s5 MOA Scout Pistol: This unusual configuration means that the
Quickfire is more powerful than typical hold-out
Era: RE+ blasters. It could also fire thirty shots before
Rarity: 3 needing to be recharged. The weapon has an
Cost: 360 Credits effective range more akin to a Sporting Blaster
(Body 2D+1) than a Holdout. Undetectable: Tibanna Scanners
Included Equipment:
Maintenance Tools (+1) Blaster Carbines and Ri�es:
Concealed Holster (+3 to Quick Draw)
Generic Blaster Carbine:
The HSB-200 is a small blaster that is barely Damage: 53; Has Stun Mode (5D+1)
considered a hold-out blaster. Design decisions Damage: 40 (Stun) (4D) Range: 5-25/100/200
made it almost a full pistol instead of a holdout. Range: 3-5/15/30 Ammo: 100; Extra Mags: 100 Credits
It is not particularly effective, and is more for Ammo: 30; Extra Mags: 25 Credits Era: PE+
show than actual combat. Damage: 40; Has Stun Mode (4D) Era: PE+ Rarity: 1
Range: 3-10/30/45 Rarity: 5 Cost: 1,100 Credits
Theed Arms Royal Pistol:
Ammo: 45; Extra Mags: 45 Credits Cost: Estimated 1,200 credits (Body 3D)
Era: PE+ Included Equipment:
Holster (+3 to Quick Draw tests) Generic Blaster Rifle:
Rarity: 3
Damage: 50; Has Stun Mode (5D)
Cost: Estimated 1,500 credits The weapon’s microwave energy bolt is Range: 5-25/150/300
(Body 2D+1) invisible, but it does make a distinctive “thrum” Ammo: 100; Extra Mags: 100 Credits
Included Equipment: sound as loud as the report of a blaster. Era: PE+
Side Scope (+3 to hit for 1 FA Aim)
• Weapon Ignores Armor Ablation Rarity: 1
Phase Amplifier: Focuses the emitter to output
Cost: 1,200 Credits
an enhanced blast equivalent to a blaster pistol. Merr-Sonn Model Q4 (Body 2D)
Damage: 33; Has Stun Mode (3D+1) Concealed Holster (+3 to hide tests); commonly “Quickfire” Hold-Out Blaster:
Range: 3-10/20/80 (Long Barrel); 3-5/10/40 a boot holster; Short Barrel adds +3 to hide tests Tapani Armaments “Flatline” TS-15 Riot Gun
(Short Barrel) This hold-out blaster pistol is sometimes known
Ammo: 50; Extra Mags: 50 Credits as a scout blaster but commonly referred to as a
Era: PE+ scout trooper blaster pistol, is a standard-issue
Rarity: 6 weapon used by the scout troopers of the
Cost: Estimated 1,500 credits Galactic Empire. Clone scout troopers of the
(Body 2D+2) 41st Elite Corps and Clone shadow troopers were
Included Equipment: also known to carry these weapons during the
Maintenance Tools (+3) latter stages of the Clone Wars.
Concealed Holster (+3 to Quick Draw)
Short Barrel adds +3 to hide tests This compact, one-handed blaster is fitted with a Damage: 80 Stun Bolt & 60 AoE blast radius
Low Energy Signature: +6 to Hide side-mounted targeting scope and phase Damage: 42; Has Stun Mode (4D) stun mode (8D / 6D)
amplifier, and featured a miniature gas cell on the Range: 3-8/24/72 Range: 3-12/36/72 ; 3-9/27/36 (6D 1-3m / 5D 4-
The Naboo royal pistols are custom-made (under rear. The weapon has a short-range barrel. 6m / 4D 7-9m)
Ammo: 30; Rechargeable (10 min)
license to Merr-Sonn), and not available to Scout troopers commonly carried these weapons Ammo: 30; Ammo Magazines: 45 Credits
Era: PE+
anyone but the Queen and her personal in a boot holster of their armor. Because scout Era: LR+
Rarity: 2
entourage. When used by the person for whom it troopers wore padded gloves, the pistol had a Rarity: 5
Cost: 1,000 Credits
was made, the pistol grants a +5 bonus to pressure-sensitive grip rather than a trigger. The Cost: 8,700 Credits
(Body 4D)
gunplay tests. The pistols are equipped with a trooper was able to hold the grip with two gloved Included Equipment: (Body 4D+2 w/ Cortosis Rating 2)
short barrel and a long barrel. The short barrel fingers through the enlarged finger guard. The Maintenance Tools (+3) The “Flatline” was originally designed with
makes the weapon easier to conceal, but hampers model pictured here has a standard trigger as the Concealed Holster (+3 to Quick Draw & Hide) pacifying rioting peasants. The defensive
the range somewhat. It takes one free action to grip sensitivity had a tendency to prematurely
switch barrels. Collectors of blasters would pay Unlike most hold-out blasters, the Quickfire was weapon is created in the Tapani Sector, by House
180 181
Caadrian and sold among the Houses as fast as Era: PE+ reliable weapon, but not necessarily long range.
they came off the line. Eventually the market Rarity: 0 Contrary to the belief that Storm Commandos
was broadened. It is gaining wide acceptance Cost: 2,100 Credits use the E-11 (standard) they are actually fielding
among Planetary Militia & Law Enforcement Included Equipment: E-11 A2’s and SoroSuub Stormtrooper 2’s.
everywhere, as it is a non lethal means by which • Attachment Rail (Bayonet, glow-rod, etc) These weapons have exception stopping power,
Wookiees and Barabel’s can be taken down with • Stock (+1 to hit) all the while retaining the appearance of a
an excellent chance of success. Weapon Quality • Collapsible front grip (+1 to hit) standard E-11. These weapons are also carried
is impeccable, and it’s been designed to be by Imperial Rad Troopers. ST2 RoF: 2
BlasTech A280 & A290:
utilized in Melee Combat as a club for offensive Greff-Timms AR-1 Blaster Rifle:
purposes and as a short staff for defensive (Body 2D)
purposes. Included Equipment:
~~qf#u.;iNid • Maintenance tools (+1)
Included Equipment:
• Integral Scope (+3 to hit, 1 FA)
Stock (+1 to hit); +20 to Damage if used as a
• Collapsible Stock (+1 to hit)
club, collapsible front stabilization grip +1 to hit,
Maintenance Tools, Shoulder Strap, Back, Thigh The E-11 blaster rifle combines lethal firepower
and Beast Holster (3 Bantha Hide Holsters). with impressive range and a versatile design.
Featuring three power settings; lethal, stun, and
Note: It is just under one meter in length. It can
Damage: 56; Has Stun Mode (5D+2) blaze (which is the setting that allows troopers to Damage: 53; Has Stun Mode (5D+1)
be effectively wielded as a “short staff” with both
Range: 4-40/120/300 literally boil the flesh off of people slowly), the Range: 4-40/160/480
hands to parry Melee Attacks with surprising
Ammo: 100; Extra Mags: 100 Credits rifle proves useful for a variety of combat Ammo: 100; Extra Mags: 100 Credits
ease (+6 Parry vs Melee).
Era: PE+ situations. The E-11 also included a telescopic Era: PE+
I was in the Tapani Sector a couple years ago Rarity: 1 range-finding sight and a folding three-position Rarity: 7
and I witnessed an insane riot break out outside Cost: 3,840 (A280); 4,080 (A290) stock, which can convert the blaster into a full- Cost: 3,300 Credits (6,600 in era; 620 BBY)
an Amber Ale retail center. People were rioting (Body 3D) length rifle and could be modified to house a (Body 4D)
that they had just launched a line of alcoholic Included Equipment: glow-rod. The SoroSuub Stormtrooper One is a Included Equipment:
products in addition to the Fizzy-Glug lines. I • Maintenance tools (+1) licensed Copy of the E-11 that forces the troopers • Maintenance tools (+3)
witnessed this ass, come out of the crowd with a • Custom Holster Shoulder Strap to Aim with it’s RoF: 1. • Flare Launcher: Ammo: 25, 10m Radius, 15
Light Foil and threaten one of the House Guards • Scope (+3 to hit, 1FA) minutes each Flare.
BlasTech E-11 A2 & SoroSuub Storm Trooper
that were present there. The Guardsman drew • Stock (+1 to hit) • Integral Scope (+3 to hit, 1 FA)
Two Blaster Carbine (same gun):
his “Flatline” from his back holster, closed with • Mountable Glow Rod or
The only differences between the A280 and A290
the Saber Rake, parried his Lightfoil swing with Vibro Bayonet (STR + 26)
are that the A280 has a non collapsible stock and
the Riot Gun and then slammed the Stock in the • Collapsible Stock (+1 to hit)
the A290 does. It’s mostly cosmetic on the
flamboyant kids face. Lots of flying teeth… there
placement of magazines for reloading the The AR-1 is a specially designed rifle
was little more than a burn mark on the Riot
weapon. Furthermore the A290 is renowned for manufactured by Greff-Timms Industrial for the
Gun, maybe a smidgen of metal fatigue.
When the House Guard cut loose on the crowd it’s accuracy, thus apply a +1 to hit to the Antarian Rangers. A powerful, long-range rifle,
weapon. The A290 is pictured below: it features a signal flare launch setting and a
with the gun, it was end of riot in a matter of
barrel mount that can be fitted with either a
seconds.
glow-rod or a vibro-bayonet.
-Kellor Tabo
Imperial Munitions
Generic Blaster Rifle:
Star Anvil Heavy Blaster Rifle:
Damage: 50; Has Stun Mode (5D) Damage: 66; Has Stun Mode (6D+2)
Range: 5-25/150/300 Range: 3-30/50/200
Ammo: 100; Extra Mags: 100 Credits Ammo: 100; Extra Mags: 100 Credits
Era: PE+ Era: RE+
Rarity: 1 Rarity: 3
BlasTech E-11 &
Cost: 2,100 Credits Cost: 4,200 Credits; ST Two 3,200 Credits
SoroSuub Storm Trooper One (same gun):
Included Equipment: (Body 3D)
• Scope (+3 to hit, 1FA) Damage: 50; Has Stun Mode (5D) Included Equipment:
• Collapsible Stock (+1 to hit) Range: 3-30/100/300 • Maintenance tools (+2)
Ammo: 100; Extra Mags: 100 Credits • Integral Scope (+3 to hit, 1 FA)
Generic Blaster Carbine: Damage: 82; Has Stun Mode (AoE) (8D+1)
Era: RE+ • Collapsible Stock (+1 to hit)
Damage: 53; Has Stun Mode (5D+1) AOE Damage: 82: 1 M / 41: 2-3 M / 20: 4 M
Rarity: 1
Range: 3-30/75/200 Designed specifically for Imperial covert Range: 15-75/225/900
Cost: 3,120 Credits; ST One 2,120 Credits
Ammo: 100; Extra Mags: 100 Credits operations units that required a rugged and Ammo: 100; Extra Mags: 200 Credits
182 183
Era: PE+ mounted power-pack to permit longer periods (Body 2D+2)
Rarity: 10 sustained fire, but the cooling system is not up to Included Equipment:
Cost: 10,200 Credits the task of dissipating the heat produced by • Maintenance tools (+1)
(Body 6D); Weight: 9 Kg prolonged, rapid fire. The hot exhaust plume • Collapsible Bi-Pod (+1 to hit)
Included Equipment: produced in such instances is a dead giveaway of • Stock (+1 to hit)
• Maintenance tools (+3) one's position when fighting enemies with The DLT-19 is used by stormtroopers of the
• Integral Scope (+3 to hit, 1 FA) thermal optics, and is sometimes sufficient to Galactic Empire, as well as by the bounty hunter
• Fire Control Package: +3D to mitigate burn the firer. Frequent maintenance is required Dengar, and some heavy troopers of the Alliance
multiple actions, +3 to hit for all shots. to keep a bi-polar in working condition in the Era: RE+
to Restore the Republic. It features a high rate of
• Stock (+1 to hit) field. Rarity: 5
fire and can deal heavy damage at long ranges,
• AoE Mode requires 2 Ammo per shot. Cost: 3,920 Credits
and is most commonly used for pinning down
Repeating Weapons: (Body 4D); (4D/6D/4D Damage)
The StarAnvil was designed as the ultimate troops and eliminating large groups of enemies.
Included Equipment:
blaster rifle. It took the scope technology of a BlasTech DC-15: BlasTech DLT-20A: • Maintenance tools (+2)
sporting blaster and combined it with the power
• Custom Rifle Strap
of a long blaster to create a nasty and powerful
• Integral Fire Control Package: 1-2 FA to
heavy blaster rifle.
engage, +2D to Mitigate multiple Action
It was made on the factory-moon of Cuthbern. Penalties when firing multiple shots
The factory was annexed by the Empire and was Damage: (53 SS) 63*; No hit bonus for burst* (including Grenades).
later destroyed by a Rebel attack. Due to this, Range: 10-40/130/350 (5D+1 / 6D+1) • Stock (+1 to hit); gun can be used one
very few StarAnvils were produced and all Ammo: 100; Extra Mags: 100 Credits handed.
attempts at re-engineering them failed. Era: PE+ • Optional Bi-Pod (+1 to hit)
Rarity: 4
SoroSuub Bi-Polar Blaster Carbine Cost: 3,021 Credits The Model AXM-50 "Blast and Smash", or Prax
Damage: (53 SS) 83*; *Full Burst +9 to hit
BMC-150: (Body 2D+2) "Blast and Smash" Energy Rifle, is an over-
Range: 4-35/110/280 (5D+1 / 8D+1)
Damage: 40; Compound Included Equipment: under, twin-barreled weapon designed by Prax
Ammo: (115) 11; Extra Mags: 115 Credits
Damage: 80; (4D/8D) • Interfaces with Clone/Storm Trooper Arms. The AXM-50 combined a Drearian
Era: PE+
Range: 25-100/200/300 Helmets for targeting Defense Conglomerate rapid-fire blaster rifle
Rarity: 1
Ammo: 25; Extra Mags: • Stock (+1 to hit) with a modified Locris Syndicates micro-grenade
Cost: 5,520
100 Credits launcher underneath. A bi-pod can be attached to
The DC-15A blaster rifle is one of the standard (Body 2D+1)
Era: RE+ increase accuracy.
issue weapons for clone troopers. While the use Included Equipment:
Rarity: 5
of blasters allowed a clone trooper to carry • Maintenance tools (+1) Merr-Sonn IR-5 “Intimidator”:
Cost: 4,000 Credits
significantly more ammunition than a projectile • Scope (+3 to hit, 1FA)
(Body 2D)
weapon, the DC-15A weighs a heavy 9.5 pounds, • Stock (+1 to hit)
Included Equipment:
• Maintenance tools (+2) and despite the weapon's size, it was not a true The BlasTech DLT-20A blaster rifle is a long-
• Requires Maintenance with daily use, dedicated repeating blaster rifle; the inherent barreled rifle (sometimes referred to as a "long-
otherwise the weapon will malfunction 1 in 6 instability of plasma gas in the blasters reduced blaster") with a top-mounted rangefinder and
and escalating 1 point per hour of use the weapon's accuracy under sustained fire (yet it electronic sight. It has automatic and
thereafter (whether or not you are firing it). retained this mode of fire). Even so, the DC-15A semiautomatic settings and a rate of fire very
• Collapsible Bi-pod (+2 to hit) was very powerful and deadly in the hands of the close to that of the DC-15A blaster rifle and other
skilled clone troopers that received extensive long-blasters. This was one of the few blaster
Note: Any hit result means that a pair of bolts training in its use. models produced with a magnatomic adhesion
have hit the same area on the target, delivering
grip, keeping the weapon firmly in the wielder's
compound damage (double). Armor does not BlasTech DLT-19: grip and making him or her more difficult to
apply twice to the weapon, just once. (No Stun) Damage: (32 SS) 47*; Light Burst +3 to hit
disarm. With additional collimating rings and
The main selling point of SoroSuub Range: 3-7/21/63 (“3D / 4D” cost)
longer conduits of galven circuitry, these rifles
Corporation's Bi-polar Blaster BMC-150 was its Ammo: (50) 10; Extra Mags: 50 Credits
have improved consistency in their shots.
phenomenal firepower. Its alternately charged Era: PE+
Damage: (50 SS) 80*; *Full Burst +9 to hit Prax Arms AXM-50 “Blast & Smash” Rarity: 5
barrels delivered devastating amounts of energy,
Range: 5-50/180/350 (5D/8D) Damage: (40 SS) 60*; Medium Burst: +6 to hit Cost: 3,480 Credits
with reasonable accuracy, and high rate of fire,
Ammo: (115) 11; Extra Mags: 115 Credits Damage: 40; 1m/30-2m/20-3m (Micro Grenade) (2D+2 Body Strength)
although the weapon is relatively unreliable. To
Era: RE+ Range: 5-25/100/200 (Rifle); 3-25/50/75 (M-G) Included Equipment:
keep this blaster firing, power packs are
Rarity: 2 Ammo: (250) 25 Bursts; Ammo Mags: 250 Cr • Maintenance tools (+1)
consumed at a tremendous rate. Theoretically,
Cost: 5,280 Ammo: 10 M-Gs; Ammo Mags: 540 Credits • Custom Holster (+1 to Quick Draw)
one could hook it to a larger belt or backpack
184 185
• Integral Fire Control Package: 1 FA to portable automatic fire.
engage, +1D to Mitigate multiple Action Merr-Sonn Z-6 Medium Repeating Cannon:
Penalties when firing multiple bursts.
• Retractable Stock (+1 to hit); gun can be
used one handed.
The IR-5 "Intimidator" is a rapid-fire blaster
pistol manufactured by Merr-Sonn Munitions,
Inc. It was slightly less powerful than a standard
blaster pistol, but compensated for this with a
rate of fire akin to a repeating blaster and an
integrated targeting computer to improve the
The Z-6 is a deadly, crowd control weapon that Included Equipment:
weapon's accuracy. The IR-5 doesn't have a lot
was designed at the height of the Clone Wars. Shoulder Harness (-3 to hit without)
of ammo per magazine, this is on purpose to
Cost: 3,600 Credits Originally meant mow down droves of battle Integral Stock (+1 to hit)
actually meet faction guidelines. Yes, the
(Body 2D+1) droids and turn one trooper into the equivalent of Collapsible Bi-Pod (+2 to hit)
weapon is “legal” to carry with the proper license
Included Equipment: a dozen. The weapon is not fine tuned, it is an (Body 4D); 12 Kg; mags: 1 Kg
(more costly) and highly sought after as a result.
• Maintenance tools (+2) example of mass produced war material The Greff-Timms RX-2K Heavy Repeat is a
BlasTech SE-14c Light Repeating Pistol: • Custom Holster (+2 to Quick Draw) hammered out to meet a need in times of crisis. formidable riot suppression weapon. We need to
• Standard Scope (+1D to Aiming, 1FA) The weapon is not considered to be completely clarify, there is no stun setting here. The weapon
The blastech SE-14r is re-engineered 14c with reliable, many have jammed at inopportune time delivers enough damage to disintegrate beings
slightly diminished firepower, however, the in the field. The weapon is highly restricted, and larger than standard humanoids (which is what a
reception to the weapon is greater, overall. This no longer manufactured do to those restrictions. Pulse Wave Blaster does, it’s effectively a “less
is due to it’s low recoil and overall accuracy The weapon always fires in full auto, and as such deadly” disruptor). Thus, using this for riot duty
increase over the 14c model. The 14r is a it can be used to burst into open formations of will instantly rank you up there with other
manufacturer endeavor to push their high profit troops and even be trained on a singular, armored historical despots.
automatic weapons in favor of Heavy Pistols. target (3D Strength required, minimum without a
tripod, 2D otherwise). In AoE mode the weapon BlasTech E-Web & the Merr-Sonn EWHB-10
BlasTech DC-17p Medium Repeating SMG: can hit up to 12 targets with a +3 bonus to hit
each. The weapon never fires less than 60
rounds.
Damage: (40 SS) 50*; Light Burst: No Bonus
Range: 3-6/18/72; RoF:2 (4D/5D) Damage: 80*; Full Burst +9 to hit (60 bursts);
Ammo: (75) 15; Extra Mags: 75 Credits AoE Mode: 60* +3 to hit (5 rnds/target) 12
Era: PE+ targets & Suppression Fire Available.
Rarity: 4 Range: 3-25/75/150 (Single Target Max: 300, no
Cost: 3,840 Credits Damage: (40) 62*; Medium Burst +6 to hit bonus to hit).
(Body 2D+1) Range: 3-10/30/120 (4D / 6D) Ammo: (1,200) 20; Extra Mags: 1,200 Credits Damage: (80) 110; Heavy Burst +9 to hit
Ammo: (200) 20*; Extra Mags: 200 Credits Era: PE+ Range: 3-75/200/500 (8D)
The blastech SE-14c is an incredibly useful close Rarity: 6
Era: PE+ Ammo: Unlimited
quarters weapon. Soldiers on both sides of the Cost: 7,920 Credits
Rarity: 4 Era: RE+
Galactic Civil War complained about the Weight: 16Kg; Magazines: 4 Kg
Cost: 5,040 Credits Rarity: 3
weapon’s high recoil (which limited accurate (Body 2D); (8D / 6D Damage)
(Body 4D) Cost: 8,280 Credits
fire, thus the RoF: 2 penalty). Included Equipment:
Included Equipment: Gun: 3D Body; Cooler and Generator: 2D Body
Included Equipment: • Maintenance tools (+3) Maintenance tools (+3) If the cooler or the generator is destroyed, it
• Maintenance tools (+2) • Shoulder Harness (+2 to Quick Draw) Shoulder Harness (-3 to hit without) explodes in a three meter blast radius, doing 110
• Custom Holster (+1 to Quick Draw) Collapsible Tripod (+3 to hit) points of damage (1m = 110 /2m = 55 /3m =23).
The DC-17p is a cut down, non-modular, version
• Dual Scope Standard, 1 Low Light, 1 Range
of the DC-17m ICWS that was carried buy elite Greff-Timms RX-2K Heavy Repeating Rifle: Included Equipment:
(+1D to Aiming, 1FA)
Clone Commandos. It remains in production as Damage: (60 SS) 90*; Heavy Burst* +9 to hit • Tripod (Cannot be fired without a fixed
Blastech SE-14r Light Repeating Pistol: the go to, man portable, repeating blaster of Range: 3-9/27/108 (suppression available) position)
Damage: (30 SS) 40*; Light Burst +2 to hit choice in most military in the galaxy. It is Ammo: (750) 50; Extra Mags: 500 Credits • Power Generator & Cryo Cooler
Range: 3-7/21/84 (3D/4D) remarkable that it’s re-engineering as a single Era: KO+ (6D / 9D cost) Few “portable” support weapons are as infamous
Ammo: (100) 20; Extra Mags: 75 Credits (non interchangeable weapon) has increased it’s Rarity: 8 as the E-Web heavy Repeating Blaster. It’s
Era: PE+ durability and range somewhat significantly. It Cost: 4,284 Credits (6,120 in era) notorious for being capable of incinerating
Rarity: 3 easily paces a standard blaster pistol with man
186 187
squads of rebel troopers and anything from light • A novice in demolitions (2D) & general Cost: 550 Credits, 2.5 Kg market, commonly for over ten thousand credits.
to medium armored vehicles. The weapon Maintenance / repair (2D) can increase the Slugthrower Assault Rifle: The projectile equivalent to a heavy blaster
system cannot be fired without it’s generator and yield on the chemicals involved in pistol, the Enforcer boasts eight .48 caliber slugs
typically requires a two man team to operate. accelerating the slugs, safely. This process and produces a cannon like report upon firing a
The weapon has remained in such high demand costs 1 credit per slug and allows the slugs to slug, with the slug itself carrying enormous
to the Imperial War Machine that it was licensed bypass 5 points of physical armor. stopping power sufficient to pierce heavy
to two manufacturers: BlasTech and Merr-Sonn, • Anyone can mill ammunition for Damage: (40 SS) 60*; Medium personal armors and even light vehicles; as was
the models are identical. The only variance slugthrowers themselves. Materials cost for Burst: +6 to hit the case when Barosa Warren demolished a XP-
comes in the form of the BlasTech E-Web model reloads is always 20% less if you do it +3 to hit with Scope (1 FA),+2 to hit with stock 38 sport landspeeder with one shot.
15. It is a special design that hardens the yourself. Time involved is 2 hours a Range: 3-30/100/300; Grenade: 3-15/30/90
emplacement with the inclusion of a portable magazine (unless you have an Ammo With its power though comes extreme recoil,
Grenade Launcher Damage: By Grenade Type
shield system. The weapons system is not Fabricator). with specialized training needed to avoid having
Rifle Ammo: (50) 5; Extra Mags: 25 Credits
capable of full automatic fire, only heavy bursts. • Anyone with the skill (0) General the weapon fly out of a users hand with each
Grenade Ammo: 4; Cost: type
Early models experimented with a full auto mode Maintenance/Repair can maintain and repair shot. However, with practice firing the weapon
Era: All
and it melted the barrels in field tests with a firearm indefinitely. Allowing for is possible, and with specialized military training
Rarity: 3
catastrophic results for both manufacturers. malfunction free, lifetime use, if they take an - such as that offered to Morellian Enforcers -
Cost: 1,225 Credits; 5 Kg
hour out of their monthly duties to maintain rapid fire is also possible; though practice is
E-Web Model 15:
their firearms. Morellian .48 Enforcer: needed to ensure that shots are precise, as rapid
Four Shield Emitters: P20/E20 (310 Points per
• Any common addition that a blaster can have Damage: 65 (6D+1) firing can lead to erratic placement of shots.
Arc) - 4 fire arcs: 4 directions; operator can
(stock, collapsible front grip, scope, etc) can Range: 2-25/75/150
redirect fire arcs as necessary, even layering all Scoutmaster Barosa Warren uses one as his
be added to a Slugthrower for the same kinds Ammo: 8; Extra
the arcs in one direction (common: 120 points weapon of choice, and due to his training as a
of bonuses. Mags: 16 Credits
total in one arc), refreshes every round. Morellian Enforcer he is capable of firing
Slugthrower Pistol: Era: All
Model upcharge: +57,600 Credits. multiple shots in quick succession.
Damage: 30 (3D) Rarity: 5
Archaic Ranged Weapons Range: 2-8/24/48 Cost: 1,860 Credits Oriolanis Defense Systems Blaster Buster:
"Slugthrowers. I hate 'em. But they're easy to Ammo: 20; Extra Mags: 8 Credits (Body 5D); 2.1 Kg Damage: 30; (90 to Blasters) (3D / 9D)
maintain. Day or two in the jungle and your Era: All Included Range: 1-5/20/40
blaster'll never fire again. A good slug rifle, keep Rarity: 1 Equipment: Ammo: 4; Extra Mags:
'em wiped and oiled, they last forever. The Cost: 450 Credits; 1.2 Kg • Maintenance 30 Credits
guerrillas have pretty good luck with them, even Heavy Slugthrower Pistol: tools (+3) Era: All
• Custom Holster (+3 to Quick Draw) Rarity: 1
though they take a lot of practice—slugs are
ballistic, y'know? You have to plot the trajectory
in your head. Shee, gimme a blaster anytime."
Damage: 40 (4D)
Range: 2-9/25/50
Ammo: 15; Extra
• Ammo Fabricator: 1 mag per hour
• 2nd shot in a round increases the difficulty by
Cost: 1,220 Credits
The Blaster Buster is a
0
―Phloremirlla Tenk Mags: 5 Credits one level; 3rd shot increases difficulty by two small and highly
Era: All levels; etc (unless the user is trained in specialized niche
Slugthrowers are weapons that use an explosive Alchemical Weapons).
chemical to launch a solid projectile (a "slug") at Rarity: 2 slugthrower, produced
high velocity. Blasters are fashioned in style and Cost: 550 Credits; 1.4 Kg Notes: Firearms technically fall into the domain by Oriolanis Defense
function after these more primitive weapons. Slugthrower SMG: of Alchemical Weaponry. Honestly, I have no Systems.
Slugthrowers are found in various forms, from Damage: (30 SS) 40*; desire to create, yet another advanced proficiency The Blaster buster is a palm sized slugthrower
smaller slugthrower pistols to larger slugthrower Light Burst: +3 to hit to further muddle game progression. Any designed to incapacitate an attackers blaster
rifles. Range: 3-7/21/42 specialized gun (like a bowcaster or this gun) rather than to kill. Containing only a four round
Slugthrowers are surprisingly useful against Ammo: (50) 10; Extra will fall under the same rule. magazine, the weapon can be fired in the general
Lightsabers, when a slug makes contact with a Mags: 20 Credits "Most often he makes use of his Enforcer, a gun direction of a target, special repulsor driven
blade, it simply melts instead of being deflected Era: All; (3D / 4D) that should be part of a Star Destroyer's arsenal rounds seek out the ionized particles that cling to
like a blaster bolt. These melted embers can then Rarity: 3 rather than a hand weapon." blasters. So long as the target is in the general
fly toward the face or hands of the lightsaber Cost: 750 Credits; 1.5 Kg area, the round will seek out the blaster. Initial
user, and harm them if they are not careful. Slugthrower Rifle: ―Ma'w'shiye line of sight is require for a target lock.
Notes: Damage: 40 The .48-caliber Enforcer pistol, commonly • Difficulty is only range + terrain modifiers
• A professional in demolitions (4D) and SS; +2 to hit known as the Enforcer pistol or the .48 Enforcer, (obstructions after launch) + Natural
general maintenance and repair (4D) can with stock (4D) was a projectile weapon developed in limited Defense.
inject detonite into the tips of any Range: 3-30/100/300 quantities by the Morellian Weapons • Does no harm to the owner of the targeted
slugthrower’s slugs. This will add 6 to Ammo: 50; Extra Mags: 25 Credits Conglomerate, only to be used by the Morellian blaster.
damage. Cost is 5 credits per slug so Era: All Enforcers. It is not sold except on the black
modified. Rarity: 2
188 189
Kelvarek Dissuader KD-30: Archaic Melee Weapons Damage: 20 + Strength (2D)
Range: 1/3/5
Knife: Era: PE+
Damage: 5 + Strength (+2) Rarity: 1
Range: 1/4/6 Cost: 1,008 Credits
Era: All
Rarity: 0 Vibro Axe:
Cost: 48 Credits
Club:
Damage: 3 + Strength (+1)
Range: 1/2/4
Era: All
Rarity: 0 Damage: 32 + Strength (3D+1)
Cost: 0 Credits Era: All
Damage: 30; 30 Acid 3 rounds (3D / 3D)
Rarity: 2
Range: 5-50/75/100
Combat Knife: Cost: 1,512 Credits
Ammo: 10; Extra Mags: 30 Credits
Era: All Damage: 10 + Strength (1D) Vibro Blade (short sword):
Rarity: 4 Range: 1-2/6/12 Damage: 30 + Strength (3D)
Era: All
Cost: 2,852 Credits
(Body 2D); 1.4 Kg Rarity: 0
Cost: 144 Credits
vEimOmmil Range: 1/2/3
Era: All
Included Equipment: Rarity: 1
• Maintenance tools Sword: Cost: 1,260 Credits
• Laser Sight (+1 to hit) LaserHone Duelist Vibro Sword/Rapier:
• Custom Holster Damage: 40 + Strength (4D)
The Dissuader KD-30 is a highly specialized Range: 1/2/- any standard material if given enough time
slugthrower produced by Kelvarek Consolidated Era: All and patience. Think of them as the galactic
Arms and fielded during the eras of the Galactic Damage: 20 + Strength (2D) Rarity: 3 “can opener” of weapons. This is especially
Republic, the Galactic Empire and the New Range: 1/3/5 (if thrown) Cost: 2,100 Credits true when considering any standard material
Republic. The weapon fires hollow slugs filled Era: All (Body 3D) like normal doors, furniture and softer metals
with acid, which are capable of dissolving armor, Rarity: 0 Included Equipment: (interior walls and objects). They can cut
flesh and bone. With a range of 100 meters, it Cost: 324 Credits • Maintenance tools through things like prefab exteriors, however,
fires metal-coated slugs which are hollow and (Body 3D); 2kg • Smooth Draw Scabbard (+3 to Quick Draw) this application will destroy the blade (and
filled with borless acid. The contents of these may or may not be successful).
Advanced Melee Weapons The Duelist vibro rapiers and vibro swords are
projectiles will eat through any armor that is elegant and expensive weapons marketed by Ranged AoE Weapons
struck, as well as flesh and bone. Ten of these "Last call I had was a bad one; guy pulled a LaserHone to the upper classes, nobles, and Repeating weapons can be considered AoE.
slugs can be fired before a KD-30 needs to be vibroknife out, started slashing... it was ugly..." gentry of the galaxy. Many such weapons were However, AoE really shines when you are
reloaded. The KD-30 requires a permit to use. appropriated from their owners by pirates and lobbing heavy ordinance at your foes! Or cutting
―A police officer
The weapons are available in the period privateers. The Duelist-class vibro weapons are down swaths of them with that handy blaster that
following the year 1000 BBY. A vibroknife, or vibro-knife, is a blade that uses notable for their silence, as most vibroblades fires in an arc or a cone of death. These are
Note: The Rounds it fires are completely an internal generator to make the blade vibrate. emit a sharp, high-pitched whine. These incredibly effective weapons that are
ineffective vs any These vibrations make even a glancing blow into weapons shift their sound signature into the astronomically costly to field.
type of physical a huge, gruesome slash, thus making it a far ultrasonic range, making it inaudible to Humans
armor (the acid, more effective weapon in close combat, or as a BlasTech W-90 Concussion Rifle:
and most humanoid races.
however, is not). tool. These small weapons were openly used by Notes:
all denizens of the Galactic Republic, from clone • Vibro Weapons will destroy conventional
Compound Bow:
commandos to regular citizens. weapons on contact. Each strike delivers ½
Damage: 20 + (2D+) Damage: 50 AoE; RoF: 1 (5D)
Strength Vibro Knife: the base damage code of the Vibro Blade vs 0-2M: 50 / 3-4M: 40 / 5-6M: 30
Ammo: 1 Cr per 5 the standard weapon (anything other than a Range: 3-50/150/450
Range: 2-10/30/60 Vibro Weapon, Lightsaber or Alchemical or Ammo: 25; Magazines: 1,688 Credits
Era: All Beskar Weapon). Era: PE+
Rarity: 0-1 • Partially Vorpal: The weapons are Rarity: 3
Cost: 224 Credits effectively capable of cutting through almost Cost: 585 Credits (Rifle Only)
190 191
Included Equipment: Damage: Varies Kessler J8Q-128 Finbat Missile:
• Maintenance tools Ammo: 4 grenade magazines; Empty Mags: 5 Cr
• Collapsible Bi-Pod (+1 to hit) Era: All
• Stock (+1 to hit) Rarity: 2
Cost: 270 Credits
The W-90 concussion rifle, also called the LJ-90,
is a long-barreled concussion rifle manufactured Locris Syndicates Model MGL-1:
by BlasTech around the time of the Rebellion. It OLOMINNOr
0M: 120 / 0.5M: 60 / 1M: 30
is effectively using the same chassis as the DLT-
Range: 5-10/20/30
19.
Ammo: 100; Magazines: 8,100 Credits
Arakyd Industries LJ-50 Concussion Rifle: Era: RE+ Damage: 120 Shaped AoE; RoF: 1 (12D)
Rarity: 6 0M: 120 / 0.5M: 90 / 1M: 45
Cost: 900 Credits (Launcher Only) 720 Range: 0-50/250/500
(Body 4D) Ammo: 1; Missiles: 230 Credits/Each
Era: PE+
The Stouker concussion rifle is a ranged weapon Damage: 40 AoE; RoF: 2 (4D)
Rarity: 6
built from scratch by the vicious Sissk, who use 0-2M: 40 / 3-4M: 30 / 5-6M: 20
Cost: 540 Credits (Launcher Only)
it as their primary weapon. The device became Range: 3-25/100/200
(Body 2D)
somewhat of a trademark of the Sissk gangs due Ammo: 30; Magazines: 1,620 Credits
Included Equipment:
to its unconventional construction, but by the end Era: PE+
• Maintenance tools
of the Galactic Civil War it had become widely Rarity: 3
adopted across the galaxy by various military Cost: 780 Credits Notes: (Missile is Speeder Scale)
Damage: 53 AoE; RoF: 1 (5D+1)
forces, most notably the Imperial Remnant. Included Equipment: 1. Anything other than a direct hit, has the
0-2M: 53 / 3-4M: 43 / 5M: 30
• Maintenance tools missile bounce right off the target’s hull and
Range: 3-30/100/300 The Sissk have their own, unknown term for the
• Fire Control Package (+1D) fly wildly off target (Requires 2 Success
Ammo: 5; Magazines: 360 Credits weapon. Outsiders dubbed it the "Stouker
• Collapsible Stock (+1 to hit) levels over target number)
Era: PE+ concussion rifle" after its primary component, a
Rarity: 4 concussion chamber made by the Stouker "The micro-grenade launcher is a devastating 2. In the first round of the missile’s flight it can
Cost: 2,712 Credits company. weapon, but make sure that you replace the be shot down with a difficulty of 30 to hit it.
Included Equipment: magnetic rings that propel the explosive. During The missile has a Body Strength of 1D. It
The Stouker rifle is a weapon that fires a
• EMP Bayonet (10 Electrical to Flesh Targets a firefight on Maro Della, the rings—which had strikes it’s target on round 2.
concussive blast at a range of up to thirty meters,
+ 10 Physical + Strength; 40 Ionization to degraded after repeated use—failed and jammed
creating an explosion about four meters in "I bet the Imperials were shocked the day a lone
Droids + 10 Physical + Strength) a grenade in the barrel. I only had a couple of
diameter, with enough force to send an average Rebel waltzed over, set up the launcher and fired
• Maintenance tools seconds to toss the gun before the grenade
human flying a short distance. It also possesses a a missile into the neck of the nearest walker."
detonated."
The LJ-50 Concussion Rifle is a heavy field secondary firing mode, the is less devastating in
weapon manufactured by Arakyd Industries, and terms of radius, but has a greater impact on the ―Hyannis, Gundark's Gear Datalog ―"Mal'urc," in an annotation to Gundark's Gear
used in medium to long distance engagements. It target, as well as a rather noticeable recoil— The Model MGL-1 was a type of micro-grenade Datalog
utilizes a concussive energy charge that implodes sufficient to push an ordinary humanoid two or launcher designed by Locris Syndicates. It is The J8Q-128 Finbat Missile is a portable,
on impact and creates a 5 meter radius area of three steps backward with each shot. designed to fire Micro-grenades quickly and with shoulder-fired, anti-walker concussion missile
effect. Then the gun sent out a burst of energy. minimal training for the user. It can be mounted developed by Kessler. It was designed for use by
The weapon's inability to be blocked by a
This often killed its target. The weapon is on another rifle and be used as a separate a single person, from preparation to firing; after
lightsaber, and the splash damage from the
sometimes equipped with an EMP bayonet, weapon. firing, the launch tube can be discarded.
primary firing mode, made this one of the more
which is effective at stunning and disabling The MGL-1 acts as a sort of Gauss gun, using Designed to destroy large, slow-moving targets
effective weapons against Jedi, although a skilled
droids, or electrocuting an enemy. magnetic rings to propel each grenade at high such as AT-ATs and AT-STs, the missile itself
Jedi (such as, possibly, Jaden Korr) could
The rifle was often used by commandos in the redirect a concussive blast in the general velocity with minimal scattering. A moves slowly, and can potentially be shot down
Grand Army of the Republic, but lower quality direction of its origin with a well-timed Force computerized firing system allows for increase by a competent gunner mid-flight. The warhead
copies are manufactured and employed by Push. Hazard stormtroopers of the Imperial accuracy thanks to its target recognition system, was specifically designed to overcome the heavy
Trandoshan forces. The rifle is also favored by Remnant were known to wield these weapons. which combined with its low recoil and plating of an AT-AT and consists of four separate
the Jedi General Etain Tur-Mukan. Rax Joris, an Imperial officer in command of an soundless operation made it a favorite of bounty segments to penetrate the armor of its targets; the
outpost on Dosuun, also used one. hunters. However the magnetic rings will final explosive within the body of the missile is
Stouker Concussion Rifle: eventually require replacement, otherwise designed to fragment and continue moving
Damage: Generic Grenade Launcher causing the launcher to jam and leaving an armed through the target, inflicting significant internal
Mode 1: 60 AoE; RoF: 2 (1 Ammo) (6D) Era: All, Cost: 350 Credits grenade stuck in the barrel. damage. Even a first-time Finbat user could
0-1M: 60 / 2-3M: 40 / 4M: 20 Fires Standard Grenades decapitate an AT-AT with the weapon. However,
Mode 2: 120 AoE; RoF: 1 (2 Ammo) (12D) Range: 5-10/30/120
192 193
the missile is limited to a range of approximately Merr-Sonn PLX-4 Portable Missile Launcher: Arakyd Mini-Proton Torpedo Launcher: General Equipment
500 meters, and is less effective when not Damage: 60 Speeder AoE; RoF: 1 (6D-S) Damage: 75 Static Shaped AoE (7D+2)
delivered against a foe squarely in the weapon's 0-2M: 60 / 3-4M: 40 / 5-6M: 20 0-1M: 75 / 2M: 60 / 3M: 45 Body Glove:
sights, tending to bounce off the side of the Range: 25-200 / 400 / 600 (Dumb Fire) Range: 20 Km / 20 Space Units Era: PE+
target. Range: 100-500M / 3 Km / 10 Km (Lock Range) Ammo: 6; Missiles: 135 Credits/Each Rarity: 2
Ammo: 4; Missiles: 144 Credits/Each Era: RE+ Cost: 150 Credits
Merr-Sonn PLX-2 Portable Missile Launcher: Weight: N/A
Era: PE+ Rarity: 5
Damage: 60 AoE; RoF: 1 (6D) A high tech, form
Rarity: 5 Cost: 1,298 Credits (Launcher Only); 8 Kg (Full)
0-1M: 60 / 2-3M: 30 / 4-5M: 15 fitting body suit that
Cost: 720 Credits (Launcher Only) Included Equipment:
Range: 25-100/300/500 (Dumb Fire) keeps the wearer
Included Equipment: • Fire Control Package: +2D Mitigates
Range: 25-500M/1 Km / 2 Km (Lock Range) climate controlled all
• Collapsible Tripod multiple actions or adds to accuracy.
Ammo: 6; Missiles: 108 day long. It resists
• Shoulder Mount • Starship Grade Maintenance tools (+2)
Credits/Each extreme shifts in
• Maintenance tools • Starship Gunnery or Missile Weapons can be
Era: PE+ temperature and
used.
Rarity: 4 Notes: keeps the wearer
Cost: 390 Credits The miniature proton torpedo launcher is a comfortable. A body
• Savant Rockets: Because of the computer
(Launcher Only) portable missile launcher that fires miniaturized glove is acceptable, stylish, clothing.
system necessary to fire savant rockets, one
Included Equipment: proton torpedoes. It was originally designed as • +2 to all Survival Tests
Free Action and a Target Defense +6 missile
• Maintenance tools an integrated weapon for the Zero-G assault • The Suit is tear resistant, while not
weapons test is necessary to “tag” a target. If
stormtroopers of the Galactic Empire. The considered armor it can take some
Notes: this test is failed, it means that the “tag”
launcher was fitted into the Zero-G punishment before being destroyed. People
system has not locked on the target and the
• If the test to hit the stormtrooper's left gauntlet which enabled them are known to have been killed by blaster fire
weapon acts only as a “dumb” rocket, relying
target fails but is to rip through the hull of a starship in boarding while their Body Gloves remain intact!
entirely on the missile weapons test when
within six of the difficulty number, the missions. However, Rebel engineers adapted the • Body gloves are considered to be the
fired. If the test is successful, the savant
missile has achieved a “target lock” on the weapon into a portable shoulder-mounted underlay of any Vac / Flight Suit
missile is considered to have a skill of 15 to
target. The missile has a “tracking” ability of launcher. • Body gloves are often worn under body
hit the target (normally the rocket activates at
20, moves 550 meters per turn and may roll armor.
point-blank range). The missile has a Though not as powerful as the proton torpedoes
once per round to hit the target, with a
“tracking” ability of 15, moves 550 meters fired from starship launchers, the miniature Synthrope Dispenser:
maximum range of 40 kilometers. If tracking
per turn and may roll once per round to hit proton torpedo launcher is still a devastating
rolls miss difficulty number by a total of 10
the target, with a maximum range of 40 weapon, dealing collateral damage to any targets
or more, the missile has lost its target.
kilometers. If tracking misses the difficulty within 3 meters of the primary blast radius.
The PLX-2M has a magazine of six Arakyd number by a total of 10 or more, the missile RENDERED FINISHED
Industries 3t3 missiles and includes a miniature has lost its target. MG7-A Proton Torpedo
194 195
• Provides a personal heat source in emergency Recording Rod used bouncing signals off of towers. • 2 Breath Masks and 2 weeks of filters/ea
situations offering a +2 to Survival tests in Era: All • 2 Glow Rods
cold climates. Rarity: 1 Encrypted Comlink • Datapad
Cost: 75 Credits Era: PE+; • 2 Synth-rope Dispensers
Portable Fusion Generator Recording Rods are High Resolution video / Rarity: 3 • 2 grapple attachments (+3 to Climb)
audio recorders, about the size of a hand held Cost: 150 Credits • Climbing gear (+2 to climb)
microphone. They are capable of accepting data It’s a military encryption communications device • 2 All weather Parkas
cartridges for enhanced storage, however, they that creates a VPN tunnel to like devices. You • Portable Shovel
tend to have 5 days of power and enough storage cannot be monitored talking on such a device • General Maintenance / Repair Kit
integral to the unit, for 25 hours of audio content (however if you’re calling an non-encrypted • Portable Moisture Vaporator & Water
or 12 hours of audio and video. Comm-link, someone else on the other end can Purification Kit
eavesdrop). Difficulty to break Encryption: 50.
Holo-cam Starship Toolkit
Era: PE+ • Same features as a regular Comlink/PTPlink
Rarity: 2 Era: PE+
Cost: 575 Credits Rarity: 3 Survival Rations
Weight: 2 Kg Cost: 150 Credits
An Ultra-High-Tech Fusion reactor, meant to It records (in 3D) a 360
charge, and provide near limitless power for a Degree spectrum, capable of
number of applications. Can charge Droids, calculating positions in real
recharge items & weapons, and battery cells. It time and even estimating
also tends to throw off a bit of heat, and can act movements of individuals and
as an emergency heat source (+3 to survival objects that are obscured by
rolls). your hand, a wall, etc. AoE Recording radius,
10m. Used as a directional recorder: range is
Datapad line of sight. Recording storage: 12 Hours
Era: All • Many of these units have limited Droid
Rarity: 1 Functionality. However, this unit is generic
Cost: 150 Credits and simply follows the journalist around and Era: All
It’s a Tablet PC, with perfect is directed by a wrist bracelet control system. Era: All
Rarity: 1
touch sensitivity, it’s extra • Power Supply for the camera and small Rarity: 1
Cost: 5 Credits/day (25/Week pictured)
durable (2D+2) and it stores a repulsor system (speed 15) lasts up to 1 day. Cost: 60, 230, 400 Credits
Weight: 1 Kg / Week
pretty amazing amount of 0D, +3, and specialized (per model of starship +6
A days rations is the size of a small square of
information at 100 Terabytes. Comlink to repair rolls).
cardboard (3x3”). It contains all the healthy
nutrition you need to function and not starve. General Maintenance & Repair kit
Portable Computer
Survival Kit
Era: All
Rarity: 2
Cost: 3,000 Credits
Weight: 5 Kg
Contains:
• 10 Solar Flares
• 2 man Standard
Era: PE+ (PTP link in KOTOR+ Era) & solar blanket
Rarity: 1 (Comlink); 6 (PTP Link) • 2 man shelter
Cost: 75 Credits (Comlink); 12 (PTP link) • 2 weeks rations Era: All
It’s your high tech phone that looks like a Chap • Portable Fusion Rarity: 1
Era: All stick. It has a 50km range and can be used in generator Cost: 60/200 Credits; 0 & +3
Rarity: 2 many ways like a smart phone, GPS data, Alarm • Knife (+5 Dmg) A typical high tech tool kit that is capable of
Cost: 450 Credits Clock, interfaces with Datapads, etc. • Self Charging Laser Pistol: 25 Shots, 30 being used for the General Maintenance &
Weight: 1 Kg • It has effectively unlimited power, it’s cell Repair Skill (which covers a broad range of
It’s a Laptop Computer, with everything the Damage (no stun setting); The cell will
recharges from kinetic movement and solar recharge in 25 hours (1 charge per hour); items from Blasters to buildings.
Datapad has plus holo recording, comm-link absorption.
uplink & everything else a high end workstation range as Sporting Blaster Pistol
• PTP links have a 15km range, 35km range if • Emergency Beacon
computer is capable of. Storage: 100 Petabytes
196 197
Motion Sensor Array Military Grade Snooper Goggles difficulty to detect the camouflaged object with
Era: PE+ sensor-scanning equipment and visual scanning
Rarity: 3 at ranges greater than 25 meters.
Cost: 295 Credits • Camo-netting offers ½ it’s bonus at ranges
Effect: Eliminates under 12 meters, with no benefit at ranges
penalties to see in under 6m.
complete darkness, • It is terrain specific, and only offers it’s visual
creating a near daylight bonus to terrain that shares it’s base color
equivalent field of pallet.
vision. • Most snubfighters will carry a couple types
Night vision and image enhancement goggles due to it’s low cost and weight.
with integral flash/flare compensation so there is in poisonous environments. There are many
no chance of being blinded. Popular with Adaptive Camo-Netting functional models of the device due to knockoff
Era: RE+ nighttime hunters and special forces units. brand competition.
Rarity: 2 • Knockoffs provide 3 hours of air at ½ the
Cost: 150 Credits Macrolenses cost.
Motion Sensor Arrays come in pairs, and can be
placed as such covering a wider area. Detects Tech Scanner
motion in a 15m radius, emits alarm noise and
can silently emit one to a Comm-link, Datapad,
HUD or Computer. -1 DR to search tests in the
15m radius.
Macrobinoculars
Era: PE+
Rarity: 2
Era: RE+
Cost: 660 Credits;
Rarity: 10 Era: PE+
Gunnery Software:
Cost: 1,080 Credits Rarity: 3 Era: PE+
+330 Credits
These are worn like contact lenses, and can alter Cost: 1,080 Credits Rarity: 3
Range: 100m/1km/
the appearance of a person’s eyes. In addition to Weight: 10 Kg / 15m radius Cost: 1,672 Credits
4km
the cosmetic use, the macro-lenses also add +6 to Camo-netting adds +3DR penalty to the The Tech Scanner interfaces with Data Pads or
Macrobinoculars are
the wearer’s vision-related search rolls, and they difficulty to detect the camouflaged object with Portable Computers / Computers (thus they are
high tech, digital magnification binoculars that
reduce all range penalties by one grade (ie, Long sensor-scanning equipment & visual scanning at required to use it effectively).
have a charge that typically lasts weeks before
Range becomes Medium Range, Medium Range ranges greater than 12 meters. Adaptive Camo- • +12 to Sensors Tests to determine the best
requiring a recharge. All search and Perception-
becomes Short Range, etc). netting offers a reduction in detection difficulty means to repair a vehicle.
oriented skills are increased by +9 when using
per 4m one is closer to the object in question • +6 to Sensors Tests to determine the best
the macro-binoculars to view areas more than
Camo-Netting (with a minimum detection penalty of +1DR at means to modify a vehicle.
100 meters away. If attached to a blaster via
ranges 4m and under). • +3 to Sensors Tests to determine the best
specialized programming software, they provide
• Powered by any light, radiation or power means for an Engineering enhancement for a
a +6 bonus to all medium and long-range shots,
source, absorbing enough energy to operate vehicle.
provided the attacker is in a steady “sniper”
indefinitely (w/o a power pack). • A Successful Sensors Test (GM set Target)
position.
• A standard Power Pack will provide the tarp will award a -1 DR to whatever test the user
with power for 100 days (w/o natural light). is employing the device to aid them in.
Wide-Scan Binocs
• The material is a flexible poly tarp that Failures here simply do not grant the -1 DR.
Era: All
anchors with molecular bonds that allow • -1 DR is almost always granted for standard
Rarity: 1
attachment / detachment. repairs.
Cost: 60 Credits
Range: 50m/500m/ Aquata Breather - A99
1.5km Vac Suit
Era: PE+ Era: All
Wide-scan binocs are Rarity: 3
Era: All Rarity: 2
low tech, un-powered, Cost: 236
Rarity: 1 Cost: 750 Credits
binoculars they Provides up to 6 hours of breathable air through
Cost: 162 Credits Weight: 2 Kg
provide a +3 bonus to search skill rolls where the its mouthpiece. The A99 has advanced filters to
Weight: 5 Kg / 20m radius The basic space suit that provides 4 hours of air
target individual or area lies more than 20 meters allow it to function underwater, in a vacuum, and
Camo-netting adds +2DR penalty to the and environmental control. The suit provides
away from viewer.
198 199
minimal physical • Double Armor values for any punching out Rarity: 2 Armor & Defensive Gear
Protection (P.1/E.1). situation / craft destruction event: P.2/E1.1 Cost: 394 Credits
• Comes with a standard • Mag Boots Standard Weight: 3 Kg
helmet (P1/E1). • Retention Harness / Safety Line (25m) Provides the same function as the Light EVA Suit
• Body Glove equivalent • Integral Encrypted Comlink in Helmet with two exceptions, breath mask is integrated
• 8 Signal Flares • Imperial Model has a Light Blaster Pistol and it provides up to 4 hours of climate control +
Standard included at no additional cost, standard. 2 per additional cartridge (8 hours maximum).
• Mag Boots Standard Damage: 30 (3D), Range: Standard, Ammo: • Provides Ablative Armor to both Physical
• Retention Harness / 150 and Energy: 10 to each (P.2/E.2)
Safety Line (25m)
• Integral Comms Breath Mask Heavy EVA Suit
• Benefits of Body Glove Era: All Era: KO+
Rarity: 1 Rarity: 3
Cost: 25; Cost: 1,000 Credits
High G-Stress Vac Suit Cartridges: 12 Weight: 4.5 Kg
Weight: 1 Kg Provides the same
Provides full function as the Medium
breathing EVA Suit with two
exceptions, breath mask Light Shield Belt
filtration (not Era: PE+
bodily) for 2 is integrated and it
provides up to 8 hours of Rarity: 8
hours per Cost: 4,320 Credits
cartridge. climate control + 2 per
additional (14 hours Weight: .5 Kg
maximum) cartridge (3). Toughness: P6/E6
Light Recharge: 6 Rounds, replacement Power Pack
Environmental Suit • Provides P1/E1
Armor Protection (immediate) or Portable Fusion Generator
Era: All (regenerates 18 points per round).
Rarity: 1 • Integral Comlink
Cost: 180 Credits • Mag Boots Medium Shield Belt
Weight: 1.5 Kg Era: PE+
An ultra basic suit that Rarity: 9
provides the same Ship Suit Cost: 6,480 Credits
function as the Vac Suit Era: All Weight: .75 Kg
with several exceptions, Rarity: 1 Toughness: P9/E9
it requires a breath Cost: 50 Credits Recharge: 9 Rounds, replacement Power Pack
mask, sold separately, to Provides full enviro seal and light helmet, 30 (immediate) or Portable Fusion Generator
Era: RE+ minutes of environmental (regenerates 27 points per round).
Rarity: 1 (due to the size of the Empire) be
support and air. Has
Cost: 1,500 Credits numerous pockets and Heavy Shield Belt
Weight: 4 Kg attachments and is highly Era: PE+
Provides the same function as the Vac Suit in popular with ship crews. Rarity: 10
addition to: Comes with utility belt and Cost: 8,640 Credits
• Provides Air & nutritional liquids in the suit integrated for anything beyond it’s Weight: 1 Kg
2 hour supply of air & mag boots. Highly tear
and helmet, good for 4 days. resistant. Cuts the time to Toughness: P12/E12
• Carries the base benefits of a Body Glove environmental controls. Recharge: 12 Rounds, replacement Power Pack
• The Breath Mask will add climb into Vac and Space
• Waste recycle system Suits by ½. Considered to be (immediate) or Portable Fusion Generator
• Light Resistance (P.1/E.2) 2 hours, per filter integrated to (regenerates 36 points per round).
both air and life support (climate functional shipboard clothing
• +3 bonus to Sensors from integrating system and is even socially Shield Ring / Bracer
technology (Helmet P1/E1). control); up to 2 can be used for 5
total hours of life support. acceptable in almost any Era: PE+
• A separate heating/cooling/recycling unit that setting other than formal Rarity: 7
allows the suit to fully sustain a pilot for up • Does not include Body
Glove Functionality ones. Cost: 11,280 Credits
to 4 days (500 Credit Replacement). Weight: .25 Kg
• Double the Physical bonus for High-G • Toughness: P.1/E.1 High Quality Versions:
Are considered to possess Toughness: P15/E15; Ablative Value: 30
Maneuvers for Endurance/Willpower (+4) • Generates a hard shield energy barrier in the
tests. Medium Environmental Suit P.1/E.1 or protection.
Era: All Cost: 150 Credits shape of a round buckler. Adds +1 to
200 201
Control (once per round). Armored Vac Suit Toughness: Provides P3/E2
• The Jedi can choose to parry, rather than soak Era: All Protection
damage as if it the gauntlet were a Rarity: 2 Effectively light powered
Lightsaber. This mode does not drain the Cost: 1,250 Credits armor.
shield’s Toughness. Weight: 5 Kg • It does not require the
An armored combat space suit wearer to have Power
• Soaking damage the Jedi can absorb the blast that provides 2 hours of air Suit Operations.
of an AoE explosive (must choose to absorb and environmental control. However, if that AP is
the damage in this case) the Jedi channels the Toughness: P2/E1 possessed the suit
force through the gauntlet in a fashion that • The it is highly tear provides +3 to all
Physical Defense, +3 to Melee Parry. effectively sucks the blast into the energy resistant and comes with 5 Athletics checks & +2 to
Recharge: Regenerates 45 points per round, barrier thus eliminating the blast radius (Jedi instant seal repair patches for Strength for Physical
depletes after 3 recharges; 15 round Recharge: to can still bolster the shield for 1FA in this Physical and Energy. Each Damage and Lift / Carry
outlet or fusion generator. It’s power supply is a instance). Any Overflow of Damage: returns 3 points of integrity to Strength.
micronized fuel cell and is highly proprietary. Disables the Gauntlet by a number of rounds the armor to seal any leaks • Weight of the Suit is
Will not accept power packs of any kind. equal to the damage spill-over (but does not should the armor be ignored if the wearer has
transfer to the wielder or anyone else in “destroyed” while in a Power Suit Ops.
AoE). vacuum.
Kilian Ranger Shield Gauntlet • Helmet has integral
Era: PE+ Reflect Body Glove
Era: RE+ comlink Blast Vest
Rarity: 10 (Considered Alchemical Object) • Carries the base benefits Era: All
Rarity: 4
Cost: 900 Credits of a Body Glove Rarity: 1
Weight: N/A • 8 Signal Flares Standard Cost: 125 Credits
• Mag Boots Standard Weight: 1 Kg
The Reflect Body Glove is, • Retention Harness / Safety Line (25m) A functional and common
effectively, luxury armor. piece of defensive attire. It
Easily worn under other Bounty Hunter Armor / Corellian Hunt Suit only covers torso. The vest
clothing or as fashionable can easily be worn under
attire in and of itself. Body other clothing or armored
Gloves never go out of Jackets. It contains many
style in the Star Wars useful pockets.
Universe.
• Provides Standard Toughness: P1/E.1
Body Glove Bonuses
Blast Helmet
• Provides P.1/E2
Protection
202 203
Era: KOTOR+ Optional strap-on armor plates provide: Era: PE+ Cost: 18 Credits /
Rarity: 1 Toughness: P1/E.2 Rarity: 4 Block
Cost: 400 Credits • Retains the same camouflage capabilities Cost: 81 Credits / Grenade Each block is one
Weight: 1.5 Kg • Full Coverage Weight: .25 Kg / ea kilogram (2.2 lbs),
A very stylish protective long coat that has been and delivers 10
manufactured for thousands Explosives points of Speeder
of years and remains in Scale Damage
style (4,000+ years). Det Cord (1D). Must be
Era: All placed
Toughness: P1/E.2
Rarity: 2 appropriately for
• The long coat can be worn
Cost: 14 Credits / Meter effect.
over other armor.
• Covers arms, torso and Weight: 1 Kg / 5 meters Blasting Cap
half of the legs. Per Meter of the cord it creates a 10 Damage
Base
Charge
Versatex Survival Suit Emits a shock wave of concussive force that,
Era: PE+, literally, rips objects and people apart. These Ignition
Rarity: 2 grenades are especially lethal in close quarters Charge
Cost: 1,140 Credits like hallways or rooms. Add +5 to the damage if
Armor Plates: 563 Cr deployed in a hallway; increase AoE by 1.5x &
Suit is waterproof and tear and pressure resistant. +10 to the damage if used in an enclosed room; Leads
Micro-capillaries of fluids in the fabric insulation double the AoE if used in an enclosed room.
Primary Explosive
• AoE Range: 1-2/3-4/5-6; Damage: 60 (6D) Bridgewire
Insulating
Frag Grenade Header
Era: All
Era: All
Rarity: 3
Rarity: 1
(1D) Explosion, shaped to whatever is is applied Cost: 54 Credits / Grenade
Cost: 5 Credits / Cap
to. Weight: .25 Kg / ea
— — Timer Dial — —
Detonates the Blasting Block, does 2 damage by
itself. Tied to remote detonator.
Plasticine Thermite Charges
Activation Panel
Era: All 177. •
Remote Detonator
Rarity: 2 Era: All
Cost: 73 Credits / Charge Detonite Charge Rarity: 3
Weight: 1 Kg / Charge Cost: 14 Credits /
Creates an intense, sun like, Device
blast shaped toward Magnetic Grapple Detonates Blasting
whatever it is attached to. Explodes throwing high velocity fragments in all Caps tied to it
The material will adhere to directions. remotely.
almost any surface. • 40 Damage (4D); AoE range: 1-2/3-4/5 • 1 km range
50 Damage (5D)
• A Comlink can be used as a Remote
High Explosive Grenade Detonator, with minor modifications (and
protect the wearer from temperature extremes Thermal Detonator Era: All
Era: KOTOR+ possesses a 50Km range).
from as low as -30º C to as high as 100º C; +15 Rarity: 2
to Survival Tests. Suit’s micro-capillaries have a Rarity: 10 Cost: 68 Credits / Grenade Proton Charge / Grenade
limited camouflage system. By exposing the belt Cost: 140 Credits / ea Weight: .25 Kg / ea Era: PE+
color sensor to the environment’s predominant Weight: .5 Kg / Detonator Explodes unleashing a blast of Rarity: 8
color, custom tinted dyes will be injected into the Thermal Detonators erect a force and energy spread. Cost: 144 Credits / Grenade
micro-capillaries, altering the suit’s color, 10 Meter force field, A high yield, shaped
anything inside that field is • AoE Range: 1/2/3
granting a +3 bonus to sneak and hide. Helmet Explosive device that has a
has a built-in comm-link, breath mask and glow- annihilated by a full • Damage: 50 (5D) fusion disc at it’s base
lamp. The Suit will provide 15 minutes of damage fusion blast. (shaped charge area) that
exposure resistance / air in a Vacuum. 100 Damage (10D) Blasting Block allows it to be fused to
Era: All anything. It’s often referred
Toughness: Suit Itself: P.2/E.1 Concussion Grenade Rarity: 3 to as a grenade, because
204 205
they are very effective at taking down armored you. One full does will raise your Perception “Baked”. However, creativity is expanded +3 to Bacta Tank
vehicles and can be thrown onto them effectively. attribute by 3D for 3 hours. Art,Writing & Persuasion. Effect Duration: 30 Era: PE+
• Magnetic Fusion Disc allows it to lock onto • Note: You become hyper sensitive, loud minutes per Stick. Rarity: 3
anything permanently. When thrown at noises and combat will jar your sensibilities. • Addiction Warning: Roll a 1 on a D6 and Cost: 675 Credits
metallic objects (like tanks) it aligns itself to -10 to all skills under these circumstances. you’re hooked. Healing tank designed
magnetically lock to the hull of a metal • Withdrawal Symptoms: If more than one for use with the healing
object and then, the fusion disc makes that dose is taken in a 25 hour period, the user Medipack agent Bacta.
connection permanent. suffers a -5 penalty to all skills for the next Era: PE+ MOPIPACK
day unless they take another hit of the stim. Rarity: 3 Bacta Full Charge
• Damage: 100 (10D) Cost: 1,080 Credits Era: PE+
Drugs and Medical Supplies Euphoric Stim Spice Ultra Advanced Trauma Rarity: 1 (2 if regulated
Era: PE+ kit that treats a single / 10 if Thyferra is
Rarity: 1 injury. interdicted)
Cost: 225 Credits; 1 dose • 4 points of Healing Cost: 1,800 Credits
Highly addictive, let the good times roll. (+4 to recovery test Weight: 100 Kg; 3 Uses
• Roll a D6, 1-5 and you’re addict. result) Bacta is effectively a miracle healing agent that
• Breaking the Habit: requires a 72 hour • +1 Recovery Test is harvested from the planet Thyferra. So much
period with all skills at -6. Any further (does not require the is produced there that it is abundant, normally, in
sampling of the drug instantly resets the individual to have the entire galaxy. The price doubles when
addiction and doubles the time to get “clean”. one left). Immediate use, only one of these regulated (Empire) and suffers a x10 cost hike
can be applied per day. when Thyferra is interdicted and shipments are
Sure Thing Cocktail Additive not reaching the galaxy.
Medpack
Kolto Tank
Era: KOTOR+
Rarity: 3
Cost: 675 Credits
Death Stick Smoker Healing Tank designed
Era: All for use with the healing
Rarity: 1 agent Kolto
Cost: 50 Credits (functionally identical
Weight: N/A to a Bacta Tank and
A device that allows the “safe use” of Death interchangeable).
Sticks (rather than injection based). Effectively
it is a Vape Pipe. Era: All Kolto Full Charge
Cost: 300 Credits; 1 dose Era: KOTOR+
Death Sticks If you don’t know what this is, you’re probably Rarity: 3-6
Era: All too young to play this edition of the game. Era: All Cost: 2,700 Credits
Rarity: 1 Difficulty: 60 vs Endurance / Willpower Rarity: 1 Weight: 100 Kg; 3 Uses
Cost: 20 Credits (whichever is higher), if you beat the difficulty, Cost: 360 Credits Kolto is functionally identical to Bacta. It is an
24 in a pack, Smoke-able with a Smoker or you know you’re drugged. Exhaustion hits you A high tech, field kit that is generally only good early hyper healing medicine that existed in
directly injected (injection needle in each vial). in waves. The effect is delayed for 10 rounds per for 3 applications. However it affords the user 3 abundance in the Knights of the Old republic
Death Stick Cartons D in Willpower, then you black out. Otherwise points of Healing (and can trigger a recovery Setting. Some areas of the galaxy still rely on it.
Era: All the effect is nearly instantaneous: Complete test, user must have one). However, it fell out of favor due to it’s expense
Rarity: 1 memory loss and compliance with whatever to manufacture. It was largely replaced with the
Cost: 199 Credits anyone says for 12.5 hours. Bacta Gel Tabs discovery of Thyferra and it’s naturally occurring
Ten 24 Packs of Death Sticks Era: PE+ Bacta, which was sold cheaper and stripped all
Baking Sticks Rarity: 4 market away from Kolto production. While
Glitter Stim Spice Era: All Cost: 1,320 Credits; Kolto is generally only 50% more expensive than
Era: PE+ Cost: 50 Credits; 5 Quantity: 6 Tabs Bacta, the fluid suffers a 3-6x cost (Rarity)
Rarity: 2 Sticks Ultra portable Bacta multiplier during normal sales and creation (at all
Cost: 505 Credits; 1 dose They get you treatments: times) due to scarcity, difficulty to manufacture
“Non addictive”, but you “Baked” • Each Tablet heals 6 the loss of knowledge how to manufacture it. In
want to be because of -3 to all skills while points of damage instantly. times of crisis, however, Kolto is a stable healing
what this Spice does for
206 207
agent... Assuming anyone recalls how to create 1.6 meters x 0.75 meters with a sterilized, day although other medpacs may be used A bioscan, or bioscanner, is a scanner and
it. heat-insulated covering. 12 Cloths complementary. diagnostic package designed to identify and
• 2 Universal Plasma Fluid Sacks: Require • 12 points of Healing analyze the biological composition and medical
Chiwab Amalgamated Pharmaceuticals (12) first aid roll. Intravenous feed provides • +1 Recovery Test (does not require the status of living beings. This is not easily a
Company ECM-598; Advanced Medical universal plasma stabilization serums. individual to have one left). Immediate use, portable unit, it requires just over an hour to
Backpack only one of these can be applied per day. assemble. A dedicated sensor array is built into a
Era: PE+ Chiwab Amalgamated Pharmaceuticals sturdy framework that is lowered onto a patient.
Rarity: 3 Company ECM-893; Ultra Medical Suite; Cryoncorp Mediscan 21 Medscanner This advanced device requires Computer
Cost: 6,960 Military Rucksack Era: PE+ Programming / Repair (2D) to set up, then it
Credits Era: PE+ Rarity: 2 relies on the operator to have First Aid or
Weight: 5 Kg Rarity: 4 Cost: 2,040 Medicine.
Note: Treat all Cost: 20,880 Credits Weight: 2 Kg
components as Weight: 7.5 Kg This advanced device Skill: Bonus:
requiring an Easy Contains all of the above items from the diagnoses the wound First Aid +2D
First Aid roll Advanced Medical Backpack and adds a +3 level of a patient and Medicine +2D
unless otherwise bonus to each item. Triple all dosages of offers the most (Choose One)
noted. consumables. effective means of & Knowledge Attribute +3
Each kit contains wound mitigation
the following items: Fast Flesh Medpack available. The
• Hand-Held Diagnostic Scanner: Easy first Era: PE+ person operating the BioTech RFX/K Medical Sensor
aid or Moderate sensors. Provides readout of Rarity: 2 Medscanner must Era: PE+
patient’s vital signs, specifics on injury and Cost: 1,440 Credits; 4 Uses possess the First Aid skill. The bonus listed Rarity: 2
recommended procedures. Weight: .5 Kg below is the, actual, instant healing result for Cost: Civilian: 684 / Military: 900 (+3 bonuses)
• Medicines: Anesthetics, blood pressure, anyone using the device. Weight: 1 Kg
respiration and pulse regulation compounds, Medisnensors are used to augment the diagnostic
as well as other essential medicines (for a Wound Level: Bonus: scanner of a medical bay. Since they can access
number of common species) 9 total doses. Wounded +2 the medical database of a standard medbay, they
• Emergency Procedures Database: Easy Wounded Twice +4 are basically booster relays for the existing
computer programming/repair roll. Based on Incapacitated +7 system.
initial scanner findings, this emergency Mortally Wounded +9 & Stabilized Medisensors are used to augment the diagnostic
database provides the user with a quick scanner of a medical bay. Since they can access
reference collection of treatment procedures. Athakam/RMSA Bioscan Unit the medical database of a standard medbay, they
• Filtration Mask: Supplies sufficient oxygen Era: PE+ are basically booster relays for the existing
flow; may also be connected to one of several Rarity: 4 system. (Access range from database medical
atmospheric compound bottles for non- Cost: 2,510 computer is 2 kilometers for military-issue units,
oxygen breathers. Weight: 10 Kg 300 meters for civilian units).
• Heat Closure Packs: Pressurized sealant
bandages with medicines which, when • Anyone using a medisensor receives a +6
exposed to air, cauterize and sterilize a
5YNTHE-NUTRIENT
IREPLicATaz
bonus to first aid checks. However, a
wound up to 10 centimeters in diameter. 6 medisensor that is not patched into a
Bandages medbay’s computer only delivers a +3 bonus
• Laser Scalpel: Difficult first aid roll. (to the skill, not direct healing).
Precision cutting tool; 20 Damage (2D). LWA°rsIC
KI.
UNIT
• Medicine Dispenser: (12) first aid roll. Can
be loaded with a variety of medicines. 12
Doses
• Portable Repulsor-Stretcher: Collapsible The FastFlesh medpac is incredibly advanced,
one-person operation anti-grav stretcher manufactured by BioTech Industries. It utilizes a
capable of supporting up to 150 kilograms. number of advanced synthetic biomedical
• Pressure Cuffs: Circular metal sleeves of chemicals such as BioTech's Chromostring that
varying diameter (5-30 centimeters) which allows for deeper penetration of medicines into a
inflate pressurized chambers around wound patient's body without causing nerve damage.
area. 5 cuffs The treatments in the FastFlesh medpac are so
• Sterile Heating Cloth: Covers an area up to powerful that they could only be used once per
208 209
Faction Specific Weapons & The guns work by releasing an electromagnetic might impart a parrying bonus to someone
Equipment: wave field which disables a victim's thought wielding it in their off hand. Generally speaking
processes. Once affected, a victim would follow your run of the mill Lightsaber will not be over
Baktoid Armory Workshop E-5 Blaster Rifle: any simple command given, even blatantly 5D (50/75). You could build a stronger one,
suicidal ones. In fact, the Gun of Command is however, your GM should make you pay for that
used as a form of execution, where the investment by either making you quest for the
condemned male (no females were executed on materials or charge you in credits for them.
Hapes under any circumstances) would be shot
with the weapon, then handed a blaster and The cost of the weapon is relative to their rarity
ordered to take their own life. and lethality in any era of play. However, base
lightsaber construction is not difficult for a
A successful hit with the Hapan Gun of Traditional Jedi. You need only know how to
Damage: 50 (5D) Command lowers the target’s ability to resist a 3D+2 Body Strength construct the weapon at a basic level: AP
Range: 2-27/91/273 command from the assailant. The target uses Lightsaber Repair/Construction, under
their willpower skill against the Gun of If user takes an Free Action to aim, he/she General Maintenance & Repair. Anyone can
Ammo: 100
Command’s damage instead of Strength. Use the achieves a “target lock”. In this mode, if test to make a lightsaber, as is evidenced by the vendors
Era: PE
chart below to determine the Gun of Command’s hit the target fails but is within five of the in the Tapani Sector that build and sell them.
Rarity: 1 (Value) ; 4 (Actual)
effects: difficulty number, the rocket follows the target However, the difficulties in assembly really delve
Cost: 1,440 Credits, Ammo Magazines: 25
with a “tracking” ability of 20, moves 300 meters into the “mystical” aspect of being a Jedi.
1D+2 Body Strength Damage Result > Willpower + PER Monitor per move and may roll once per round to hit the Others constructing the weapon, even with the
0-1 no effect target, with a maximum range of 5 kilometers. If Advanced Skill, never get it right. Mechanical
This is a poor knock-off of a Blastech rifle tracking rolls miss difficulty number by a total of Assembly is Difficulty 9 (with the AP, 27
manufactured, en-masse by the Trade Federation 2-3: -6 to Will + PER for 1 round 10 or more, the rocket has lost its target. Without it). Lightfoils are 3 points easier to
to equip most of its forces. The E-5 blaster rifle 4-8: -6 to Will + PER for 6 rounds assemble.
was the standard-issue armament of the OOM Lightsaber:
9-12: -12 to willpower for 12 minutes Damage: 45-105; 75 Standard (Static) Components: A Housing, An Activation switch
and B1 battle droids and the elite BX-series
droid commando. It was powerful, light and 13-15: -12 to willpower for 12 hours Range: Melee (or not, could be force activated), a blade emitter,
somewhat inaccurate, reflected in it’s effective 16-18: -15 to willpower for 18 hours Ammo: Effectively Unlimited some regulation electronics, a crystal and a
ranges. The weapon was prone to generate Era: KO+ power cell.
19-21: -20 to willpower for 18 hours Rarity: 1 (Value); 8 (Actual)
additional heat after prolonged use and was not
built to last. Thus it’s body code being slightly 22-24: -25 to willpower for 24 hours Value: 2,025-4,725 Actual construction costs could be nothing to a
reduced from a character scale weapon (normally 25+: Negates willpower for 25 hours Traditional Jedi, you can salvage all the parts
There is no other aspect of this setting that is from almost anything in the Star Wars Universe.
2D for standard quality). If the target’s Perception receives a “Kill result” more romanticized than wielding a Lightsaber.
or below, the character will automatically accept The weapon is simple, yet elegant and deadly. Since most Subclass Jedi are lacking in one all of
Hapan Gun of Command: any command from the assailant, within reason. The damage range effectively allows you to these abilities they don’t possess the ability to
If the assailant’s command puts the target into apply some flair to the weapons. 4D (40/60) make them functional themselves with one
direct harm (like walking off a balcony), the Lightsabers tend to be smaller, Like Yoda’s and exception, a Lesser Force User.
target will instantly recover their Willpower Skill
(add points if no skill is possessed) and apply Magnetic stabilizing
that to their Damaged Perception, giving them a ring Diatium
Ring tuning Focusing primarypower cell
slim chance to recover... pange Ilandgrip
., 31a4:le !env, Energy crystals crystal mount I Power. field attach meat
• Treat the Perception attribute as if it has a conductor
,adjust .,,, modulation
condition monitor (5x the pip value of the Primta
crys arit
l i
/ circuits
Neural Effect Blaster attribute) after Willpower skill levels (if they
Damage: 75 even exist) are eliminated (point for point).
Range: 3-7/25/50 446.kaalmi
Ammo: 6 Wookiee Guided Rocket Launcher:
Damage: 60 (6D) AoE (10m Blast Radius) Blade shroud
Era: PE+ emitter.
Rarity: 6 Range: 10-100/250/500
Cost: 3,375 Credits, Ammo Magazines: 25 Ammo: 5
The gun is more dangerous than almost any other Era: PE+ Blade power„. / Blade energy
.. Crystal energy
weapon because it makes victims unable to Rarity: 5 adjust channel IN Power Bell ring
&amber
distinguish between their own thoughts and the Cost: 3,450 Credits, Ammo reloads: 50/missile Cycling field .vorlex ring
energizers Focusing crystal activator Inert er insulator
1111
enemy's, allowing the Hapans to control them.
210 211
In order to create a stable Lightsaber that is free MTS 56T Power Pitons holographic images, as well as project a
of defects a Jedi must possess Control, Sense & Era: PE+ holographic image up to 5 meters in diameter.
Alter at 3D in each Skill. With this level of skill Rarity: 2 ,
the Jedi can sense imperfections in the weapon Cost: 360 Credits Consolidated Learning Systems Synoptic
and it’s electronics and subtly alter the weapon to Tapani Manufactured Teacher
remedy any issues. This process takes an hour recreational climbing aid. Era: PE+
per 5 points of damage output (base before • Using a set of power Rarity: 7
factoring in static values, thus a 75 Damage pitons (all four) adds a Cost: 5,100 Base / Modules: 840 / each
lightsaber is a 50 base weapon = 10 hours). +6 bonus to climbing A variety of pre-designed information learning
tests. If only two modules are available on a wide variety of
pitons are used (just subjects. Transference procedure takes between
foot or hand pitons), dozen builtin holographic displays to relay time, 15-30 minutes.
the bonus is reduced to temperature, or other vital information. Deluxe Depending on the level of module content, its
+3. models allow personalized holo-messages up to degree of technical or cultural sophistication, the
• They operate and actively recharge based off 15 centimeters in height. user must make a Perception test (Attribute is
their Kinetic power regeneration system. Rolled randomly) to effectively absorb the
Standard Features: Holo Display, Time
Keeping, Calendar, Personal Notes, Health material. The Synoptic Teacher will transfer
Rebel Alliance Treaty Recording System information to the wearer so long as their skill
Era: PE+ Monitor, external temperature and atmospheric
pressure readings, media player. level is below 5. If a Skill is not possessed, it
Rarity: 10 will be granted prior to it’s rating increasing.
Cost: Not available Additional Features Include, but are not Consider Perception rolls to benefit from a +3
for sale; only limited to: Comlink, Recording Rod (½ all bonus for “taking time” to absorb the
available to Rebel ratings), Atmospheric Sensor for Pollutants/ information:
Alliance diplomatic Toxins, holonet uplink (requires an active
teams (did those even holonet grid in the area), ammo tracker, doc Test Target Benefit
exist?...before the wagon remote call, etc. 6 1 CP to a Skill
New Republic?) 11 2 CP to a Skill
Plescinia Entertainments CS-Mark 12 16 Award Skill or +3 CP
This is an odd piece of faction specific 21 Award Skill &/or +4 CP
technology. If the Rebel Alliance were a 26 Award Skill &/or +5 CP
Notes: legitimate government, this is the sort of R&D 31 Award Skill and +6 CP
spending that people would be up in arms about..
Lightsabers are cheap and easy to produce if you . What a waste of money! It essentially • The synoptic teacher is a favorite
actually know how to assemble one. The parts combines a notary public with a holo recorder... subconscious “brainwashing” tool of
are common, off the shelf, hardware store based • Recorder images are processed through a Imperial Intelligence and other organizations
goods. The prices of the weapon reflect base special set of RTZ security filters, then which may wish to plant posthypnotic
damage codes WITHOUT being calculated for recorded on a WORM chip so the data cannot suggestions in the minds of operatives
Static Damage. be modified. The main image lens on the without their knowledge or consent.
RecSys holorecorder has a fixed focus and • Not always a negative: If the wearer is
Even the crystal(s) can be fabricated with a Kiln. only one focal length (depth of visual field, drugged for brainwashing or absorption, add
While it’s nice to find a Force resonant Kyber 1.1 to 3 meters), making it unusable for long- +9 to the Perception Roll (drug cost 50
Crystal, it’s not always practical to go to planets range surveillance. Credits if hero wants an advantage to
like Illum or Jedha looking for them (sometimes absorption).
these planets are destroyed...). Gorondin Chronometrics Time Piece Model
7643
The average Lightsaber delivers 50 Damage (5D) Era: Kotor+
before factoring in it’s Static rating. After Rarity: 1
factoring in the weapon’s status as a Static Era: Kotor+
Cost: 150 (Standard) Credits; +50 per additional Rarity: 2
weapon, the damage is 75. This weapon costs a function
mere 2,250 Credits to assemble, in parts and Cost: 5,000 Credits
fabrication expenses. These weapons are by and In a galaxy where everything you use keeps It is designed to receive holographic images from
large the most numerous of the Lightsabers that accurate time keeping (comlink, datapad, etc) the data slides, droids, comlink, subspace and
are found in the wild. necessity for a watch is about as useful as one in hypertransceievrs and even HoloNet
our society of cell phones. Treat this device as a transceivers. Can record and manipulate
smart watch. Wearer can choose from over a
212 213
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215
Limitations: Durability of Replacement Limbs and Synthetic Cyberware Musculature. Well, you can
No character with Null Force Attribute can Organs: As a general rule, any replacement add up to 2 additional D in Strength.
possess Biological Augmentations. The Null limb or organ resists damage at a +1D on it’s
Durability of Augmented Limbs and Organs:
Force Attribute will destabilize the entire roll. Also, the individual can turn the sensation
Generally speaking any augmented limb or
process. There’s no issue with a Null Force user of the limb on or off for a free action. (Like if
Organ will resist damage at +2D on it’s roll.
cranking out the chrome (but they can use Bio- you have to stick your artificial limb in a rabid
Cyberware and damage sensation(s) can be
Alchemical Mods from the Yuuzhan-Vong). animal’s mouth to protect a child)
switched off at will. Bioware, while it’s
Cyber / Bio Points • Run a separate condition monitor at +1D (to inherently more resilient, cannot switch off the
Are a representation of the heroes detachment the Individual’s STR) to the limb. damage sensation(s).
from reality as they lose more and more of their • If the limb is wrapped in synth flesh, the limb • Run a separate condition monitor at +2D to
humanity/sense of self to enhancement. GM can gains a 1D+2 Body code that must be the limb/areas/items. Host STR + 2D.
take control of the character temporarily or destroyed prior to the limb actually taking
completely. You accrue them for each Augment • Synth Flesh wrapped Augments have a 2D
damage. If any points remain from an attack,
that supersedes the basic functionality of the Code that must be destroyed prior to the limb
the limb will heal naturally at that same
original limb or organ. No matter how many of taking damage. The synth flesh will heal if
1D+2 Body code, with 1 recovery test each
your limbs or organs are reduced to smoking not destroyed, with 2 recovery tests per day.
day. The limb itself is the Replacement STR
piles of ash, you will only accrue 1 Cyber Point of the individual +1D. • This is for basic parts that replace normal Example Augmented Cybernetic Limb:
so long as the replacements qualify as functions.
Replacement Limbs & Organs with no Augments. Cheap Limbs: Can be weaker than’s the host’s Fast Reactions 3, Enhanced Attribute 3 STR,
STR code. Basic limbs / replacements (ovbious Installation & Costs of Bioware Right Arm Replacement:
Cyber points accrue as you augment your ones) are likely even cheaper). A Protocol
character. Add +1 to Cyber Point per Augment (Cloning) Target Host 2D STR =
Droid’s Arm (for example) will only be 2D. Any medically STERILE clinic with an existing
(doesn’t matter if it’s a entry level Augment or a 2D + Enhanced Attribute 3(D) + Fast Reactions
Maximized one). At 6 points, you start to Installation & Costs of Cyberware medical Droid with at least 4D in medicine can
install Bioware replacements. The presence of a 3(D) + 2D Limb Bonus Durability + 2D Synth
unhinge from reality. You automatically make General Installation: Flesh = 36 x 150 = 5,400 Credits
this roll. (This is 1 for purposes of insanity). At Any medically clean/sanitary clinic with an Bacta/Kolto and mandatory 1 day of tank time
7 you must roll 2 or above on a D6 or the GM existing medical droid with at least 2D in per D of enhancement is required to allow the 3 Cyber Points: Limb + 2 Augments
takes control or simply tells you what you medicine can install basic cybernetic binding of the Maximum Enhancement
replacement to the host body. Example BioWare Genetic/Cloned Augment:
actually do and say. At 8 you must roll 3 or replacements. You can do this yourself, at higher
above (and so on and so forth). risk on the fly. Base target is 9 + the conditions Characters performing this procedure risk death Adding Fast Reactions 3 & Enhanced Attribute
of the area and quality of parts used… slapping or worse. Assume all difficulties are 36 Base, Strength 3 (+1D) to your Body:
Note: Cyber Points accrue in two different on a C3P0 droid arm on, in the middle of a
stacks. One for Cyberware and one for Bioware. regardless of conditions + 1 DR per D their skill Target Host 3D STR =
battlefield would add something like +3-4 DR to is under 4D Medicine. Failure means Character
A standard character (non Force / Mundane) can the target = 18-21+ difficulty 3D STR + Enhanced Attribute 3(D) + Fast
stack both Cyberware and Bioware unlike Null is maimed and requires 1 week of tank time.
Reactions 3(D) + 4D (Cloning Fee = 2D
Force or Force Sensitive individuals. Cost: 150 x Points in Pips of Individual’s STR Cost: 150 x Points in Pips of Individual’s STR Durability + 2D Synth Flesh fee from above) +
Code +1D. Ignore Expert Fee: Medical Sercices Code +2D+2 + Expert Fee x 5 4D Skill +50%: 75 Credits/day Expert x 5 =
for Cybernetic replacements are dirt cheap.
• This is for basic parts that replace normal 9 + 9 + 9 + 12 x 150 = 5,850 +75 = 5925 x 5 =
functions.
29,625 Credits for a Permanent Genetic
What the is an Augment? Modification to your body.
An Augment is an Advantage that you don’t 2 Bio Points: 2 Augments to Host Body
purchase at Character Generation. It, literally,
mirrors any Advantage from the Advantages list. Additional Costs:
The level of the Advantage simply adds to it’s
cost. Things get a bit more interesting here, You’re looking at a Rarity / Underworld Factor
however, where you couldn’t stack some for most systems. Cloning is generally outlawed,
Advantages before, you can stack them with thus it may carry with it a 2-10x cost scaling
Augments up to 2x if you possess both Bioware depending on where you are getting is installed.
and Cyberware (on top of any you might already Generally speaking, you don’t apply these costs
have had when you paid build points for them). prior to the first game.
Example: You bought Enhanced Attribute These costs can be applied dynamically as the
Strength at Character Creation. Later you want GM sees fit in their campaigns.
to get a Bioware Muscle Augmentation &
216 217
haven’t discovered a better way to track the loss 2. However, any Vong Willing to install them You, effectively, take control of the hero for a
of humanity/self. While I removed it entirely will charge DOUBLE if you have any full round action or set of actions.
from the path toward the Dark Side, and made it Cybernetic Enhancements already installed. • The level of “Insanity” the player’s hero has
a choice, as it should be. The enhancement of 3. Per BioAlchemical Enhancement you gain developed corresponds directly with what
players with Cybernetics and Bioware is fine if the Fear Advantage, however, all positive their roll difficulty is. Thus a player’s Hero
it’s a simple replacement limb or organ. Now, if traits form that advantage are negated. with a 2 in 6 Chance of losing it is Level 2
your players go nuts and start hacking off their Insanity. That means that the GM may take
own limbs to replace them with these • Force Users can install Bioware with
control of the player (at will) twice during
enhancements there needs to be a mechanic to Augments, however they can use Cyberware
any game session.
reflect that. That mechanic is Cyber Points. with basic replacements (no augmentation) as
well with no penalty. Off the Shelf Cyberware:
Bio Ware is tracked Separately from Cyber Ware
/ Cyber Points (you can call them Bio Points) as • Force Users adding Augmented Cyber/Bio Reflects a discount for readily available items.
the materials generally are cloned to interface ware have one tracker. Both Cyberware and Observant Eyes: Observant 3
flawlessly with the individual, though they still Bioware add up equally and count against Cost: 3,150 Credits; Cyber Points: 2
have the same effect of detaching the individual their total. Cyberware: Doubles it’s Insanity
Social Stigma Attached to from reality. Inducing Points for the Jedi (Not Bioware). Good Vision Eyes: Good Vision 2
Cyberware in the Star Wars Cost: 2,700 Credits; Cyber Points: 2
Here are some examples: Some final words of advice on managing players
Universe A Player’s hero might get an arm chopped off in going “Insane” from overloading their BioWare/ Keen Ears: Good Hearing 1
It’s up to the GM if they are allowing Bioware / a Lightsaber duel. If that player has the limb CyberWare counts. Cost: 1,950 Credits; Cyber Points: 2
Cyberware for those in the party that start rich. replaced with a Cybernetic Limb they get 1 • Don’t take the player’s hero away if they “go Subdermal Plating: Attack Resistance (P1)
Feel free to attach stigmas to players that go nuts Cyber Point. If that same hero has all their arms nuts” when checking to see if the Cost: 3,150 Credits; Cyber Points: 2
here. This is Star Wars after all and Cyber and legs blown off by a mine, they can replace cybernetics/bioware detaches them from
Zombies (Like in Shadowrun) might be able to all their lost limbs for only a single Cyber Point Ablative Sheathe: Attack Resistance (P1)
reality. Just tell them what they do instead. Cost: 3,150 Credits; Cyber Points: 2
exist, but might not be a good idea. Typically, if the limbs are not augmented.
people look down upon those with cybernetic
If that limb is augmented beyond the norm (an Combat Cyber Arm: Repeating Blaster
replacements and obvious augmentations with a
advantage of up to 3 points), add 1 additional Cannon, Attack Resistance (P1/E1)
sort of fear and distrust in the Star Wars setting.
Cyber Point. If that limb adds another, discreet 80 (8D)* Full Burst, 3D* Fire Control;
Use the following information to determine the
Augment of 1-3 points add another Cyber Point Ammo: 20 Bursts
exact level of prejudice:
(so 3 points just for one limb). SYNTH-NET Cost: 9,000 Credits; Cyber Points: 4
N E U RAL I NTE RFACE
1. Non-Obvious replacement wrapped in Synth Wrapping things up: CONTROLLING RODS
Flesh: No Stigma Off the Shelf Bioware:
• Regular Heroes can install both BioWare and Reflects extreme discounts, for genetic
2. Obvious replacement, Droid Limb, etc: +3 to Cyber Ware and track their Bio Points and enhancements and limb/organ replacement.
Social Difficulties Cyber Points Separately. However, they Toughness Enhancement: Toughness 1
3. Non-Obvious Augmented Replacement: +3 receive a +1 to Cyber/Bio Point Resilience: Cost: 11,625 Credits; Bio Points: 1
per discreet set of Augmentations to Social Meaning that 7 Cyber/Bio Points is the same
Difficulties (this even applies if it’s a cranial as 6 to them, and they only begin to accrue Mnemonic Enhancer: Photographic Memory 1
installed augmentation, as there will be some possibilities of going insane at 8 Cyber/Bio Cost: 11,625 Credits; Bio Points: 1
tell that makes the hero less “natural”). Points (1 in 6 Chance). Muscle Enhancement: Enhanced STR 3
4. Obvious Augmented Replacement: +3 per • Mundane/Null Force Wielders can only Cost: 16,125; Bio Points: 1
advantage(s) to Social Difficulties. install Cyberware, Bioware dies when Cloned Organ/Limb: Exact Match
installed in them. Cost: 6,750 Credits; Bio Points: 0
5. Bio Ware is always non-obvious. And the
first set of Augmentations do not generate • However, Yuuzhan Vong can have Bakuran Special: Longevity 1
prejudice. Every Augmentation beyond the BioAlchemical Augmentations (effectively Cost: 11,250 Credits; Bio Points: 1
first will create a +1 to Social Difficulty per their version of BioWare/Cyberware hybrid).
augmentation point. Cosmetic Surgery: Attractive 1
These attachments are hard to come by and have Cost: 5,250 Credits; Bio Points: 0
their own “Horror Factor” associated with them.
Author’s Notes: They all likely look like someothing straight out Holostar Uplift: Attractive 2
Cyber Points are a throwback to the old rules that of the Hellraiser films. Cost: 13,500; Bio Points: 1
were similar to a player loosing their mind with
Darkside/Hatred Points from the 3rd Edition. I 1. Yuuzhan Vong BioAlchemical Augments will Pro-Athlete: Hyper Movement 1 + Athletics 3
cost the same as BioWare (Cloning) Cost: 27,000; Bio Points: 2
218 219
The Force Cosmos by the Kwa, is a metaphysical, spiritual,
binding, and ubiquitous power that holds
The Force is core to the Star Wars setting. It’s enormous importance for both the Jedi and Sith
the metaphysical / magical / religious aspect of monastic orders. Known as the Way, in ancient
the narrative. In original information there times, the Force is viewed in many different
wasn't much work on how to classify the ability aspects, including, but not limited to, the Light
other than some were born with the gift and side of the Force, the Dark side of the Force, the
some weren’t. Many theorized it had a lot to do Grey path, the Living Force, the Unifying Force,
with one’s bloodline. This would hold consistent the Cosmic Force and the Physical Force, the
with the movies in Luke Skywalker was a Tyia, the Current, Magick, etc. The first three
powerful Force user, like his father Anakin aspects are concerned with the moral compass of
Skywalker or his other alias Darth Vader. While the Force, as manifested by the conduct and
some of the newer films would attempt to emotions of living creatures who were
explain that anyone could become a Jedi and yet, themselves part of the fabric of the Force.
then go on to explain how Rey was a descendant
of the Emperor Palpatine... Thus muddling up Four of the latter aspects were defined by
that entire explanation. This work focuses on the prominent Jedi philosophies: The Living Force
Expanded Universe lore and on all the Episodes dealt with the energy of living things; the
1-6 of the Star Wars franchise. We are choosing Unifying Force, with the entirety of space and
to ignore much of the episodes 7-9. time; the Cosmic Force, with life after death; and
the Physical Force, with anything within one's
"Well, the Force is what gives a Jedi his power. surroundings. Though the Force was categorized
It's an energy field created by all living things. It in this way, there were no specific abilities or
surrounds us and penetrates us; it binds the powers that were only usable by a follower of a
galaxy together." particular path of the Force; the Force partially
existed inside the life forms that used it, and
―Obi-Wan Kenobi drew energy from their emotions. Now the final
listed Force principals are associated with
The Force, earlier known as the Power of different Force Practitioners from different parts
of the galaxy that have their own unique ways of
accessing the Force.
221
agility as well as control and shape future that are of particular The values of the light side are encapsulated in of his love for Padmé Amidala, it could also lead
the world around them. Sometimes significance. the Jedi Code. The Jedi accept the view of there to pity, mercy, self-sacrifice and compassion,
this ability was described as having a being two sides to the Force: the dark side and emotions the Sith did not see as beneficial, as
The idea of a Cosmic Force reflects
strong Force "aura". the light side. A follower of the light side tries to demonstrated by Darth Vader in sacrificing
that aspect of the Force which
live selflessly, in harmony with those around himself to save his son from the Emperor at the
In 36,453 BBY, philosophers and connects the Living Force to a
him, and in harmony with "the will of the Force" end of his life, thus bringing balance to the
scientists from several Star systems unifying gestalt, allowing users to
itself. Mutual trust, respect, and the ability to Force.
gathered on Tython to share mystical merge with, or to become "one" with
form alliances gave the Jedi their distinct
knowledge. The Force was the Force, but also manifest With a few minor exceptions, the original Jedi
advantage over the Sith. In contrast, a follower
"discovered." Unfortunately, in themselves as Force ghosts. Order lasted largely unchanged in structure and
of the dark side typically used the dark side of
25,793 BBY, several Tython scholars philosophy for twenty-five thousand years,
The idea of a Physical Force reflects the Force out of selfish motive, for oneself. As
began using their knowledge of the despite many detrimental conflicts with various
that aspect of the Force which allows such, use of the dark side of the Force was
Force to pursue power, leading to the Sith Empires and an attempted purge by the Sith
one to manipulate objects within his forbidden within the Jedi Order, and was strictly
beginning of the Force Wars. The Triumvirate. However, in 19 BBY, the Order
or her surroundings. considered the domain of the Sith.
Peace-minded monks that survived was annihilated by the Sith Lords Darth Sidious
the destruction on Tython established The following Force Paths are Traditional Jedi are keen to keep the Force "in and Darth Vader in what would later become
the Jedi Order in 25,783 BBY. optional, though adherence to any balance." They attempt to achieve this by known as the Great Jedi Purge. When the Order
singular path will yield a specific destroying the Sith and denying the dark side, was reconstructed by Luke Skywalker after the
The grandiose nature of the Force bonus related to the Path (what essentially "keeping balance" by restoring the deaths of Sidious and Vader, it underwent a
made it quite difficult to study as a some call Force religions). Force to its natural state, as they viewed the dark substantial change in both philosophy and
whole; a student could easily become
side as corrupt. This involved the purging of policies, as Luke possessed little information
lost in its depths or flounder in the
There is no emotion, there is The Light Side of the Force negative emotions such as aggression, anger, and regarding the structure of the Old Jedi Order and
shallows trying too eagerly to focus
PEACE hatred, since they could easily disagreed with some of its practices.
on a speck in the void. To remedy "A Jedi uses the Force for knowledge bring on acceptance of the dark
this situation, the Force had long ago There is no Ignorance, there is and defense. Never for attack." Requirements: Cannot Possess Dark
side. In contrast, positive emotions
been broken down into four aspects: KNOWLEDGE Side Attunement
―Yoda such as compassion and courage
the Living, the Unifying, the Cosmic There is no passion, there is Bonus: 5 Points of resistance vs all
nurtured the light side of the Force.
and the Physical Force. In this way The light side of the Force is Negative Force Abilities
scholars might choose to focus on the
SERENITY concerned with the ideals of good,
The Jedi Code compared such
tangible realities of the world and There is no chaos, there is
benevolence, and healing. Followers
feelings and provided insight into The Dark Side of the Force
HARMONY the ethical use of the Force.
how the Force manifested itself in the of the light side strive to live in "The strength of the dark side lies with
lives of individuals and within the There is no death. there is harmony with the world around them, Passion was considered dangerous, the power of the individual. The Force
moment, or to delve deeper, reaching THE FORCE acting out of wisdom and logic rather as it could lead to strong emotions comes from within. You must learn to
outside themselves to wonder at the than anger and hasty judgment. In that could unbalance the Jedi and draw on it yourself. I will not always be
mysteries of the universe on an infinite scale. order to achieve harmony with the light side of lead them to the Dark Side. Love, there to teach you."
the Force, its practitioners will often meditate to curiously enough, was regarded by
The idea of a Living Force reflects that aspect of ―Darth Bane to his apprentice
the Force which connects all living beings. It clear themselves of emotion; particularly both the Jedi and Sith Orders as
negative emotions such as aggression, fear, something to be avoided. While the The dark side of the Force is considered
represents the tangible Force: the Force as it
anger, and hatred, since these were thought to Jedi espoused compassion, a by the Jedi to be the element aligned
exists in the present here and now, which flows
lead to, or entice one to an acceptance of the dark broad, all-encompassing, self- with selfishness, fear, hatred,
about all things to allow a Forceful being to
side of the Force. sacrificing love for all beings, love aggression, and malice toward all living
sense life and death. Scholars of the Living
for another being—romance, a things. Such emotions seem to increase
Force like Qui-Gon Jinn espoused a philosophy "Qui-Gon believes that the boy―Anakin is his
possessive love by nature—was the strength and abilities of a user of the
of "living in the moment," relying heavily on name―stands at the center of a vergence in the
shunned in the post-Ruusan order. dark side, providing a path towards
their instincts and concentrating more on a Force, and believes further that his finding him Peace is a lie. there is only
Possession of all types was personal power and the destruction or
sensitivity to living things, rather than on was the will of the Force... Despite his fixation
shunned in the post-Ruusan
PASSION
fulfilling destiny or looking to the future. They with the living Force, he demonstrates his own control of all opposition. It is generally
Through passion, I gain
Reformation era Jedi Order, the accepted that use of the dark side of the
believed that the future's instabilities caused contradictions by being a true believer in the STRENGTH
only exceptions being a Jedi's Force is extremely addictive. Dark side
uncertainty, and that the present held the answers prophecy of the Chosen One―a foretelling more
lightsaber and personal raiment. Through strength. i cyi Jedi were known as Dark Jedi. But
to near-future events. in line with the unifying Force." POWER
The Jedi viewed love as a danger some light-side Jedi, such as Luke
The idea of a Unifying Force reflects that aspect ―Jedi Master Dooku to Senator Palpatine of best left untouched. While the Through power, I gain Skywalker, Kyle Katarn, Jaden Korr,
of the Force which requires a significantly Naboo passion that came with love could VICTORY and Galen Marek, could use dark-side
greater amount of understanding than the Living lead to hatred and anger, as Anakin Through victory, my chains are broken powers.
The largest group of proponents and teachers of
Force, for it manifests the Force as a single Skywalker demonstrated in his
cosmic power that can reveal visions of the
the light side are the Jedi Order, who strive to THE FORCE Requirements: Dark Side Attunement
maintain peace and justice throughout the galaxy. transformation into a Sith because shall free me
3
222 223
Bonus: +5 damage to all their Force Powers. Vader as having been selfish and ineffective. as he believed that, with him, the Sith strictest requirements of being a Gray
Given this, she resolved to change the core had reached their absolute peak in Jedi. For example, the Jedi Qui-Gon
The Sith Order philosophy of the Banite Sith. While she still terms of power and ability. As such, Jinn was thought of by some members
"It has been said that anyone who knows the viewed the light side as inferior due to the Jedi's he discarded Bane's idea of training a of the Jedi Order as a Gray Jedi for his
ways of the Force can set her or himself up as a history of being unable to affect change, she more powerful replacement and disagreements with the High Council.
King on any world where only she or he knows believed that a proper Sith Lord should rule intended to reign forever as the A group of renegade Jedi called the
the ways of the Force. Any Jedi could do this. selflessly, making decisions that would benefit galaxy's sole leader. Gray Paladins used the term this way
But the Jedi, fools that they are, adhere to a the greatest number of people no matter how to describe themselves - they
Requirements: Dark Side Attunement
religion in which the Force is used only in the personally painful those decisions might be. In advocated minimal reliance on the
4
service of others. How shortsighted of them. Is theory, negative emotions like hate would be Force and the use of blasters, but
Bonus: +5 damage/effect to all their
that not why they lost the galaxy to the dark crucial in maintaining the power of the dark side otherwise held to the Jedi Code. Mace
Force Powers.
side?" within such a Sith, but would not be allowed to Windu’s abilities that allowed him to
influence their decisions. Such a Sith would channel rage into his lightsaber strikes
―Palpatine, in The Weakness of Inferiors theoretically be able to ruthlessly maintain order, The Grey Path arguably could be considered a form of
The earliest incarnations of the Sith Order were yet govern with compassion. Her philosophy Members: Jolee Bindo, Voss Mystics, Grey Jedi practice. However, he is
similar to the Jedi Order in structure. Many Sith culminated in the creation of Darth Caedus, the Imperial Knights, Jensaarai, Mace rarely seen as such due to his
of various ranks and abilities comprised the grandson of Darth Vader. In a manner somewhat Windu, Tapani Jedi Knights dedication to the Galactic Jedi Order
Order, which was often under the control of a similar to Palpatine, Caedus gained control over (even if his own compass allowed him
single Dark Lord who wielded absolute the primary galactic government and sought to Formal Order Founded, to draw from a “Grey” area).
authority. Over the centuries, numerous Sith impose his idea of order on it's people. Pelagia, Tapani Sector: c. 3995 BBY THERE IS NO LIGHT For the record, Qui Gon Jinn was not
Empires utilizing this power structure rose to However, his reign was cut short by the Jedi, and WITHOUT THE DARK
a Grey Jedi (Mace Windu was Grey,
challenge the Republic for control over the Lumiya's school of thought died with him. "Jinn always does things his own way,
channeling anger and rage into his
galaxy. Though several Sith Empires brought the always sure he is right, always
The Rule of Two was later rejected entirely by attacks). He was a champion of the
Republic to the brink of defeat, they were all incredulous if we do not see it his way. THROUGH KNOWLEDGE.
Darth Krayt, who instituted the Rule of One, 1 GAIN POWER Light Side of the Force, of the Living
plagued by infighting among the power hungry Some think he is a gray Jedi."
using "One" to refer to the Sith Order itself, THROUGH SERENITY, Force. It was a concept that few Jedi
Sith overlords who controlled them, and which encompassed many minions, acolytes ―Tyvokka, on Qui-Gon Jinn I GAIN STRENGTH
Embraced. He was also a Maverick,
ultimately the Jedi and the Republic triumphed adepts and lords, and were led by only one Dark THROUGH VICTORY. always pursuing his own beliefs and
against all of them. With the advent of the Sith The term Gray Jedi, or Gray, has two I GAIN HARMONY
Lord of the Sith (or Dread Lord). Superficially, meanings. First, it is used by Jedi and rarely listening to anyone on the
Lord Darth Bane however, the Order underwent this reincarnation of the Order was no different THERE IS ONLY THE FORCE.
council. A Grey Jedi is not merely
a revolutionary overhaul. Bane considered the Sith to describe Force-users who walk
from the ancient variations of the Sith Empires. the line between the light and dark sides of the classified as such just because one disagrees
Force to be finite and thus ideally for exclusive However, Darth Krayt believed that his with the close-minded views of a bunch of old
use by the Dark Lord. He eliminated the practice Force without surrendering to the dark side, and
philosophy gave the Sith and their power a second, it describes Jedi who distance Jedi Masters blinded by their own arrogance.
of having vast numbers of Sith at the same time, purpose, unlike Darth Bane, who believed that
thereby aiming to concentrate the dark side of the themselves from the Jedi High Council and The term dates back as far as the Old Sith Wars,
power was its own purpose. Unlike previous operate outside the strictures of the Jedi Code.
Force into two individuals: a Sith Master and his when the High Council attempted to consolidate
Sith Orders, the Rule of One called for However, those who were considered to be true
or her apprentice. In addition, he hoped to their power and centralize the Order. Some Jedi
cooperation and even some level of loyalty Gray Jedi met both qualifications and did not
eliminate the infighting that had plagued felt that the Council did not have the authority to
between the Sith. Most importantly however, the belong to any particular Force tradition. One
previous Sith Orders. This reformed Order went reinterpret the Jedi Code, and considered
Rule of One called for complete and utter loyalty example was Jolee Bindo, a former Jedi Padawan
on to achieve that the Sith Empires of old never themselves beholden only to the Force. These
to the Dread Lord. These two rules of Krayt's and a Gray Jedi that served the Old Republic.
could; the annihilation of the Jedi Order and the early Gray Jedi clashed with the Council over
Order were designed to prevent the infighting of
defeat of the Republic. However, Bane's Order Although the term does not directly refer to those new strictures of the Code, such as those barring
past Sith Orders while still retaining the ability to
was destroyed when Luke Skywalker redeemed who were capable of using both light and dark attachment or restricting training. During this
field large numbers of Sith, the lack of which had
the Sith Lord Darth Vader, who turned on his side Force abilities, all Gray Jedi can do so. The time period, Gray Jedi became associated with a
been a notable shortcoming of Bane's Order.
master Darth Sidious and killed him at the cost term is similar to that of "Dark Jedi" in that it can certain variety of robe; Bindo wore a version of
of his own life. However, the Rule of One did not represent the refer to any Force-user, and not only to Jedi. these robes. The term was later used by the New
Sith as a whole, and Krayt was even labeled a For example, the Voss Mystics are considered to Jedi Order to refer to entire Force traditions that
Though Bane's tradition, or "Rule of Two," heretic by the holocrons of Darth Bane, Darth hold views which differed from that of the Jedi
would continue to influence the Sith for years to be Gray despite holding very different views
Nihilus and Darth Andeddu, all of whom than, and refusing association with, the Jedi (their order), but did not embrace the dark side.
come, Sidious and Vader were the final Lords of believed that Krayt's Order would ultimately turn The Jensaarai and the Imperial Knights are two
Bane's orthodox Order. Following their deaths in Order. Sith were never considered to be Gray
on itself as so many similarly structured Sith Jedi, as the Sith Order taught full commitment to such organizations.
4 ABY, the Dark Lady Lumiya made a small but Orders had. In addition to Krayt's Rule of One,
significant number of changes to Bane's the dark side.
there was a previous Rule of One philosophy "If we're going to have a Jedi Council at all, then
philosophy. Trained by Vader and having had created by Darth Sidious. In Sidious's case The term was sometimes used to refer to somebody, somewhere, is going to do what it tells
significant exposure to both him and Sidious, she however, the "One" referred simply to himself, unorthodox or dissident Jedi who do not meet the them!"
had come to view the Order under Sidious and
224 225
―Master Vrook Lamar, member of Jedi Academy was assembled on Pelagia, in the frequent disagreements with the Council. Jedi Gray Jedi by some members of the Order for his
the Dantooine Jedi Conclave Council, Tapani Sector (3995 BBY) and would remain Master Tyvokka expressed concern over this and
and then of the Jedi High Council functional with a high enrollment, rivaling that Master Obi-Wan Kenobi confessed that he could
of the Galactic Jedi Council, until it’s destruction see why some might view Jinn as a Gray Jedi. A
In the days of the Old Republic, the Jedi Order in 18 BBY by the Galactic Empire. faction of dissident Jedi at this time used the
was largely decentralized. At this time, Jedi term "gray" to describe themselves despite their
academies were spread throughout the galaxy. During the Cold War between the Galactic dedication to the Jedi Code. This group, the Gray
Jedi were also trained by individual Masters Republic and the reconstituted Sith Empire, Paladins, was an offshoot of the Teepo Paladins.
without the benefit of an academy. This shortly after the implementation of the Treaty of Some time after 41 ABY, when Jagged Fel was
decentralization meant that Jedi were accepted Coruscant in 3653 BBY, the Voss species was selected as the Head of State of the Galactic
into the Order, trained, and Knighted without discovered on the planet of the same name. Voss Empire, a sect of Force-users modeled after the
ever having to visit the galactic capital, society, isolated in the mountain-top fortress of Jedi Order and loyal to the Empire was
Coruscant. Unlike the Jedi of later years, the Voss-Ka, was led by the totalitarian control of established. The members of this organization
Jedi at this time were fractious and unwilling to the Voss Mystics, who were considered to be became known as Imperial Knights, and were
bow to their own central authority—the Jedi Gray by the Jedi and the Sith. Led by the visions considered to be Gray Jedi by the Jedi Order.
High Council. of the Mystics, the Voss had been defending their The Imperial Knights served the Empire for three
capital city from the assault of the hostile generations. During the Sith–Imperial War in
However, between the beginning of the Great Gormak species for centuries before they 127 ABY, Emperor Roan Fel refused to allow the
Sith War in 4000 BBY and the end of the Dark revealed themselves to the larger galaxy by Imperial Knights to participate in the conflict for
Wars in 3951 BBY, the Jedi went from the height foiling occupation plots by both the Republic and fear that they would fall to the dark side, and
of their power to a mere remnant of their the Empire. Both galactic governments then they instead served as his personal bodyguards. frequent opposition to their demands.
existence. As war repeatedly spread across the established embassies in Voss-Ka. The Voss When Darth Krayt, leader of the One Sith,
galaxy, some Jedi came to believe that a strong Mystics rejected the offering of teaching from plotted to assassinate Fel at the conclusion of the One group of renegade Jedi described themselves
central authority was necessary. The Council, the Jedi and Sith in favor of their own dogma. war, four Imperial Knights acted as decoys for as "gray" even though they held to the same
including such members as Vrook Lamar and the Emperor and were killed as Fel made his views as the Jedi Council on the subject of the
Atris, revised the Jedi Code in order to "The so-called gray Jedi have been with us since escape. Seven years later, Emperor Fel dark side. The Teepo Paladins were Jedi who
consolidate their control over the Jedi Order and the beginning. Although they do not break with reappeared on the planet Bastion, where he were removed from the Order for advocating the
institute stricter standards on the conduct of its the Jedi orthodoxy concerning the dark side, they founded the Empire-in-exile and initiated the use of a wide variety of weapons—including
members. Despite the Council's actions, not all bristle when asked to take orders from the Second Imperial Civil War, in which the Imperial blasters—rather than restricting the weaponry of
Jedi adhered to the revised Code. Some objected Council. Gray Jedi make compromises, cut Knights were a major factor. Imperial Knights Jedi to lightsabers, and from them splintered a
to several of the new strictures, such as those that corners, and hide their actions from scrutiny, all participated in the assassination attempt against group that called themselves the "Gray
barred the training of any Jedi hopeful over the under the assumption that their experience Darth Krayt on Had Abbadon. Paladins." This group preached minimal reliance
age of four, that prevented Jedi from having makes them authorities on policy. They are on the Force and advocated a more militaristic
families, and that restricted the use of Force mavericks who are difficult to control, but can be "If you would just follow the Code, you would be lifestyle than either the mainstream Jedi Order or
abilities associated with the dark side. These valued members of the Order after they have on the Council. They will not go along with you the Teepo Paladins. Despite these differences,
individuals frequently clashed with the Jedi been persuaded to follow the established this time." some non-Jedi, such as the Jedi Hunter Aurra
Council, and were known as Gray Jedi to the hierarchy." Sing, viewed Gray Paladins simply as Jedi.
Jedi and the Sith. "You still have much to learn, my young
―Restelly Quist, Jedi Chief Librarian following apprentice." It was difficult for unorthodox Jedi—especially
The Jedi Padawan Jolee Bindo fought for the the New Sith Wars those labeled as Gray Jedi—to join the Council
Galactic Republic in the Great Sith War against ―Obi-Wan Kenobi and Qui-Gon Jinn or ascend to any position of real leadership
the Sith Lord Exar Kun, who sought to establish Shortly after the end of the New Sith Wars and within the Order. As the High Council chose its
a new Golden Age of the Sith. After the war the Ruusan Reformations in 1000 BBY, the Jedi While the term was used to refer to Force-users own members, they tended to select more
ended in 3996 BBY, Bindo abandoned the Jedi Chief Librarian Restelly Quist wrote about Gray who walked the line between light and dark, Jedi traditionalist Jedi, such as the group described as
Order and became a Gray Jedi. In 3956 BBY, Jedi in the Jedi training manual The Jedi Path. were also labeled as Gray Jedi for distancing the Old Guard. Jinn's candidacy as a member of
Bindo again took part in major galactic events Quist described Gray Jedi as mavericks and themselves from the Jedi High Council. This the High Council was rejected first in favor of
when he joined the amnesiac Jedi Revan and classified them as a threat to Jedi teachings. practice dated back to the days of the Old Plo Koon, and later the Cerean Ki-Adi-Mundi,
fought against Dark Lord of the Sith Darth Republic, when the High Council was attempting both of whom were more in line with the
Malak's Sith Empire until the end of the Jedi Centuries later, during the Stark Hyperspace War to consolidate power. Jedi who frequently Council's way of thinking.
Civil War, after which he was officially in 44 BBY, some Jedi were considered as Gray clashed with the will of the Council were
recognized by the Galactic Republic for his simply for clashing with the High Council, not sometimes thought of as Gray, even if they did The Pelagian Order of Jedi was never formally
actions. Some Old Republic Gray Jedi wore necessarily for experimenting with the dark side. not necessarily walk the line between the light recognized by the Galactic Jedi Order based on
custom, gray robes. Bindo once wore a unique The Jedi Qui-Gon Jinn was thought of as a Gray and dark sides of the Force. Around 44 BBY, Coruscant. However, this didn’t stop these Jedi
version of these robes. During this time, a Grey Jedi by some members of the Order for his Jedi Master Qui-Gon Jinn was thought of as a from participating in galactic events and
226 227
championing the weak. Many Grey Jedi "He told me I was the Potentium, the force within themselves to be avoided, not something opposite of the Potentium, but taken a step
participated in the Clone Wars and followed their behind all life. He thought I reached in the Force. They reasoned that if the Force was further. This Way of the Dark belief did not just
own agendas during that period, having a everywhere. I don't. I'm just here. He saw what the energy that flows through all life, the dark deny the existence of the Light side of the Force;
separate body of funding than the Jedi Council he wanted to see, and told me what he wanted to side simply came from the corruption of beings. it stated that the Force itself was simply a small
itself. hear me speak into his own ears. He said there They felt that if they could be perfectly moral, extension of the Dark. This system stated that
was no evil in the universe, only good. I did not they could be immune to the dark side and destruction was the universal constant that all
The Grey Jedi order had founded numerous see how wrong he was until he died. Then I therefore use any technique they wanted. This things worked towards, going so far as to call it
academies, galaxy wide. The Jensaarai are reached out with the weapons we had made, and view was somewhat similar to the Unifying the "will of the universe". An initiate was taught
thought to have been approached prior to Order I killed. The Magister had said that would be Force theory of the Force. that if one made destruction his primary goal,
66 and there was some cross training conducted. good, but I knew it was not." with whatever scheme he was taking part in
Bonus: +3 to Force Tests with Altruistic Force
Furthermore, the Teepo Paladins were welcomed being a secondary objective, then the Dark would
Powers (Healing Self & Others, Telepathy,
into the Pelagian order with open arms. Fully ―Sekot, the intelligent essence of the planet effectively reward the initiate for the devastation
Enhance Attribute, Ignore Pain, etc)
incorporated, the Pelagian order began wearing Zonama Sekot, confesses to 12-year-old Anakin caused by pushing the secondary objective to
sidearms (blasters) and integrating many of the Skywalker that it is not the Magister's Potentium. success.
Teepo beliefs (less reliance on the Force and Way of the Dark
Adherents of the Potentium are less As a prime example of this, Cronal cited that
more reliance on self). This tenet alone is why discriminating about the friends they chose Palpatine was able to achieve success against the
the Grey Jedi order was able to survive the purge because they believe the actions of all would Jedi and the Republic because his primary
and became known as “Saber Rakes” in the inevitably lead to good. The Potentium view of motive was the destruction of both parties.
Tapani Sector. There is at least one other the Force, not to be confused with the Unifying However, once he had achieved these goals and
offshoot academy in the galaxy that was less Force, was strictly disapproved by the old Jedi set about consolidating his rule and building the
known and “shuttered” after order 66. The Grey Order. While similar to the Unifying Force, Empire, his focus shifted from destruction to
Jedi would return, en force, under the banner of which suggested that there was only one Force creation, in total opposition to universal
the Tionese Unity. that did not take sides, the Potentium view stated processes. Thus when before he could not fail,
that the Force and the galaxy in general were now he could never succeed.
Requirements: Dark Side Attunement 2
inherently good. According to this belief, the so-
Bonus: +1 Free Actions.
called dark side was not made up of specific Requirements: Dark Side Attunement 3
Potentium belief "parts" or "abilities" of the Force: as espoused by Bonus: +3 to Force Tests with all Dark Side
the Light Side, it existed inside the life form Powers.
which used it, made from their emotions. By
that standard, and unlike the Light Side, all The Insidious Force
Potentium followers could perform any action
and use the Force in any way they saw fit, as Darth Traya, a female Sith living during the Old
long as the intention behind it was good. In Sith Wars, believed the Force to be akin to some
contrast, the Old Jedi Order acknowledged the sort of deceptively sinister, indifferent god. She
existence of Potentium, but made it clear that it pointed to the numerous wars fought by
was subverting of the Jedi teaching and a way to countless Force users, as proof that the Force
misguide people to the Dark Side, or a means to cared nothing for the lives it consumed, so long
serve it. The living planet Zonama Sekot as balance was achieved. This philosophy
supported the Potentium theory of the Force as emphasizes the belief that neither the Light nor
well. the Dark Side is truly superior to the other, and
that if people are to be truly free, the Force has to
About a century before the Battle of Naboo, the be eliminated from the galaxy. This was
followers of Potentium were expelled from the generally a very unpopular theory with both the
Jedi Order, parallel to the Jedi Order's treatment Sith and the Jedi, and this practice disappeared
of Gray Jedi as "misguided." Yoda and the rest with Traya's death. However, after the defeat of
of the Jedi High Council did not consider them the dark side entity Abeloth, Grand Master Luke
Dark Jedi, but they said it was the duty of the "I have been trying to create. To build, when I Skywalker came to a similar conclusion
Jedi to use the Force to protect others, not study should have destroyed. I abandoned the Way of regarding the nature of the Force. While he
its absolute limits. The Council said that testing the Dark, and the Dark abandoned me." ascribed no intentions or emotions to the Force,
the Force to its limits would lead to the Dark he believes that the Force being out of balance
Side. ―Cronal
was the cause of the horrific amount of death and
It should be noted that some followers of the The Way of the Dark, or simply the Dark, was a chaos that had occurred in the time since the
Potentium still attempted to avoid the dark side. view of the Force taken up by Cronal and those death of the Ones. Instead of believing that the
They, however, saw the dark side as something that taught him. It was effectively the polar Force should be destroyed however, Luke instead
228 229
took the approach that, to keep the galaxy at Requirements: Must be Aing-Tii with the body and spirit, but have no control over
peace, Force-adepts themselves had to actively Bonus: Add +1D to maximum Force Attribute. physical manifestations of the Force such as
maintain the balance of the Force. telekinesis. Practitioners of the White Current
White Current also gain the ability to sense the White Current
Requirements: Darkside Attunement 1 around them, which allows them to sense
Bonus: 3 Points (15/25) of Armor vs All Force "It is not a way of power, but a way of peace..." sentient beings by the ripples they made in the
Abilities (beneficial & negative); on a condition ―Akanah Norand Goss Pell Current. This power allows them to detect the
monitor per day. speaking of the White Current presence of cloaked or invisible sentient beings -
through the Force or technology - as well as their
"You have great power, Luke, but this is not a
Aing-Tii beliefs work of power. When you lay your touch on the
approximate numbers.
Current, it is still a thousand times too forceful." Full Force immersion in the White Current can
―Akanah Norand Goss Pell shield skilled practitioners from vision and
electronics, including automated starship
The Fallanassi call the Force the White Current sensors. Long after the Fallanassi learned to
and see it like the river flowing through the immerse themselves in the White Current, they
galaxy and all living beings. A single person can learned how to take objects and even places with
not alter the current any more than a being could them. Permanent Fallanassi illusions shield the
divert a river with one hand. Thus, the Fallanassi Jedi Praxeum on Yavin IV, as well as Fallanassi
immerse themselves in the Current, letting it settlements. The White Current can even be used
flow through them. This way they manage to to make entire starships invisible, as
shape its flow without imposing their will on it, demonstrated by the Fallanassi apprentice
which also opens them a way for unique Force Akanah Pell during the Black Fleet Crisis.
abilities. Few know of their abilities, those that
do know them to be masters of Force Illusion. Requirements: Must be Pacifist or an Outcast
Some of which are even capable of manifesting to the Order (if not Pacifist) Schisms. They were originally composed of a
in tangible ways in the galaxy. Bonus: +3 to all Force Illusions group of banished pure-blooded Sith priests and
Adepts of the White Current are capable of (Test and Effect) rumored by the Jedi to be descendants of pure
manipulating powers and abilities that directly blooded Sith that were once exiled from
pertain to the mind and how the current interacts Sorcerers of Tund Korriban. This pure-blooded Sith society –
spoken of in whispers throughout much of the
The Sorcerers of Tund share most of the Sith
galaxy – combined science, ontology, and magic.
beliefs, which was not surprising, given the fact
Convinced by their Rakatan interactions that all
that their order was founded by Sith mages.
sentients are Force-sensitive, the Sorcerers of
However, they view the Force as a magical
Tund proclaimed the omnipresence of the Force
power and manipulate it mostly by arcane
("the Unity") that illuminated the deception of
symbols and spells. The Jedi viewed the
"The Aing-Tii have a different view of the Force. dualities and multiplicity.
sorcerers as merely another Force sect, but would
Not in terms of Jedi or Dark Jedi—of black and often try to "convert" the Sorcerers, attempting to Unsurprisingly, the sorcerers are reticent in
white, as it were—but in a way I like to think of accepting outlanders, believing that only true
convince them to use the Force without any of
as a full-color rainbow." Sith can grasp their truth. On one occasion,
their trappings of magic and mysticism.
―Jorj Car'das However, they were unsuccessful, and eventually however, they welcomed the few remaining
the Jedi contented themselves with making sure Massassi and Kissai, descended from outcasts
The Aing-Tii monks from the Kathol Rift view
the Sorcerers did not descend into the dark side. much like themselves. During the waning years
the Force in a way different, but similar to that of
of the Galactic Republic, numerous crises forced
the Jedi. Instead of the Dark and the Light sides The Sorcerers of Tund are a largely reclusive,
the Jedi to abandon their surveillance of the
of the Force, they view it as having many colors, secretive group of an ancient order of Sith
Sorcerers. Darth Sidious did not see any
much like a rainbow. They believe that the Force sorcerers notable for their concealing outfits.
potential for recruitment in the ranks of the
can manifest itself in different ways, which The Sorcerers were highly skilled in deception,
Sorcerers, believing that the Imperial Navy could
allows a being to develop unique abilities, illusions, and shape shifting. They rarely venture
contain Tund.
unknown to most of the Jedi and the Sith. They off Tund, and are known to be driven mad by
believe the Force is much too complicated to be their explorations of the Force. In 22 BBY, Adler Roty claimed to be a Sorcerer
just Light or Dark. According to their beliefs, of Tund. The last known disciple of the group
The Sorcerers of Tund were established on the
Force-users are not strictly good or evil, but 11& was Rokur Gepta, a Croke who joined the group,
411
11111111111.11111. planet Tund, following the Great Hyperspace
instead have their place in a larger spectrum. - learned all their secrets of power, invented a few
War, around the time of one of the Great
230 231
of his own, and when he felt that there was ―The Father and Anakin Skywalker that of the collective, be it mythology, Afterwards, the Father moved his family to the
nothing more to learn, killed the others and all incontestable fact, or the plot of a holodrama, is monolith-gated planet known as Mortis so that
The Ones were a family of exceptionally
other life on the planet with his electromagnetic history to the Killiks. he might control them and keep the Force in
powerful Force wielders who lived on the planet
torpedo. Gepta would repeatedly come into balance. Thuruht stated that when the Current of
Mortis during the Clone Wars. Led by the Father,
conflict with Lando Calrissian during the early The Ones initially lived in peace and harmony in the Force was altered and the flow of time
the Son and Daughter were embodiment s of the
years of the gambler's career, eventually dying at the home they made for themselves near the site changed (the Current forced "where it could not
dark and light sides of the Force, respectively.
his hands, thus seemingly eradicating the order. of the geyser. The Father warned his children to be taken"), Abeloth was able to escape. She
The Son and the Daughter were worshiped as the never drink from the Font of Power, or bathe in would stir up conflict and destruction each time,
Twin Deities or simply as the spirits in the
The Sorcerers of Tund have been around since the Pool of Knowledge; however, they eventually sending the galaxy into chaos and disorder,
Nightsisters' religion.
4250 BBY. As such, the single minded beliefs disobeyed his orders, with the Son drinking from thriving on fear, death, and havoc, until the Son
that the order on Tund being eradicated meaning "It is only here that I can control them. A family the Font, giving him the power of the Dark Side, and Daughter returned to the Killiks, and
that all sects were destroyed is preposterous. in balance—the light and the dark. Day with while the Daughter bathed in the Pool, bestowing together they would re-imprison her. This cycle
The Sorcerers of Tund are effectively Raw Jedi night. Destruction replaced by creation." on her the power of the Light Side. The siblings would repeat itself periodically for hundreds of
that follow “Sith” principles. Overall the order is then claimed areas of the jungle for themselves thousands of years.
―The Father
not inherently evil. and started to fight each other, while the Father
Originally, more than a million years prior to the tried to keep the peace between them. Approximately 24,500 BBY, the Darksider
Requirements: Darkside Attunement 1 Clone Wars, the Celestials, mysterious beings Xendor journeyed to Mortis and met the Ones.
Bonus: +1 to free Functions per spell cast, +3 who were thought to be capable of restructuring One day, a young woman somehow came to their However, he believed their claims on the nature
to Effect/Damage space on a massive scale, lived in the galaxy. world. She initially became the Servant, serving of the Force had no more or less legitimacy than
According to Thuruht, the oldest of the Killik and catering to the Ones' needs; however, she the teachings of any other Force group.
The Ones hives, "the Ones are what the Celestials eventually became the Mother, doting on the
become." Thuruht distinctly "remembers" the Father and succeeding in mending the When the Father brought Jedi Knight Anakin
"My children and I can manipulate the Force like Ones coalescing out of a geyser on an unnamed relationship between the Daughter and Son. She Skywalker, Jedi Master Obi-Wan Kenobi, and
no other. Therefore, it was necessary to tropical planet; there were three of them—the also managed to persuade the Son to use his Jedi Padawan Ahsoka Tano so that he might
withdraw-from the temporal world and live here Father, the Son and the Daughter. They gained destructive nature for a constructive purpose by verify if Skywalker was the foretold Chosen One
as anchorites." these memories from the Son and Daughter using his Force lightning to carve new rooms in as prophecy held it, the Son attempted to kill his
"As a sanctuary?" themselves, who joined the hive mind briefly to the walls of the gorge where they lived. father with the Dagger of Mortis and remove him
help coordinate the construction of Centerpoint However, she was still mortal and as a result she as an obstacle to escape from Mortis. However,
"And a prison. You cannot imagine what pain it Station. It should be noted that the collective grew old, and was no longer able to keep the the Daughter sacrificed herself, taking the blade
is to have such love for your children… and memory of a Killik hive does not make peace between the siblings. The ageless children for her father and causing the balance of the
realize that they could tear the very fabric of our distinctions between fact and fiction like the started to resume their fighting, and neither the Force to come undone.
universe." human mind—any individual memory joined to Mother nor the Father were able to prevent it.
The Son made another attempt to kill the Father
One day, while the three were fighting in the shortly afterward, but was shocked when the
courtyard of their home, the Mother snuck a Father suddenly stole the Dagger and stabbed
drink from the Font like the Son did, and quickly himself with it, weakening the Son so that he
bathed in the Pool like the Daughter. The Father could be killed by Skywalker. Moments after the
pulled her out with the Force, but it was too late. Son's death, the Father himself died,
She ceased to be the Mother and became disappearing into the Force. With this, the Ones
Abeloth, the Bringer of Chaos. Abeloth attacked were destroyed, and Mortis itself disappeared in
both the Son and Daughter, forcing them to bow a flash of light, leaving the Jedi returned to mere
down to her. The Father then stepped in to save moments after they encountered the monolith,
his children, afterwards taking them and leaving with no evidence that the planet or its inhabitants
the planet, stranding Abeloth behind. had ever existed.
The Daughter and Son then obtained the help of During the return of Abeloth in 44 ABY, Grand
the Killiks, such as the Thuruht hive, by joining Master Luke Skywalker—the son of the Chosen
with their hive mind and lending them their One—read the mission report in the Jedi
power in the Force. Sharing their knowledge Archives about his father and his mentor's
with the hives, the siblings directed the creation experiences on Mortis. Combined with the
of Centerpoint Station, Sinkhole Station, and information gathered from the Thuruht hive,
other devices to help create and maintain The Luke realized that his father's refusal to become
Maw, which imprisoned Abeloth. the new Keeper of Balance had in fact set off a
disastrous chain of events. With the death of the
232 233
Ones, the galaxy began to slide into chaos; the Tyia known as Thuwisten, taking their name from the with the Wookiees of Kashyyk. Bogano had a
number of conflicts in the last 65 years were Tyia's prime tenet that one should seek "personal great Vault built by the Zeffo; as a result, the
evidence enough of that. When Jacen Solo fell "Think of peace and honor – and act upon that harmony with one's own Tyia so that other Tyia colony was believed to a pilgrimage site, due to
to the dark side and became the Sith Lord Darth only!" forces may join to form a bond-circle, a joining the presence of the Binog, a large creature
Caedus in an effort to change the course of the ―A Tyia student, name unknown of spirits called 'Thuwisten', complete in their important to Zeffo art and culture.
future, he inadvertently set in motion another utter harmony." Indeed, Thuwisten believed that Though the Zeffo originated as a peaceful
chain of events which culminated in the The Tyia is a faith, a philosophy, and a way of individual introspection was key to knowing the culture, over time they became more and more
destruction of Centerpoint Station and the release knowing the Force. It teaches of holding a high ways of the universe. corrupt, eventually falling to the Dark side of the
of Abeloth. With the Ones dead, Abeloth was regard for peace and life. The religion is
free to continue her rampage of chaos and Tyia-practicing Force users are taught to control
predominantly practiced by the Revwiens of
destruction. After Abeloth's defeat at the hands their personal Force through ceremony and
Revyia, to whom its ideals are very appealing.
of Luke and Darth Krayt, Luke believed that the meditation. Their focus on their inner Force
Jedi and the Sith must become the new Ones: While some sources claim that the religion came results in Thuwisten having a heightened
they must keep the Balance themselves. to the planet as late as 30 BBY, Revwien awareness of the skill the Jedi knew as "Control"
Thuwistens had been seen across the galaxy for (Somatic); a Thuwisten found the use of the
The Ones are Celestials. Having existed as long much of its history. Whenever they could, the "Alter" (Sorcery) ability to be a more difficult
as 1,000,000 BBY. It stands to reason that a race Thuwistens spread the word of their beliefs to and time-consuming practice than the Jedi.
of beings so powerful are likely more than the any who would listen. At one point, Palpatine Nonetheless, many Thuwisten regarded the Jedi
mere handful presented in the historical studied their methods in his quest to gain full as true masters of the Tyia.
references. More than even that, the Force mastery of the dark side.
religion of the Ones is (or was) a reality with Requirements: Must be Revwienn (or adopted)
many factions worshiping them as deities. The In 19 BBY, the Tyia masters on Revyia were Bonuses & Disadvantages: Somatic (Control)
Dathomirian witches are one group, the Kiliks highly disturbed by the deaths of so many Jedi Skill Tests are performed three levels higher (+9
are another. The Zeffo, now largely thought to during the execution of Order 66 by the Galactic points); Sorcery (Alteration) Skill Tests
be extinct are yet another race of beings that Empire at the end of the Clone Wars, which they encounter a +9 to Difficulty.
worshiped the Ones. could sense through the Force. The beginning of
the Great Jedi Purge prompted them to call a The Life Wind
Whether or not the Ones managed to re-form is meeting within a temple grown from the largest
not important. What is, however, is that fact that trees on their world. They then charged their "I offer this record of our civilization to those
those that follow this “religion” reap benefits most capable students with seeking out any who will follow. Despite our wisdom and
from the Ones. That alone should speak volumes surviving Jedi and aiding them in whatever way technological achievement, we face extinction.
as to their existence. It is theorized in some Dogma blinded us to the path of balance and
gradually we allowed our pride to corrupt us. Force. Reigning in the time after Sages Eilram
circles that the Ones transcended to a higher
The greater control we sought, the further we fell and Miktrull, Kujet ordered the destruction of the
level of existence after Anakin’s encounters with
into ruin. I lead the remnants of my people into astriums the species used in their religious
them. Finally being set free and leaving behind
the great unknown, hoping that we finally find practices while promising their followers power
Abeloth to be dealt with by mortals.
peace." and control over the Life Wind, but he proved to
Requirements: The Ones represent The Light be treacherous and cruel with his reign marking
Side (Daughter), The Dark Side (Son), and ―A Zeffo Sage recording the decline of Zeffo culture.
Balance (Father, who represents Grey Jedi). The Zeffo, also known as the Zeffonians, were an From their seat of power on Dathomir, Kujet
Following the Light (Daughter) you cannot ancient sentient species native to the planet staged a massacre in the halls of the palace,
possess Dark Side Attunement, following the Zeffo. Many Zeffo could wield the Force, which reducing the brave rebels opposed to their rule to
Dark (Son) you must possess Tier 3-4 Dark Side they referred to as the "Life Wind," and those ashen ruin. When Kujet died, they were
Attunement and Following the Father you must who did became known as sages. entombed within a sarcophagus that was placed
possess Tier 1-2 Darkside Attunement.
The Zeffo had evolved on the planet of the same on the walls of their great temple. Within his
Bonuses: name, where they had constructed many statues dead hands, Kujet held one of the last remaining
• Light: +3 to Personal Force Resistance and relics dedicated to several Zeffo Sages, and astriums. Facing extinction, the remnants of the
were protected by the ancient automatons known Zeffo fled into the great unknown, hoping to
• Dark: -3 to Opponent’s Force Resistance possible. One such Revwien Tyia adept was able as Tomb Guardians. Three of the more esteemed finally find peace.
• Grey: +3 to All Companion’s Force to seek out and consult with a Human Jedi. sages, Eilram, Kujet, and Miktrull, were buried In the years before the Jedi Purge, Jedi Master
Resistance (not your own); Dark and Light of in elaborate tombs, both on Zeffo and Dathomir.
Tyia is a philosophy highly in tune with the light Eno Cordova became fascinated by the near-
the same Order of the Ones have no bonus vs Their culture extended beyond their homeworld,
side of the Force. It teaches that the value of extinct Zeffo. In a Force vision, the Jedi
the Father (Grey). with elaborate temples and tombs built on
peace and the sanctity of all life should be held Padawan Cal Kestis was spoken to by a Zeffo,
above anything else. Its followers are expected Bogano, Ontotho, and Kashyyk. who claimed to be leading the remnants of their
to think and act honorably. Tyia practitioners are The ancient Zeffo had established a relationship species into the "great unknown."
234 235
The Zeffo religion yields an enhanced Knights Nejaa Halcyon, Ylenic It'kla, and a Jedi With the Rise of the Empire and the almost-
understanding of Navigation in addition to known only as "Desertwind" from the scent complete destruction of the Jedi Order, the
cautionary instruction in how to steel oneself memory of It'kla, were three such Jedi dedicated Jensaarai believed themselves to be liberated—
against falling to the temptation. to uncovering the Sith. The trio had tracked free to practice their arts and expand their
rumors of Sith Cultist activity to Susevfi, where knowledge without fear of Jedi brutality and
Requirements: Zeffo if possible, otherwise they discovered Nikkos Tyris and two other hatred. They openly moved as custodians and
there are enough artifacts remaining that anyone former Jedi. Already lost to the dark side and guardians of the planet, and the Saarai-Kaar's son
could adhere to this “religion”. beyond saving, the Jensaarai presented a threat to even went to personally assist Darth Vader in
the Galactic Republic and the Jedi realized they hunting down the remaining Jedi. Vader
Bonuses: +3 to Willpower & Navigation Tests had a duty to stop the Darksiders from spreading. however, sensed only the light side within the
A furious battle ensued in which Nikkos Tyris, boy and, using his lightsaber, cut him down
The Jensaarai Nejaa Halcyon, and the other two Jensaarai were where he stood.
slain. A dying Halcyon flung the mortally
"Jensaarai is a Sith word for hidden follower of The Inquisitorius then dispatched Jedi hunters
wounded Jensaarai into their nearby training
the truth. As the Saarai-kaar, I am the keeper of and the odd Inquisitor to Susevfi in an attempt to
base, where the release of dark side energy from
that truth." exterminate the Jensaarai. Many Jensaarai were
the Dark Jedi's death collapsed the building's
―The Saarai-kaar foundations and all but destroyed the Jensaarai's caught and executed, as the Empire made its
makeshift base. Ylenic It'kla and "Desertwind" presence felt on the planet, and it became clear
The Jensaarai are an order of Force-users from believed the Jensaarai to be vanquished, and the Emperor Palpatine would tolerate no other
the Suarbi system, who arose during the Clone departed Susevfi not long after. Force-users in the galaxy unless they could be
Wars. Their name is Sith for "followers of the made to serve his own needs. Like the Jedi
hidden truth." Their philosophy and "We hid from the Jedi and mourned and buried before them, the Emperor's agents made the
methodology is a blend of Sith and Jedi our dead. We had been sealed together, bound mistake of believing they had wiped out the
teachings. Their hierarchy loosely resembles together by the deaths. We made a new memory Jensaarai, when really they had only dealt with a
that of the Jedi Order. During its creation and from the tragedy." small group of them. In another show of history
early years the Jensaarai were opposed to the ―The Saarai-kaar repeating itself, the persecutors of the Jensaarai
Jedi, due to ignorance and the loss of their felt that their work was done and left the planet.
Unknown to the Jedi, however, there were more
founder. After the fall of the Galactic Empire,
Jensaarai. When the Jedi arrived at Susevfi, they
the Jensaarai made peace with the Jedi, and even the secret teachings of the 'true' Jedi, when in “The above is all bullshit the Saari-Kaar feeds to
only found Tyris and two other Jensaarai, and
sent students to learn at Luke Skywalker's Jedi fact he was really imparting Sith secrets and his the apprentices.”
unsurprisingly concluded that these three were
Praxeum on Yavin 4. own twisted beliefs on his students. Larad the 'Sith cultists' they had heard about. What the —Unknown Commentator
Noon’s journal was his life’s work. In it he Jedi had failed to realize was that they had only
The birth of the Jensaarai began with the fall of discussed everything from Sith Secrets to his
Anzati Jedi Knight, Nikkos Tyris. On a search slain the leader of the Jensaarai and two of its Stunned by the slaughter of her son, and the
own path of enlightenment. Yes, you read that most experienced members. Within the
through the archives in the Jedi Temple, Tyris last part correctly. Larad Noon’s journal apparent betrayal of the Empire, Saarai-kaar and
uncovered an ancient Sith manuscript detailing Jensaarai's base, watching the battle with the the Jensaarai retreated into hiding once again.
describes his journey from the Dark Side to Sith Jedi, were the rest of the Jensaarai, hidden by the
Larad Noon's philosophical musings and telling and back to the Light Side of the Force. It is a The Jensaarai were determined to exact justice
the tales of the exile of the first Dark Jedi, the creation of a dark nexus when Nikkos Tyris was on their persecutors though, and after a few years
tale of redemption, however, that personal slain. When the building collapsed, the Jensaarai
birth of the Sith, the ancient Sith Wars and a journey is easily missed if the reader of the text they periodically emerged in small groups or as
great deal of Sith lore. All of the information were trapped and unable to avenge their brethren. individuals to conduct raids and ambushes on the
does not possess native or fluent Sith proficiency. By the time they had extricated themselves from
contained within was factually correct. To a fluent Sith practitioner, Larad Noon’s Imperial garrison. Sometimes one of the
However, Tyris’s corruption & his lack of the rubble, the Jedi were long gone. In the Jensaarai would be killed in the fighting, or
journey might very well be regarded as aftermath of the battle, the wife of one of the
understanding of the nuances of the Sith blasphemy. However, it is yet another captured and executed, but by and large the
Language altered the way he perceived the slain apprentices took the title of Saarai-kaar for Jensaarai demoralized the garrison with their
perspective on how to be at peace with the Force herself and began to train the next generation of
manuscript. As a result of his mis-interpretation (a new Force Religion in its own right). continual attacks. It is not known why, but after
of Larad Noon’s Manuscript, Tyris believed that Jensaarai. The Jensaarai were content to remain the initial rush of Jedi hunters descended on
the truth of the Force and the Jedi Way had been With the discovery that the Sith had returned to in hiding, lest the Jedi discover their existence Susevfi, they then left and never showed
stolen from the Sith. the galaxy, Count Dooku's fall to the dark side, and return to wipe them out. Thus, the Jensaarai anything more than a token interest in crushing
and the ongoing Clone Wars, the Jedi Council had weathered the death of its founder and the rebellious, Force-using group. The answer
Tyris dubbed his followers the Jensaarai, were anxious to discover anything and secretly grew by continuing in their training and may have been the Emperor simply realizing the
meaning 'the hidden followers of truth' in ancient everything they could about the mysterious strengthening their numbers by taking in Force- Jensaarai had no intention of helping the Jedi-
Sith. The group then headed for Susevfi in the second Sith, Darth Sidious. Many Jedi Knights sensitives from the local population. oriented Rebel Alliance off-planet, so they were
Suarbi system, where the nascent Jensaarai and Jedi investigators were dispatched by the of no danger to him, and he was busy with the
established a base to train from. Tyris trained the "None of us will betray our people."
Jedi Council, or took it upon themselves, to Rebels.
Knights and Padawans in what he believed to be follow up any leads on the Sith. The Jedi ―A captured female Jensaarai
236 237
With the death of the Emperor and Darth Vader that the Jedi were darksiders, and that the Sith Republic Jedi, and eventually the Jensaarai construct their lightsabers at an earlier stage in
during the Battle of Endor, the Jensaarai knew it were champions of the light. Indeed, to his became fast allies of the New Jedi Order. their training than the Jedi, and see the
was only a matter of time before the Empire fell dismay, Skywalker learned that the Jensaarai construction of their armor as more important.
and they would be free. Hearing rumors of switched the roles of Obi-Wan Kenobi and Darth After this, the Jensaarai went through a series of
The armor worn by the Jensaarai, as mentioned,
powerful Force-users on Susevfi, the former Vader, seeing the former as a monster. ideological reforms, incorporating the truth of
is inspired by details of Sith battle armor. It is a
Moff, Leonia Tavira, now leader of the pirate their origins and misplaced views, as revealed by
highly flexible suit of light armor, covered in
Invids, arrived and executed the Imperial Informing the New Republic of the secret Luke Skywalker. The relationship between the
spun cortosis fibers, capable of protecting a
governor, sending a (false) message to the location of the Invids' base, the two Jedi set off Jedi and the Jensaarai only grew stronger, with
Jensaarai from lightsaber (and all energy)
Jensaarai that they were now free from for Susevfi, incognito, in the hope of rescuing the latter coming to the aid of the former during
attacks. First a basic, generic, frame is
oppression and persecution. After making Mirax, and confronting the Jensaarai. After the Yuuzhan Vong War. Following the war, the
constructed before the armor is further
contact with the pirate leader, the Jensaarai made locating Mirax and the Jensaarai, a skirmish Jensaarai would later come to allow Jacen Solo
customized to represent an animal the wearer
the mistake of believing Tavira to be their erupted with the discovery of the Jedi. to learn from them, in his quest to further his
could relate to. Though not a rule, it is common
liberator. In truth, Tavira was merely using Thankfully, the New Republic sent a fleet to knowledge of the Force. During the time after
practice for armor to be styled on animals that
Susevfi as a base of operations, and the Jensaarai apprehend Tavira, and with the help of Corran's the Sith–Imperial War, the Jensaarai were one of
were not overly aggressive, but were capable of
to hunt down Jedi Knight Corran Horn, who was Force Illusions, managed to drive her away, many Force organizations that were given the
adequately protecting themselves when
leaving the Jedi free to conclude their duel with ultimatum by the One Sith to join their ranks or
threatened, such as a reek or Corellian sand
IIM the Jensaarai. After a brief battle, Luke and
Corran defeated the Saarai-kaar and the other
be destroyed. This led to a number of Jensaarai
to joining the Sith ranks, though the organization
panther. If the wearer was so inclined,
modifications to the armor included systems
Jensaarai, who bitterly expected execution at the was not completely absorbed.
designed to better emulate the creature in
hands of the Jedi. Luke tried to explain how the While the New Jedi Order accepted and taught question, such as built-in macrobinoculars or
Jensaarai had gotten their facts wrong, but the Jensaarai students, they still considered the retractable claws. The construction of the armor
Saarai-Kaar refused to believe him. It was only Jensaarai tradition to be made up of Gray Jedi was a deeply personal affair, and was as much of
with the help of Corran's friend, the Caamasi, due to their "proximity" to the dark side. The an art form as lightsaber construction, requiring
Elegos A'Kla and his memnii that the Jedi Jensaarai themselves outwardly denied these just as much dedication and skill, used in the
managed to defuse the situation and reach an claims. Jensaarai as the transition from apprentice to full
understanding with their erstwhile opponents.
'knight'.
"Our masters had uncovered information about
"Keiran, he is the product of one Jedi tradition, There are three ranks among the Jensaarai:
Sith techniques from an antiquarian who had
and me, I am born of yet a different one. You and Apprentices, Defenders, and the Saarai-kaar.
recovered artifacts."
your Jensaarai are just part of a third. If you
―The Saarai-kaar In order to become a Defender, an apprentice
would permit it, we would welcome you into the
goes through a rite of passage similar to the one
greater Jedi tradition of service so that all of our Details: Jensaarai philosophy and abilities are a that Jedi Padawans take. Apprentices not only
ways, woven together, will make us so strong we mixture of Jedi and Sith teachings. From their create their own lightsabers but also their
can never again be torn apart." Jedi roots they are disciplined. From the Sith trademark armor.
―Luke Skywalker to the Saarai-kaar they learned the power of aggression. The
Jensaarai, after the death of Nikkos Tyris, are a It is important to note that Defenders are
Before their conflict with Corran Horn and Luke functional group of Grey Jedi. One Jedi ideal the something of a mixture between a Jedi Knight
Skywalker, the Jensaarai realized their outlook Jensaarai never abandoned was the defense of and Master, training apprentices and forming the
on the universe had been skewed. If not through peace and justice (for their own wards on bulk of the organization. There are other
attempting to rescue his wife Mirax from the Nikkos Tyris' mistaken beliefs, the Saarai-kaar Susevfi, only). Shortly after the death of Nikkos divisions within the rank of Defender; the Ring
clutches of Tavira. might not have allowed her despair at the loss of Tyris, the Jensaarai took it upon themselves to Defenders form something of a starfighter corps
her husband and son to color her perception, act as custodians for Susevfi, and continued to to protect Susevfi from pirates and/or fleeing
Following Tavira's orders, a group of Jensaarai reinforcing the belief that the Jedi had fallen to act as much they had during their days in the Jedi criminals. The Shield Defenders act much as
departed the planet to hunt down Corran Horn, the dark side and abandoned the Jensaarai Order. secretaries, assistants, and bodyguards for the
whom they found on Courkrus. Ambushing the through her teachings. With the help of the new Saarai-kaar. As for the Saarai-kaar, who serves
lone Jedi, the Jensaarai were on the verge of Following their origins as Jedi, the Jensaarai as leader of the Jensaarai, there have only been
Jedi, the Jensaarai were on the path to true
winning the fight when Luke Skywalker fight with lightsabers, and are familiar with some two. It is unknown as to who would succeed as
understanding. Though the relationship between
appeared and together with Horn, the two lightsaber forms of combat. However, the the next Saarai-kaar, as one has not been
the Jedi and the Jensaarai was fragile at first, the
defeated the Jensaarai. The Jedi captured their Jensaarai do not place as much importance on the nominated, and the current one has no known
Saarai-kaar agreed with Luke Skywalker to send
attackers, and upon questioning, were shocked to construction of lightsabers, as they do with their protégé.
students to his academy on Yavin IV, in the hope
discover the existence of the Jensaarai and their Sith-inspired combat armor. To the Jedi, the
of building a better union between the two Realities & Rumors:
warped philosophy (in regards to the Jedi). construction of the lightsaber is an important
groups. The Jedi had brought peace and
Since the death of Tyris, the Jensaarai had been event in a Padawan's life, a serious step on the Through all eras, the Jensaarai fail to realize the
friendship, while the Jensaarai gave Luke
taught a skewed history lesson—they were told path to Knighthood. The Jensaarai generally truth of Larad Noon. This is because, like
valuable knowledge on the practices of Old
238 239
Nikkos Tyris, there was never enough emphasis of credibility: The Death of the Saarai- lizard-like creatures that are immune to most around them. If bitten by an hssiss, one would
spent with mastery of the Sith Language & Kaar’s own son is a convenient lie meant to effects of the Force. The creatures exude a succumb to the effects of a Dark Side poison.
whatever corruption that remains after his death instill fear in those that would consider "bubble" which "pushes back" Force energy, Hssiss also have the ability to conceal
is enough to skew their perception of events. It rebelling against the Jensaarai and the making them useful tools for individuals (such as themselves and become invisible, possibly doing
was long believed that the Journal of Larad Noon Empire. It could have also served to cover Grand Admiral Thrawn) requiring a means to so through the Force.
was destroyed when Tyris was killed. Larad for the exodus of her son. nullify a Jedi's abilities. They originated on the The Yuuzhan Vong: cannot be sensed or
Noon’s journal was discarded early on in the world of Myrkr. It is mentioned that the
• Rumor: Two Jensaarai Defender’s spoke of affected directly by the Force as they had been
formation of the Jensaarai & is rumored to have Ysalamir, when put together, create a much more
being defeated in single combat, in the stripped of it around 15,000 BBY. However, it
been rediscovered. extensive bubble, sometimes expanding a few
Saarai-Kaar’s throne room by her son (with was theorized by some Jedi, particularly Jacen
kilometers outside their native forest. They
• The unspoken Jensaarai Rule: Breaks with her present). Neither Defender has been seen Solo that the Vong were connected to the Force
evolved this trait to survive being hunted by the
the Jensaarai or the mandates of the Saarai- since. in a way that the Jedi could not sense, because
predatory vornskrs, pack animals that hunt by
Kaar are punished with death. the Jedi believed that all life depended on a
• Rumor: Ari (Saarai-Kaar’s Son) discovered tracking down live prey using the Force. symbiotic relationship with the Force to at least
• Inquisitorius never involved: The Emperor is the Journal of Larad Noon discarded and
Taozin: A creature with a similar peculiarity is some degree. However, the notion that all life
well aware of the Jensaarai’s continued ignored under the Temple, and his lack of
the taozin, a large, gelatinous predator. Though was dependent on the Force was apparently dis-
existence. In fact, they have an agreement. corruption allowed him to glean part of the
not widely known, at least one of these creatures proven by the Jedi Knight Meetra Surik. During
The Saarai-Kaar sends acolytes to be trained true meaning of the book. This placed him at
was alive deep in the undercity of Coruscant the Battle of Malachor V she cut herself off from
as Dark Jedi and the Jensaarai work in odds with the Jensaarai.
approximately ten years before the Clone Wars. the Force so completely that she became a
tandem with the Empire on missions to hunt Requirements: Darkside Attunement Tier 1. Wound in the Force, completely dead to it and
Jedi and other Rebel dissidents. It is the Gurlanins: can also 'hide' themselves from the
Bonuses: Alchemical Weapon Creation (AP), +3 completely disconnected from it. The Sith Lord
price of their “freedom”. This event could Force, though they can also make themselves
bonus to tests for Armor Creation/Repair/ Darth Traya viewed Surik as definitive proof that
have been an internal purge to eliminate detectable in the Force at will if they chose to.
Modification & to unarmed combat damage. life could exist independently of the Force and
those close to her son. Hutts: While not immune to the Force, Hutts sought to exploit Surik's condition to suit her
• The Saarai-Kaar’s actual statements are • License to operate in the Galactic Empire. are highly resistant, having an innate defense own ends.
misleading: she sent someone to die at the • Free transport on any Imperial Ship against Force-based mind manipulation: +15 to
hands of Lord Vader.
• Free Room and Board at any Imperial
resist or perform any Force Powers. Traditional Jedi
• Ring and Shield Defenders: are non-jedi that Garrison. Toydarians: are immune to mind tricks. These are the Jedi you know from the films.
serve the order. Inhabitants of Susefvi. Whether or not they have formalized training
Renegade Jensaarai do exist and in the amount The Yinchorri and the Dashades: are also
• If the Jensaarai ever did have an epiphany largely unaffected by Force mental manipulation, like in the Old Republic, they are the most
of them in the galaxy is substantial, in any era. challenging and intense to play. This path
about their misguided path, it was because of and were thus both utilized to varying degrees by
the Saarai-Kaar son’s fate. the Emperor; the Yinchorri during the period requires a massive investment of Experience
Force Anomalies surrounding the Stark Hyperspace War and the Points and Attribute Dice. Traditional Jedi are
• The rumor that holds more than a fair amount the slowest to advance, yet arguably, the most
The Rakatan Force-enabled hyperdrives: Dashadi during the first few years following the
allowed them to travel to hyperspace. While Great Jedi Purge: +10 to resist and perform powerful of all the Jedi archetypes. A Traditional
modern hyperdrive technology is actually based Force Powers. Jedi is like a Paladin from a fantasy game
off this technology, the modern (any version after (Lightside), a Anti-Paladin (Darkside) if you
Terentateks: Force-resistant creatures called tread down a darker path or a Vigilante (Grey
the Rakatan hyperdrives) drives do not leach the terentateks are a major threat to the Jedi. Some
life Force of the craft’s crew in order to drive Jedi) if you choose a middle of the road
suspected that they were created by the Sith to approach. All Jedi must be Force Sensitive,
them through space. The Rakatan Hyperdrives hunt down the Jedi. Periodically, the Jedi held a
were regular hyperdrives, with the main which requires a 1D Force Attribute investment,
Great Hunt in an attempt to hunt down and or an advantage that grant’s Force Sensitivity.
exception that the Rakatan species would enslave destroy all of the terentateks. The monsters
Force sensitive beings and utilize them as That is all that is required to start. While it is
appeared to be extremely long-lived and recommended that you place at least 1D in the
“Batteries” to power their hyperdrives. resilient. +30 to resist Force Powers Force Attribute (a 2D investment) to start, it’s
The main difference between the Rakatan Voxyn: Although not natural, voxyn can hunt not necessary. Almost all the powers can be
Hyperdrives and those that “lesser races” had Jedi and other Force users by noticing their utilized without possessing the Force Attribute,
copied the Rakatan designs is that the copies "Force scent." Like all other Yuuzhan Vong though it can be more challenging to access
yielded Class 20 hyperdrives. While the Rakatan biots, they are immune to direct manipulation by them.
units operated anywhere from Class 8 to 4, the Force and cannot be sensed by Jedi. This, in Limitations: If you haven’t invested at least 1D
depending upon how heavily they would drain addition to their other abilities, makes them a or picking up the Advantage “Force Sensitivity”,
the Force Slaves (Sacrificial life Force significant threat to the Jedi Order. which both give you a 0D Force Potential
expenditures would yield maximum speeds). Attribute to start... You are capped at 1D of the
Hssiss: can influence Force-sensitive beings Force Potential Attribute after game start. That
The Ysalamiri: are a species of tree-dwelling
240 241
1D can be increased by choosing the a Force can be rolled to resist negative force powers. Alteration (Sorcery) is the Jedi’s ability to • Additional powers beyond these limits can be
Focus and from finding a Force Artifact later. actively manipulate the real world with the acquired for 5 CP per power (If you don’t
• Jedi are powerful, if you’re going to be that Traditional Jedi Defense: Force. Whether it be levitating objects, have the slots available).
ultimate Jedi you have to sacrifice your • The Force Attribute functions as if it were themselves, or using objects as weapons.
Strength, for the Traditional Jedi. This • It is quite possible not to have all the starting,
regular Attribute Dice to be so.
becomes a soak pool that the Jedi can draw Note: All Jedi inherently have affinity for using inherent, abilities in your list of Force Skills.
• An ultimate power level Jedi (6D Force
from to mitigate damage in any way they see Lightsabers & Alchemical Weapons. To acquire You might never have mastered them or been
Investment), with 2D attributes is little more
fit. Calculate this resistance pool as 3 points these skills the Jedi need only pay 1 skill slot at properly trained (Imperial Inquisitors are
than a weakling or an NPC that the players
per D, 1 per pip + what it would take to be character creation. never properly trained).
cut to pieces on a regular basis, with the
exception that you are inherently powerful. wounded (+2) x 5. This pool is refreshed The Lightsaber Advanced Proficiency has been Buyback of the initial, invested D of the Force
daily. merged with the Alchemical Weapon Proficiency. Potential Attribute:
Force Attribute is the Jedi’s overall power level.
What you invest in this attribute also determines Example: Rita’s Traditional Jedi has a Force They are, effectively, the same sort of focus for No matter what you’ve invested (whether it be an
your maximum Attribute potential. This can Attribute of 3D+2. Thus 3 x 3(D) = 9 + the 2 any Force user. Attribute D or Advantage) the initial 0D can be
be modified by taking Force Advantages. Pips 11 + 2 (Wound level) = 13 x 5 = 65 Points purchased up to 1, Full, D by spending 10 points
Force Cost and Benefit:
of Soak. per pip (30 experience points). Even if you have
The Force is powerful in any edition of this game
Choosing a Force Religion (Optional): • This defensive pool can be applied to that in order to balance it appropriately you’re invested additional dice that pushed the attribute
In the previous section we discuss various Force anything (even damage delivered by a Jedi up to, say, 2D. You don’t have to spend 20
buying potential, more than initial power. You
“religions”. These are not necessary for your Hunter/Null Force Wielder). points per pip to get it to 3D, you only pay the
have to work and invest and sacrifice in order to
Jedi, however, they are all encompassing and initial cost for the 1D you lost in becoming Force
• Can be sacrificed to shield others. achieve your full potential. You are always
their corresponding benefits (listed in the second Sensitive.
• Can be added to healing effects the Jedi investing one more D than you start with.
stage of character building) are powerful and
prevent you from choosing a Career or Social Delivers to others. Investment: Potential: Choose a Focus for your Force abilities
Standing (it skips 2 developmental stages, and is These functions apply directly to the Traditional 1D = Force Sensitive 0D 1D None of the following need to be chosen,
actually 3 stages in and of itself). Jedi, subclass Jedi may function differently (it 2D = 1D Attribute 2D however, they are all a means to enhance your
will be discussed in the write up of each 3D = 2D Attribute 3D core abilities.
These will yield incredibly focused and powerful 4D = 3D Attribute 4D
Force Users. The detriment is that you owe subclass).
5D = 4D Attribute 5D Versatile Jedi begins with 2 additional free
someone your loyalty. That someone is powerful A Jedi’s training begins in one or all of these 6D = 5D Attribute 6D actions & +1D in two separate non-combat Skills
and far reaching, so leaving those groups will three areas: Control, Sense and Alter. You don’t The above now reflect the Maximum Force (base skill slots awarded for free).
will yield stigmas and possibly even death marks require Force Attribute in order to start your Attribute you can have (which can be modified Balanced Jedi must raise their Control, Sense
at an equivalent tier that you received benefits at. training, however, it’s recommended as your by Force Potential & Force Sensitive and Alter skills at the same time. These Jedi are
There is a benefit for you to choose your own base Attribute focuses these abilities, often Advantages). always in harmony with their abilities. All their
path. That benefit, is freedom to choose your stacking with them or adding bonuses to your
Control, Sense and Alter each cost 5 Points to difficulties for any force ability are reduced by
own destiny. power tests. Control, Sense and Alter are all
buy and each start at a base skill of 0D. one level (-3).
regular Skills.
• Their Force Potential (Maximum Attribute) is
What Force Attribute Does Control (Somatic) applies to the Jedi’s own Force Powers are “free”: one slot is granted considered to be 1D higher.
• Damage/Effect output: The Force Attribute ability to control themselves, allowing for them for being Force Sensitive (0D) and 1
to manipulate the Force to enhance their own Slot per pip in the Force Attribute is also Focused Jedi choose Either Control, Sense or
translates into damage at 10 points per D and Alter as their specialty, this skill will now
3 points per Pip. (3D+2 = 36) abilities and lend a sense of focus and “control” awarded. For every pip in Control, Sense and
to their other abilities and powers. Other Jedi Alter, you gain an additional power slot. advance in levels as if it were a Specialization.
• Force Attribute functions just like other archetypes will have a wilder sense of ability or All abilities under their specialty operate three
attributes do, adding 1 point per pip to all Inherent Powers only consume one slot each difficulty levels lower (-9 to all difficulties), their
lack focus. (you must pull these from your starting Force
base tests (3D+1 = 10). other two ability difficulties are increased by one
Sense (Quixotic) applies to the Jedi’s ability to Slots); however, afterward, any power that level (+3 points).
• Force Resistance: All Pips of Perception + reach out and feel their surroundings, to read utilizes more than one Force Skill is considered
Force Attribute + 1/D of Willpower + Control • Consider the Selected Force Skill to be 2D
minds and anticipate attacks before they land. to take up from 2-3 slots (1-3 per power)
Higher at all times (only pay the base D code
Thus, Jimmy with a Force Attribute of 2D has 7 to increase).
power slots + his Control 2D (6 more), Sense 3D
Jedi Battle Masters are focused on combat
(9 more) & Alter 1D (3 more) for a total power
skills and receive an additional +3 per D and +1
list of : 25 Power Slots - 8 for Inherent Abilities
per pip of their Force Attribute to their combat
= 17.
skills and Natural/Vehicle Defense (all combat
• If a Power requires more than one Force Skill skills). This is a flat bonus and it applies to
to use, it counts as an additional slot per skill piloting, gunnery and physical skills (Both
employed. Control Based, Strength Based and any sort of
242 243
Jumping - even telekinetic) as well as damage. • Innate powers DO NOT USE an action to per the rules from deactivate a Lightsaber that makes contact.
• All their non combat abilities are one trigger, they are literally always active. Tapani typically have Cortosis isn’t “magical” nor does it possess the
difficulty level higher (+3), this includes the them ranging from 45 to Force. It is, simply, incredibly resilient to
Force & Regular skills. 75 (3D to 5D). Light
Lightsabers energy. It can, quite easily, be woven into other
Foils also grant a
• Technically extinct as of 3,750 BBY “magical” Alchemical weapons, though the
functionality bonus of
1
necessity to do it is not there other than the fact
Wild Jedi are unpredictable and unfocused +1 to Natural Defense. that it might deactivate a Lightsaber. The reason
practitioners of the Force. They benefit from Light Foil saber for it being almost completely unnecessary is
massive wellsprings of Force Power, but lack the housings are, normally, that true Alchemical weapons are indestructible.
ability to shape that power without some sort of lovingly crafted, Effectively, nothing short of throwing one into a
spectacular display or side effects that never be consider them all to sun will destroy it.
predicted! have a base material
• They receive +2D to their Force Attribute & strength of 3D. All, true (Magical / Sith / Force Artifacts)
Force Potential. Alchemical Weapons (not Cortosis ones) are
Further personalizing of the weapons (like to the considered to be Static, just like Lightsabers.
However, all difficulties for any non-inherent or individual) will confer between 1 and 3 alternate Thus they deliver 50% more damage than their
Innate ability operate two levels higher (+6 functions. Like having a holdout blaster affixed damage base. All of them can be used to channel
difficulties). The typical weapon of the Jedi. The Damage to the base of the hilt, a basket guard affixed to
Force abilities through them, more so in the form
• Roll 3 Wild dice (instead of one) and increase codes sit around 75 points. This is constant the saber, protecting both the wielder's hand, of a Jedi amplifying their damage, accuracy, etc.
the thresholds of botch vs beneficial on each damage, thus it delivers this damage all day long making it harder for the user to be disarmed and
every single round (if you jam a lightsaber into a capable of being used as a Melee enhancement to Non Melee Weapons
D6 by 2.
wall, it will deliver 75 points of damage to the slam into adversaries' faces or a modular Where these weapons really differ is that they are
Botch: 1-3 on each Wild D6 surrounding structure per round, indefinitely) attachment allowing the wielder to alter the not merely limited to melee weapons. The most
Beneficial: 4-6 on each Wild D6 You can have any variation of this, though I weapon on the fly into emitting bursts of plasma common manifestation of them is in the form of
If a result of a Botch and Beneficial is rolled, recommend it not to exceed 45-90 range of base as a ranged weapon. Be creative if you possess Melee Weapons. While they are generally
they can cancel each other out. Three Botches damage. Other flavors of them might be smaller the skill to modify your Lightsaber. limited to primitive weapons. However, there is
are a Spectacular “explosion” of Wild Magic / ones at 45 like Yoda’s or even Training Sabers noting preventing the creator from crafting a
Force Ability. Three successes are equally as that range from 10-30. Lightsabers are Static Sub-Class Weaponry of the Jedi bow, crossbow, etc (or maybe even a firearm).
impressive (just with a positive outcome all Weapons, so they suffer less degradation against The trick with ranged weapons is that, in order of
scales above them (½ the penalties). Alchemical Weapons
around). These weapons represent items like Sith Swords, channel the Force appropriately the objects that
Traditional Jedi Practitioners: Light Foils which cannot be destroyed by Lightsaber strikes. they launch must be generated from them. Thus,
Inherent Usable Abilities: (1 Free Action For all intents and purposes they are point for if the bow draws back and generates an energy
Required to activate unless listed as Innate) point and D for D just as good as a Lightsaber arrow, then fine, the weapon will channel your
Concentration (with some exceptions). Essentially, treat these Force energy appropriately. If it’s firing physical
Danger Sense objects as if they were “Vorpal” swords from a objects... Then each of them would have to have
Sense Force Disturbance – Distance is directly fantasy setting. These are the weapons of Raw been fashioned as Alchemical (Magical / Force)
proportional to Attribute and the gravity of the Jedi, Somatic Jedi, Sorcerers, Quixotic Jedi and
event. (Innate) even some Traditional Jedi. I am removing the
Reduce Injury inherently “evil” taint from Sith Swords unless,
Receptive Telepathy (Innate) of course, the object was specifically designed to
Accelerate Healing inflict pain or it was created by sacrificing 100
Enhance Attribute people and channeling their essences into it. The
Jedi Combat (Attribute = Bonus) (Innate) Alchemical creation of a weapon is the basic
Force Attributed adds 1 Point Per Pip to hit for fundamental of where all Jedi began. An item
Lightsabers & Alchemical Weapons. that allows them to channel their powers directly
• ½ This bonus (round up) applies to any into it just like the Lightsaber.
Melee Weapon or Unarmed Attack. Items with Cortosis woven into them are also
Base Proficiency: Lightsaber/Alchemical The weapon of the Tapani Dueling Class. Also, considered to be “Alchemical” in nature,
Weapon (Cost 1 slot for Full AP) it’s no less a Lightsaber than any other … save however, they really don’t carry the same level
for the fact that people not in the know build of significance. Cortosis has long been a
• Inherent Usable Abilities are not considered material that has been associated with combating
actions, but as free actions (1 Free action to them like crap and they malfunction regularly.
However, a well constructed Light Foil is just as Jedi. However, the material itself is only
trigger, if you have free actions remaining, significant for the fact that it resists an incredible
otherwise, 1 Action) durable as any Lightsaber. Damage Codes, as
amount of energy damage and will, possibly,
244 245
objects and that gets tedious and expensive. Reflexive: The Weapon grants the wielder Fast Alchemical Weapon Properties
Reactions, in the event that they already possess Primary Secondary Tertiary
Thus, when creating these objects they have a
this Advantage the item will afford doubled Free Summon Weapon: Wielder Bound to User: Item only Sheds Light: 0-10m, wielder
number of special properties that can be assigned
Actions from the advantage (4 instead of 2) and can summon to hand. responds Bound Individual. choice.
to them at the moment of creation. We have
allow them to further push the boundaries of the Ranged Primary: Object can Generates Ammo: Item Melee Capable -20: Item can
included a list for the most common base powers
Advantage (bonuses to defense, quick draw, etc). be thrown long ranges or is a creates unlimited ammo. be used in Melee at a reduced
for these objects, many of which make then
ultimately more interesting than owning a Multiple Actions: The item, literally affords the Bow or Crossbow. Physical or Energy (choose). damage.
Lightsaber. All of them possess a Primary and wielder a “Fire Control” Bonus if they invest 1 Danger Pulse: Grants Sixth Physical Defensive Bonus: Boomerang
Secondary Ability. With particularly ancient or Free Action they receive one free attack or parry Sense Advantage. Adds +3 to Defense.
Intelligent: Weapon is sentient. Offensive Bonus: Adds +3 to Splits into paired weapons
evil objects, possibly, possessing additional with the weapon. hit.
abilities. All Abilities require the use of a Free Reflexive: Weapon Grants Minor Summoning: Wielder Sheds Heat/Cold: Ignite/
Recovery Tests: The object affords the wielder 3
Action to activate unless the primary mode of use Fast Reactions can summon, limited range. quench fires / objects and
additional Recovery Tests per Day.
obvious (like a Bow being drawn to fire). clothing. +3 to Survival
Full Regeneration: The object not only affords Multiple Actions: +1D to Melee Adds +2 to Toughness Adds +2 to Healing
Primary Abilities the wielder +3 to all recovery tests, but it will Skill for +1 Full Action
allow for them to be able to re-grow lost limbs Adds 3 Recovery Tests per Adds 2 Recovery Tests per Adds 1 Recovery Test per Day.
Summon Weapon: The Wielder can summon and organs. Day. Day.
the weapon/item to hand over any distance. Allows Full Regeneration, +3 Wielder can Blink: Personal Adds +3 to Endurance Tests,
Anyone holding onto the weapon is teleport-ed Foci: The object acts as an amplification device to Healing. Short Range Teleportation +2 to Force Resistance.
with the item to the user. for the wielder’s core Force Attribute. It Foci: Increases the Force Destroy-able: Causes an Armor Penetrating: Ignores 25
increases their ability by +1D. Attribute of the Wielder +1D explosion Triple it’s rating. points of Ablation
Ranged: The Weapon is chosen to be a principal
Secondary Abilities Recovery: Adds two Recovery Tests per day to attack. Range: 5 Meters
Bound to User: The Item is metaphysically the wielder. Split Weapons: (Paired) the weapon splits into
bound the wielder. This means that the object Blink: Affords the wielder a short range two equal pieces that can be used as individual
can only be utilized by the wielder / creator. The teleportation that can be set in one of two paired weapons or handed off to be used in
object is utterly useless in the hands of another fashions: Automatic and Triggered. The latter of tandem with you by another.
and will function as an inert (or basic) version of which requires a Free Action to perform at the
itself. Ex: A Magical Sword will function as an Sheds Heat/Cold: The object emits soothing
time of the Blink. In the case of the former, the
“indestructible” basic sword (STR + 20/2D). heat & comforting cold (for hot environs) an
wielder assigns 1 Free Action to the object and it adds +5 to Survival Tests.
Generates Ammo: If the object is a ranged instantly teleports them up to 5m away when
weapon (or quiver) it generates ammunition for a they take damage. The position of the Blink is Rapid Healing: +2 to all recovery tests
ranged weapon, note that the weapon must specific weapon type. This ammunition can always controlled by the wielder. Rapid Recovery: +1 to Recovery Tests
specify the Tertiary ability of Melee if it is to be either be “solid” or energy based. It must be Destroy-able: The weapon can be sundered, by
employed in close combat. specified and the object can only generate that Enduring: +3 to Endurance Tests, +2 to Force
the wielder (only) to unleash all it’s Force / Resistance
Danger Pulse: The item warns the wielder, with ammunition type as needed, in preparation of Magic in a massively destructive AoE blast equal
high accuracy of impending danger. The weapon being fired. Unused ammunition evaporates after to 3 times the Weapon’s Damage Code & will Armor Penetrating: Ignores 25 points of
/ item grants Sixth Sense, if already possessed or use. The ammo allows for the Jedi to channel channel the wielder’s own damage rating if they Ablation & will scale appropriately as needed
Danger Sense Force Power is employed it adds their abilities through it to amplify it’s effects. are sacrificing themselves. Range is 1.1 Feet per
+3 to the Sixth Sense bonuses. Physical Defense: The Object adds +3 to pip of the Weapon + Force Attribute (if
Physical Defense. sacrificial).
Intelligent: The item has had a spirit or other
entity attach itself to it. This is not always
beneficial (so long as the new wielder is not
diametrically opposed to the creator of the item). Offensive Bonus: The object adds +3 to strike Tertiary Properties
The Object has a 2D Knowledge & 4 Skills at with a specific attack type. Sheds Light: The Object sheds light in a
2D (and will increase it’s skills over time) and Minor Summoning: The object in question can controllable fashion of a 0-10m meter radius.
can communicate via Telepathy. Furthermore, in be summoned to the wielder’s hand at distances Melee Capable: The object is either a non
rare circumstances the weapon can telekinetic- of up to 120m. Otherwise it functions identically weapon or a ranged one that is capable of being
ally wield itself in defense of a downed master to the Summon Weapon Primary Power. used as a melee weapon at a reduction to it’s base
with the same skill level and attribute dice, in
Toughness: The object adds +2 to the wielder's damage code (-20).
this instance afford the weapon a +12 to Full
Defense to protect a downed wielder. Toughness and will allow the wielder to expand Boomerang: The Object can be hurled for lethal
toughness to 7 instead of merely 5. damage and returns to the wielder after the
246 247
Hurricanes Then came the threat, the doors to the shack that
supposedly housed the command AI for the local
The storm outside raged relentlessly. The Separatist threat burst open, a full squad of my
howling winds continuously pierced the shelter friends, my brothers, opened fire on us without
that continuously threatened to rip itself apart. hesitation. My Master was fast, she moved to
This was no natural storm. It was the same when shield me and parried the fire, cutting down the
I was born, this storm existed as if it had a mind Clone Troopers in less than a second.
of it’s own. Perhaps, then it was just me. As it is
now. There are these forbidden layers of “Get up... Justin, we have to move!” She cried
knowledge that Jedi are not allowed to access, out, clearly wiping tears from her eyes as well.
yet that doesn’t necessarily mean you can’t
“Why?” Was all I could manage as I rose to my
access them. It just makes it more difficult to tap
feet.
into the primal forces you have a level of control
over. rolling unnaturally into the area of this desert My mother had left the Jedi who came to whisk
“No time for that” She responded as she grabbed planet. me away to the Order with a note and nothing
me and threw me behind a well in the courtyard more. The note said the following:
To the Jedi some affinity with nature and that of
with enhanced strength, then parrying over a “The Council thought you were too dangerous to
storms was not uncommon. These principals
were things taught to Jedi as they traversed the
dozen blaster bolts and whipping any debris on train...” She yelled behind her, to me, with a He is born of storm and fury, his birth portends
the courtyard into troopers nearby. bloody hand outstretched to stay my approach,
landscape of their understanding of how the
the other continuing to parry incoming fire. an omen of destruction to this village and our
Force penetrates all things, how it flows through
the universe and how it has an impact on every
There was no good avenue of escape, we were “You are! Now it’s time to let that storm in your people. Take him away and train him so that his
facet of life in the galaxy from the galactic
completely surrounded by at least a regiment of heart kill these bastards! So that you might live affinity for darkness does not consume the galaxy
clone troopers. Though that didn’t seem to phase and save others.” She took a blaster shot high in
events of a super nova all the way down to her as she repelled grenades, blaster fire and the chest as she weakened, dropping to a knee.
one day.
individual rainstorms on planets a billion light conventional weaponry all the same as no
years away from such galactic scale events. display of her proficiency I had ever seen could It is almost as if she knew, somehow, who I
The tears flowed freely from my eyes as the sky would become and the power I held inside.
speak to her skill here. sundered itself. I felt a wrack of pain as a vibro
Affinity with nature was deemed too dangerous a Perhaps there is some truth to that and perhaps it
principal to train this Jedi Knight. The focal knife slammed into one of my shoulders, which I was time to access the Jedi archives with or
The well shielded me from some of the fire, my pulled out with the Force and slammed into it’s
point for the Force Storm that is ravaging the lightsaber flashed into being and handled the rest without Council support to find out. That
landscape outside the shack, I suspect, is myself. owner with enough energy for pick the trooper wouldn’t end up being an issue either with most
as I started emulating her and the clones fell at off his feet and throw him into an adjoining
There is an order to the madness and a certain our feet in dizzying numbers. We fought back to masters dead or in the wind.
familiarity to it. One which I experienced on the building. I moved to her side, and placed a hand
back, each of us taking wounds from everything over the hole in her chest as I watched the light
day of my birth, when the Jedi arrived to whisk from debris to blaster bolts slicing so closely past As the Jedi order fell, I rose and I was true to my
me away from my parents and the reason why in her eyes begin to fade “I’m sorry..” Her master’s wishes. I saved as many as I could and
us they opened up rivulets of blood on our skin fingers, pressed to my lips.
the village of my birth still exists. as they seared the flesh partially open. got them to safety. I became something
altogether different than a Jedi Knight, a
These storms are typically associated with dark “Don’t be, I’m filled with anger and pain too. practitioner of both Ashla and Bogan.
All out efforts centered on staying alive. We Now, use it, and live..” And then she was gone. I
and fallen Force Practitioners. However, I don’t wove a nearly perfect barrier of defense as we My, personal, Jedi Code:
feel that darkness. I just feel the weight of loss screamed, the shock waves from the scream
were forced to move, in tandem, through the lifted bodies and debris and flung them into the • Kill those too powerful to let live and spare
in my heart. First, we felt their deaths like sharp killing field of dismembered troopers. In short
pinpricks at the back of our necks, deaths of approaching masses; fabric of reality also tore, those that have a chance of redemption.
order we found ourselves back at the entrance to and an unnatural storm of swirling chaos and • Look not for the fight but when it comes, join
fellow brethren separated by thousands of light the shelter, the regiment surrounding us and the
years. First one, then a rush. Then some a few rage erupted, synced with my pain, my anger and it fully. Fight with fury and righteousness.
structure. I was launched into the shelter by her my blind rage at losing everything I had ever • Seek refuge in the dark, yet, know when to
hundred light years away and an immediate wave just as I sensed the threat, a clone at out feet
of death pushed me to my knees as my master loved. step into the light.
triggered his satchel charge and she saved my • You will know fear, accept and master it.
sagged to a table, the death had found us here on life.
Talos IV. We knew them first hand, Jillian and I forced my will over the storm I had unleashed • Rage is only natural, one can only bottle so
Master Thrace. They were assigned to the other and washed the face of the desert clean of my much. With Control, we release it.
Rolling to my feet, in the entrance to the shelter, adversaries and then sent it into space, where it
side of the world to put down a Trade Federation I could see she had contained the explosion. She • Hatred must be managed or it will consume
droid plant while we tackled the command center consumed the Venator and the task force that was
redirected it, into the approaching mass of clone preparing to rain fire down on our location, and you. If there is no Order as it was destroyed,
on the other side of the world. Their deaths troopers blowing them apart. Blood fountain-ed we are free. Thus we need not hate. Be at
forced a sob to wrack my body. Lightning split then as abruptly as it had begun it disappeared
from that side of her body as she fought to into the void. I collapsed on the ground, peace and at war as necessary to live.
the sky, at what almost seemed the same control it, still parrying errant shots through the
moment. exhausted.
smoke and fire. The sky darkened, storm clouds
248 249
Master Power List Sense and Alter:
Dim Others Senses
Force Powers Examples:
White Current: Jedi can conjure Illusions
Force Shield (using Force Attribute) or aid other White
Control: Current Illusionists directly (adding their
Absorb/Dissipate Energy Control, Sense and Alter:
Accelerate Healing Affect Mind Attribute Pool to the White Current User’s tests).
Burst of Speed Battle Meditation
Concentration Enhanced Coordination
Sorcerer: Jedi can cast magic using Alter.
Contort/Escape Fold Space Quixotic: The Jedi choose a single combat form
Control Disease Force Harmony
Control Pain Protective Telepathy
(Quixotic Practitioner's) to become proficient in.
Detoxify Poison Projected Fighting Difficulty Reduction Emulation: Traditional
Emptiness Farseeing Jedi never gain a bonus to these abilities other
Enhance Attribute
than their own, inherent, applicaple bonuses or
Force of Will
Hibernation Trance
Dark Side and Sith Powers Traditional Jedi are incredibly powerful. Many Advantages that apply..
Instinctive Navigation Unclassified: of their powers trigger instantly and with no
Reduce Injury Force Scream difficulty at all. Simply apply Force Attribute + The principal manners in which
Remain Conscious one or more of their Force Skills and sometimes Jedi Powers Trigger
Remove Fatigue Control:
Short-Term Memory Enhancement even add their regular Attributes to the totals. 1. Instantly: The power is triggered by
Channel Rage
Horizontal Traversal Rage Though they do have some limitations. There is applying one or more Free Actions. These
a cost to their great power: free actions do not count against how many
Sense: Alter: abilities you can park (or use in a round).
Beast Languages Bolt of Hatred • Powers used for unselfish reasons extract
Combat Sense Dark Side Web little to no toll on the Jedi deploying them. 2. Activation / Deactivation by Testing:
Danger Sense Injure/Kill Control, Sense & Alter are rolled vs a target.
Direction Sense • Powers used in selfish fashion or for personal
Instinctive Navigation Control and Alter: gain drain a single recovery test for the day. 3. Opposed: When fighting another Jedi, both
Life Detection Aura of Uneasiness Jedi’s powers come into direct conflict with
Life Sense Create Force Talisman
• Powers used to tap into the Dark Side one another. With one delivering damage
Life Web Drain Energy consume a single recovery test for the day and the other mitigating it. A weaker Jedi can
Magnify Senses Electronic Manipulation (when the recovery test is lost the Jedi will
Merge Senses be completely ineffectual or obliterated.
Feed on Dark Side not suffer the “dazed effect”).
Post cognition Draw from Background Emotions 4. If a power doesn’t list itself as being
Predict Natural Disaster Force Lightning If you use the above three rules, the “maximum activated by a Free Action, then that power
Receptive Telepathy Hatred out of pocket” for the Jedi is 2 recovery tests. takes Action(s) to activate. Per Force Skill
Sense Force Presence Inflict Pain
Sense Force Potential Subclass Emulation required to activate a power = 1 Action.
Waves of Darkness
Sense Path Thus a Control only power would take 1
Shift Sense Control and Sense: The Jedi must spend time training with the Action to use, however, a Power requiring
Translation Sith Sorcery Subclass in order to learn the nuances of their Control + Sense + Alter would require 3
Weather Sense respective Force Views. A Traditional Jedi must Actions. However a Jedi can activate each
Sense and Alter: possess no less than 5D in Skill in the respective Force Ability, individually, in separate
Alter: Force Wind
area in which they are attempting to “Emulate”. rounds to avoid multiple action penalties.
Telekinesis
Force Light Control, Sense and Alter: • 5D in Control, Sense or Alter is required to 5. Any Power that can be “Sustained” can be
Alchemy parked for 1 Free Action in the same round or
Control and Sense: Control Mind
learn a Subclass Discipline.
Force Unity Create Force Storms round following it’s activation.
Life Bond • Requires 1 Free Action to Step into the Role
Advanced Melee Combat
Doppelganger of a Subclass Jedi (and bars access to other 6. Likewise, any power that takes multiple Free
Drain Life Energy Actions to Activate in the first round only
Advanced Ranged Combat Drain Life Essence skills).
Control and Alter: requires 1 Free Action in the second and
Memory Wipe • Attribute Based Emulation has no
Accelerate Others Healing Telekinetic Kill subsequent rounds in order to be kept “up”.
Control Others Disease Transfer Life requirement and is limited to the Force 7. If you have a bonus like a reduction in
Control Others Pain Force Illusion Attribute of the Traditional Jedi. difficulty for being a Balanced or Focused
Control Breathing
Create Force Talisman Questionable Powers: • Traditional Jedi cannot Emulate Limited Jedi. Jedi, that difficulty reduction converts into a
Detoxify Others Poison Sever Force direct bonus to the end result IF the power
• Time to learn, 5 Game Sessions. has no difficulty (either escalating the
Force Jump
Place Another in Hibernation Trance • Traditional Jedi can learn All Jedi Subclasses. Success level or adding +3 per DR).
Remove Others Fatigue
Return Another to Consciousness • No Bonuses from the Subclasses to their 8. Sub-Class Jedi function very much like the
Transfer Force Tests. above (#6) bonuses.
250 251
Control Powers dramatically for a short period of time. The
Move increase is determined by the Force
you’re targeting. Success at any level reduces
the disease by the appropriate amount. The
Force to flow through them. Heroes in emptiness
seem to be in deep meditation and are totally
Attribute & the Control Dice. power functions in the same fashion as accelerate oblivious to their surroundings. A character in
Absorb/Dissipate Energy (1FA) Base Move Increase: healing, in addition it consumes a recovery test emptiness may not move or take any action
Control + Force Attribute • +1 per D in control (adding Strength to the result); Strength 3D, except to disengage from the emptiness. While
Difficulty: The damage of the attack, radiation, • Force Attribute adds directly to Move (2D = Force Attribute 2D & Control 3D = in emptiness, a hero is difficult to sense or affect
sunburn, Force Lightning, Bolt of Hatred (yes 6, 3D = 9, 4D+1 = 13). • 6 for Force Attribute with the Force. When another being attempts to
the Force is a type of energy), etc. • Cannot be Sustained; can be used every other • 3D6 rolled randomly for Strength use a Force power on the hero in emptiness, add
Effect: This power allows Jedi to absorb/ round. • 3D6 rolled randomly for Control 3D DOUBLE the meditating character’s Force
dissipate energy, including light, heat, radiation, • Total = 6D6 + 6 in Disease Reduction, +1 Resistance + Control, in addition to their natural
and blaster bolts. Their resistance is their Force Concentration (1FA) times (to heroes base) per day (or once if the resistance, for the other character’s tests. This
Attribute + Control Dice Randomly Rolled. Any Control Only Hero has no remaining Recovery Tests, can difficulty is added regardless of whether or not
damage that spills over is deducted from Jedi Difficulty: 0 if the Jedi is relaxed and at peace; be used in tandem with Accelerate Healing the empty character would willingly receive the
Defense or Health. This power may be used to -6 to the effect if Jedi is filled with aggression or even if no recovery tests remain). power’s effect. Once a character gets out of
ward off sunburn, heat-stroke, and radiation fear; -12 to the effect if the Jedi is acting on the emptiness, the character gets a +9 bonus
exposure, as will as withstand intense heat. This negative emotions (using it to kill someone). Control Pain (1FA) modifier to all Force skill & resistance rolls for
power may also be used to absorb blaster bolts, Effect: When using this power, Jedi clears all Control Only a period equal to the amount of time the
as Darth Vader did on Cloud City. The character negative thoughts from their minds, feeling the Effect: Every D of Control mitigates 1-3 points character spent in emptiness + 2 Hours. This
must activate the power in the same round to Force flowing through the universe and their own of pain. Example: The Jedi is Incapacitated, -9 bonus is reduced by 3 for every Tier of Dark
absorb the blaster bolt or Force lightning -- the being. The individual Jedi concentrates on one to all tests, 3D of Control will block this penalty Side Attunement the hero has. When in
power can be triggered as a Free Action so long specific task at hand. The Jedi receives their for 1 Free Action per round (The Power is valued emptiness, characters dehydrate and hunger
as the ability is trained. Dice in Control as a bonus to a single skill. at 3 points per D of Control, lower skilled normally – some initiates have died because they
• Absorption adds 6 to the total damage in This power may be used in conjunction with individuals must randomly roll to Control Pain lost track of time and didn’t set a trigger to bring
terms of difficulty to absorb the damage. Force Points and Character Points. This power is levels higher than they have Control Dice). themselves out of emptiness or they lacked the
• Reflection (in a random direction) is a flat 0 only in effect for one round and may not be kept raw Control to do so.
modifier. up. Detoxify Poison
Control + STRength + Force Attribute • When the character enters into emptiness, the
• Re-direction at a target or targets (possibly player must state for how long the character
even the originator) adds 12 to the overall Contort/Escape Requirements: Uses Recovery Test
Control + DEXterity Difficulty: 9 for a very mild poison (alcohol); 12 will be in meditation. A character must make
difficulty and strikes as the skill which it was a 18 Control skill test to exit emptiness.
fired originally. Time to Use: 1 Full Round Action for mild poison; 18 for an average poison; for a
Difficulty: 3 for loose bonds; 6 for hand binders; virulent poison; 21+ to heroic for a neuro toxin. • For every four hours after the missed target
Accelerate Healing 9 for serious restraints; 12-15 for maximum Time to Use: Instant add +1 to the test to exit Emptiness.
Control + STR + Force Attribute security, 18+ for paranoid security, 36 vs a Force Effect: This power allows a Jedi to detoxify or Example: Difficulty 18, Control: 6D = 6D6
Time to Use: Instant Cage (it’s an internalized activation). eject poisons that have entered her body. The rolled randomly and added together. If the result
Effects: Allows the Jedi to use an additional Required Powers: Concentration, Control Pain power functions in the same fashion as accelerate is below the target number the Jedi can test again
Recovery test per day (the power has it’s limits, Effect: The character may escape bonds by healing, in addition it consumes a recovery test in another hour. A hero can always add
thus the heroes recovery tests +1 = number of contorting in painful and difficult (but still (adding Strength to the result); Strength 3D, Character Points to pull them out of emptiness.
times a day this can be performed) of Point for physically possible) ways. By stretching, Force Attribute 2D & Control: 3 = The hero may attempt to come out of
Point healing, add the Jedi’s Strength to the total. twisting, and dislocating joints a Jedi can escape • 6 for Force Attribute meditation under the following circumstances:
Example: Strength 3D, Force Attribute 2D & almost any physical restraining device. While • 3D6 rolled randomly for Strength When the stated time has passed. Once each
Control 3D = this is indeed a painful procedure, Jedi are • 3D6 rolled randomly for Control 3D hour beyond the original time limit. Triggers
• 6 points for Force Attribute trained to block out the pain and focus on the • Total = 6D6 + 6 in Poison Nullification, +1 (chose only one) can be set as well, like physical
• 3D6 rolled randomly for Strength task at hand. times (to heroes base) per day. stimuli, if the character’s body takes any external
• 3D6 for Control 3D damage (even stun), they immediately snap out of
• Total = 6D6 + 6 in accelerated healing, +1 Control Disease Emptiness the Emptiness. You can shake someone in
times (to heroes base) per day (or once per Control + STRength + Force Attribute Control Only
Required Powers: Accelerate healing & Difficulty: Very dangerous to enter into with Emptiness awake. Audible triggers can also be
day if no recovery tests remain). utilized like the warbling of the bridge sensors
• Cannot Botch Requires 1 Recovery Test to Use less than 6D of Control.
Time to use: 1 Minutes to several uses over time Notes: Characters with Dark Side Attunement 3 when reaching the end of a hyperspace jump.
Burst of Speed (1FA) Effect: Control disease allows the Jedi to direct & 4 cannot use this ability. However, these preset triggers merely reduce the
Control + Force Attribute and control the antibodies and healing resources • Heroes with any level of Dark Side Control difficulty to emerge from Emptiness by
Required Powers: Enhance Attribute of their body to throw off an infection or to resist Attunement increase the difficulty to exit 3. Cannot be affected by negative, mind
Effect: A Jedi can use this power to enhance the diseases within the body. This power allows Emptiness by 6 per tier. affecting, force powers while in this state.
their Move rating, increasing their running, a Jedi to control their disease. The Virulence of Required Powers: Hibernation trance Enhance Attribute (1FA)
walking, swimming, climbing, jumping speeds the Disease is rated by the effective Wound Level Effect: The user empties their minds to allow the Control + Force Attribute
252 253
Difficulty: None before dying of thirst. Anyone who sees a Jedi in Remain Conscious (1FA) Search and Investigation skills as necessary to
Effect: A Jedi uses this power to increase an hibernation assumes they are dead unless they Difficulty: None find the missed clues.
attribute for a sustained period of time (FA). An makes a point to test them. Traditional & Required Powers: Control pain Skill Requirement = Memory
increased attribute can help a Jedi jump higher, Quixotic Jedi will be able to detect the Force Effect: Remain conscious allows a Jedi to remain Difficulty / Memory Extension
see better, and run faster. All skills governed by within the hibernating character and realize that conscious even when he has suffered injuries 3-9 / Through current session
the enhanced attribute increase by the same they are alive. which would knock him unconscious. In game 12-18 / Through last session
amount for as long as the power remains in Game Effects: -3 DR Endurance, Survival, terms, when a character with this power 21-30+ / Through last two sessions
effect. An attribute increased by this power Willpower, -1 DR to all mental checks pertaining suffers this kind of injury, they ignore the
remains enhanced for the duration sustained. to survival or clam, ONLY while in meditative knockout effect or penalties. Horizontal Traversal (1FA)
• Limitations: Only Dexterity, Strength & state, can “sleep” in this state and is aware of Control & Force Attribute for Distance Bonus
Mechanical can be so enhanced. All three surroundings on normal perception check ( at -1 Notes: I threw out Resist Stun as a power after
working through this one, as you can sustain it Difficulty: 3+ (Terrain Difficulty)
Attributes can be raised and maintained in DR). While in this state, opposed Jedi powers Required Powers: Burst of Speed
tandem at the cost of 1 FA Each. are all at +3 DR. Furthermore, in this state the and ignore the effects of stun(s).
Effect: You can use some or all of your
• The Force Attribute is the direct bonus added Jedi only requires half the normal rest to have a • If Stuns reach Lethal Levels damage will be movement on a wall, even jumping between two
to the Attribute in question (1D Force “full day equivalent” of rest (thus their recovery applied to the Jedi as normal. to remain in motion.
Attribute = +3 to STR, DEX or MEC) tests will refresh in less time, GM discretion but • Every D of Control you possess allows run in
• Control adds a flat bonus to the Attribute (1D likely allows ½ a sleep cycle: aka 4 hours). Remove Fatigue (1FA) a certain difficulty of terrain. The limitation
+1 Point, 7D = +7, ex 3D6+7) Difficulty: None is how difficult your vertical (wall) terrain is,
Instinctive Navigation Required Powers: Requires Recovery Test & GM determined.
Force of Will (1FA) Control + Navigation (+ MEChanical) Accelerate healing, Control Pain • This is not meant to be impossible or
Willpower Skill Only Difficulty: Special; 1 Action for all above Skills Effect: The Jedi uses this power to combat the challenging. If you can’t match the level of
Difficulty: None Time to use: Instant effects of strenuous work. The Jedi manipulates terrain, add Character points or spend up to
This power may be kept for 1FA Effect: Instinctive Navigation (Control) is far the Force, causing bodily toxins to be ejected 1-3 additional FA or a Full Round to prepare,
Effect: By using Force of Will, the character uses simply turning the Jedi into a Navigational much more efficiently, thus allowing for greater etc.
their own willpower skill to fight the effects of Computer. The Jedi performs the calculations stamina. The Power can remain up for one day The height you can achieve on the wall is limited
hostile Force powers. Typically, Willpower and adds them to the Navigation Skill to make per D of Force Attribute they possess. only by your movement. The power adds to your
simply adds 1 per D to Force Resistance. When the jump to Hyperspace. If the Navigation
• While it uses a recovery test it also conveys base movement for a combat round. If you run
this ability is put “up” it delivers 6 points per D computer provides a bonus it is accepted, if it
the benefits of one in healing if necessary. out of movement, the power is sustained and
of Willpower possessed. The bonus is to the provides a penalty (or doesn’t exist) it is ignored. remains up (and you remain in motion). Treat
Willpower Skill as well as Force Resistance. Short-Term Memory Enhancement
Example: 2D Control + 3D Navigation + 2D the wall as normal floor for the purposes of
Hibernation Trance (1FA) Mechanical = 5D6 + 6 Control Only measuring your movement, but not for where
Control + Force Attribute Difficulty: 3+; 1 FA to use you can begin or end your move. Shifting from a
Difficulty: 15
Reduce Injury (Innate) Required Powers: Hibernation trance horizontal surface to a vertical surface (and vice-
Force Attribute + Control Effect: When a Jedi uses this power, they can versa) adds 3 to the difficulty.
This power may be kept up as 1FA Difficulty: None replay recent events in order to more carefully
Effect: The Jedi places themselves into a deep Note: If used in conjunction with Burst of
Effect: By using this power, a Jedi may call upon examine images and peripheral occurrences.
trance, remarkably slowing all body functions. Speed, the Force Attribute is considered Double
the Force to reduce the amount of injury they Using the power, a Jedi can freeze images and
The Jedi’s heartbeat slows, their breathing drops it’s rating.
suffer. This power ONLY triggers on a kill even scan memory tracks to recall details that
to barely perceivable levels, and they fall result. This is automatic, it doesn’t require an were seen but not consciously registered at the
unconscious. When a Jedi enters a hibernation
trance, the character must declare how much
action. time of observation. Sense Powers
• Force Attribute provides Double it’s normal
time they will spend and/or under what benefit (x2). In game terms, this power can be used to alert a Beast Languages
circumstances the character will awaken: after a Jedi to information, items, other characters, or Sense + Force Attribute
• Control Will Be rolled randomly and added
specific amount of time, or what stimulus needs anything else that passed before his senses within Difficulty: 6 if the animal is domesticated/
to the Force Attribute result.
to be present (noise, someone touching them, a specific span of time. In addition, if a friendly (such as a bantha); 9 to 12 if the animal
etc.). A character can heal while in a hibernation Example: Force Attribute 3D = 18 + Control 2D game master provided clues or leads to clues that is wild, but non-predatory (such as an
trance, but may not use any other skills or Force the result is directly subtracted from the damage. the players originally missed or ignored, this undomesticated taun-taun); 15 to 18+ if the
powers. Hibernation trance serves two • This will use one recovery test. If no power can be used to recall them. When players animal is ferocious/predatory (such as a wild
purposes. It allows a Jedi to “play dead.” It can recovery tests are available, a persistent get stuck on a puzzle or mystery within an rancor). This power may be kept up for 1FA
be used to survive when food or air supplies are injury will be applied (severed arm, leg, etc). adventure, this power can alert them to possible Required Powers: Life sense, receptive
low. A character in hibernation uses only about a • Reduce Injury only functions once if no solutions, if those solutions were observed earlier telepathy, projective telepathy, translation
tenth as much as someone who is sleeping – they recovery tests are available (and only as in the adventure. How far back a Jedi can Effect: This power allows the Jedi to translate a
can hibernate for 1 day per pip in Force Attribute many times as the hero has recovery tests in remember depends on the success of their beast-language and allows the Jedi to speak it.
+ 1 Day per Level in Control in a dry climate & addition to that). Control Test. For catching the actual details, As creatures rarely have “true” languages, the
up to 2 days per pip and level in a wet climate allow the Jedi to use their Perception Attribute, Jedi is actually reading the differences in surface
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emotions within grunts and growls and other • If a perfect information result is achieved, the Life Detection knows the approximate distance to the
cues of body language. Note that the character hero doubles all bonuses from the Sixth Sense Only population (i.e., hundreds or thousands of
may keep up this power if the Jedi needs to Sense Advantage & adds it to their defense. Difficulty: Force Resistance if the subject has kilometers, or single tens, hundreds, or thousands
continue picking up the emotional state of a Force skills or is Force Sensitive. Force of light years). The base difficulty depends upon
creature. For beasts that can be ridden, increase Direction Sense Resistance + Relationship modifiers if not Force the size of the nearest significant population:
the beast compliance with the Jedi. Sense + Force Attribute Active. This power may be kept up as 1FA 3 Population in tens of billions
Difficulty: 6+; modified by proximity. This Effect: This power allows the Jedi to detect the 6 Population in billions
Combat Sense (Innate) power can be kept “up”. location of sentient beings who might otherwise 9 Population in hundreds of millions
Sense + Force Attribute Effect: Direction sense allows a Jedi to be remain hidden from their normal senses. When 12 Populations in tens of millions
Difficulty: The highest Force Resistance guided by the Force toward a particular goal or the power is activated, the Jedi knows the 15 Populations in millions
present, modified by +1 for each additional destination. It could be an object of importance, location of all sentients (including Sentient 18 Population in hundreds of thousands
opponent the Jedi wishes to defend against. the north pole of a planet, the nearest cantina, Droids) within 3x Force Attribute in meters 24 Population in the tens of thousands
Required Powers: Danger sense, life detection etc., but this power does not sense life forms. (rounding up to the nearest D) if the power is 30 Population in the thousands
Effect: Combat sense allows a Jedi to focus on Alternatively a Jedi may use the Force for kept up, the Jedi may know whenever a sentient 40 Population in the hundreds (or less)
the battle at hand. Everything else becomes guidance through a maze like cavern. If the Jedi approaches within 3x Force Attribute in meters • This power requires at least 20 minutes of
dulled and muted as the Jedi’s senses are all meets the required sense difficulty, they just of them or vice versa. When the Jedi approaches continuous concentration.
turned toward the combat occurring around him. know the general direction the object or location or is approached by a sentient being, the beings
All targets become mentally highlighted in the is in: left, right, forward, behind, above, below. being sensed resist with their Force Resistance. Magnify Senses (1FA)
Jedi’s mind, enhancing their ability to attack and If they succeed by 6 or more, the Jedi knows If they actively wish to resist, they may apply Sense + PERception and/or Search
defend. exactly in what direction and how far their Control to avoid detection. Both are “free” Difficulty: Detection difficulty modified by
away the location is from their current position. actions and don’t count as a skill use. If a tie proximity.
In game terms, the Jedi gains important Time to Use : Instantaneous
advantages. First, the Jedi may choose when Instinctive Astrogation (Navigation) occurs, the Jedi detects the creature in question.
If Jedi beats the target by 10 or more points, the Effect: This power allows a Jedi to increase the
they wish to act that round—no initiative rolls Sense + Force Attribute effectiveness of their normal senses to perceive
are necessary while the power is in effect. If 1 Action Jedi is aware if the person has Force skills (yes
or no), is Force sensitive (yes or no), or if they things that are otherwise impossible without aid.
more than one Jedi is using the power, the Jedi Difficulty: 9 (Space); (3 Planetary) increased by They can hear noises beyond their normal
with the highest Force Attribute goes first. any modifiers. have met before (yes or no), and if yes, what
their identity is. hearing due to distance or softness they can’t
Second, the Jedi’s attack and defense tests are Required Powers: Magnify senses hear or see beyond normal species frequencies.
increased by +3 (Natural, Vehicle & Force Ship Requirement: Navigational Computer
Defensive Ratings). Combat sense lasts for ten Life Sense Likewise, they can see normal visible things
Effect: This is the more well known ability of Sense Only over distances that would normally require the
combat rounds and doesn’t count as a “skill the Jedi to calculate astrogation routes with the use of macro binoculars and identify scents and
use” for determining die code penalties. Difficulty: 3. Modified by proximity and
use of a navigation computer. The Jedi uses their relationship & Force Resistance odors that are normally too faint for human
sense skill to feel through the myriad of olfactory senses. The Ability can trigger as a
Danger Sense (Innate) hyperspace routes to determine the safest path.
Required Ability: Life detection
Force Attribute + Sense May be kept up to track a target as 1FA Free Action for PER + Sense or as an Action for
The difficulty is modified by the treacherousness Effect: The user can sense the presence and Sense + PER + Search.
Difficulty: None of the path:
Effect: Danger sense allows a Jedi to extend identity of a specific person for whom he
their senses around themselves like protective
Sense Replaces Navigation searches. The user can sense how badly Merge Senses
Task is: Modifier (add to difficulty) wounded, diseased, or otherwise physically Sense + Force Attribute
sensors creating an early warning system for as Very Easy 0 (Sometimes Alter, see below)
long as the power remains in effect. Depending disturbed the target is. A target may use their
Easy +3 Control skill to hide their identity from the Jedi Difficulty: Force Resistance: Modified by
upon the nature of the danger the warning may Moderate +6 proximity.
be ambiguous. that uses life sense. The character’s control skill
Difficult +9 is added to the seer’s difficulty. Time to use: Full Action
• Per D of the Sense Skill the Jedi receives a Very Difficult +12 Required powers: Magnify senses
+1 to Force Resistance & Natural/Vehicle
Defense vs the immediate threat (whether or
Heroic +15 Life Web Effect: This power allows a Force user to
• If the Jedi succeeds at charting the course, Sense + Force Attribute perceive things through the senses of another
not they have perfect information). they need only generate a Moderate Success creature, one with animal intelligence or less.
• The Force Attribute adds a deflection bonus Difficulty: See below: modified by proximity.
(12) total to plot a safe path. Required Powers: Life detection, life sense, They can see through the eyes of the selected
of 6 Points per D, 2 Per Pip. • This power can be used to shave time off of a creature, enjoying the benefits of being bound by
• The Innate Power adds 1 to the Sixth Sense Sense Force
trip. Increase the difficulty by 1 for each Time to Use: 5 minutes of intense concentration the restrictions of the creature’s vision. They can
Advantage. If no Sixth Sense is possessed, hour shaved off travel time, with a minimal hear through the creature’s ears; smell was that
the GM rolls a D6 every encounter. If a 6 is Effect: This power is used to detect large
time within reason to the game master. concentrations of members of a specific species creature smells; and physically feel whatever the
rolled the Jedi receives perfect information • Here the Navigation Skill will only function creature is feeling. The Force user does not
about the upcoming attack. Otherwise the such as humans, Rodians, or Chadra Fan. When
as a Complimentary Skill (No FA required). the power is used successfully, the users sense control the creature, but can make suggestions.
Sixth Sense Advantage is required to max out The simpler or less threatening the request, the
the potential of this ability. the general direction toward the population. If
the Jedi beats the difficulty by 10 or more, she more likely it will be agreed to. If a suggestion
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goes against the nature of the creature or would The Jedi receives a vague sense of who handled target. The Jedi “hears” what the target is by proximity and relationship.
put it in an obviously hazardous situation, the the object and what events transpired around it. thinking, but cannot probe for deeper Required Powers: Life Detection, Life Sense,
Force user must make an Alter test (rolled information. When used on another player, the Receptive Telepathy, Sense Force
randomly) against the subject’s Force Resistance Predict Natural Disaster game master asks the player if they mind the Time to use: Six rounds
+ Willpower & or Perception. Failure means the Sense + Force Attribute power being used on them. If used on a game Effect: This power allows a Jedi to determine
suggestion is ignored. -3 to difficulty if they have Weather Sense & master character the game master decides if the whether that person has the potential to be strong
• If the Lesser Life Form Control Advantage is Automatically triggers as a result. target will resist. in the Force. This power only determines the
possessed, the Force user always wins in a Difficulty: 6 if the Jedi has lived in the area for Force Attribute Potential of the target. It does
more than a year. 9 if the Jedi has been living • Telepathy Test is Equal = Read Surface
battle of the wills. not reveal any additional information. There are
within the area between six and 12 months. 12 if Emotions only.
While the Force user’s senses are merged with a no negative effects for utilizing this ability.
the Jedi has been living within the area between • Telepathy Test is Greater than = Read deeper
creature’s, the Force user retains the ability to
one and six months. 15 if the Jedi has been living motivations Sense Path
take actions. Releasing the target creature can be
within the area less than one month. Modified • Telepathy Test is 50% over resistance = Jedi Sense Only
achieved instantly with no test required. The
by severity of disaster (larger disasters are easier can sense locked memories. Difficulty: Moderate
link with the creature is also broken by the death
to predict) and degree to which the disaster could • Telepathy test is double + = Jedi can read Required Powers: Emptiness, Hibernation
of either the creature or the Force user.
reasonably be predicted (game masters may thoughts that have been obscured / locked Trance; This power can be kept up for 1FA
Post Cognition decide that disasters are easier or harder to and more. Effect: This power informs a character of the
Sense + Force Attribute predict based on a multitude of factors). A Jedi can read the minds of more than one “path” he travels: whether their current actions
Difficulty: 6 if seeing less than two days into the Required Powers: Danger sense, life detection, person at a time, but each additional person are likely to lead them to the dark side, and
past; 9 if seeing two weeks; 12 if seeing 1 year; weather sense, magnify senses (unwilling only) counts as an additional action. whether any specified future actions are likely to
15 if seeing 1-10 years; 18 for 10+ years, 24+ for Time to Use: 15 minutes. May be reduced in five This power may be used on creatures and other do so (this power may be thought of as farseeing
the distant past (100’s or 1,000s of years). minute increments by increasing difficulty one sentient beings, although it cannot be used on without control). Bear in mind that without
Required Powers: Hibernation trance, life level per five minute increment (minimum time droids. Control, the Jedi does not have the ability to
detection, Sense Force to use is one minute). decide whether they see the past, present, or a
Time to use: Full Round Action, +6 to difficulty Effect: The Jedi can sense local meteorological • The Empathy Advantage applies directly to possible future. The visions they receives are
per additional action the Jedi takes and geological conditions and predict imminent this power. more likely to be allegorical in nature to receive
(ex Dodge or Melee) disasters, such as earthquakes, volcanic Sense Force Presence specific details, the farseeing power must be
Effect: Post cognition allows a Jedi to eruptions, floods, landslides, avalanches, cave Sense Only used. When giving the results of this power, be
investigate the tenuous imprints of the Force left ins, tornadoes, hurricanes (weather sense can Difficulty: 6 for an area; 9 for sensing details or honest but obscure if the character has gained
on objects when they are handled by living also predict these, possess both powers for a specific objects within the area. Modified by any Dark Side Points and is attempting to atone,
beings. If that being had any manner of Force -1DR to all rolls and half the time proximity. this power will tell them how successful they
potential (even a Limited Force User) reduce the requirements ), etc. By opening his or her senses Effect: This power is used to sense the ambient have been within a game context. The Jedi can
difficulty by 6. The character must be able to to the environment, the Jedi can predict these Force within a place. It cannot be used to choose to consciously use this power, or it can be
handle the target object. The information comes disturbances, much as animals can seemingly specifically detect sentient beings, but there are a plot device. If the latter, at an appropriate point
in waves, from the most recent to the oldest sense an earthquake hours or even days before it many forms of life and many areas of the galaxy in the scenario, you may call for a roll on this
vision if they are capable of accessing. If the roll happens. Like weather sense , this power does intertwined with the Force which can be sensed power, and give the Jedi a vision if they succeed.
is successful, the Jedi can determine who has not lend itself to quick predictions. It customarily with this power. Sense Force Presence will tell a You may use this to tell the players how well
handled or touched the object and what events takes weeks for a Jedi to get to know local character the rough magnitude of the Force in an they are doing, or to give them a premonition of
have transpired around it. The Jedi may “search” weather patterns and topography. The prediction area or object (rich, moderate or poor in the doom just before a critical encounter to heighten
for specific incidents or simply review past is effective for 12 hours. The difficulty increases Force), the rough type and quantity of life forms the tension. You may use it to warn them (by
events, somewhat like viewing a hologram. If by one level for each additional 12 hour period (“many insects,” “only microbes and bacteria,” showing the future of their current course), to
the post cognition roll is equal to or higher than by which the Jedi wishes to extend the “teeming with plant and animal life, including encourage them (particularly when they have
three times the difficulty number, the character prediction. higher predators”) and whether the area or object done the right thing but have no way of
can witness events when the object was present tends toward the dark side or the light. An area knowing), to provide hints, or to foreshadow
as if she were there herself. If the post cognition Receptive Telepathy (Innate) upcoming events. A vision from the Force
Force Attribute + Sense rich in negative or positive energies may indicate
roll is greater than or equal to twice the difficulty past events or the activities of past inhabitants. should never be taken lightly by the players. It
number, the Jedi gains a good sensory Difficulty: ½ Force Resistance for friendly, non should give them something to think about,
resisting targets. If target resists, Force The Jedi may also receive “vague premonitions”
impression of the event, but is limited in that the about the area, such as “I sense something along with the attendant chances for good role
primary sense (the sense which gives the most Resistance (counts as a 1FA for them). Modified playing. Bear in mind that different Jedi will
by proximity and relationship. wrong,” or “I sense a great impending tragedy.”
information, usually sight) is blurred or tend to receive different renditions of the same
obscured; the other sensory impressions come Required Powers: Life sense Sense Force Potential scene, and consequently you should tailor the
through clearly. If the post cognition roll is This power may be kept up if the target(s) is/are Sense Only details you give to the fit character concerned.
simply greater than the difficulty number, then all willing for only a single Free Action. Difficulty: ½ Force Resistance for friendly, non Instead, you might consider altering the way you
sensory impressions are muffled, tactile sense is Effect: If the Jedi makes the power test, they can resisting targets. If target resists, Force describe the scenery; for the dark side, you
dulled, smells or tastes are indistinct or mixed. read the surface thoughts and emotions of the Resistance (counts as a 1FA for them). Modified might always describe rocky and barren
258 259
terrain, or with a cold wind blowing, or it might of this power to “understand” a language. As dark side locations. The blasts cannot be dodged Difficulty: 3 for objects weighing one kilogram
always be night for the dark side and daytime or long as they all speak the same language and the or deflected they affect all dark side beings, or less; 6 for objects weighing one to ten
dawn for the light side. You can present these power is kept up, the character need not roll for creatures, spirits, or sites within that area. kilograms; 9 for objects 11 to 100 kilograms; 12
images in as contrary manner as you wish, each individual talking. Also, because they also Effective Range: 1 Meter per D of Attribute, 1.1 for 101 kilograms to one metric ton; 15 Difficult
provided you are consistent with the “speak” using beeps and whistles, droids may be feet per Pip. for 1,001 kilograms to ten metric tons;
descriptions. Another thing to bear in mind is communicated with using this power. Note that Damage: 10 x Force Attribute D, 3 x Pip 18+ for 10,001 kilograms to 100 metric tons.
that it is never easy to tell which is the right the character does not really know the language. Objects may be moved at 15 meters per round;
• In the case of dark side characters and
course to take (although the path of darkness Once this power is no longer in use, the Jedi is add +3 per additional 15 meters per round. The
creatures, those within the effective range of
may be clear enough, the path of the light may be once again unable to understand or speak the target must be in sight of the Jedi. Increased
the power must make a Control or Willpower
far more elusive). language (but retains any information gleaned). difficulty if the object isn’t moving in simple,
skill roll against the Force Resistance of the
straight line
Shift Sense Weather Sense Caster or Lose 1 Dark Side Point each. This
movement:
Sense + Force Attribute Sense Only will Daze them as if they called on the
+1 for gentle turns
Difficulty: 6 for simple phenomena (such as heat (-6 if they have Predict Natural Disaster) Darkside.
+3 for easy maneuvers
or simple scents); 9 for more uncommon Difficulty: Automatic if the Jedi has lived in the • Site Cleansing can take hours if not days +1 DR or more for complex maneuvers, such as
phenomena (such as comm frequencies, infrared area for more than a year; 6 if the Jedi has lived depending upon the level of Dark Side using a levitated lightsaber to attack. Modified
radiation); 12+ for specific, complex phenomena in the area between six and twelve months; 9 if Energy Present. by proximity.
(such as setting olfactory nerves to detect the the Jedi has lived in the area between one and six Effect: By using this power, a Jedi may levitate
presence of Tibanna gas). months; 12 if the Jedi has lived in the area less • This is an Ultra Rare Ability
objects (or themselves) with mental power. If
This power may be kept up for 1FA than one month. Modified for proximity and used successfully, the object moves as the Jedi
local meteorological conditions. Inspire desires. A Jedi can lift several objects
Required powers: Magnify senses
Effect: The character may shift his or her senses
Required Powers: Magnify senses Alter Only (+Force Attribute Effect) simultaneously, but each additional object
This power may be kept up for 1FA Difficulty: Average Force Resistance of targets, requires the Jedi to make a new telekinesis
as to detect phenomena of a different type than
Effect: This power allows the Jedi to attune modified by proximity; 1FA to Sustain action. This power can be used to levitate
normal. Shifting eyesight to the infrared
himself to the workings of local weather patterns. Requirements: Affect mind, battle meditation; oneself or others. It can be used as a primitive
spectrum, hearing frequencies above or below
By sensing the movements of clouds, winds, Cannot Possess Tiers of Darkside Attunement. space drive in emergencies. When levitating
normal range for his or her species, etc. This
tides, and solar bodies, someone using this power Effect: Another Rare Light Side power (but against someone’s will, the target will resist with
power counts as a “skill use” for determining die
can discern patterns in the weather, and so make considerably more avaialble than Force Light) Force Resistance.
code penalties (unless parked as a Free Action).
limited predictions regarding the behavior of that bolsters confidence in allies in very tangible
Please note that this power is exceptionally Note:
atmospheric phenomenon. This power does not ways. Very capable of turning the tide of an
useful in some aspects, but fairly limited in Levitated objects can be used to attack other
lend itself to quick predictions, however. The entire conflict for a light touch approach at
others. For example, a Jedi may detect comm characters, this does not automatically constitute
prediction is effective for four hours. The Enhanced Coordination. With successful use of
frequencies, but that does not mean that the Jedi an evil act. Even Master Yoda has been known
difficulty increases by +1DR (per additional day) this power, a Jedi can instill great confidence in
can listen in on the transmission. The Jedi will to fling objects at adversaries on occasion.
if the Jedi wishes to make more extended one or more of his allies. This inspiration is
be able to detect that a transmission is present, Wanton use (as an attack) of this ability can
forecasts. reflected in a +1 Pip bonus (per D the Caster has
but may not necessarily be able to locate the award Dark Side Attunement, however, there are
signal’s source, and certainly will not be able to in Force Attribute) to all ability and skill rolls
decode the information carried by the Alter Powers made by an affected ally, and last as long as the other precedents when Jedi Faced the Yuuzhan
Vong and employed this tactic to great effect.
Transmission. user desires to keep it up. The number of allies
Force Light who gain the bonus is determined by the success Such objects do up to Force Attribute damage if
Translation Alter + Force Attribute level of the under one kilogram, 1.5x Force Attribute if one
Sense + Force Attribute Difficulty: 6 + Force Resistance initiating alter roll: to ten kilos, Double Force Attribute if 11 to 100
Difficulty: 6 for humans or aliens. 9 for droids. Requirements: life detection, life sense, Alter Roll Difficulty By Targets kilos, 2.5 times Force Attribute & Speeder scale
If the target is being purposely cryptic add +6 to projective telepathy, receptive telepathy; Cannot 1-10 0 if one to ten tons, 3 times Force Attribute &
the difficulty, -3 if the language is written down. Possess Tiers of Darkside Attunement. 11-100 +3 Starfighter scale if 11 to 100 tons (round up for
This power may be kept up for 1FA Effect: This is an incredibly rare lightside power 101-1,000 +6 all of the above). Such attacks require an
Required Powers: Receptive telepathy, that hasn’t been actively taught after around 1,001-10,000 +9 additional Alter action by the Jedi, which would
projective telepathy, life sense 25,000 BBY. It still exists in some form or be the hit roll against the target’s Natural
another in the Jedi Archives of most Academies, Per 3 difficulty the Alter roll beats the target Defense.
Effect: The character may translate a language numbers by you can add 1,000 more individuals
and speak it. The Jedi may decipher body but finding it and recognizing it is something else
entirely. effected. • Kinetic Combat falls under the purview of
language, explore the spoken word, or translate Telekinesis.
ancient Sith texts, etc. In order for this to work, This is the Light Side Equivalent of Force
the character must first hear the target speak, or Telekinesis
Lighttning. It allows a Jedi to channel Alter + Force Attribute • Can be Specialized (5CP) for each mode of
see the works in written form (such as an ancient the Force into blasts of light that can destroy use: Flight, Force Blast (push), Accelerate
text or document). It takes only one application This power can be kept up for 1FA
dark side spirits, as well as cleanse the taint of Objects, ect.
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Control and Sense Effect: A Jedi may attempt to activate this power
at their death. At the moment the Jedi knows
person is experiencing. However, at this level,
the characters are affected by each other’s
parities is increased by +1D.
Death is the only means of severing the life
Powers death is imminent, the Jedi calms their mind and experiences both characters share pain, and if bond.
body, preparing to surrender their mortal shell. one character is injured, the other character • If one member of the life bonded couple is
Farseeing The Jedi then reaches out with their mind, suffers an injury two levels lower. They can killed, the surviving partner is wounded
Control & Sense + Force Attribute tracing the ebb and flow of the Force around share Character Points. On a target 12 sense test, twice and then relives the death of their
Control Difficulty: 3, modified by the Jedi’s them and through them. Upon success, the Jedi’s the Force user is considered telepathically linked partner. The Jedi can do nothing but take
proximity to the area (this can reduce the spirit exits their body and becomes one with the to the life bond partner and can read the surface defensive actions for the next day due to the
difficulty instead of simply increasing it). +0 to Force, while still retaining their original identity. thoughts of the other if the other is willing to weight of the shock of their partner’s passing,
see the present, +3 to see the past, +6 to see the Their body fades into nothingness, but the Jedi share those thoughts. They can share Force After healing, the partner grieves and
distant past, +12 to see the near future, +18 to who passes in this fashion will not die. The Jedi Points. On a target 15 sense test, the Force user readjusts to a solitary existence; however, the
see the distant future. can make a number of visitations to their close can send thoughts to the life bonded partner (as gained Force Attribute of +1D is not lost and
Sense Difficulty: 3 if the target is friendly and friends and associates equal to the number of per the projective telepathy power), allowing the their Force Potential is increased by an
doesn’t resist. If the target resists = Force Force Points they had upon death (+2 for any characters to carry on a telepathic conversation. additional +1D as a result of some of the
Resistance. Epic Points possessed). In this fashion, a player They can share Epic Points. As an added benefit, essence of their partner returning to them
Required Powers: Life sense who knows their character is about to die can the two characters can have premonitions about through the Force.
Time to Use: At least one minute. ensure that death will mean something, as they each other: for example, if one character is • Any attempt to forge a new life bond in the
Effect: The Jedi may see the person or place he can manifest to important persons in later severely injured, his or her life bond partner will future requires a much longer period of
wishes to see in his mind as the situation sessions and warn them of impending disaster, or sense that something bad has happened. This adjustment: 2 weeks for a second bond, 3
currently exists. The power can also be used to offer wisdom and teaching. Only Force Sensitive aspect of the life bond power is modified by weeks for a third bond, and so forth.
see the future or the past. The Jedi sees the characters may witness the visitation. proximity only, as outlined below. Sensing Furthermore, the benefit to the Force
immediate surroundings, for example, when a Notes: In rare circumstances this is a means by premonitions is automatic of within 11,000 Attribute and Potential only applies to the
friend is in danger, or what happened on his which a Jedi can transcend death. A planned kilometers of each other. Easy sense roll is new partner. The original Life Bonded Jedi
home planet in his absence. Farseeing requires event, where the Jedi’s life force is waning can necessary to sense premonitions if not in the has already received the maximum boon
calm conditions and at least one minute, but utilize Force Unity to transfer his or her “self” same star system but within 10 light years. If associated with this ability.
often takes a few minutes. Farseeing cannot be into an object like a Holochron utilizing Create more than 10 light years but less than 100 light
Force Talisman. In other, more rare precedents years away, a Moderate sense roll is necessary. Advanced Melee Combat
done in the face of danger. The Jedi’s vision may Control, Sense & Force Attribute
not be entirely accurate: the Jedi can transfer their presence into a Force If more than 100 light years away from each
Shard, this can create a Force Ghost if the user is other, a target 12 sense test is necessary. Since Control Difficulty: 9
Control + Force Attribute Sense Difficulty: 6
Test Past/Present Future trapped (Eye of Palpatine). Furthermore, this is the characters do have such a close bond, the
part of the procedure (and basis) for transfer life actions of one can affect the other. If a life May be “kept up” after activation for 1FA.
5-15 50% 10% Effect: Lightsaber combat is now considered
20-30 75% 25% (a Sith power). bonded character commits is about to commit an
evil action, the Jedi partner can influence them to Advanced Melee Combat. It is a multiple action
35-55 90% 50% Life Bond Control + Sense activation. It can, however, be
60+ 100% 75% reconsider their action(s). Difficulty to overcome
(Jedi Marriage Ritual/Stewardship Practice) this suggestion is twice the influencing party’s activated in two rounds instead of just one to
The past and present are set and it is merely a Control & Sense minimize multiple action penalties (Control on
matter of the Jedi having correct perceptions. Force Attribute vs Willpower. If the other party
Control Difficulty: 9 still commits these acts, the connected person the first round and Sense on the Second). There
However, the future is always fluid, always in Sense Difficulty: See below. Modified by are Several benefits associated with this power:
motion, never set until it becomes the present must test against the Doubled Force Attribute of
proximity. the one that engaged in the actions gaining the 1. Force Attribute Applies to the damage of any
therefore it is much harder to predict. The Required Powers: Life detection, life sense, melee weapon at 10 times the D Code and 3
percentages on the chart are a rough measure of Dark Side Attunement with a Willpower roll
magnify senses, receptive telepathy (exactly as above). This is an exceedingly times each pip possessed. The Jedi chooses
how much correct information the character This power is maintained at no cost. whether or not they wish to apply this
receives in the vision. The game master must try serious commitment, and not to be taken lightly.
Effect: A Jedi character may choose the life bond Both characters must agree to the life bond for additional damage (or a reduction of).
to predict what he thinks the characters will do power to permanently form a mental link with 2. The Control Skill further enhances the ability
and what the outcome will be. Of course, since the power to work and a character may only life
one other individual. If both characters have the bond with one other individual. Life bonding to Control damage output. Damage can be
the future is so fluid, things are always subject to life bond power, reduce all sense difficulties by increased or reduced directly by the skill
change. Farseeing is a great mechanic for the takes 1 week to complete (as the Jedi becomes
one level. Target must be willing. On a target 6 accustomed to the background Force presence of itself (at 2 points per Pip up or down).
game master to reveal part of the story enough to sense test, the Force user is aware of the other’s Reductions typically occur when a Master is
tantalize the players, without ruining the story. the life bond partner). During that time, the
general location and general emotional state: Jedi’s Force Attribute is reduced by 1D. The life training students.
Force Unity (Innate if Trained) whether the person is frightened, in pain, injured, bond power may not be activated until the bond 3. The Sense Skill applies directly to any
(essentially Life Merge) happy, or experiencing some other strong is completely formed. success tests while wielding the weapon.
Control & Sense: Add Force Attribute to each emotion. On a target 9 sense test, the Force user • Once the Life Bond is activated the lost 1D This bonus can be used to increase or reduce
Control Difficulty: 12 experiences the others senses: he or she sees of attribute dice are refunded and both the lethality (reduction typically occurs during
Sense Difficulty: 12 though the others eyes, hears what the other Force Attribute and Force Potential of both training and does not reduce the target skill,
hears, and smells, tastes, and feels what the other just any lethality / damage by 1 point per
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can be turned on or off as the Jedi deems recipients Strength to the total. amount of oxygen flowing into their body. The
necessary. Example: Strength 2D, Force Attribute 2D & Jedi takes control of the surrounding atmosphere,
Alter 3 = pulling oxygen molecules through the skin into
Projective Telepathy • 6 for Force Attribute the lungs. With this power the Jedi can
Control & Sense + Force Attribute • 2D6 rolled randomly for Strength effectively breathe underwater, and conversely, a
Control Difficulty: 3. Increase difficulty by +3 • 3D6 Points for Alter 3 water breather could survive on land. In game
to +6 if the Jedi cannot verbalize the thoughts he • Total = 5D6 + 6 in accelerated healing, +1 terms, this power negates the need for a breath
is transmitting (he is gagged, doesn’t want to times (to heroes base) per day (or once per mask, mechgill, or any re-breather gear.
make a sound). Modified by proximity. day if no recovery tests remain). • In the cold of space or a hard vacuum,
Sense Difficulty: 3 if the target is friendly and however, this power only extends the Jedi’s
doesn’t resist. If the target resists, the difficulty Note: The bonus provided by Alter cannot be
already limited air supply. Extending their
is the target’s Force Resistance. higher than the Dice possessed in Control.
life and preventing the hard vacuum from
Required Powers: Receptive telepathy and Control is the basis for the additional healing,
causing immediate cellular damage. This
life sense Alter transfer medium to another.
will delay the effects of exposure for a
Effect: If the Jedi successfully projects his number of rounds: 1 per Full D of Force
thoughts, the target “hears” his thoughts and
Control Another’s Disease
Control & Alter Only Attribute. If used in conjunction with
“feels” his emotions. The Jedi can only Absorb/Dissipate Energy, this “delayed
Control Difficulty: As Accelerate Another’s
broadcast feelings, emotions and perhaps a exposure” is prolonged for the above + 1
Healing
couple of words this power cannot be used to round per D in Control.
Alter Difficulty: 3
send sentences or to hold Conversations. The The power will remain up until the character
Required Powers: Control another’s pain,
target understand that the thoughts and feelings either takes incapacitating damage or willfully
control pain & Requires Either the Recipient or
he is experiencing are not his own and that they drops it.
Jedi to expend a Recovery Test.
belong to the user of the power. If the Jedi Time to Use: One minute
doesn’t “verbally” identify himself, the target Effect: This power allows a Jedi to help another Create Force Talisman
doesn’t know who is projecting thoughts to him. Control & Alter
character control his or her disease. The
This power can only be used to communicate Control Difficulty: 9
Virulence of the Disease is rated by the effective
with other minds, not control them. Alter Difficulty: 12
Wound Level you’re targeting. Success at any
Required Powers: Concentration, Control
level reduces the disease by the appropriate
Control and Alter amount. Another’s Pain, Control Pain, Transfer Force.
Effect: By using this power and spending a
Powers Control Another’s Pain Force Point, a Force user can imbue an item of
Accelerate Another’s Healing Control and Alter Only personal significance with Force energy, thereby
level possessed). Sense is only countered by Control Difficulty: 3 creating a Force Talisman. A Force Talisman
a Null Force Wielder or Null Force Objects. Control & Alter Alter Difficulty: 6 for wounded characters; 9 for grants its possessor a bonus to resist Force
The bonus can be turned on or off as the Jedi Time to Use: Instant incapacitated characters; 12 if mortally wounded. powers, adding this bonus to any rolls made to
deems necessary. Required Powers: Control another’s pain, Required Powers: Control pain resist hostile Force powers. A Force user can
4. Alchemical Ranged Weapons Follow the control pain Effect: This power allows a Jedi to help another only possess one talisman at a time. The bonus
above rules. Time to Use: One minute character control pain, under the same rules and granted by the talisman depends on the amount
Effect: Allows the Jedi to deliver to another an conditions outlined in the same rules and Force Potential they Possess.
Advanced Ranged Combat additional Recovery test per day (the power has conditions outlined in the control pain power. Force Attribute Resistance
Control & Sense Only it’s limits, thus the heroes recovery tests +1 = The Jedi must be touching the character to use
number of times a day this can be performed). 1D +1 pips
Control Difficulty: 6 this power.
Any additional uses of this ability past the initial 2D +2 pips
Sense Difficulty: 9
use require: Note: If the Jedi isn’t touching the individual, 3D +1D
May be “kept up” after activation for 1FA.
1. The Jedi performing the Accelerate Another’s modify the difficulty by proximity. Per 3x Force 4D +1D+1
Effect: Advanced Ranged Combat:
Healing to use a personal Recovery Test. Attribute in Meters increase the difficulty by 3 5D +1D+2
1. Force Attribute has no effect over the Ranged
2. The person receiving the healing to have a for Control and Alter. 6D +2D
Weapon (unless it is an Alchemical Weapon
in which case you follow the rules for Recovery Test available. Control Breathing Force Artifacts:
Advanced Melee Combat). 3. If the Jedi performing the ability is using 1FA to Activate & Maintain This ability is known to Light Side Jedi as well
2. Every D of Control adds or reduces +2 to the their own recovery tests, this is considered to Control and Alter + Force Attribute as Sith practitioners. Light Side Relics do exist
damage output of most ranged weapons. be altruistic (as it depletes themselves) and Control Difficulty: 9 and can be found in any number of locations and
3. The Sense Skill applies directly to any can result in being awarded a Force Point Alter Difficulty: 15 they include including objects that grant Force
success tests while wielding the weapon. (GM Discretion) for the act. Required Powers: Concentration, telekinesis powers and Attribute to those who are not
Sense is only countered by a Null Force This delivers Point for point healing, add the Effect: This power allows a Jedi to control the inherently Force Sensitive. Some carry
Wielder or Null Force Objects. The bonus secondary abilities, like locked Force powers or
264 265
even Attribute enhancements. Imbuing with has a direct correlation on how much addressed as they occur. Since it is an external Alter greater than or equal Reduce to control or
Force Attribute requires Dice of Force Potential environmental damage the Jedi’s impact ability, the endurance checks are performed as Perception by Perception (Perception can be
SACRIFICED either willingly or unwillingly. actually has. Expect floors to buckle and the endurance +3 the Jedi possesses in Alter. reduced to negative levels). Add rolled Force
• Power Artifacts: Possess 1 Force Power area around the landing point to warp and • Those not resisting the power reduce their Attribute to Alter & Sense Totals.
with an effectiveness that will trigger the even cause a concussive blast. Force Resistance by ½. Test Over FR Effect Skills
power for the wearer of the Artifact. • Consider Jumping impacts to be ½ the • Requires Recovery Test to use & conveys the 0-3 1 pip -3
• Force Attribute Artifacts: Possess a bonus damage output of Falling Impacts. healing if necessary as well. 4-7 2 pips -3
to the Force Attribute as above, never more • Concussion Blast from Impact delivers AoE 10-14 1D -3
than +2D. This can allow a non Force damage across a 1/2/4 meter radius. 1= Return Another to Consciousness 15-17 2D -6
Sensitive to acquire Force Sensitivity. 100%, 2 = 50%, 3-4 = 25% Damage; Control & Alter Only 18-20 3D -6
• Sith Artifacts: Aren’t necessarily inherently Beginning with 200-300m Jump/Falls. Control Difficulty: 3: Modified by proximity 21-24 4D -6
evil. They are only corrupting if they possess and Relationship.
Height Jumped/Fallen, Difficulty & 27-30 5D -9
Dark Side Powers. Alter Difficulty: Force Resistance up to
Environmental Damage: 31-40 6D -9
Distance Difficulty Impact Damage wounded twice, +3 for incapacitated characters, 41-50 7D -9
Detoxify Another’s Poison +6 for mortally wounded characters.
Control & Alter Only +0-10 m 3 0-5 Character 51-60+ 8D -12
+20-50 m 6 5-10 Character Required Powers: Control pain, remain The power may be used on more than one target
Control Difficulty: 3
+70-150 m 9 10-15 Character conscious at a time, with an increase of +3 to the Sense
Alter Difficulty: As Accelerate Another’s
+200-300 m 12 15-20 Character Effect: The target returns to consciousness. The difficulty for each additional target; target the
Healing
+350-500 m 15 20-25 Character target has the same restrictions as imposed by the highest Force Resistance for the entire group.
Required Powers: accelerate healing, accelerate
+600m-1Km 21 10-20 Speeder remain conscious power.
another’s healing, control pain, control Another’s
pain, detoxify poison & Requires a Recovery +Per +500m +3 +10 Speeder Force Shield
Transfer Force (Innate) Sense & Alter
Test from either the Jedi or the Recipient. Automatic Success, depletes 1 Recovery Test
Time to Use: Five minutes
Place Another in Hibernation Trance This power may be kept up as 1FA
Control and Alter Only Time to Use: Instantaneous Sense Difficulty: 6
Effect: This power allows a Jedi to remove or Effect: This power will save a mortally wounded
Control Difficulty: Force Resistance Alter Difficulty: 9
detoxify poison from a patent’s body faster than character from dying because the Jedi is
Alter Difficulty: Force Resistance: Modified by Required Powers: Absorb/dissipate energy,
is normally possible. Wound Level is the transferring her life force to the target. When a
proximity & relationship. concentration, magnify senses, telekinesis.
Virulence of the Poison. While using this power, character has force transferred to him, he remains
Required Powers: Hibernation trance Effect: This power allows the Jedi to surround
the Jedi must remain in physical contact with the mortally wounded, but he will not die provided
Time to Use: Five minutes their body with a Force generated shield. The
patient. As long as the Jedi is in contact with the he isn’t injured again.
Effect: This power allows a Jedi to put another shield can be used to repel energy and physical
target, that person is considered immune to the • Once the Force Transfer is complete, the
character into a hibernation trance. The affected matter away from the Jedi’s body, down to the
effects of the poison. Failure to make the indvidual can begin to heal as if they were
character need not be in physical contact with the molecular level.
required control and alter difficulty checks or under the care of a Medical Doctor.
power’s user and must agree to be “shut down” • The Shield’s resilience is the Jedi’s Force
breaking physical contact during the use of the this power cannot be used as an attack to knock • A Bacta or Kolto Tank will accelerate their Attribute +1D on a Wound Condition
power causes the patient a wound. others unconscious. This power can be used to recovery at standard levels. Monitor. Thus, Force Attribute is treated as
Force Jump (1FA to activate) bring another character out of a hibernation if it were Strength + 1D (1 point per pip, +1
trance, but the alter difficulty is increased by +6. • Almost always awards a Force Point for for Stun, +1 for Wound x 5).
Control & Alter + Force Attribute saving another’s life.
Control Difficulty: As Below • Those not resisting the power reduce their Ex: The Jedi has a 2D Force Attribute, the
Alter Difficulty: As Below Force Resistance by ½. power adds +1D. 3D in pips is 3 pips per D = 9
Required Powers: Enhance attribute, telekinesis + 2 (Stun and Wound) = 11 x 5 = Shield with 55
Remove Another’s Fatigue
Effect: A Jedi uses this power to increase his Control & Alter Only Sense and Alter Points of resistance.
jumping ability in order to perform impossibly
high leaps. They use the special table below to
Control Difficulty: 6
Alter Difficulty: Force Resistance:
Powers Note: This Shield will generate it’s own limited
determine difficulties. At the game master's environment and can protect a Jedi even after
Modified by proximity and relationship. Dim Another’s Senses they’ve been “spaced” in Vacuum. Combine
discretion, a wild Die Botch here might mean the Sense & Alter + Force Attribute
Required Powers: Accelerate healing, with Control Breathing for 20 Hours of Air in
Jedi fails to achieve the desired height or Sense Difficulty: 6, modified by proximity.
accelerate another’s healing, control pain, control Vacuum. Use Telekinesis to move and even
distance, fails to properly cushion their landing Alter Difficulty: Target’s Force Resistance.
another’s pain, remove fatigue. Control Breathing to extend one’s life force (in
and suffers some falling damage, or both. A Jedi The attribute and skills are reduced as long as
Effect: This power allows the Jedi to remove the which case the power acts normally without need
always has some ability to correct the jump mid the power is kept up for 1FA
effects of effects of fatigue in another. Unlike the for Absorb Dissipate Energy). Hibernation
flight for 1FA or 1 Action if no FA remain. Effect: This power greatly reduces the
basic power, the Jedi must wait until the target is Trance can be used to extend Air by 20 times.
• Always Add Natural Jumping to the result. Perception of the target. Success is the amount
actually fatigued, before offering assistance. These will require multiple action use, but will
• This power also deals with distance fallen, the test surpasses the Force Resistance of a
Hence the penalties for failing an endurance keep a Jedi alive until they can signal someone
and will successfully protect the Jedi from target, reduce the target’s Perception and all
check can be counteracted, but must be via Projective Telepathy (or comlink) if left deep
any such fall. However, the distance fallen Perception skills, depending upon the result.
266 267
space. Battle Meditation lose Primary Attribute in accordance with the certain tasks more efficiently. The Emperor often
• The Jedi can extend the Force Shield: per 1m Control, Sense, Alter & Force Attribute Jedi’s Force Attribute (Troopers lose DEX, used this power to increase the fighting ability of
additional coverage increase the Sense & Control & Sense Difficulty: 6+ Pilots lose MEC). Ex: The Jedi has a 3D his troops, mentally driving them on and
Alter by 6. It will provide up to 4 hours of Lowest Force Resistance + Quantity: Force Attribute, all affected adversaries lose supplementing their will to fight. This power can
sustenance to others protected in this fashion. Number of 3D of their attribute (can result in negative only be used on individuals who are in
Individuals Difficulty attribute which can cripple movement and agreement with the intent of the Jedi, and it in no
Control, Sense and 1-2 +0 defensive ability). Darkside points can be way grants the Jedi mental control over the
3-20 +3 awarded if used for evil. troops affected. Instead, it links the troops on a
Alter Powers 21-100 +6 subconscious level, allowing them to
101-1,000 +9 Enhanced Coordination fight more proficiently and with better
Affect Mind Control, Sense & Alter + Force Attribute
Control, Sense & Alter 1,001-10,000 +12 organization. If the power is successfully called
10,000-20,000 +15 Control Difficulty: 9, modified by proximity. upon, the Jedi picks five specific skills. The
Force Attribute applied to each Sense Difficulty: 12
Control Difficulty: 3 for perceptions; 6 for 20,001-30,000 +18 skills must be the same for the entire group. For
Alter Difficulty: 9+ Alter Difficulty: 15+ every D in Force Attribute the Jedi possesses
memories; 9 for conclusions. Modified by Lowest Force Resistance + Quantity
proximity. Highest Force Resistance + Quantity: each of the five skills gains +1.
Number of Individuals Affected: Difficulty: Note: If this ability is disrupted by forcing the
Sense Difficulty: Force Resistance 1-10 +3
Alter Difficulty: 3 for slight, Individuals Difficulty Jedi to suddenly drop the ability, by a disruption
1-2 +0 11-100 +6 effect caused by Force Harmony (The directed
momentary misconceptions, minor changes to 101-500 +9
distant memories, or if the character doesn’t care 3-20 +3 use of Force Harmony will disrupt this mental
21-100 +6 501-5,000 +12 enhancement link) or the death or an
one way or another. 6 for brief visible 5,001-50,000 +15
phenomena, memories less than a year old, or 101-1,000 +9 unconscious state of the Jedi, the disruption
1,001-10,000 +12 50,001-500,000 +18 wave will sow confusion in all effected troops.
minor emotions regarding a coming conclusion. 1-2 Million +21
9 for short hallucinations, memories less than a 10,000-20,000 +15 The effect of this is an immediate loss of
20,001-30,000 +18 2.1-5 Million +24 coordination for the combat round of the
day old, or if the target has strict orders about the 5.1-10 Million +30
conclusion. 12 slight disguise to facial features, Time to Use: 10 minutes to align the effect disruption and the one immediately following it.
Effect: Battle meditation has two possible 10.1-20 Million +40 All tagged skills will immediately suffer a
hallucinations which can be sensed with two 20.1-50 Million +60
senses (sight and sound, for example), memories effects. The Jedi can force their adversaries to penalty equal to the initial benefit.
abandon their assault and turn on each other, or The power requires a Full Round Action in order
less than a minute old, or if the matter involving to sustain. The user cannot even defend Fold Space
the conclusion is very important to the target. 15- she can alter the tide of the battle, strengthening
her allies and at the same time weakening her themselves while this power is active unless that Control, Sense & Alter + Force Attribute
18 for hallucinations that can be sensed with all defense can be achieved by use of a Free Action. Control Difficulty: 30
five senses, a major memory change, or if the enemies. Before initiating the power the Jedi
must state which effect they wish to use. The No additional Force Powers can be utilized Sense Difficulty: 40
logic is absolutely clear and coming to the wrong while Coordinating individuals (Sixth Sense, Alter Difficulty: 40
conclusion is virtually impossible. targets of this power must have initiated combat
for the effects to take hold. Enemies are defined Fast Reactions, etc). Force Attribute:
Effect: This power is used to alter a target's Effect: This power allows the Jedi to coordinate 1D: Localized Area: 10km distance
perception so that they sense an illusion or fail to as those who seek to oppose the Jedi’s immediate
goal (rescuing a prisoner, defeating a group of a group at the subconscious level to perform 2D: Local Area: 20km distance
see what the Jedi doesn’t want them to see. This
power is used to permanently alter a character’s darksiders, etc); allies are defined as those who
memories so that they remember things seek to uphold and forward the Jedi’s goal.
incorrectly or fail to remember something. This 1. When attempting to turn attackers against
power can also be used to alter a target’s each other, the difficulty to activate the power
conclusions so that they come to an incorrect increases by 9 points for Control, Sense &
conclusion. The Jedi must describe exactly what Alter. When successful, a number of the
they want the effect to be. The power is opposing force sees their immediate allies as
normally on one target; two or more targets can the “true” enemy and attack them. The Jedi
only be affected if the power is used two or more must maintain the effect each round for the
times. A target believes they are affected by any combatants to continue fighting, this
successful illusions and feels the blow of an requires a Full Round Action to sustain
attack. If they think they were injured, pain and the Jedi can only perform defensive
would be felt, or if they thought they were killed, actions while maintaining the hold over the
they would become unconscious. The character opposed troops. Once the power is dropped,
does not suffer any true injury. This power can’t its effects wear off instantly.
be used to affect droids and does not work 2. On a successful test to change the balance of
through recording devices. the battle in the Jedi’s allies’ favor (the
power’s second function), the Jedi’s enemies
268 269
3D: Short Jump: 40km distance attack vs Negative Force Ghosts and Sith Disadvantages possibly. All Dark Side usage 50 meters (including themselves).
4D: Continent Hopper: 60km distance Spirits. In which case it delivers direct immediately burns one Rfecovery Test no matter • If the performing Dark Jedi dies in the
5D: Sub Orbital: 80-100km distance damage to them. Kill results here destroy the how many powers you use in a game session process of the scream, double their Alter
6D: Gravity Well: Nearby orbital bodies Force Ghosts & Sith Spirits. (penalty of 1 RT). Damage to everyone else around them.
7D: Same System: Anywhere in the same system
Projected Fighting Loss of Lifespan: Is the most common penalty Toll: Reduces their Force Attribute D Code by
8D: Sector Hopper: Can jump to nearby sectors
Control, Sense & Alter + Force Attribute for delving into these abilities. This loss is 1D until they expend a Natural Recovery Test
Effect: This power allows the Jedi to actually
Control Difficulty: 12 irreversible & transcends the practitioner's body.
Fold Space. Effectively “Teleport” from one
location to another. The actual range is tied to Sense Difficulty: 12 It is carried over to any vessel they Transfer Life Control Powers
Alter Difficulty: Force Resistance: Modified by into (with some fresh clones/doppelgangers
the Force Potential of the Jedi. The process itself Channel Rage (Innate)
proximity. rapidly aging after being inhabited, though the
is incredibly dangerous. Any deviation from any Control Only
Required Powers: Concentration, telekinesis same benefit is still present, defeating the natural
one of the tests could instantly kill the Jedi. • All Jedi possess this ability by default.
The target must be within the Jedi’s line of sight. aging process).
• A result on any test is lower by 1 Point: Though it is rarely accessed.
Wounded; 2-3 Points: Wounded Twice; 4-6 Effect: Projected fighting allows the user to
strike an opponent, inflicting damage without
Force Scream Control Difficulty: None; 1FA to activate, no
Points: Incapacitated; 7-10 Points: Mortally Innate to all Tier 3 / 4 Force Practitioners action cost to maintain after the first round.
Wounded, 11+ Points: Killed Instantly. physically touching the target. The damage can • The power is not learned, all Jedi possess this Required: Darkside Attunement 3 or 4
• On any success the Jedi can bring up to two be Lethal or Stun. After successfully triggering ability. It is generall involuntary. Effect: This power, when used, channels the
individuals with them at no penalty. the power, the user makes a unarmed combat This is an involuntary power that may be Jedi’s anger and rage into a berserk fury, which
Note: Force Attribute is rolled randomly and skill test vs the target’s Natural Defense. If activated when a Dark Jedi loses control of their increases their prowess in battle.
applied directly to Control, Sense and Alter attacking a Force sensitive, the target may use temper. It can actually be voluntary to a degree Game effects:
Tests. the Unarmed Combat skill to avoid the attack. and can manifest even in those with no Dark Side • +2D bonus to Strength & Force Attribute
Otherwise, the target cannot deflect the Jedi’s Attunement. Depends heavily upon the situation. • Raging characters are unable to perform any
Force Harmony blows. If the unarmed combat test is successful, However the vast majority of the manifestations
Control, Sense & Alter + Force Attribute the user rolls his or her full Strength versus the action or Force power that requires patience
of the ability are in Dark Side Attunement 3 & 4 and/or concentration (allows all combat
Control Difficulty: 12: Modified by proximity. target’s Strength. The user may target a specific individuals. abilities, however).
Sense Difficulty: 12: Modified by relationship. portion of the body at the appropriate difficulty Effect: The dark side of the Force is seductive, Toll: When use of Channel Rage ends, the user
Alter Difficulty: 9 and even make multiple Strikes. offering tremendous power to lure the weak loses one pip from their Strength die code for
Required Powers: Life detection, life sense, • The Jedi can elect to add their Force Attribute willed into its grip. Fear, anger, and jealousy are every round the power is kept up (reducing their
receptive telepathy, projective telepathy to their Strength tests for damage. the ties that bind the servants of the dark side, Strength die code to a minimum of 1D): 1
This power can be kept up as 1FA (each) Note: The attack ignores physical armor. This and by tapping into such emotions, the Dark Jedi Recovery Test per D lost to regain Strength.
Effect: This power allows several willing Jedi to power can be kept up as 1FA as long as the user are capable of unleashing untold devastation.
manifest the power of the Light Side. As long as can see the target. Rage
The power to destroy, however, does little to
this power is operating, it bathes the users in the Control Only
improve control of these abilities. Dark Jedi who
celestial illumination that is of the Light Side. It Darkside Powers have become angered sometimes lose control of Control Difficulty: 12
can act as a shield against the powers of the Dark Required Powers: Hibernation trance
The Cost of Dark Side Powers their emotions. This can trigger shock waves
Side, awarding a damage soak pool equivalent to Required: Darkside Attunement 3 or 4
There is a toll associated many with Dark Side that ripple through the Force, devastating the
the Initiator’s Force Attribute + the Force Effect: Rage allows a character to feel the
powers. One which is not clearly evident upon Dark Jedi and those unfortunate enough to be in
Attributes of each participant after the first influence of the dark side. It is a counterpart to
their use or even in common knowledge (though close proximity. The Force scream has been
for each Force user involved to resist the effects emptiness. The Jedi must tense themselves to
practitioners will discover it over time). This called “a wave of hatred amplified and fueled by
of powers called upon by Dark Side servants. allow the mindless rage of the dark side to posses
cost depends heavily upon how the powers are the dark side, that is capable of smashing through
• Force Attribute x 6 Per D, 2 Per pip x the them. Any Jedi in Rage will appear lifeless. The
employed. Standard Powers (ones typically mental and physical defenses with ease.” A
amount of Jedi in the Force Harmony, totaled Force-user is amplifying the negative aspects of
employed by lightsiders) have no cost associated number of references to Dark Jedi in Old
then x 5 as per a Condition Monitor. their personality, leaving their face clenched in a
with them other than the loss of a Recovery Test Republic archives often mention the Dark Jedi
• The number of Force users link-able in this rictus of horror and fear. A Jedi must determine
or any conditions necessary for activation. losing control, violently, in the final moments of
power is limited by the Initiator's Force how long they wish to stay in the trance when
battle with the Jedi of the light side of the Force.
Potential (Full D = #). Darkside Powers are corruption of the natural they enter it. Barring an attack or arrival of a
In game terms, a Force scream is a reflex, usually
• The Force Harmony soak pool can be utilized flow of the Force. A twisting of what is pure into specific person (as explained below) the Jedi
occurring when Dark Jedi are provoked into
as a ranged weapon to assault Dark Side something directly meant to kill or harm. remains in the trance for the duration.
losing their tempers or near death.
Powers (range is anything in the immediate • Every hour, the Jedi must make an
Very few Darkside Powers have no cost. • A Dark Jedi must surpass a test target +/-24
system). It has no effect directly on an entity. unmodified Control test starting at 12 and
Willpower whenever angered to the point of
If the Celestial Attack breaches Double the Activation Requirements: Many will require a rage; if the test fails, the Jedi releases the escalating by +3 every additional hour, or
Control Skill of the Dark Side Practitioner it Recovery Test, some will only be utilizable once they drop out of the trance. They can always
Force scream.
will usurp any Dark Side Power in effect and in a session, while others will carry with them an use Character Points to remain in the trance
• The Force scream causes damage equal to
turn it on the Dark Side practitioner. escalation of Darkside Attunement or other longer.
the Dark Jedi’s Alter skill to all beings within
• Force Harmony can be used as a ranged
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• When the Jedi leaves this state, they
receive a +9 modifier to all Force &
Alter Powers Create Force Talisman
Control & Alter
Combat skill tests for a period equal to Bolt of Hatred Control Difficulty: 9
that spent in Rage. Alter + Force Attribute Alter Difficulty: 12
Toll: After the bonus has subsided, the Jedi takes Alter Difficulty: Force Resistance Required Powers: Concentration, Control
1 point of damage for every hour they were in Required: Darkside Attunement 3 or 4 Another’s Pain, Control Pain, Transfer Force.
the trance. This cannot be resisted with Strength Note: This power is a Sith discipline. Effect: By using this power and spending a
and applies directly to the Condition Monitor & - Effect: The Force-user creates in their hand a Force Point, a Force user can imbue an item of
1 Year of Lifespan per use. radiant sphere of pure hatred which they can hurl personal significance with Force energy, thereby
at any target within their line of sight. creating a Force Talisman. A Force Talisman
Like emptiness, rage makes characters oblivious • After a successfully defeating the target’s grants its possessor a bonus to resist Force
to their surroundings; they are rendered Force Resistance, the Force-wielder makes a powers, adding this bonus to any rolls made to
immobile. Unlike emptiness the character will Thrown Weapons test with a +6 bonus vs the resist hostile Force powers. A Force user can
strongly exude the Dark Side. This internal Natural Defense of the target. only possess one talisman at a time. The bonus
focusing even provides some protection against • Individuals hit by the sphere suffer damage granted by the talisman depends on the amount
others using the Force to manipulate them in equal to the Force Attribute of Dark Jedi x2 Force Potential they Possess.
some way. Add the Rage +9 modifier to the (10 points per D, 3 points per pip x2). Force Potential > Resistance
difficulty of the any Force power employed to Notes: 1D +1 pips
the “attack” the Dark Jedi. • Cannot be parried and must be dodged. 2D +2 pips
• The Dark Jedi dehydrate and hunger at a rate • Force of Will defends against this power 3D +1D
of a 1 Day per hour spent in the trance. (adds to damage soak). 4D +1D+1
Dark Jedi who plan an extended trance 5D +1D+2
require intravenous nourishment. In Rage, Toll: Can only be used once per 5 sessions & -1 6D +2D
the Jedi is less oblivious to his surroundings Years of Lifespan per use
than a Jedi in Emptiness. For example, any Force Artifacts:
Dark Side Web This ability is known to Light Side Jedi as well
physical contact by a living being may revive Alter + Force Attribute
the Jedi in Rage (for which the Jedi will need • Range is equal the caster’s Force Attribute in as Sith practitioners. Light Side Relics do exist
Alter Difficulty: Target’s Force Resistance and can be found in any number of locations and
to make random Control test against a target Required: Darkside Attunement 4 meters and feet (1m per D, 1.1 feet per pip)
of 12) and it will provoke an instant berserk- • This ability automatically hits, assuming you they include including objects that grant Force
This power may be kept up for a Full Action powers and Attribute to those who are not
like attack (if they weak up), regardless of Note: This power is a Sith discipline beat the target’s Force Resistance.
who the other individual is. Which will • Damage delivered is equal to the Force inherently Force Sensitive. Some carry
Effect: When successfully initiated, this power secondary abilities, like locked Force powers or
continue at the GM’s discretion (or cease summons strands of Dark Side power that wrap Attribute + Alter of the Jedi (10 points per D,
depending upon the relationship the Dark 3 points per pip + Random Alter Roll). even Attribute enhancements. Imbuing with
around the Force-user’s target, ensnaring them in Force Attribute requires Dice of Force Potential
Jedi has with the individual). A Jedi using a mesh of brilliance. The lattice of energy
Rage can choose to anticipate the arrival of a Toll: One Recovery Test per activation. Cannot SACRIFICED either willingly or unwillingly.
attempts to sever the connection between the be activated otherwise. • Power Artifacts: Possess 1 Force Power
foe, this will allow them to instantly awaken Force and the trapped individual and saps the
if the expected person comes within five with an effectiveness that will trigger the
meters of the person in Rage.
strength from their body.
• In game terms, the target of the Dark Side
Control & Alter Powers power for the wearer of the Artifact.
• This power may be used in a preparation • Force Attribute Artifacts: Possess a bonus
Web loses Force Attribute equal to the Aura of Uneasiness to the Force Attribute as above, never more
ritual for the Transfer Life power. When an amount possessed by the caster of the power. Control Difficulty: 6: Modified by proximity.
enraged person uses Transfer Life, their than +2D. This can allow a non Force
• Here, negative Attribute dice actively Alter Difficulty: Highest Force Resistance Sensitive to acquire Force Sensitivity.
original body is completely consumed by the function to diminish Control, Sense and Alter May be kept “up” for 1FA.
Dark Side, often bursting into blue flames. • Sith Artifacts: Aren’t necessarily inherently
Levels across the board. Each full Negative Required: None, anyone can use this ability evil. They are only corrupting if they possess
This aids in transferring into a body in which D of Attribute lowers all Force skills by 1D. Note: This power is a Sith discipline
the Dark Jedi must destroy the psyche of the Powers with an associated Toll or are used in
Toll: Requires the Jedi to expend a Recover Test Effect: This power allows a Jedi/Sith to project a an evil fashion.
individual (+9 to Force tests). Reverses field of vague discomfort and unease around
some of the aging loss due to consumption of to activate or if none are present -1 Year to Toll: -1 year of Lifespan Per effective D of
Lifespan (can choose). them, which causes non-sentient creatures to
the original vessel: +5 Years of Lifespan (if avoid them. Power Level if powers are evil (Injure/Kill,
this process fails, the practitioner is utterly Injure/Kill • Generates a sphere around the Jedi/Sith with Force Lightning, Sith Sorcery/Alchemy).
destroyed). The original vessel/body must Alter + Force Attribute (Damage) a radius equal to Force Attribute in meters
survive the base damage from exiting Rage in Drain Energy
Alter Difficulty: Target’s Force Resistance and feet (1m per D, 1.1 feet per pip) + 1 per Control & Alter Only
order for this to be successful. Required Powers: Life sense Level in Alter. Control Difficulty: 3 for simple devices
Requirement: Darkside Attunement 2, 3 or 4 Toll: None, non lethal power (datapads, holorecorders, droid callers); 9 for
Effect: This is effectively “Force Choke” power packs (such as blasters); 15 for energy
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cells (lightsabers, force pikes, vibro weapons); by proximity. round, the caster gains multiple Character terror in a rebel bunker. No one in the room is
21 for portable generators (E-Web, droids). Alter Difficulty: Target’s Force Resistance + Points equal to the number of individuals able to compel or inspire them to man posts or
Alter Difficulty: 3 if the target is a non-sentient Modifiers: +6 for slight alteration; +9 for present. The duration the points will remain help out during the siege. The Jedi activates this
piece of equipment. If the target is a Droid, the significant changes in programming; +12 for available to the caster is one day per ability in proximity to them and every individual
Alter difficulty is the Droid’s Force Resistance. major reprogramming. individual present. that has a “zeroed out” Perception immediately
If the Droid is Sentient, then they have standard Required Powers: Absorb/dissipate energy, • It does effect the individual they are feeding snaps out of their terror and their emotional state
resistance like any other being (Perception and affect mind off of: -1 CP each. levels off (standard NPC’s have a 2D
Willpower). Required: None, anyone can use this ability. perception). Allowing them to then be
Toll: 1 Recovery Test per Use (in addition to
Required Powers: Absorb/dissipate energy However, wiping sentient machines will influenced by a rousing speech or the requests of
tapping the darkside so, minimum 2 used).
Effect: Use of this power allows a Jedi to drain constitute an evil action and may award Dark aid by Rebel soldiers that are undermanned or
the energy from power packs, energy cells, and Side Points (GM Discretion). Draw from Background Emotions wounded. Likewise you could use this to deplete
similar power sources. This can render powered Note: This power is a Sith discipline Attribute + the interest of a crowd of people attending a
and electric equipment useless until the power Effect: This power allows the practitioner to Control Difficulty: 12 concert, where you know there is a bomb and
source is replaced or recharged. Power manipulate the electronic circuits of a computer, Alter Difficulty: 12 or Force Resistance you need to control their evacuation.
generators larger than a portable generator, such Droid, or machine, and reprogram it by Required Powers: Sense Force GM discretion, this is an incredibly powerful
as a fusion generator (used in power droids, manipulating its physical and electrical Required: Darkside Attunement 1 or 2 ability and it can be used to harm as well as
vehicles, and ships) are too large to be drained components. The reprogramming can only Effect: This is the less invasive version of “Feed help. Any act that willingly harms groups of
by this ability. Using this power takes a full restore original reprogramming which has been on Dark Side”. This power allows a Jedi to draw people will increase the Tier of Darkside
round. altered, not actually rewrite a computer’s from the background emotions in a place or area. Attunement by one.
• It can affect a single target within the programming. This ability will generate one Character Points Toll: None or additional Darkside Points /
character’s line of sight up to 10 meters away • Original Programming = Factory Default, for the practicioner. The points will be available Attunement if used for evil.
+1 per D of Force Attribute. which in most cases allows the Jedi to for a number of days equal to their Control Level
Absorption effects: imprint themselves the master of the Droid. + Full D in Force Potential = total days. Force Lightning
Difficulty: • Awards 1 Character Point to the user. Control & Alter Only
• A wiped Sentient machine cannot interface
3 = +1D Or for +6 Control Difficulty Control Difficulty: 12: Modified by proximity,
with any backups they possess. The power
9 = +2D • Awards 2 Character Points to the user. limited to line of sight.
warps their circuitry, making the backups
15 = +4D Note: The Jedi must be in an area where there is Alter Difficulty: Target’s Force Resistance or
incompatible (though the backups themselves
21 = +6D sufficient background emotion available to draw Melee Parry (if using an Alchemical Weapon or
can be transferred to another body). Wiped
• The Absorbed Energy can be used for sentient machines revert to Original from in a non-invasive fashion. If they attempt
Damage or Deflection (added to damaging Programming as above and lose sentience. to draw on background emotions in areas with
powers or used to ablate damage received). small populations, this could negatively effect
Toll: None or -2 Years of Lifespan if a sentient the population and award further Dark Side
• Awards Darkside Points for Damage not machine is knowingly reprogrammed. Points (the Jedi will Sense when it is dangerous
Defelction. to the population).
Feed on Dark Side Secondary Ability: If the Jedi opts not to draw
Note: This ability is known to Light Side Jedi as Control & Alter Only
well as Sith Practitioners. Corran Horn’s points to replenish their Character Point Pool, Lightsaber); whichever is higher.
Control Difficulty: 9
grandfather (Halcyon Horn) used the ability to this ability can be utilized to deplete the overall Warning: Tier 2+ Darkside Attunement
Alter Difficulty: 9
drain the energy cell of a Dark Jedi and then used emotional state of a body of people or a Effect: This power taps into electrical currents
Required Powers: Sense Force
the power surge to manifest the Telekinetic concentration of people. The effect of this and ambient static that exists everywhere. Some
Required: Darkside Attunement 3 or 4
ability he lacked (he had no affinity for TK) to alteration is represented in the form of the Jedi’s say it’s a corruption of the Force, other’s
This power can be kept up for 1FA
crush his disarmed adversary by manipulating Force Attribute. recognize it for what it is, a tool (see below).
Effect: This power allows a Jedi to feed on the
Dissipate Energy immediately after the draining • In this case the Highest Force Resistance in When used it produces bolts of white or blue
fear, hatred, or other negative emotions of others
to channel that power into an attack. Contrary to the population is utilized against the caster’s energy that fly from the user’s fingertips like a
to make themselves more powerful. It does not
popular belief, he didn’t die from the action, it Alter (typically someone with a 3-4D sorcerers lightning. The bolts tear through their
matter to the Dark Side why the others are filled
was a series of fatal Lightsaber strikes that Perception, Jedi are unaffected). target, causing painful wounds. Since this power
with dark emotions; the feelings alone suffice.
actually killed him. • The raw D code of the Jedi’s Force Attribute is Force-generated it can be Force-repelled
Game Effect:
becomes a direct D for D reduction to a using absorb/dissipate energy & Advanced
Toll: None, this is a Grey Ability • In game terms, in any round in which the
target group’s Perception Attribute. If the Melee Combat (not the standard, innate
Jedi using this power is in the presence of a
Jedi manages out “zero out” any individuals Lightsaber combat). Force lighting courses over
Force-sensitive with one or more tiers of
Perception attribute, they experience an and into its target, convulsing the target with
Electronic Manipulation Darkside Attunement, the caster can feed off
emotional shift. Loosing interest in an event serious pain, and eventually killing them. Armor
Control & Alter Only their negative emotions. This awards them a
at hand and moving to another thought does not protect a character from Force
Control Difficulty: 6 for non-sentient machines; bonus Character Point.
process. lightning.
9 for sentient machines; 12 for sentient machines • If multiple individuals possessing Tiers of
• Force lightning causes 2 points of damage
hostile to Sith (See notes at the end). Modified Darkside Attunement are present in the same For example: A crowd of people is huddling in
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for each Pip of Alter the user has. (target never falls unconscious). and must flee on the successive round. Special: Whenever Sith Channeling is concluded
• This ability will affect Droids and electronics • The Stun effect can compound and eventually • Anyone who’s Force Resistance is sufficient the Jedi opens themselves up to possession by
In these circumstances, it bypasses all Armor, become Lethal Damage (as per excessive to ward off the effects becomes confused and Sith spirits. They must immediately succeed in a
& “Shielding” (like Ion Dampening) and Stun effects). can take no more than one defensive action Willpower skill check (Willpower levels rolled +
target’s the Condition Monitor. • The initial Mortal Wound Stun result is +4 each combat round until they exit the field of Perception Dice) vs a target base of 9 + 3 per
Alternate Usage: Force Lightning is effective vs. Levels of Pain. Dark Side energy. round they used the ability (12 minimum).
Force Aberrations other than Ysalamiri. For • The initial Kill result is +5 Levels of Pain, • Force Potential adds to the range in meters: • Possessed Jedi are taken control of by the
example, the Vong. Thus, it is also effective and does not kill the target (but the damage +1 meter per Full D & +1.1 Feet per Pip GM for a number of days equal to the total
against a Mundanes with Force Armor, starts to become real at this point on a 1 to 1 Toll: None, as it causes no direct harm. If used Duration.
effectively ignoring their Force resistance. Only basis). to cripple masses of individuals so their retainers
the Force Armor Advantage will apply to • The power can be sustained for 1FA after the There is a minimum possession period when the
can pick them off: Awards Further Darkside
damage reduction. initial activation, causing perpetual pain to Jedi releases the benefit of the power (regardless
Points and loss of lifespan if it causes a mass
the target. of whether or not they succeed in their struggle
Toll: None if used against non sentients, though extinction. against the Spirit). This is equal to the number
public displays of the power against sentients Effects of Pain: Pain Levels are a +3 to of rounds it was maintained +1 per Full D of
may yield Infamy and other disadvantages like Difficulty each, this also lowers Strength Based Control & Sense Powers Benefit minus the success level of the Jedi
Hunted and Enemy. Damage Resistance. resisting.
• Using against Anyone in general will yield 1 • Control Pain and Control Another’s Pain Sith Channeling
or more Dark Side Points. Control & Sense Only Example: +1D Bonus, maintained for 4 Rounds
negates this power completely (but must be
Control Difficulty: 12+ = 5 Rounds possession if Target number 40 isn’t
• Can be used to fight evil at no penalty. used to do so).
Sense Difficulty: 9 achieved. If it is, every 6 points after the target
Hatred Toll: None. Required Powers: Enhance attribute, feed on number is considered to be 1 success reducing
Control & Alter Only dark side, life detection, life sense, sense Force. the minimum possession duration by 1 with a
Control Difficulty: 9 Waves of Darkness minimum of 0 rounds of possession.
Control & Alter + Force Attribute Required: Darkside Attunement 4
Alter Difficulty: Target’s Force Resistance Other requirements: Must be performed near a
Required Powers: Control pain, inflict pain, Control Difficulty: Requires a Full Round • Round 1: Disorientation: As the Jedi is
Action(s) to sustain, only FA defenses can be Force Nexus, a Sith Rift (corrupted nexus) or in shoved into the background the Spirit Asserts
injure/kill, life detection, life sense, hibernation the presence of sufficient Sith Artifacts.
trance, rage, waves of darkness. taken (like those of Fast Reactions and Sixth temporary control, only defensive actions
Sense). Effect: Sith Channeling is used to channel the may be taken.
Required: Darkside Attunement 3 or 4 spirits of dead Sith lords into a character’s body,
Effect: This power is similar to Force scream, Required: Darkside Attunement 2+ • Round 2: Adjustment: The Spirit assumes full
Note: This power is a Sith discipline augmenting their own natural abilities at the risk
but is used voluntarily. The character using this of possession. If successful, this power grants control, it’s actions will preserve the host and
power releases his hatred into an AoE blast of Effect: The user delves into the darkness of their it will attempt to find a means to permanently
own spirit and dredges up the feelings of hatred, bonuses to attacks, resistance rolls, all attributes
Force energy. and Force Attribute. The extent of the bonus and project itself into the world (identifies targets
• Successful use of this power deals Force jealousy, greed, and rage that linger in the for possession).
shadowed recesses. Using the Force as a power the power’s duration are determined by the
Attribute Damage (10 per D, 3 per Pip) to all amount the Jedi’s Control test exceeds the
source, they expel these vile emotions in waves • Round 3: Transfer Life if possible. If not
targets within ten meters of the character, and difficulty. The duration can be increased by
of Dark Side energy that radiate outward in an possible or the spirit chooses not to, the Spirit
gives each a 3 point penalty to all tests for the spending character points – for each character
expanding sphere. Anyone caught in the may attempt to reason with anyone in the
remainder of the round. The effects of this point spent, the duration is increased by one
disturbance suffers immediate confusion, and a immediate proximity. Promising riches and
power last a single round. round. These points can be spent at any time
few seconds later, feels fear. power beyond the scope of rational belief.
Note: Jedi Defense will soak this assault, before the power fades.
AoE Difficulty (Control & Alter) This is no lie, the resources the Spirit can
however it will not defend against the skill Control Test Benefit Duration
1-2 meters 9 provide are a magnitude higher than any
penalty of 3 points. 12 +2 3 rounds
3-10 meters 12 conventional being could imagine due to it’s
Toll: -1 Year of Lifespan per activation 11-20 meters 15 15 +1D 4 rounds prolonged existence over the millennia.
21-30 meters 18 18 +1D+1 5 rounds Though, what the Spirit finds valuable may
Inflict Pain 21 +1D+2 6 rounds not be what the individuals it reasons with
Control & Alter Only 31-40 meters 24
41-50 meters 27 24 +2D 7 rounds find value in once the Spirit pays the debt.
Control Difficulty: 3: Modified by proximity 30 +2D+1 8 rounds This can be the players traveling to the place
Alter Difficulty: Target’s Force Resistance 51-100 meters 30
101-200 meters 40 36 +2D+2 9 rounds of the Spirit’s entombment and freeing it or
Required Powers: Control pain, life sense 40+ +3D 10 rounds allowing it to travel in one of them until it is
Required: Darkside Attunement 3 or 4 201-300 meters 60
• In game terms, those entering the area • Force Potential adds to duration: +1 round delivered to a specific location.
Effect: The target experiences intolerable pain. per Full D of Force Potential.
The user causes damage equal to their Alter Skill infested by the Dark Side must possess a • Sufficiently powerful Spirits will be under no
Force Resistance above the effect of the • Minimum Duration is 3 rounds though
(2 points per Pip). The damage is considered to anything beyond this is not a hard limit, the obligation to honor the deal 2D+, this is a
be a Stun attack. The damage fills up the wound caster or: Anyone who fails cannot take their complete and utter gamble, while weaker
next action (in this combat round or the next) player can terminate the bonus at any time
levels as normal, applying penalties for each afterward. ones will (Under 2D), GM discretion.
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• Round 4+: Anything beyond Round 3 the individually, for a multiple action penalty space-time continuum to create vast storms of destroy it or by creator’s choice.
spirit will prioritize it’s remaining time each (per round maintained). They are Force. The power also allows limited control of Force Ghosts: Force Ghosts can utilize this
attempting to discover a means to escape on a incredibly resilient to mind control. The these storms. Capable of creating annihilating power as an “Innate” ability. Powerful enough
more permanent basis, using it’s host to Base difficulty assumes the user is Mind vortices, the storms can swallow whole fleets of Force Ghosts can maintain the Doppelganger
facilitate this. Controlling non-Jedi. spaceships or tear the surfaces off worlds. This almost indefinitely and manifest it at will. Any
Effect: The use of this power allows a Jedi to power requires an extreme focus of hate and
Toll: The risk of Possession & 1 Recovery Test destruction of their Doppelganger will weaken
take control of another person turning them into anger to an almost palpable degree and there is their presence by the same amount of Levels the
a puppet who must obey the Jedi’s will. When considerable danger involved. Some are capable Doppelganger possesses for a day per round the
Sense and Alter Powers used successfully a Jedi can control the of creating Force storms, but many fail at Doppelganger was in existence (effectively
actions of others, making them serve their will harnessing what they have foolishly unleashed. diminishing them by half their own ability) and
Force Wind like automatons. The power may be kept up to Often, those who fail to control the storm are the Doppelganger cannot be manifested again for
Sense & Alter Only allow the user to maintain control of their target’s themselves consumed and destroyed. the same number of days. Doppelgangers can
Sense Difficulty: 9 mind. • If the Force Storm Creator is destroyed, the wield weapons and even kill or fight beside
Alter Difficulty: 9 to affect 5 meters; 12 to affect • Individuals versed in the ways of the Force storm dissipates within minutes. individuals when manifested. Dissipation of
10 meters; 15 to affect 15 meters. can actively resist with Jedi Defense. these manifestations requires a “Kill Result” as
Required Powers: Magnify senses, shift sense, Consider the Defense Pool as a target • If the Force Storm Creator is disrupted in any
per standard rules as if they were actually alive.
telekinesis modifier that adds directly to Force way (like by Force Harmony) and they
For Force Ghosts, this manifestation is not
One Action to Maintain after initial activation Resistance, making it almost impossible to cannot overcome the disruption effect of that
considered an evil action. Though using the
Required: Darkside Attunement 2+ ever Mind Control a Jedi. ability, the storm will turn on it’s creator.
Doppelganger to commit atrocities still is.
Note: This power is a Sith discipline • Control Mind cannot be used to control They will be swallowed by the storm for a
Effect: This power allows the Jedi to manipulate droids or computers. few minutes (until the storm dissipates). In Notes: If the creator of the Doppelganger is
and channel air currents to form powerful and which case all their abilities suffer a 2D killed or the link with the Doppelganger is
Toll: Can increase Darkside Attunement by 1
destructive tornadoes that can lift people into the penalty. severed while the power is in effect, the
Tier, every individual controlled after the 3rd
air and fling them about. The cyclone delivers Doppelganger is “freed” and continues to act on
will add to the Toll: -1 Year of Lifespan at 4, -2 Toll: -4 Years of Lifespan
the Jedi’s Sense + Alter Dice in damage to all it’s own, developing a sense of self and can even
at 8, -3 at 12.
within its range (per round). Doppelganger go a completely different route in the course of
Create Force Storms Control, Sense & Alter Only it’s existence. Though it can be “re-acquired”, if
Toll: One Recovery Test to Activate, usable only Control, Sense & Alter + Force Attribute Control Difficulty: 15 defeated in a contest of Will. For all intents and
once per session. Control Difficulty: 30: + Modifiers Sense Difficulty: 15 purposes it begins life with 1 Force Point and no
Sense Difficulty: 30: + Modifiers Alter Difficulty: 30 Dark Side Attunement, as a Traditional Jedi. It
Control, Sense and Alter Alter Difficulty: 30: + Modifiers Required Powers: Control pain, emptiness,
hibernation trance, life detection, life sense,
retains limited memories which pertain to
possessions of it’s former self and can utilize
+3 for 100 meters or less
Powers +6 for 100 meters to 1 kilometer magnify senses, receptive telepathy, sense Force, these as a basis for the acquisition of gear. In
+9 for a base of 1 kilometer telekinesis, projective telepath , control another’s this instance it possesses no allegiance to it’s
Control Mind +3 for every additional kilometer. pain, transfer Force, affect mind, dim another’s creator. Some Sith Lords have been known to
Control, Sense & Alter Only +3 per round maintained in difficulty senses employ this as a means to continue to exist when
Control Difficulty: Target’s Force Resistance: • Damage output is the Force Attribute of the • This power must be “kept up” for 1 FA faced with an Extinction event. Some even
Modified for Relationship. Jedi in Capital Scale Damage. • Only one Doppelganger can exist at a time leaving behind instructional materials for the
Sense Difficulty: Target’s Force Resistance: • Requires a Full Round Action, each round in Required: Darkside Attunement 1+ Doppelganger to find.
Modified for Relationship. order to maintain. The caster cannot even Time to Use: Five minutes • It is rumored that Exar Kun is one such
Alter Difficulty: Highest Target’s Force defend, unless they possess an Advantage Effect: This power creates a doppelganger of the being, with his Doppelganger wandering the
Resistance: Modified by number controlled that allows them to ex: Fast Reactions, Sixth Force-user. The Doppelganger is more than galaxy, ageless and performing acts of
Required Powers: Affect Mind Sense, Time Sense, etc. merely an illusion, it will interact with people redemption for his atrocities against the
One Action to Maintain after initial activation • The Jedi must be capable of maintaining and appear to be real. It can harm others, and Galaxy.
Required: Darkside Attunement 3+ the difficulty of the storm each round. use weapons and armor. The user can sense all • Further evidence suggests one such instance
Number Willing Unwilling Required Powers: Hibernation trance, life normal senses through the Doppelganger, of a Sith being having left behind materials
1 +0 +6 detection, life sense, magnify senses, including a “feel” of normal substances. for their Doppelganger and through the
2 +3 +9 receptive telepathy, sense Force, telekinesis, Doppelgangers also register normally on all course of the Doppelgangers inquiry it
3 +6 +12 farseeing, projective telepathy, instinctive droids’ audio and video sensors. Those with the inadvertently triggered (a planned event) a
4-5 +9 +15 astrogation, rage. Doppelganger believe it to be a real person. The Sith object which transferred the being’s true
6-8 +12 +18 Required: Darkside Attunement 4 or in rare Doppelganger acts with half the skill levels of essence into the Doppelganger, thus
9-12 +15 +24 instances great personal anguish the person that created it, though all it’s “resurrecting” the Sith Lord. Darth Pagueis
One Action to Maintain after initial activation Effect: This is one of the most destructive Force Attributes will be full. “The Wise” is possibly an example of such
• Target Force Sensitive / Jedi individuals powers known. It allows the Jedi to twist the • A Standard “Kill Result” is required to an act. The Doppelganger becomes mortal in
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this instance, and ages due to Tolls as if it contribute to the Force; even those with no rate. kill the target varies: collapse of the trachea, stir
were a fresh clone. awareness of the Force are affected by and are a • 1 mil-10 mil: Healthy children die in the in the brain, squeeze the heart, or any number of
part of it. Many beings go through their daily womb, infecting the mother with the same methods.
Toll: One Recovery Test (at any time) to
lives wasting much of their life energy. This genetic deformity and a new plague is • The effective range is 120 meters
establish the power. Once established the
power draws that life energy from beings, introduced for which there is no cure until the • Damage delivered is equal to the Force
Doppelganger can be summoned for a Free
allowing a Jedi to use that energy to further his Jedi stops draining the population. The Attribute of the Jedi (10 points per D, 3
Action expended at any time.
or her own ends. The amount of energy the Jedi Plague will cause it’s victims to wither into points per pip) + Alteration (2 points per Pip)
Drain Life Energy draws depends on the number of individuals husks, over a period of time as all their Note: The power is often used to maim, instead
Control, Sense & Alter Only affected by the power and the length of time they bodily fluids drain out of every orifice and of outright killing the target. Many Darksiders
Control Difficulty: 6 have been drained. For individuals who have pore, gradually and painfully. will wish to leave lasting damage on their
Sense Difficulty: 6: Modified by proximity been drained for less than one week or longer Toll: -1 Year of Lifespan per activation; 1 DS adversaries (like melting their adversaries eyes
Alter Difficulty: 6 than one month: point per period of Draining. out of their sockets).
Required: Darkside Attunement 1+ 1-5: One Character Point per week Toll: -1 Year of Lifespan per activation
Note: This power is a Sith discipline 6-50: Two Character Points per week Memory Wipe
Effect: This power allows a Sith to draw power 51-1,000: Three Character Points per week Control, Sense & Alter Only Transfer Life
from nearby non-sentient beings to boost his 1,001-50,000: Four Character Points per week Control Difficulty: 9 Control, Sense & Alter + Force Attribute
ability to go without sleep. As long as this power 50,001-1mil: +1 Year of Life Essence / month Sense Difficulty: Target’s Force Resistance: Control Difficulty: Force Resistance of the new
is kept up, the Sith will not fatigue or require 1 mil-10 mil: +1 Year of Life Essence per week Modified by relationship. vessel: Modified by Circumstance
sleep. Use of the power depends on a ready Alter Difficulty: Target’s Force Resistance: Sense Difficulty: Force Resistance of the new
• Character Points are considered to be a bonus
supply of nearby insects, small rodents, birds, Modified by relationship. vessel: Modified by Circumstance
pool and are available to the Jedi with no
and so on to draw energy from. This power may Required Powers: Control pain, hibernation Alter Difficulty: Force Resistance of the new
expiration date. Once used they are gone
not be used to draw energy from sentient beings. trance, life detection, life sense, magnify senses, vessel: Modified by Circumstances & Proximity.
permanently.
receptive telepathy, sense Force, telekinesis, Circumstances Difficulty
Toll: None, it is non lethal • A maximum of 5 Years of Essence farseeing, projective telepathy, affect mind, Prepared Clone Host Body -6
Drain Life Essence Replenishment can be gained per population control mind, dim another’s senses. Recently Dead Body +3
Control, Sense & Alter Only center. Note: This power is a Sith discipline Live Willing Host +6
Control Difficulty: 15: Modified by Relationship For individuals who have been leeching longer Required: Darkside Attunement 3+ Live Unwilling Host +24
Sense Difficulty: Use chart below: than one week: Time to Use: Full Round Action Live Unwilling Doppelganger +12
Number of Victims Difficulty Effect: This dreadful power allows a practitioner Required Powers: Absorb/dissipate energy,
6: 1 - 5 Very Easy • 1-5: Individuals develop random illnesses to sift through a person’s mind and destroy all accelerate healing, control pain, emptiness,
9: 6 - 50 Easy that are treatable with rest and medicine. knowledge of specific events or learned skills. detoxify poison, hibernation trance, reduce
12: 51 - 1000 Moderate However, the symptoms persist as long as the Use of the skill requires direct contact with the injury, remain conscious, resist stun, life
15: 1,001 - 50,000 Difficult Jedi continues to draw from them (-1 to all target, and only one specified objective can be detection, life sense, magnify senses, receptive
18: 50,001 - 1 million Very Difficult skill tests). perused per Full D of Force Attribute per telepathy, sense Force, telekinesis, injure/kill,
40: 1 million to 10 million Heroic • 6-50: Individuals develop chronic illnesses -2 session. farseeing, projective telepathy, receptive
Alter Difficulty: ½ Force Resistance for willing, to all skill tests. Can only be cured through • Practitioner gleans all information pertinent telepathy, accelerate another’s healing, control
worshipful subjects. Force Resistance for rest medical attention for 2x the time they to the one ability they are seeking and the another’s pain, feed on dark side, inflict pain,
ambivalent or apathetic individuals. Force were fed upon. subject (target) looses 1-3 Abilities / Skills return another to consciousness, dim another’s
Resistance + Range & Relationship for enemies. • 51-1000: Individuals are maimed (lower including the one the practitioner sucks out senses, transfer Force, affect mind
• Increase the difficulty by +2DR for any Jedi Force Resistance targets first): Developing a - of the target. Required: Darkside Attunement 1+
with no Dark Side Attunement. 3 Persistent Wound (or a series of -1 point • Anyone possessing a sentient/doppelganger
Required Powers: Control pain, hibernation injuries that never heal). Healing requires Toll: -1 Year of Lifespan per activation & +1 DS body against it’s will gains Dark Side
trance, life detection, life sense, magnify senses, medical & 3x the amount of time drained. Point Attunement immediately.
receptive telepathy, sense Force, telekinesis, • 1001-50,000: Birth Defects are introduced to Telekinetic Kill • Anyone possessing a dead body and
farseeing, projective telepathy, control another’s 1st born children and persistent Wounds for Control, Sense & Alter resurrecting it (effectively), gains an
pain, transfer Force, affect mind, control mind, the rest -4 to all skill tests. Birth Defects are Force Attribute Added to Damage immediate Dark Side Attunement. This is
dim another’s senses permanent. Wounds can be healed with 4x Control Difficulty: 6: Modified by proximity unnatural and there will still be some
Required: Darkside Attunement 4 the recovery time. Sense Difficulty: 6: Modified by proximity memory that must be wiped to take the body.
Time to Use: One Hour / Day; requires 3FA • 50,001-1 mil: Crippling Birth Deformities Alter Difficulty: Target’s Force Resistance The body must be whole, though organs from
investment at all times otherwise. and even spontaneously developed genetic Required Powers: Control pain, inflict pain, multiple compatible donors can be used to
Effect: This power allows a Jedi to draw life defects manifest in society at random injure/kill, life sense make it so. The body will remain, physically,
energy from those around him and channel the (targeting lowest Force Resistance). Required: Darkside Attunement 4 the original individual. The sex of the body
negative effects of the Dark Side into those Wounded Twice applies to a number of the Effect: This power is used to telekinetic-ally doesn’t matter.
victims. All living things are a part of and population until healed at 5x the recovery injure or kill a target. The exact method used to • Anyone possessing a willing host
280 281
or the Force. Hyper Movement Advantage (1) +6
• If the host spirit prevails, the caster of Exotic Breathing (Water, etc) +12
Transfer Life is destroyed utterly. Make Obedient (To Master) +15
• Successful Possession of a willing or Force Armor Advantage +15
Unwilling host results in a net gain of ½ Toughness Advantage (+1) +6
body’s Experience Points which then must be Fast Reactions Advantage +18
re-invested in the areas the body originally Sixth Sense Advantage +18
possessed skill in (overlap is assumed).
• Each additional use on the same target
Toll: -1 Pip of Force Attribute Permanently increases the Alter difficulty by 3 points.
Alchemy • Alchemy can create a Sith Sword: Difficulty
Control, Sense & Alter + Force Attribute Control/Sense: 18 + Alter Difficulty 30.
Control Difficulty: Force Resistance
Sense Difficulty: Force Resistance Toll: None if used with inanimate material, None
Alter Difficulty: Force Resistance + Difficulty for Sith Swords, -1 Year of Lifespan per entire
Required Powers: Accelerate another’s healing, project completed on Living Beings. If used to
control another’s pain, control pain, enhance alter an entire species increase the Lifespan loss
attribute, enhance another’s attribute, feed on to -5 years.
J
immediately gains Dark Side Point. the dark side, hibernation trance, injure/kill, life Force Illusion (1FA) • The Danger Sense power will only afford
• Transferring yourself into a clone body, that detection, life sense, place another in Control, Sense & Alter + Force Attribute deflection bonuses for any real danger unless
is a blank slate, is not necessarily corrupt. hibernation trance, sense Force, Sith sorcery, Control Difficulty: 9: Modified by proximity you achieve a Perfect Information Result.
It’s unnatural, but in and of itself is simply transfer Force. Sense Difficulty: 9: Modified by proximity.
Required: Darkside Attunement 4 • Maximum range for an illusion is 1,000
another method leading to longevity. You Alter Difficulty: Target’s Force Resistance meters per D of Force Attribute + an
have, after all, gone through all the trouble to Effect: Using ancient Sith equipment and arcane Required Powers: Affect mind, dim another’s
formulae, a character with this Force power can additional 250 Meters per D in Alter.
acquire the technology to clone your own senses, life detection, life sense, projective
alter the molecular composition of living beings, Note: This is not specifically a Dark Side power,
body and have avoided other invasive and telepathy, receptive telepathy, sense Force.
creating dark side mutants. All changes made to though it can be utilized as one to mislead people
horrific methods of possession. Required: None, anyone can use
a being with this power create horrific physical to their deaths. It is recorded in the Jedi
Effect: This power allows character to transfer Effect: Individuals with the power of Illusion Archives at almost every major Jedi Academy.
mutations. Altering multiple aspects requires can manifest images that seem completely real to
his or her life energy into another body. The key tests. To use this power successfully requires However, it is rarely utilized and more often than
to immortality itself, this is one of the most those who perceive them. These illusions cannot not it is used by Sith Practitioners.
thousands (or millions) of credits worth of cause physical harm, though they might cause
difficult and evil of all powers (not always). alchemical equipment and raw materials (as well • Using the Ability Create Force Talisman
others to make mistakes if they do not realize
• The Force Attribute of the caster should be as a subject). Each alteration inflicts 40 damage their true nature. Illusions can be bound to items as a
higher than that of the host body as it is used against the subject. This power can also be used permanent effect with the strength of the
to destroy any spirit inhabiting the body to reshape inanimate matter. • The Strength of the illusion is rated at the original caster. An unlimited number of these
(even recently dead / frozen bodies). Force Potential that the caster possesses. Illusory Talisman can be created.
Alteration Difficulty Any illusion created by the caster is
• Treat this contest as if both parties’ Force Add Claws or Fangs perceived to be real by anyone (even a Jedi) • Corran Horn the Jedi Knight/Master is
Attributes were Strength & they are beating (+5 damage) +6 if their Force Potential does not at least particularly adept at creating Illusions.
one another to death in hand to hand combat. Add Horns match that of the caster. • The ability is actually quite similar to the
Each side has an equal action that (+10 damage) +9 core ability of White Current practitioners.
automatically hits. The victor controls the Add Natural Armor • Any harm caused by the illusion itself
(illusory knives, fireballs, etc) is all stun Toll: None, though misuse of the ability to
body in the end and the original host’s spirit (+5 versus energy) +9
damage and can never roll over into lethal mislead and kill can result in Darkside Points
is destroyed. Add Natural Armor
damage. Though walking on an illusory being “awarded”.
• Even if the host body doesn’t have Force (+5 versus physical) +9
Alter Physical Appearance bridge and falling to your death is another
ability they are awarded 1D to the contest story. Damage delivered is 10 points per D Sith Sorcery
above. (+3 to Intimidation) +6 Control, Sense & Alter Only
of Force Potential, pips are ignored. The
• Force Sensitives defend with their Maximum Grant Dark-vision (10m) +9 stun effect is only momentary, lasting a single Control Difficulty: 3 per Function*
Force Potential & they have access to as Exceptional Hearing (Search +3) +6 round. Though individuals may remain Sense Difficulty: 3 per Function*
many Force and Epic Points as they had in Exceptional Smell (Search +3) +6 disoriented in successive rounds due to Alter Difficulty: 3 per Function*
life. continued attacks (+1 Action penalty). Required Powers: Any power that is to be
Stealthy (Sneak/Hide +5) +9
mirrored with Sith Sorcery must be possessed.
• Any damage sustained in the contest is Increase Attribute (+1 pip) +9 • Willpower Tests will pierce the illusions if Otherwise considered a Random Spell.
transferred to the new body, this damage Increase/Decrease Size By ½ +12 they exceed the Power of the illusion 5 x the Required: This ability must be taught by a Sith
must be naturally healed without medical aid D Code of the Force Attribute.
282
Spirit of sufficient age or learned from an
obscure text. The art of Sith Sorcery has been
Required Powers: Affect mind, battle
meditation, concentration, hibernation trance,
Jedi Alchemists sound effects, the more damaging it is, the louder
and more visible it becomes.
lost over 20,000 years at the time of 0 ABY. emptiness, force harmony, force of will, life Base Difficulty: 6 + target’s Force Resistance
Effects: Sith Sorcery is, on the fly, Spell Casting. detection, life sense, projective telepathy, • + 3 per additional missile / function.
• Control, Sense and Alter are Rolled randomly receptive telepathy, sense Force, sense Force • Free Actions can be used to add spell
for these tests. potential. functions / additional bolts or missiles & +1
• Damage/Effect: Force Attribute (10/3) Effect: This power severs a Darksider’s ties to to the Caster’s spell result per free action.
• Range: Any base power can be converted to the Force, preventing them from using any Force • Expendable Materials and Foci both help.
a ranged one. Range is 10 meters per D of skills. • You default to full actions once you are out
Force Attribute, 3.3 meters per pip. 1. It is not effective against an Individual who of free actions for multiple spell functions.
• Target: Must beat Force Resistance with the has less than Tier 3 Dark Side Attunement. • Casting Multiple Spells: Spells beyond the
strength of Control, Sense and Alter 2. The effects of Sever Force are “permanent”, first, cast simultaneously in a combat round,
individually, always, regardless if the power and the only way for a target to reverse the accumulate multiple action penalties
is beneficial or not. effects are to atone for a number of years (Attribute D Penalty).
• Sustainable Spells: 1 Free Action equal to twice their Tier of Dark Side
• Random Spells: Abilities not in the user’s Attunement. Your Force Resistance / Defense: Is weak
power list are considered random and add a 3. The power’s sense difficulty depends on the compared to a Traditional Jedi, but starts out
10 point penalty to Control, Tier of Dark Side Attunement. stronger.
Sense and Alter to cast. The Sense difficulty is 60 if the Force Resistance:
• *Functions: Manifesting a target only has Tier 3 • Add 1 per point of Perception.
Spell is 1, projecting it ranged Attunement, 50 if they have Tier • Add 1 per point of Force Attribute.
is 1, dealing/healing damage 4 Attunement. • Add 1 per Full D of Willpower
is 1, if the spell turns a corner 4. The Force Attribute & the • Double Force Resistance total and Resistance
is 1, etc. All Multiple Action Control, Sense and Alter of the Dice for expending a Full Defensive Action
Penalties apply (Control, Jedi employing Sever Force is a (nothing else can be performed even dodge).
Sense and Alter). Casting is direct reduction to the target’s
always a Multiple Action Force Attribute and all Force • Force Attribute is always rolled randomly, as
Penalty, though sustaining skills. if it were Strength, to resist any negative
spells (like a protective 5. Even if the target still has Force or Magical Attacks (Strength is rolled
barrier) is a Free Action. remaining Force Attribute Dice for anything that gets though this).
Example: Projecting a barrier and Skill Levels in Control, • Force Attribute is even rolled against
(for full coverage): 1 Manifest, 1 Sense and Alter a penalty of 40 This form of Jedi goes back to the roots of the Lightsaber and Alchemical Weapon Damage.
per barrier (need 4): 4 = 25 is applied to attempting to Jedi almost 40,000 years earlier in the setting. Anything Magical or Force Related (Not
Difficulty + 10 for Random = perform any Force Power for These would have been the most common types Cortosis, Null Force or Beskar).
Target 35 the duration of the target’s of mystics in the Star Wars universe before
atonement. Base Damage: Force Attribute x 10 per D & x 3
Toll: None, however improper someone had the bright idea to start focusing
per pip (thus a 3D+2 attribute delivers 36 points).
use can yield Darkside Theoretically, Multiple Jedi can Force abilities into Jedi orders. The Alchemist is
Amplifying Damage:
Attunement or Lifespan Loss coordinate together to increase all about flexibility. These Jedi are not wizards,
• For every +1 added to the base difficulty, the
(GM discretion). the effect: they’re more like a spell cannon with unlimited
damage is increased by 1 point.
• Each Jedi After the first wooge. They can shape the Force any way their
• +5 to Damage for Every Free Action
Last Resort increases the Force Attribute imagination allows. Which means they can heal
on the fly, toss bolts of Force energy and fly Expended for damage.
Reduction by 1D and Control,
Power Sense and Alter by 1 Level. though the air while doing all of it! Jedi Range:
• Any Jedi after the first will Alchemists use their Force Attribute to utilize • 120m per difficulty of 3
Sever Force their abilities. They can inherently use all
Control, Sense & Alter + Force add +3 to all the tests of the
powers on the inherent powers list innately, Speed:
Attribute Initiating Jedi for the purposes
though some may require a Free Action. They • Base Move per difficulty of 3
Control Difficulty: 12 of success.
use spell components to amplify their power & You hit, if you defeat the target’s Force
Sense Difficulty: Varies (see Toll: Everyone participating in create (or find) Foci which bolster their Force
below) Resistance.
this ritual gains a Tier of Dark Attribute.
Alter Difficulty: Target’s Force • A Traditional Jedi can parry or dodge your
Side Attunement for the
Resistance Using your Core Ability: Their Force spells like they can Force Lightning: if their
unnatural stripping of ability.
Special: Anyone using this power Attribute Dice are rolled vs a Target number: Melee Parry or Dodge superceeds their Force
must BURN one Force Point. Their abilities always manifest visible and with Resistance, it becomes your new target to
beat. Though AoE effects will still hit them
285
full force if you are targeting a location with • The most common Defensive Spell = Barrier whilst the character is being pursued! However,
them. Otherwise a Traditional Jedi could Spell (Creates an invisible Force Barrier on the spell effect must make sense to the spell being
parry your own spells back at you! one facing of the hero. 4 facings are required utilized. Thus creating a hallucinatory terrain
to completely surround the caster (+9 to identical to the painting that comes to life and
Duration: Unless otherwise specified by the
difficulty). Barrier Spell adds the Force dazzles and confuses the pursuer, is what I’m
caster, the duration of a power is instantaneous.
Attribute as if it were Strength to resist talking about. As always, utilize GM discretion
Any spell that is set to be sustained adds 3
damage: Ex: 3D+2 Attribute = 11 +2 Points on this. There could be massive ramifications for
difficulty to roll. After casting the spell 1 Free
x 5 = 65 Points of soak (per arc). With the destroying priceless objects!
Action is required to “Sustain” the spell.
spell function bonus you can remove 3 of the An example of a basic material would be like a
Force Focus: Jedi Alchemists typically lack the difficulty for casting a complete protective ball of sulfur consumed in the casting of
ability to penetrate a Traditional Jedi’s defenses. “bubble” or you can project the spell to something like a fireball. That material should
• Applying Force Focus adds 3 functions (+9 another person, or amplify the spell effect, be in the 0-10 credit range. A package of refined,
to casting difficulty). etc. high yield, gunpowder 20-50 credits, a package
• Force Focus doubles your Dice pool for a • A common Mobility Spell = Flight: Allows of Thermite 100 credits, However, burning
singular spell. You cannot cast other spells, the caster to fly at their base ground something like a firegem, valued at 50,000
however, you cannot even dodge. movement. The Spell Function bonus can credits would add the characteristics of it’s actual
• However, this can be employed while already eliminate the base difficulty so the spell explosive ability to the spell effects in addition to
sustaining other spells you cast earlier. triggers automatically, it can amplify the the bonus listed here.
Imbuing items with attribute: This is speed of the flight to x2 or even be cast on
someone else. • The bonuses can be used for either Effect
effectively creating a Force Ghost or possessing
(Damage) or to add to your roll for success,
a sword to float in mid air and attack, etc. Consumables for a Bonus: or split between the two at the player’s
• 3 Difficulty DEX = Force Attribute, You can utilize consumable components for discretion.
• 3 Difficulty STR = Force Attribute added effectiveness. Or you can tie the “spell” to
• 3 more difficulty adds +1D to either Force resonant materials that don’t get burned up Foci:
• 1 Free Action to Sustain in the casting. Furthermore, the more valuable These are the items that don’t get consumed in
• 1 Free Action to switch initial command the material that is expended / the spell is tied to casting that add directly to Force Attribute:
Area of Effect (AoE): = more power. You can bind a number of spells Foci Values and Effects:
• Add 3 to difficulty: = 1m per D , 1.1 Feet per to each item based upon its material quality D • Force Token / Jedi Coin 300-500 credits: +1
Pip of Attribute to the area of effect. Even at rating. Expendable components typically yield a pip
the edge of this area of effect, the blast is at higher return than non-expendable components • Lightsaber Crystal 2,500+ credits (must be
full damage. do. natural): +2 pip Sacrificial Expenditure:
Expendable Material Values and Effects: • Force Resonant Material 5,000 credits, Can be massively evil, or it’s your final act…
• Per additional 3 in difficulty added the AoE
The first value is the bonus the material provides extremely rare, usually metal and fashionable • Sacrifice a non Force sensitive for power:
effect DOUBLES. Thus, by adding 6 to your
and the second value is the additional functions into things like belt buckles, brooches, ornate +20 to damage or effect & shift immediately
roll, you affect 2m per D, 2.2 Feet per Pip of
attribute that you possess (3.3 feet = a meter). granted if you don’t take the bonus / difficulty hair pins, alcohol flasks, etc: +1D one step in Dark Side Attunement.
reduction) • Powerful Jedi Student clothing is priceless: • Sacrifice a force user for power: +20 &
A note on Spell Complexity: Cost: Bonus Skill / Extra Functions +1 pip Their Attribute x 15 to damage or effect &
Additional functions of add +3 to difficulty. 0-10 Credits: +3 / 1 • Powerful Jedi Knight garb is priceless: +2 shift immediately two steps in Dark Side
On the Fly Spells: 1 Function without penalty 20-50 Credits: +6 / 1 pips Attunement.
100 Credits: +9 / 2 • Powerful Master’s Robe/Clothing is • Self Sacrifice: +120 Suicide + Attribute x 20
Prepared Spell: Requires Casting / Channeling 1000 Credits: +12 / 2 priceless: +1D to damage or effect
to begin 1-3 rounds before it is cast. This will 10,000 Credits: +15 / 2 • Sith Lord’s Armor is priceless and has other • Willing Sacrifice: Non-Force Sensitive +30;
add 1-3 additional functions OR allow you to 50,000 Credits: +18 / 3 negative effects: +2D (full suit) reduce by 1 Force User + 20 + Attribute x 15
stack 1-3 additional spells to cast simultaneously. 100,000 Credits: +21 / 3 pip per piece missing.
1,000,000 Credits: +24 / 3 • Old Republic Jedi Battlemaster’s armor is The first 2 require you to KILL them first, this
Memorizing Spells: Raw Jedi cannot create
2,500,000 Credits: +27 / 4 priceless: +2D may be difficult...
spells like Sorcerers can. However, they can
park 2 spells, that they will commonly access, in 5,000,000 Credits: +30 / 4 • Force Artifact is utterly priceless, like a Inherent Alchemist Abilities:
the back of their mind. These spells must be 7,500,000 Credits: +33 / 4 holochron: +2D (All Innate, unless otherwise noted)
defensive or mobility related. +1 to Spell 10,000,000 Credits: +36 / 5 • Kalibur Crystal is priceless: It’s rating is up Cantrip (1FA)
Functions & these spells can be cast with a to 5D (GM discretion) Control Alchemical Object
The limitation to the above is that the object must
Free Action. Note: You can expend a Foci. This doubles it’s D Counter Casting
be something the player can carry. It can,
If the spell is defeated or dropped the caster must code. Foci at a +1D or higher immediately Detect “Magic”
actually, be any component found in the wild like
re-memorize the spells (10 minutes/function) generates a Force Point when expended. Disrupt “Magic” (Variable)
a priceless painting in a museum, on the wall,
286 287
Identify Object Sense Force Disturbance: The same as the Jedi to Damage/Reduction & Skill of any cannot resist.
Mage Sense Alchemical Weapon. Force Attribute is
Mage Sense: Allows the Alchemist to get a • This rating can never be higher than your
See Aura rolled randomly.
generalized sense when another Alchemist is own Force Attribute (Maximum of 4D).
Sense Force Disturbance around. It does not pinpoint their location, Jedi Alchemy:
Detect “Magic”: Does not allow the user to • Each attack, while Fueled by Hatred, awards
however, can be used as a generalized warning as Allows the Alchemist to create imbued objects
sense Force, it allows the user to inherently see a Dark Side Point.
it will spike if their counterpart’s intention is to that allow them to focus their spell effects
items (that are visible) that are Enhanced/ harm them. through the “enchanted items” as if they were Sith Alchemy:
Enchanted/Possessed for what they are. Jedi will Cantrip: A basic spell that can be cast with a minor artifacts. This is based off their maximum
not glow, however, any sustained Traditional Jedi free action, like ignite a candle or candles, melt Force Potential (even if they aren’t maxed out Creation of Abominations:
ability will. Range is Line of Sight or (if ice or wax, dust a small area, clean dirt from yet). The Alchemist is capable of directly
obscured) 1m per D of Potential, pips are garments, chill or heat a drink, etc. manipulating a living being. This cannot be
They can create an number of objects as performed on the fly, it requires a laboratory,
expressed as 1.1 feet.
Identify Object: Allows a Raw Jedi to instantly described in the “Create Force Talisman” Force materials and intense patience and concentration.
Disrupt “Magic”: can disrupt the effect of a recognize the powers of an object. Any Power. They can have up to 1+1 per D in Force Requirements: Tier 4 Dark Side Attunement
Force Ability or Object. This applies to any Alchemical item is instantly recognized along Attribute in effect simultaneously Difficulty: Opposed Force Resistance +
power they are within range of. The Disruption with any powers that are tied to the object. Procedure Difficulty
• Attribute in Full D = 1 + 1 in total quantity
can only target a single D code at a time (which Some items may require research and time. Time to Use: 1 Day to 1 Week+ (Depending
(ex an Attribute of 3D+1 = 3 + 1 = 4 total)
is typically sufficient to temporarily disrupt the • This does not extend to Holochrons other upon the level of resistance)
static effect of a Force Artifact which triggers at than understanding their base significance. However, after the first, the others must perform Warning: If the user is above Tier 4 Dark Side
a defined power level). Same with Sith Armor, you will know it has different functions (you cannot have 3 Talismans Attunement, each use of the ability shifts them 1
Range: 1m per D of Potential, Pips translate to negative effects, research will be required for with Force Resistance). The others can (as their step closer to being consumed by the Dark Side.
1.1 feet. the specifics. base difficulty) have individual Traditional Jedi Effect: Using ancient Sith equipment and arcane
Disruption Effect: Force Powers tied to them, that activate at a flat formulae, a Hero can alter the molecular
Creation of Alchemical Weapons:
Actions per round: Effect (Round Attribute Code, equal to the Raw Jedi’s Force composition of living beings, creating Dark Side
This is a an “indestructible” weapons.
up): Attribute. Skill (Control, Sense or Alter) will mutants. All changes made to a being with this
Must possess Alchemical Weapon
1FA Force always be the minimum required to function at power create horrific physical mutations.
Construction/Repair (AP). It is the
Resistance applied base ability. Example: Bracers of Enhance Altering multiple aspects requires multiple tests,
ability of the Jedi Alchemist to shape
2FA Force Attribute (must specify the attribute) or a ring of with each test taking one day(s). To use this
their own living essence into the
Resistance + 6 Reduce Injury. power successfully requires thousands (or
weapon itself.
3FA or 1A Force millions) of credits worth of alchemical
1. Quality Weapon: Creation time 1 Spell Channeling:
Resistance + 12 equipment and raw materials (as well as a
week, 4,500 Credit Material Cost. All spells cast while in possession of one of these
Counter Casting: The Alchemist Target: 30 subject). Each alteration made inflicts Force
Alchemical Weapons will gain the benefit of +1D
actively attempts to counter the 2. The Alchemist then infuses a part Potential Attribute damage against the subject.
to Force Attribute.
casting efforts of an opposed Sub of their essence into the weapon in a This power can also be used to reshape inanimate
Class Jedi. Subtract as many dice Ritual target 40 test vs combined The Alchemist vs Mundane: In most cases you matter.
from the opponent as the Raw Jedi Force Attribute + Willpower + must be cunning to survive. Unlike the
Example Mutations (Difficulties):
wishes to apply to the effort within General Maintenance & Repair. Traditional Jedi, who can fall back on their Force
Add Claws or Fangs(STR +5 damage): +3
range. Range is 1m per D of Force Creating a 75 (5D Static) Damage Skills to use their abilities, the Alchemist no such
Add Horns (STR +10 damage): +6
Potential, pips are 1.1 feet. Note: weapon that is effectively avenue of recourse. Alchemists my have to
Add Natural Armor (+5-15 vs energy): +3-9
This reduces Force Attribute, if it indestructible (a Sun or molecular resort to using Hatred to fuel their abilities
Add Natural Armor (+5-15 vs physical): +3-9
reduces their attribute to 0D, they furnace will destroy it). (which will Defeat Mundane resistance).
Physical Reformation (+10 to Intimidation): +6
cannot cast or sustain spells. Grant Dark-vision (10m): +9
Control Alchemical Object: Fueled by Hatred: For Every step down the
• Full Round Action(s) Required: Increase Attribute (+1 pip to 1D): +9-15
Alchemists can choose to suppress Dark Side ladder increase the effectiveness of the
mage can still use defensive Increase/Decrease Size By Half: +6-12
any abilities that an object has and trigger them Raw Jedi’s abilities vs Null Force Wielders:
actions or already sustained spells. Increase Move Score +2/4/6: +3-9
as they wish to. Example: They come into
See Aura: Allows the practitioner to get the possession of a sword that is normally tossing off Fueled by Hatred is a choice, where the Make Obedient (- 1-3 Willpower): +3-9
general feel for the disposition of another. It oscillating light, a foul stench and Force Alchemist delves into primal rage, loathing,
hatred, malice and all dark corners to power their Note: Each additional use of this on
works basically like receptive telepathy without Sleaze… They can suppress any or all of these the same target increases the difficulty by 3.
the communication aspect and it translates into abilities AT WILL. The Alchemist can choose to magic. It is not active by default, even if they
general feelings pulled from the surface emotions manipulate their output to behave differently possess Darkside Attunement already. Each use of this awards one darkside point until
of a being. Even if the being read has no visible (like only outputting Force Sleaze instead of the • Per Tier of Darkside Attunement that the the Alchemist reaches 20. They are already
tells, the power still extracts the general sense of obscuring stench). Alchemist possesses is equivalent to 1D of sufficiently evil at 20… No additional points will
the target. Force Attribute that the Mundane Individual be generated for additional deeds of evil.
• The Alchemist applies their Force Attribute
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The White Current Inherent White Current Abilities: As
Alchemist w/ -3 DR Casting Difficulty
Limited Jedi automatically on selecting this path. It awards
+1 additional Free Action to the Limited Jedi.
Pierce Illusion (Instant, no action required)
Notes:
Cantrip (1FA) - Illusory
• The Mundane have no effect against them &
Perception Manipulation Immunity
their bonuses also apply against Mundanes!
Perception Manipulation Immunity: Means • They can sustain a maximum of 3 powers.
just that, it is impossible to ever alter a Current
To Traditional Jedi and other Sub-Class Jedi
user’s perception of anything. They see right
they are a complete enigma. They don’t sense as
through disguises, notice reconstructive surgery,
Force Users, however, a contact based probing
and see things as they should be, or as they
will cause unease in any other type of Jedi due to
naturally are (they even notice holograms for
a mixture of Light and Dark in harmony…!?!
what they are). No amount of drugs, Acid Trips
or otherwise can alter they way they perceive Inherent Usable Abilities:
their surroundings. • Danger Sense (Innate)
• Receptive Telepathy 1FA
Originally, the principles of the order are based Pierce Illusion: allows the White Current user to
• Reduce Injury (Innate)
upon the Fallanasi teachings which are typically immediately identify illusions and pierce them,
• Enhance Attribute 1FA per Attribute
pacifist in nature. This is not always the case regardless of the power level of the Current user
• Enhanced Combat (Innate): Attribute adds to
with the followers of the Current. Many become that created the illusion. Instantly pierces all
Strike/Parry/Dodge & Damage for all their
disenchanted with their lives of seclusion in their other Force/Magic Illusions, Technological ones
attacks including Piloting and Gunnery.
illusory masked cities. Others, unwilling to and any level of Stealth being employed.
simply allow the events of the galaxy to unfold They begin with all Inherent Abilities, these do
while terror reigns supreme, strike out to bring Powers: not cost a power slot.
their unique talents to bear against the Galactic Force Immersion The Traditional Force
Empire. Ability Use: Unique and Innate to the Current
They can acquire Control, Sense and Alter,
Description: The Current Mage has the ability Not all beings can become Full Traditional Jedi.
"The Fallanassi are pacifists, are they not? What though at a substantially capped potential (for a
to completely immerse themselves into the flow These Jedi not only suffer Limited potential but
could they send against us?" Skill Slot Each). None of these abilities can be
of the Force itself, it yields the following effects: also have a limitation to their grasp about how raised above 5D. They increase as if they were
"Being a pacifist isn't the same as being helpless. • True Awareness: 1 FA Complete Awareness they can perceive the Force. These individuals Specializations as far as cost to raise them is
The Fallanassi have many defenses." of all surroundings and reveals all beings, no might be Force Users, however, their connection concerned.
matter how powerfully obscured. is so minor that they detect as non-Sensitive.
―High Lord Sarasu Taalon, and Jedi • Flawless Obscure: 1 FA The Practitioner is Thus even the Empire’s Force Scanners will fail Force Resistance: +2 (Attribute) + Perception &
Grand Master Luke Skywalker rendered invisible to everyone. to detect these individuals. Willpower (1/D) & Control to resist DMG
The Fallanassi Wialu and Akanah Norand Goss • Obscure Others: 1 Action per individual Initial investment in Force Sensitivity only Trainable Abilities
Pell, found by Jedi Master Luke Skywalker, used The Practitioners can immerse others into the requires 2 Skill slots (10 points), and thus not a As with Traditional Jedi, if you present them
their powers to generate an illusory "phantom Force Current. Difficulty is 6 per additional Full Attribute D. They begin play with +2 Force with the ability to pickup skills and abilities from
fleet" at the Battle of N'zoth which made the being, however, Foci and expendable spell Attribute (One Pip is Light Side, the Other is a book or a Master, they can learn. They can pay
New Republic fleet appear larger than it actually components will aid the transition. Darkside energy), this cannot be increased. character points for additional powers at 5 per
was and diverted enemy fire, saving the lives of Permanent Illusion power, after they exhaust their power slots.
many New Republic crew beings. This cut off Their connection to the Force is Muddled and
Restriction: Planet rich in the Force draws from both the Dark and Light sides of the Power Slots: 2 Are Awarded for the Attribute.
much of the coordination with other Yevethan Ability Use: Several Hours, -1D Attribute
warships in the Koornacht Cluster. Force in equal measure. Only 1 free Slot is awarded per Full D in
Description: The Current practitioner has the • They cannot select or gain Dark Side Control, Sense & Alter.
Followers of the White Current cannot affect the ability to create a permanent illusion, completely Attunement Tiers.
physical realm. Their core abilities are based shielding one area from Force Detection and all • They cannot be seduced by the Dark Side. Starting Powers: Choose any Two (Attribute)
off the Jedi Alchemist. However, anything visual scrutiny. The illusion is so perfect that Traditional Jedi Defense: Applies to them in
beyond their own, personal, bodily control, will there is no chance that anyone would While the Dark and Light sides of the Force
prevent their abilities to be detected, canceling the same fashion it does a full Jedi.
never take a tangible aspect. Everything outside accidentally happen into the area of it. • Their Max potential is +2 (2 points per pip) =
of themselves is an illusion. Area of Effect: Force Attribute: 10m Per D, one another out, they do gain a handful of
Instinctive usable abilities. Like glimmers of a 2 + 2 (wound level) = 4 x 5 = 20 Points of
3.3m per Pip, radius. Can combine with other mitigation to be used any way they see fit.
They function identically to a Jedi Alchemist Current Practitioners to shield massive areas premonition of danger or “I have a bad feeling
even, including how they sustain their abilities. from scrutiny. about this” kind of thing but with a Force guided Can they call upon the Dark Side? Yes. There
The Inherent power list below is similar to the Note: Force Attribute Returns Slowly over the premonition. is no “stun” effect associated with the first time
Raw Jedi with the following modifications: course of 3 months at 1 Pip per month. The Disadvantage: Limited Jedi 0, is awarded they call on the Dark Side. The next begins as
normal with the next higher tier of stun effects.
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Quixotic Jedi Null Force Code of the individual(s) they are everyone around him or her and can react
targeting as a bonus. This trick was something accordingly in combat.
The Quixotic Jedi have always existed. In a that the Quixotic Jedi performed almost instantly The Quixotic Jedi must choose a single
sense, the limited orders (Somatic, Quixotic, and a lesson they were able to teach Traditional Specialized Area:
Sorcery) existed long before there was any Jedi. Though Traditional Jedi only gain about ½ Self (Bruce Lee): All Unarmed Attacks, Parries
distinctive classification about the “Force”. The the bonus that Quixotic Jedi do against Null & Dodges execute at -3DR.
Quixotic Order is loosely referred to as it’s own Force Practitioners.
order of Jedi. This is because the practitioners of Effect: Melee (Musahsi): All Melee Attacks, Parries
the order are largely lone wolves. They don’t • Can target where a Null Force user “isn’t” and Dodges execute at -3DR
really even require source material for instruction with Force Related Abilities. This yields a D Ranged (Gun Kata): All Ranged Attacks,
(though they can benefit from it). Their ability to code bonus equal to the Rating of the Null Parries and Dodges execute at -3DR.
perceive the Force and ways in which to use it is User (2D Null Force = +2D).
a factor of power many levels above a • They do not gain the Damage Bonus to these Quixotic Jedi are Maverick specialists in every
Traditional Jedi. This is because they can only individuals. regard, no two of them are the same in style or
tap the Quixotic elements of the Force (Sense) mannerisms. As with their focused sensory
with any level of refinement. Inherent Usable Abilities: abilities so too are their combat skills. This is
-3 DR to all Sense Abilities why you must choose one, specific, form of
Quixotic Practitioners are barred from any ability Danger Sense (Innate) combat. With that form, all tests (attack and
that does not use the Sense ability. They are Instinctive Navigation: Sense (1 FA) defense) execute at a -3 DR difficulty level.
more than easily dismissed, are more difficult to Sense Force Disturbance (Innate) Which, in almost every sense makes them them
detect (force scanners, sense force, etc) and have Receptive Telepathy (Innate) most deadly combatants and defenders in
developed intuitive combat instincts that allow Sensory Deprivation (below) existence.
them to be masters of wielding weapons or none Life Sense (Innate)
at all. They are equally well versed at unarmed Magnify/Enhanced Senses (1FA) 1 to 1 Lethality: Their Force Attribute adds
combat, melee combat and ranged combat. Quixotic Combat (Innate) nothing to damage for them, nor does sense
Perfect Evasion (Innate) (they’re already laser focused). However, their
Benefits of a singular Focus: lethality is not 3 to 1, it is always 1 for 1. Every
Similar to a Focused Traditional Jedi who 1 to 1 Lethality (Innate)
point they exceed a target number by converts
receive a 3 level adjustment (+9 points) The Sensory Deprivation directly to additional damage!
Quixotic Jedi are laser focused, this means they Ability Use: Unique and Innate to Quixotic Jedi
receive a bonus of -3 DR to all Sense Tests. This Description: The Quixotic Jedi is so adept at Perfect Evasion: A Quixotic Jedi is so in-tune
allows them to massively scale up their Sensory enhancing his or her sensory abilities that they with their ability to Sense that they can,
abilities. can, actively, shut down sensory receptors in the effectively, parry any Lightsaber or Alchemical
body. Thus depriving themselves of the ability weapon (including normal weapons) with any
The real downside to a Quixotic Jedi is that they
Example: Samantha’s Quixotic Jedi attends a to feel, see or hear anything outside of their own item (even a chair, but not their bare hands).
can only use Sense. They can never become any
Martial Arts class. She has a Sense Skill of 3D. selves. The difficulties to perform this ability are Anything they can’t Parry, they can Dodge.
other type of Jedi. However, they can learn any
Sense Only power available (limited only by The Teacher of that class has a Training Skill of as follows: • Parry: The item in question will never be
power slots). 4D & a Perception of 3D. The Instructor has 9 + • Resist Stun: Automatic (immediately dispels destroyed unless the opposed party is
20 (Training Skill) = 9 + 20 = 29 + Sense of 3D the first Stuns that round); Additional Stuns targeting the item specifically. The Quixotic
Mental Sponge: = 29 + 15 = 44 / 3 = 14.66 = 15 Character Points must be dispelled on a 1 for one basis with Jedi can always hang onto just enough to
While the Quixotic Jedi don’t require a master, Awarded Free Actions. continue to parry with a chunk of the item.
they can benefit from instruction. Any training Sense Force Absence • Ignore Wound: Automatic (Innate)
medium, whether that be a book, a Jedi Knight or During the Yuuzhan Vong invasion of the Galaxy • With a -3 DR you can Dodge or Parry almost
an Alien Vegetable of the Force, will act as if • Ignore Wounded Twice: 1 Free Action anything with ease.
Quixotic Jedi were still very effective against the
they had the Training Advanced Skill Vong. While they might not be able to enhance • Ignore Incapacitation: 2 Free Actions
• Ignore Mortal Wound: 3FA (or 1 Action), Power Selection: The Quixotic Jedi must select
equivalent to their Sense Code and will confer themselves like the Somatic Jedi Order, they their powers just like a Traditional Jedi
these bonuses to the Quixotic Jedi if they spend benefit from enhanced accuracy via their will die in 6 rounds…
(including those from the inherent list). They
the time (Every level or 3 points on the test is an heightened sense ability. Even though the Vong • Close Mind: 3FA (or 1 Action) per round receive one power slot per pip of Force Attribute
additional experience Point, rounding up). tend to completely zero out a Traditional Jedi’s Immediately Resist, perfectly, any mental and Sense Skill. It is very possible they will not
• All Training Benefits: This also applies to bonuses, they possess such a heightened Assault (Force Ability or otherwise, pertains possess all their Inherent Abilities at the start of
ANY training session the Quixotic Jedi connection to sensory abilities in the Force that to Interrogation & Empathic Readings) their careers.
attends (for Gunplay, Martial Arts or even they didn’t have any issues sensing where the Quixotic Combat
basket weaving). Quixotic Jedi have an Yuuzhan Vong weren’t in the Force. Essentially, Force Resistance: Force Attribute + Perception
Ability Use: Unique and Innate to Quixotic Jedi + Willpower (1/D) & Sense can be rolled like
uncanny knack for mastering abilities in they could sense the “absence” of the Force and Description: The combat form of the Quixotic
record time. dialed it in so much that they receive the effective Control to avoid Negative Force Effects
Jedi. The Jedi is aware of the positions of
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Somatic Jedi Jedi Sorcerers Sorcery (Alter). Their Attribute forms the basis
of the spell effect or damage, casting is
performed by Sorcery. The Sorcerer, essentially,
cannot fail. The Sorcerer must create their
Spells prior to using them. These spells cost 5
experience points each to create. However, they
begin play with a number of spells equal to their
Knowledge Attribute in D (rounding up to the
nearest Full D).
Inherent Usable Abilities:
Telekinesis (Innate); If used to Attack it
consumes a FA (limit one target), otherwise it
takes no action.
Base Difficulty: 6 + your target’s Force
Resistance + 3 per additional missile / function.
so enhanced automatically in addition to the • Free Actions can be used to add spell
Somatic Practitioners are self reliant and hardy regular bonuses. functions / additional bolts or missiles & +3
individuals that can endure almost anything. • Force Attribute stacks with the Somatic to the Caster’s spell result per free action
They have full access to Control powers. Many Enhanced Attribute bonus. 3 + Force spent.
individuals have banded together into martial Attribute+STR, DEX or MEC • Expendable Materials and Foci both aid in
societies out of mutual benefit. This order can be casing as well (more on those later).
found in the Tionese Unity. Somatic Resilience
They possess the same Force Defense abilities • You default to full actions once you are out
Ignore Null Force Wielder: that Traditional Jedi do. Though they do not gain of free actions for multiple spell functions.
During the time of the Yuuzhan Vong invasion, a deflection pool. • Casting Multiple Spells: Memorized Spells
members of the Somatic Order are incredibly • One additional recovery test per day. require only a free action to cast. Spells cast
effective against the Vong. This is because • -3 DR to all incoming Damage! from a Grimiore are always an action each.
Somatic Force users rely, solely, upon enhancing • Spells can be sustained for 1 FA each, after
their own, natural talents. Not to mention the Example: Your Somatic Jedi is about to take 120 casting (cannot be applied to combat spells).
Somatic Jedi tend to be more Skill focused, than Points of Damage from a Turbolaser Strike from
Force based. Encounters with Vong and Somatic Orbit, and somehow… You’ve already ablated or Base Damage: is your Force Attribute x 10 per
Jedi always end with lots of dead Yuuzhan Vong. absorbed a LOT of it…. (Absorb Dissipate D & x 3 per pip (thus a 3D+2 attribute delivers
Energy). Your native -3 DR to damage reduces 36 points of damage).
• Suffer no targeting or personal penalties vs
Null Force Wielders. the incoming, lethal, blast to 120 - 1 DR = 90 -1 Amplifying Damage:
DR = 60 - 1 DR = 40 …. It reduces the damage • +5 to Damage for Every Free Action
Inherent Usable Abilities: to that of a standard Blaster Pistol! Sorcerers are Jedi that have to prepare their
spells ahead of time. Effectively, they are the Expended for damage.
-3 DR to all Control Abilities
Absorb/Dissipate Energy Somatic Deflection wizards of the Star Wars universe. These • Sorcerer’s Spells have Full Lethality, thus for
Control Breathing (1FA) A Somatic Jedi can deflect or even catch Sorcerers are effectively the Witches from every point you exceed the target’s Force
Control Pain weapons like Lightsabers, Alchemical Weapons, Dathomir, Sith Sorcerers and primitive orders of Resistance by you increase the damage by 1.
Detoxify Poison Melee Weapons & Projectiles with their bare Magick. If any of you are familiar with the video
hands. game “Jedi the Fallen Order” this Jedi type is You hit, if you defeat the target’s Force
Enhance Attribute (See Below) Resistance.
Instinctive Navigation Control (2FA) • The Somatic Jedi can catch and hold a embodied by Merrin the last Dathomirian
Lightsaber, by the folded plasma blade, while Nightsister in that game. • A Traditional Jedi can parry or dodge your
Reduce Injury (Innate) spells like they can force lightning, with their
Somatic Resilience (Innate) absorbing or deflecting it’s energy/damage!
If you have sufficient skill and Force Here you are essentially a focused Jedi Lightsabers and Alchemical Weapons.
Somatic Deflection (Innate) Alchemist with none of the flexibility of on the
Attribute. Powers:
Somatic Enhanced Attribute fly casting aside from memorized spells. Which
Power Selection: The Somatic Jedi must select in the latter case, are as close as they get to on • Alteration Receives a -3 DR adjustment
Time to Use: 1 FA Activate & Sustain
Due to the Somatic Jedi’s incredible inner focus their powers just like a Traditional Jedi the fly casting. A Sorcerer's Force Sorcery Defense:
they have managed to extend the functionality of (including those from the inherent list). They Manifestations / Magic tend to be formalized and Force Resistance is determined by Combining all
Enhanced Attribute even further than is typically receive one power slot per pip of Force Attribute very clean representations of what they are the Pips of their Perception Attribute, Force
allowed. Their mastery of the Control Skill is so and Control Skill. It is very possible they will casting at you. Attribute & 1 Point per D of Willpower.
acute that the power grants a +3 to the attributes not possess all their Inherent Abilities at the start • Sorcery can be rolled to counter Negative
of their careers. The Sorcerer channels all their spells through
Force Effects, just like Control.
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• All other defense comes from Spells and the Sorcerer to cast spells directly from their consumed in casting that add directly to the Alchemical object (Can parry Lightsabers and
Telekinesis (it is a innate… at -3 DR, think “spell-book” after they have expended their Sorcerer's Force Attribute: Alchemical weapons without being destroyed).
about what you can do as a master of Memorized Spells. Foci Values and Effects: Inherent Sorcerer Abilities:
telekinetic manipulation as far as defense is • The Sorcerer can cast the spells an unlimited
• Force Token / Jedi Coin 3-500 credits: +1 pip -3 DR to all Abilities
concerned). number of times from this resource. Alchemy
• The Grimiore can hold an unlimited number • Lightsaber Crystal (Kyber) 2.5k+ : +2 pip
Sorcery: Cantrip (1FA)
The Sorcerer literally channels Magic/Force of spells. • Force Resonant Material 5k+, extremely rare, Control Alchemical Object (Innate)
through their spell formulas. They effectively • This process is always 1 Action (or 3FA) usually metal and fashionable into things like Detect “Magic”
function like a Traditional Jedi’s Force Powers, belt buckles, brooches, ornate hair pins, Unravel “Magic”
Permanent Recall: These are spell slots that alcohol flasks, etc: +1D
except that they are cast completely differently: Identify Object
can be populated with spells that the Sorcerer • Powerful Jedi Student clothing: +1 pip See Aura (Innate)
• The Sorcery Skill: Is a the Force Skill will not forget even if they lost their Grimiore.
(Alteration). It makes for a solid casting • Powerful Jedi Knight garb: +2 pips
• They can also be placed into memory slots
basis. Force Attribute does add to Spell by meditating (½ the re-memorization time: • Powerful Master’s Robe/Clothing: +1D
Casting (1 point per pip like any attribute). 2.5 min per function). • Sith Lord’s Armor has other negative effects:
• Defeat Force Resistance: Sorcery operates • Permanent Recall Slots are equal to the +2D (full suit) reduce 1 pip/piece missing.
at -3 DR. At low levels of skill this only Sorcerer's Knowledge Attribute, rounding up. • Old Republic Jedi Battlemaster’s armor: +2D
grants 3 points per tier, so if the opposed Thus a Knowledge of 2D+1 means that the • Force Artifact, like a holochron: +2D
Force Resistance is 21 + 6 (Base Difficulty) Sorcerer can permanently recall 3 spells. • A Kalibur Crystal is priceless: +1-5D.
- 3DR = 18. Expendable Material Values and Effects: Spell Channeling: This takes the concept of
Locked Spells: These are the spells that the The first value is the bonus the material provides Foci a step further. This makes the specific Foci
Sorcerer has created themselves or found in the and the second value is the additional functions a requirement in the casting of a spell. This can
wild. They are the focus for their abilities. granted (per additional function utilized, reduce be a wand, or any other non-expendable item.
the bonus by 5 points).
• Locked Spells add 1 Function to Spell Cost: Bonus Skill / Extra Functions • Spell channeling requires a Foci
Casting: +1 additional Function due to being 0-10 Credits: +5 / 1 • Spell Channel Creation: The process is
formalized (2 Total, Base Functions as 20-50 Credits: +10 / 1 simple, the hero channels their energy into an
opposed to an Alchemist’s 1) 100 Credits: +15 / 2 item for a number of days equal to the bonus
• These Spells cost 5 Character Points to 1000 Credits: +20 / 2 they wish to gain from it.
Create. 10,000 Credits: +25 / 3 • Up to 2 Spells can be associated with any
50,000 Credits: +30 / 3 given Spell Channel. Detect “Magic”: Does not allow the user to
Memorized Spells: These are the amount of 100,000 Credits: +35 / 4 • The Hero can never have more than 1 spell sense Force, it allows the user to inherently see
spells that the Sorcerer can pull from their mind channel at a time. items (that are visible) that are Enhanced/
to cast “on the fly”. Once cast, they “forget” The limitation to the above is that the object must
be something the player can carry. • Adds +1 to Spell Functions Enchanted/Possessed for what they are. Jedi will
these spells and they must be re-memorized. not glow, however, any sustained Traditional Jedi
• Adds +5-15 to Spell Effect / Damage (in
• The Number of spells that can be memorized An example of a basic material would be like a addition to other bonuses) per day that the ability will. Range is Line of Sight or (if
at any given time is limited to the Sorcerer's ball of sulfur consumed in the casting of Sorcerer “enchants” the object (maximum 3 obscured) 1m per D of Force Potential (the Max
Knowledge + Force Attribute’s Potential (If something like a fireball. That material should days). Attribute even if not possessed), pips are
already maxed out, add one additional spell); be in the 0-10 credit range. A package of refined, expressed as 1.1 feet + 1m per Level of Alter.
Thus: A Sorcerer with a 2D Knowledge & a high yield, gunpowder 20-50 credits, a package • There is no cost associated with this, it yields
2D Force Attribute Potential can memorize = of Thermite 100 credits, However, burning a 2D Body Strength object +1 pip per day Unravel “Magic”: This ability allows the
4 Spells. Round up both to the nearest Full D something like a fire-gem, valued at 50,000 enchanted (maximum 3D). Sorcerer to deconstruct a spell or an opposed
/ Spell for any Attributes with Pips. credits would add the characteristics of it’s actual • Cortosis can be woven into these objects force ability that is sustained. The original
explosive ability to the spell effects in addition to without fear of spell interruption. Up to two purpose for this ability was meant to study other
• They also gain ½ this number (rounded up) tiers of Cortosis can be added. spells and learn their secrets. However, it
in defensive / non-combat spells. the bonus listed here.
• Spells added to the Channeling Object add to functions in the same fashion that a Sorcerer
• Memorized Spells add an additional +1 to • The bonuses can be used for both Effect their amount of spells that can be cast per would break the bonds of active “Magic”. Thus
Spell Functions. (Damage) & to add to your roll for success, day, and don’t have to be memorized (1-2). allowing the Sorcerer to “Counter Cast” or rip
• Spells Cast from memory trigger with Free or split between the two at the player’s apart static wards and spells.
discretion. • The Sorcerer cannot have more than one
Action Usage. • Spell Deconstruction: A spell that is
Spell Channel Active at a time.
• Per Additional (Free) Function employed deconstructed in this fashion is “learned” and
• Time to re-memorize spells is 5 minutes per reduce the bonus by 5 points. Note: That the Body Strength will actually stack can immediately be inscribed to a Grimiore
spell function. with a real world object (like a sword) and will or placed into Permanent Recall or
Foci: These are the items that don’t get effectively allow the item to function as a minor
Grimiore Casting: This archaic practice allows Memorized (only the first two will retain the
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spell after a casting). It must be in some sort Some items may require research and time (GM spell will function flawlessly, save for the fact Please note that this spell cannot resurrect a
of recorded form. This process is destructive Discretion). that the Sorcerer will not gain their Lethality dead individual.
to the medium in which it was recorded. • This does not extend to all Force Resonant bonus or their -3 DR casting bonus. The spells Base Casting Difficulty: 3
• Counter Casting: This is an Action. It Objects. Sufficiently powerful ones likely will do flat Force Attribute Damage. Difficulty +3 if the spell is cast on another.
allows the Sorcerer to roll their Levels in require study and for the Sorcerer to roll • 1st Casting of the spell grants a “free”
• Spells of this, specific, nature generate 1
Sorcery (Alter) randomly (1D6 per Level - Sorcery to interact with the object. recovery test.
Dark Side Point for the Sorcerer every time
3DR) and apply that directly to any opposed • Each additional Activation of this spell
• A Sorcerer can make full use of Holochrons one is cast.
Force ability's difficulty to be performed. consumes a Recovery Test (can be yours, or
just like Traditional Jedi.
The range of it’s effect is 5 x their Force Spells, Overcharged spells and another if cast on them).
Potential in Meters and Feet. Control Alchemical Object: The Sorcerer can Effect: The healing total is the amount of actual
• Unravel “Magic”: Will destroy permanent choose to suppress any abilities that an object Miraculous spell casting: damage that is healed (Force Attribute +
wards and spells on a point for point basis. has and trigger them as they wish to. Example: Lethality, in this case it’s beneficial).
The Sorcerer's Force Attribute delivers it’s D The Sorcerer comes into possession of a sword -3DR applies to the final test result Force Ball
Code x 10 (3 x pips) + randomly rolled that is normally tossing off oscillating light, a
Basic spells don’t cost you anything. They are Sounds stupid, however, you can choose to
Sorcery to any such Spell or Ward. Example: foul stench and Force Sleaze… The Sorcerer can
relatively easy to cast. manifest it as a Fire Ball, however, any fire
Tommy’s Sorcerer comes across an old Sith suppress any or all of these abilities for at will.
resistance's will apply. This is effectively a
Ward and wants to deactivate it. He attempts Alchemy: Overcharged spells are likewise relatively easy “Mana Ball” comprised of Force Energy.
to unravel it, his Force Attribute is 4D+1 = Allows the Sorcerer to create imbued objects that to accomplish with the aids (fetishes and foci) to Base Casting Difficulty: 3 + 3 for AoE =
43 + His Sorcery is 6D = 23 = 69 damage allow them to focus their spell effects through the the rolls used actively to cast them. 9 + Force Resistance
delivered to the Ward (free actions can “enchanted items” as if they were minor artifacts. Effect: Force Attribute Damage + Lethality
always be added to bolster at +5 per FA). This is based off their current Force Potential. Miraculous spells all cost the caster in one form applied in an Area of Effect explosion; 1 meter
The Ward had 100 points of potency and the They can create an number of objects as or another. They cause direct damage to the per D of Attribute + 1.1 Feet per pip of Attribute.
remaining ward detonates in an AoE blast for described in the “Create Force Talisman” Force caster or are so difficult to perform that a player Range: Base range = 150 meters +3 per
21 points of damage... Power. They can have up to 1 per D in Force would have to use every trick in the book to additional 150m.
See Aura: Allows the practitioner to get the Potential in effect simultaneously. However, actually cast them.
Force Missiles
general feel for the disposition of another. It after the first, the others must perform different
Memorized Spells all add an additional spell This basic spell allows the caster to manifest and
works basically like receptive telepathy without functions (you cannot have 3 Talismans with
function or reduce difficulty by 3. These are shape Force energy into small bolts (much like a
the communication aspect and it translates into Force Resistance). The others can (as their base
limited in casting number, so the bonus is not Blaster bolt). This, particular spell, manifests
general feelings pulled from the surface emotions difficulty) have individual Traditional Jedi Force
applied by default to the following spells. into being 5 Force Bolts (+4 Functions).
of a being. Even if the being read has no visible Powers tied to them, that activate at a flat
Base Casting Difficulty: 18 + Force Resistance
tells, the power still extracts the general sense of Attribute & Skill Code equal to one quarter the
Locked Basic Spells (-3 Difficulty): Effect: Damage (Force Attribute) + Lethality
the target. Roll Alter (-3DR) against opposed Raw Jedi’s Force Potential (rounding up).
delivered to target, per missile.
Perception + Willpower. Example: Bracers of Enhance Attribute (must
Range: 150 meters
specify the attribute) or a ring of Reduce Injury.
Cantrip: A basic spell that can be cast with a Fly
free action, like ignite a candle or candles, melt Range:
This basic spell allows the caster to Fly at their
ice or wax, dust a small area, clean dirt from Always limited to 150m base but can easily be
base move x4 (+3 to Move).
garments, chill or heat a drink, etc. adjusted upward by +150m per extra Function.
Base Casting Difficulty: 15 (Self); 18 (Other)
• While these basic spells don’t need to be Speed: Effect: Fly at base move x 4
specified, only a finite number can be cast in Always your base move x the amount of Spell Flight Range: 150m; can Sustain for 1 FA
a day. This is limited to the Sorcerer's Alter functions applied (Base move, x2, x4 max).
(Sorcery) Skill (1 per full D) + 1 per pip of Force Sleaze
Knowledge possessed. Note: Effectively surrounding the caster with a
• Cantrips can deliver damage, they are limited The Sorcerer's Bonus of -3DR is not applicable confusing jumble of Force Energy, meant to
to a 75m Range and can only deliver 1 point vs another Sorcerer’s Force Resistance. This disrupt tracking spells and Traditional Jedi
per Pip of Force Attribute + Lethality levels the playing field. Conflicts against other location abilities.
(Sorcery -3DR). Only one combat Cantrip Sorcerers are drawn out and deadly affairs. Base Casting Difficulty: 6 (Self), 9 (Other)
can be cast per round and only ½ of the Fueled by Hatred: is unnecessary vs Mundane Effect: Force Attribute is masked completely,
available Cantrips can be dedicated to Targets. However, it works… Refer to the Jedi obscuring the Sorcerer's Force Signature and
combat magic. Alchemist for Specifics. returning a null result vs technological scanners.
• Furthermore, the Sleaze will increase the
Identify Object: Allows a Sorcerer to instantly Alternate Means to Kill Mundanes: Heal difficulty of opposed Force Abilities locating
recognize the powers of an object. Any The Sorcerer must custom craft a spell that This basic spell allows the caster to heal damage the Sorcerer or another by +3 DR.
Alchemical item is instantly recognized along delves into primal horror and pure malice. The (including wound levels) to themselves or others. Range: Self or 150m
with any powers that are tied to the object.
298 299
Blink want the Lance to travel. With fetishes, Force Potential DR reductions and healed naturally, no medical/Force
A basic teleport spell that allows the caster to Effect: Variable Scale Damage such this becomes almost too easy. intervention, pure strength rolls vs damage (it
instantaneously teleport themselves a short Range: 150 meters base could actually end up killing the caster).
distance. Can be cast and sustained for 1 FA and Example: We really need to take out that TIE Locked Miraculous Spells: ● Ineffective on anyone possessing Force
then activated later. fighter that’s trailing us back to our hideout. We Resurrection Armor, Mundane or Null Force.
• Even as a pre-initiative action or to instantly have a 5D Force Attribute, so it’s effectively x 10 This taxing spell allows you to bring an
dodge one attack, only if the caster has the = 50 Character Scale damage. I have written Instant Kill
individual back from the dead. This brutal spell instantly kills one individual.
Fast Reactions Advantage. the spell so that it delivers Snubfighter Scale Prerequisites: There must be enough of the
Base Casting Difficulty: 6 (Self Only) + 3 per Damage. Speeder +6, Walker +6, Snubfighter Sending the target, immediately, to their grave.
individual left to bring them back in the first Base Casting Difficulty: 6 + Force Resistance +
additional blink usage (stored to be used by +6 = +18 to base difficulty. place. You cannot resurrect a pile of ash, or
additional expenditure of Free Actions); Variable the total Condition Monitor (current health) of
Now I want to hit that fighter at longer ranges someone that’s head has been vaporized. The the target including toughness and such, in
if multi–use. head must be largely intact. The individual
than Blaster range, so I have added +9 for an Wound points that are required to kill them
Effect / Range: The Caster Teleports up to resurrected must have died within a time period
additional 450 meters (600 meters total or 6 outright + any resistance they might have against
150m. equal to 1 day per Pip of the Caster’s Force
Space Units; always round up when determining Force Powers.
Defensive Barriers (encompassing) Space Units). Attribute. Note: The relationship here actually helps the
This creates full protective barriers on four arcs Base Casting Difficulty: 6 + 3 for Other than caster, if you actually have a reason to hate the
Casting Difficulty: 33 + Force Defense... Which yourself + the total damage that the individual
of the caster, effectively forming a “bubble” of for an inanimate object we will default to 6 (an target, the relationship difficulty becomes a
complete protection. can sustain until they die (if that’s 90 points then, bonus to cast the spell.
NPC’s base resistance) this adds directly to that’s your additional difficulty) + ½ Force
Base Casting Difficulty: 0 + 3 per additional difficulty. Base Difficulty: 36 & 9 Points of Effect: They die, horribly, instantly.
barrier + 9 (for 3) = 9 + 9 (Below) = 18 Resistance Range: Target must be within clear earshot, they
Strain Damage - 3D Damage = 20 (2D) to the Effect: Returns the individual to Mortally
Effect: Force Attribute is treated as if it were TIE fighter. must hear the caster invoking their deaths.
Strength 3 points per D, 1 per pip + the Wound Wounded and affords you 12 rounds to place Effect on the Caster:
Status +2 x 5 as per a standard Condition Add a Couple free Actions or Character Points or them in Force Stasis or into direct medical • Immediately gain 1 Tier of Darkside
Monitor. even more strain and you can likely destroy that intervention. Attunement. If already consumed by the
• Anything you succeed your test by is added fighter. Range: Attribute in Meters & Feet Dark Side, escalate the level of the Dazed
to the Condition Monitor x 5 (succeed by 10 Effect on the Caster: Effect below by 1 level.
Force Nuke ● Caster sustains damage equal to ½ the
points = an extra 50 points of protection on This is like Force Ball, except it’s way cooler and • Suffer Dazed (1) Effect as if calling upon the
all arcs). amount that killed the individual to be Dark Side.
way nastier. Meant for a mass battle kind of resurrected... that must be healed naturally,
Range: Self or 150m if projected to another at engagement. Note: This can very easily gain • ¾ of difference between the Caster’s Sorcery
+3 difficulty. no medical or Force intervention (This can Level and the actual damage required to
you Dark Side Attunement for indiscriminate easily kill the caster).
murder. outright kill the target, including all
Locked Overcharged Spells: ● Ineffective on anyone possessing Force resistances, is transferred to the Caster.
Increasing the Scale of the Damage: Base Casting Difficulty: 6 + 3 for AoE (-5 for Armor or Mundane.
the additional locked function) = 6 + 6 for an • The Player will never know how much health
• Increasing Scale is + 6 to the difficulty per and resistance the target has.
Additional 240 meter range = 12. Attribute Note: The resurrected individual recalls dying,
scale escalated to. • The Caster can use expendable Fetishes, Free
AoE Range (triple your AoE blast radius) + 6 is haunted by their death in some form or fashion
• When you shift scale, you lose 1D of Force for a period no less than three months. Actions, Foci, Force/Epic Points, Character
Attribute each. Speeder -1D, Walker -1D, (Doubled +3, etc) = 18
Difficulty: 18 + Average Force Defense Points and a Spell Channel to help mitigate
Snubfighter -1D, Capital -1D Regeneration the damage they sustain.
(Predominate Perception Attribute + Willpower) This exhausting spell allows you to regenerate
• Per Scale you shift a Spell: You take Strain Effect: Force Attribute Damage applied in an
Damage. 3 Points of Strain per Scale, cannot lost limbs and organs (will not work
Area of Effect explosion; 3 meters per D of Base on genetic enhancements, only
be resisted, goes straight into your condition Attribute + 1.1 feet per Level of Skill.
monitor. originals).
Range: 360 meters Base Casting Difficulty: 6 (Self); 9
Increasing Damage without Lethality:
(Other) + the actual damage number
• Every Point of Strain (self Damage), increase (at the wound level) that caused the
damage output by +3. loss of the limb (typically
• Every Free Action Added +5 to Damage. Incapacitated) + ½ Force Resistance
• Character Points can Add 6 Damage. Effect: It regenerates your NATURAL
Force Lance lost limb in the course of minutes.
An amplified, and focused Force bolt that is Range: Force Attribute in Meters and
meant do deliver Massive damage to a singular Feet
target. Effect on the Caster:
Base Casting Difficulty: 3 + 3 per Scale you ● Caster sustains damage equal ½ to
escalate the spell + 3 per additional 150m you the regeneration that must be
300 301
Outside the Force
There are few examples of beings existing
outside the Force that are more prominent than
that of the Yuuzhan Vong. An entire race of
beings existing outside the bounds of the Force.
Where only the most dedicated, focused and
Dark Force Practitioners hold any level of
prominence over.
Some creatures like the the Ysalamiri exist
within the bounds of the Force, yet are capable of
projecting Spherical Barriers of Null Force
around them for protection against the natural
predators of their home world. They are not true, beings. The Vong were both from outside the
Null Force Beings yet the replicate a similar state known regions (even those of the “Unknown
with one core differentiation, they project an Regions” and “Wild Space”) and the Force.
Area of Effect zone of Null Force. Events in their early history left them effectively
stripped of their Force connection.
Then there are the materials in the galaxy that are
Resistant to the Force like Cortosis. This Null Force Users were often identified at an early
material is one that was found to be incredibly age for their resilience to the Force by the
useful as it would allow common items to be various Jedi Orders in the galaxy and raised in
able to deflect lightsabers and even deactivate similar fashion to Traditional Jedi (by the same
them from time to time. While Cortosis actes as orders). They would receive privileged, wealth
a energy blocking agent it is most effective when and posh accommodation by these orders as the
alchemically combined with metals to form purpose for their existence was one filled with
durable, standard weapons, that stand up to Jedi. endless danger. They were typically employed
The combination of Cortosis and metals is called against their Jedi brothers and sisters. Being
“Cortosis Weave” and it forms a sort of primitive deployed when a Jedi Knight of Master strayed
Alchemical item. Functional as both a weapon too far from the principals of the order (typically
or armor and resilient in some sense to both for falling to the Dark Side).
energy, impact and the Force. While it is The Galactic Jedi Order once identified and
resilient, it is not impervious. trained these individuals. However, their use
A true Null Force being is one that has always seems to have been discontinued just over a
existed some distance outside the bounds of the millennia prior to the Clone Wars. It would seem
Force. They cannot be detected by Force users, that the Jedi masters had grown arrogant in their
they can only be “isolated” to a degree by own beliefs on how to police their own order.
detecting where they aren’t in the Force. This is Had these specially trained beings, existing
not a method that any Jedi unprepared for a run outside the force, been around during the
in with them would understand how to do the disappearance of Count Dooku and the rise of
first (likely) several times they encounter these Palpatine things might have very well turned out
beings. differently.
Jedi have become rare in the galaxy and even at The Pelagian Jedi Academy in the Tapani Sector
the lowest points in the population of the Jedi still employed the few that they were able to
during the purge, that the Galactic Empire identify and they were still active at the fall of
prosecuted against them, they were still the Galactic Republic as it transitioned into the
massively more common than Null Force Galactic Empire. This is one of the reasons
Wielders were. Null Force Wielders (or Users) Palpatine targeted the Pelagian order almost
are a factor of rare beyond what is considered immediately after the Galactic Jedi order instead
rare for a Jedi. This reversed completely near the of attempting to sway the mostly Grey order to
waning years of the New Republic, when the either remain neutral or to his banner.
Yuuzhan Vong invaded the known galaxy and Alchemically Created Outsiders
succeeded in exterminating roughly 370 trillion It is believed that Palpatine feared these agents.
302 303
This is no simple rumor, as the Null Force are largely disavowed. By the same token all the Beings like the Yuuzhan Vong all exist outside There are a number of things to be mindful of:
Wielders survived the destruction of the Pelagian myriad of Force religions that exist in the galaxy, • Cannot prevent a Jedi from Enhancing their
academy and did an extensive amount of damage many of which have been disavowed by the own Attributes, healing themselves,
to the Empire’s Jedi Hunters before they were all major academies, still exist and even thrive (even enhancing their own senses, etc.
hunted into extinction. Palpatine would go on to in light of the great Jedi Purge of the Galactic
find these beings and typically would put them to Empire). Thus with all of these Force • Does not protect the Null Force Wielder from
death. It is no wonder that he feared a being that Academies and an abundance of Force Sensitives a Jedi throwing stones or boulders at them
could catch a Jedi off guard and that was not in the Galaxy (whether or not they are found or with the Force. The Null User may be
detectable through the Force. On rare occasions actively trained) there is abundant cause for there resilient to the Force, but not the physical
he would employ them. The most controllable to be a true balancing act in the natural order of force of stones and boulders accelerated to
method in which he was able to produce acolytes things. nearly the speed of sound!
that hunted Jedi that had some level of resistance • Dark Side and Sith abilities may penetrate
While not particularly popular, the idea that all
to the Force was though his extensive use of Sith their defenses: Force Lightning tends to
scholars eventually come to is that Null Force
Alchemy, where he granted these beings up a ignore their resistance, Bolt of Hatred is
beings exist to bring true balance to the Force. It
modicum of Null Force Potential by stripping rather functional as well. Force Storms also
is a distasteful practice to even bring the
their attachment to the Force from them. The have a tendency to destroy everything in their
possibility of Outsiders up in intellectual circles.
alchemical alterations he performed were minor, path, including Mega Capital Starships, thus
As if the concept itself is alien. Regardless of
and controllable (roughly no more than a 1D the amount of resilience vs the force required
what historians and scholars might believe the
Null Force Attribute maximum) and the agents to survive hate fueled energy of that
existence of Null Force Wielders is the true
could be easily dispatched if they ever went magnitude is unfathomable (and will destroy
balancing act of the galaxy.
rogue. any null user).
Frequency of encounter
While Palpatine and his slowly growing group of • Some Sub-Class Jedi are so focused in their
The actual frequency of encountering a Null
Jedi Inquisitors would not be able to sense or abilities that they can defeat a Null Force
Force User is as some might expect, generally in
track these modified agents through the Force the Wielder’s resistance to some degree.
complete balance with the amount of Force
precautions that were taken included injecting Users in the galaxy at any given time. The Below information from the front of the book &
the agents with nano machines that acted as an reason why scholars and historians seem to More:
electronic tracking device. Very few of these believe that Null Force Wielders are so rare is
agents went rogue, and those that did were easily Null Force Attribute is the polar opposite of
because by their very nature, they are impossible
hunted down save for the few savvy individuals the Force Attribute. It represents a lack of
to detect!
that discovered ways to purge the nano machines connection to the universe. Null Force requires
form their systems. In the past the Jedi Councils would randomly less investment than Force Attribute does, with
discover these individuals due to fluke and the Force due to abuses of the Force in their the initial 1 Pip granting 1 point of Null Force
How do Outsiders emerge? history. It is believed that they suffered a
circumstance. Like when a Force ability from a Attribute.
One of the greatest questions, for those that cataclysm due to those abuses which rendered
Dark Jedi struck down masses of people and yet
know to even ask it, is how and where do these their home worlds and many systems of Investment: Start & Max:
left a lone survivor in the mass grave. Or when a
individuals come into being? The few scholars habitable planets, inhabitable. Their core 0D+1 to 1D “Mundane” 0D+1 to 1D
Jedi would go into towns to find sensitives and
that understand the concept of existing outside abilities were not designed to fight Jedi, they just 1D+1 to 2D 1D+1 to 2D
become confused after getting a null reading on a
the Force theorize that they exist in numbers happened to have an affinity for killing them due 2D+1 to 3D 2D+1 to 3D
child or family. The easiest way to spot these
when the overall number of Force Sensitives is to their negative Force Attunement. 3D+1 to 4D 3D+1 to 4D
individuals was by roving Jedi realizing that an
abundant. However, even this theory has 4D+1 to 5D 4D+1 to 5D
entire family was Mundane. These groups of It should be noted that Null Force Wielders that
seemingly been debunked for as rare as these 5D+1 to 6D 5D+1 to 6D
people together acted in a similar fashion to the are not Yuuzhan Vong should be incredibly rare,
“Mundane” beings are, they never cease to stop 6D is the maximum level of investment prior to
Ysalamiri, just not so much as a Null Sphere but in effect they should be more rare than Jedi in
showing up. It may seem incredibly rare for one incorporating Advantages that may alter the
as a “wall” of nothing. any era. They can exist in any era, though.
such individual to appear naturally. However, in player’s power level.
During the Yuuzhan Vong invasion, the tables However, Game Masters should limit them to 1
the zillions of beings in the known and unknown
seemed to have turned with tens of thousands of per party.
regions of the galaxy and beyond is it so Mundane: Is simply the indicator that this is the
implausible to believe that they are the natural Vong warriors invading. However, their counter The Empire has a variant of a Null Force Wielder opposite of “Force Sensitive”.
counter to the Force? had been hunted into extinction by Emperor that either begins as a Mundane (1D only) or as a
Palpatine with the issuance of Order 66, which normal being. Using Sith Alchemy to violently • The Null Force Attribute completely negates
Force scholars would argue that the Dark Side is all Force Powers directed at the wielder up to
exterminated roughly 20,000 Jedi. There were strip away the fabric of the Force from the being.
the counter to the Light Side of the Force. Yet few Jedi remaining (even with all the new a certain point. It directly reduces the effect
These individuals would be considerably more
there are those that successfully navigate the two, of any Jedi attempting to directly employ
academies) to hold back their onslaught. common, while still incredibly rare. Typically,
walking between both and employing both Force Powers or Magic against them on a D
they would be attached to Jedi Inquisitors to hunt
techniques without falling to one or the other Null Force Wielders rogue Jedi (Purge Troopers). for D basis + 2D. Thus their Attribute +2D
classification. Though they exist, the Grey Jedi
304 305
negates Force Attribute Directly and Reduces vehicles, vessels and weapons will function Tools of a Jedi Hunter Cortosis is expensive to mine because it is so
Control, Sense and Alter by the same rating. flawlessly for a Null Force Wielder. They rare to find in large veins and it has to be
recognize the wielder as kin. Anyone crazy enough to actually hunt Jedi absolutely refined. Pure, unrefined, cortosis ore
Thus for Clarification: Force/Magic Damage is
typically attempts to equip themselves with the can be energized, killing anyone who touches it
10 x D, so a Mage delivering 4D (40) Damage • Force Resistance: Full Null Rating +
right tools for the job. The most important with their bare skin. Miners may have to have
with their spells to a Standard Mundane Hero Perception + 1 per pip in Willpower.
elements that go into their gear would be Force filtering equipment, or else the cortosis particles
with a 1D Attribute (1D + 2D = 3D Resistance)
Sith Alchemical Null Force Wielders Resilient Materials and ones that are excellent at will accumulate in their systems, causing hair
would only deliver 10 points of damage per spell.
absorbing energy. Other items range form loss, sickness, and eventually death. The
A Jedi Attacking them with Lightsaber Combat These individuals are beings that have been anything to Lightsabers, Sith Swords / substance is energy-resistant, meaning energy
would not benefit from the Sense Bonus to their experimented upon with some rather invasive Alchemical Swords and everything and anything tools are virtually useless. The brute force of
Skill (in general; there are workarounds to this). procedures. Examples of which are low level in-between. A common companion to the Jedi hydraulic jacks can be used to mine it, though it
Imperial Jedi Hunters and some Royal Hunter is a Cortosis Woven Vibro-Blade, which quickly wears the head of the jack to uselessness
Any Damage bonus would be negated on a D for Guardsmen. The process of Null Force infusion
D basis (3D Resistance reduces 3D of additional is very capable of parrying Lightsaber strokes and its dust will clog the pistons. Pockets of
is painful and considered to be an honor in and incredibly lethal against anyone. The other highly-combustible lethane gas often form near
damage a Jedi can channel into their attacks). Imperial ranks. Select Imperial Troopers that equipment that Jedi Hunters employ involve cortosis deposits, so extraction is doubly
• Any Force Attribute Dice above this rating stand out are chosen for the transformation. armor that the Force / Energy resilient materials dangerous.
will function normally against them. • The rituals make the individual “Mundane” can be applied to and items that aid in mobility New Ruling: The dangers Cortosis extraction
• This rating also mitigates Alchemical and with a total of 1D Null Force Attribute that like Jet/Rocket Packs, grappling devices, are directly proportional to what the ore has
Lightsaber Weapon damage at 3 points per manifests over the following three weeks (at climbing aids, power armor, etc. absorbed. In most instances, harvesting it is not
pip of Null Force Attribute (does not include no cost to the individual). Cortosis impossible or dangerous (but it can be).
the bonus +2D for resistance). • Individuals that already were Mundane "Your melee weapon is made using a cortosis Example: If there was a nuclear war on world
• Mundane Characters Do NOT benefit from receive a +1D Null Force Attribute and a weave. It's strong enough to stand up against there is a good chance that the ore is irradiated
Force Points in Any Way. +1D to their Maximum Potential. anything, even a lightsaber." and can lead to hair loss, sicknes and death.
• They possess Edge Points: With a Hard ―Trask Ulgo Instances in canon seem to contradict one
Limit of 5. Functionally Identical to Force another. Like how in one book it kills you on
Points with Double the Damage Resistance. Pure Cortosis ore is a rare, brittle, fibrous contact and in another Luke and Mara were in
They cannot lose these points, they are material, the conductive properties of which will contact with the stuff nearly constantly
always either instantly refreshed or rewarded cause lightsabers to temporarily short out upon attempting to escape Thrawn’s clone chamber.
at the start of the next game (GM Discretion). contact. This effect makes cortosis a useful
material for anti-lightsaber melee weapons, During the New Sith Wars, the Outer Rim
• Epic Points Function similar but with though with repeated strikes, a lightsaber can still Oreworks Company mined cortosis on Apatros.
Double the Damage Resistance for 2 rounds cut through it. Cortosis, due to its energy This was where future Dark Lord of the Sith
instead of 3. resistant properties, is also resistant to blaster Darth Bane was born and drilled cortosis for
• Per full D of Null Force Attribute they fire. several years before fleeing to the Sith Army.
receive +1 S/W/D Thresholds (includes base "I never knew the proper name for the stuff. I The Jin'ha mined cortosis on Obredaan. During
+2D Bonus so +2-3 is the base). gather that if your lightsaber has dimetris the Invasion of Naboo, Trade Federation assassin
• Beneficial Force Powers, mental circuits anywhere in the activation loop, hitting droids used cortosis weapons. During the Clone
manipulation, tracking spells and Magic the rock starts a feedback crash running through Wars, the Jedi Council discovered that the
(including healing, disease removal, etc) do the system that takes only a fraction of a second Confederacy of Independent Systems was
not function on them, at all. to shut the whole thing down." mining cortosis on Bal'demnic, and dispatched a
task force led by Halagad Ventor and Sha Koon
• Null Force wielders have a - 3 DR resistance ―Mara Jade Skywalker commenting on the to sabotage the operation.
to all toxins, diseases & poisons including cortosis ore's lightsaber-disabling property
those of Yuuzhan Vong Origin. Large deposits of cortosis were also known to be
Cortosis ore was used extensively in on Duro and Katanos VII. Quinlan Vos wore a
• Null Force Wielder’s Bodies reject Bioware. shadowtrooper armor, as well as the C-B3 cortosis gauntlet on his left arm during the Clone
It will not function for them. Even cloned cortosis battle droids during the Clone Wars, and Wars. The Pau'an Sith Lord, Darth Desolous,
organs and replacement limbs will wither and the Force-using group known as the Jensaarai. used a cortosis shield to block lightsaber attacks.
die. They can only use Bio-Alchemical The cortosis used for this armor was smuggled Cad Bane used a cortosis slugthrower against
Implants (Yuuzhan Vong Tech). Cybernetic out from Bespin's Cloud City. The walls of the Bolla Ropal to disable his lightsaber and capture
implants can be utilized though double costs Imperial Palace were also lined with cortosis ore. him.
for installation (double penalties too if It is also used to strengthen snubfighter and
Yuuzhan Vong). capital ship hulls, and is woven into body armor. Galak Fyyar had an entire powered suit of
• All Yuuzhan Vong specific equipment, shielded battle armor created out of cortosis
306 307
alloy. Riot stormtroopers are armed with • Cortosis, can be found on most worlds, the Force/Magic Attacks on a D for D basis. The Jensaarai: The Jensaarai have a Sith
electrostaves made with cortosis. Luke trick is that most beings have no knowledge Specific abilities like Telekinesis will be Method of infusing Cortosis into Non-Metal
Skywalker and Mara Jade encountered a vein of how to locate it and mine it successfully (to a reduced by any D code left over past the Armors (typically hardened leathers). The
cortosis on Nirauan while infiltrating the Hand of Jedi it is a Force Anomaly, or a Blank Spot). Force Attribute (assuming It is exceeded). process was mastered by Larad Noon shortly
Thrawn during the Caamas Document Crisis. • The safest way to extract it is by using after Exar Kun’s Death. It gives the natural hides
Example: A Jensaarai Warrior with 3 Kernels of
Alteration (Sorcery): 1 pip per D / Hour. The a metallic (often matte, but can be reflective)
The Umbaran Nyss Nenn used twin vibroblades Cortosis woven into their Armor will reduce
Cortosis will not “Activate” until it is appearance and tensile strength (while still
coated with cortosis in combat. However, they incoming Negative Force Powers by 3D (or 30
Damaged in it’s raw form. remaining flexible). The process is not limited to
proved ineffective against the Force-sensitive Points) & Durability will Soak the Rest.
• Cortosis occurs in naturally formed, natural materials, high tech armors can be used
clone Soldier, who kept contact between their
subterranean cave networks. There is no (AP) Alchemical Weapon Construction/Repair as a basis.
weapons minimal by striking fast, which
known reason for it’s formation. Allows for the creation/repair of Alchemical
therefore only caused his Lightsaber to spark. • No movement or weight penalties. The
Weapons & Armor at a basic level. It will allow
Only Lightsabers that use a special kind of • Disabling Lightsabers & Magical/Sith process effectively creates “magical” armor.
you to infuse archaic weaponry with Cortosis by
Lightsaber crystal mined on Mestare are immune Weapons: Is generally a myth, unless you weaving it into the item. This is a an energy • Jensaarai Extraction: They possess a
to the effects of Cortosis. are cutting into a pure vein of Cortosis with resilient material that will deflect Lightsabers method where they can locate small pockets
one of those weapons. This was repeatedly
• Mestare Crystals are one way to ignore and other Static Alchemical Weapons. Cortosis of Cortosis on almost any world. Then they
evidenced in the the period of Revan and the
Cortosis’ properties (even with dimetris Weave applies an energy resistance bonus to concentrate on the task and use Alteration to
Knights of the Old Republic. Contact with
circuits) as the feedback is channeled anything it is woven into. pull the requisite quantities directly from the
Cortosis weapons merely deflects Lightsaber
effectively through the crystal in a crackling Cortosis formations. Requirements: Must
& Alchemical strikes, never disabling them. Notes: Difficulty to weave Cortosis is base 24
raw form. have been raised as a Jensaarai or trained by
General Maintenance / Repair + 1 Per pip of
Cortosis Activation: one, Sense 1D, Alter 1D = 3 Pips (Max).
• Not using dimetris circuits (universally Cortosis Woven after the 1st. Alteration
common) and instead using ion shielded Cortosis Base Properties: 1 in 6 chance (per (Sorcery) can be utilized to aid in the process and Null Force Objects
components (adds 50% to the cost of the Kernel Woven) to Deactivate or Sunder a adds directly to the test if it is possessed.
Null Force Objects are not naturally occurring
weapon) will ignore the effects of Cortosis. Lightsaber/Alchemical Weapon. The market cost of Cortosis is 450 Credits per devices. They are purpose crafted items that
Cortosis Weave 1. A wielder can leverage the properties of Kernel infused, in any era (150 per pip). Though completely resist the Force. Furthermore, they
Woven Cortosis. They can extend the it can be found in small quantities almost are effectively indestructible like a Sith Sword.
A sword / armor smiting technique commonly contact period for 1 Free Action. This will everywhere (up to 1 Kernel can be found on These items are incredibly rare and utterly
used on high-quality vibro-blades and other trigger it’s base properties. The wielder most worlds without too much effort). priceless. The trick is understanding what you
melee weapons when combat with opponents can then spend an additional Free Action for have, otherwise these items (typically weapons)
wielding Lightsabers was considered to be likely. Energy Resilience:
a +3 to the effect (vs all attacks that round). tend to appear archaic in nature.
It also is a descriptor for equipment that has been • Energy resilience of 2 Per Pip/Kernel Woven.
crafted utilizing Cortosis ore. Cortosis-weave is 2. If a Lightsaber or Alchemical weapon ever • A Null Force item completely ignores Force
With double total durability.
employed primarily because it makes the weapon delivers damage past the Ablation value of powers.
able to withstand Lightsaber blows. It can also the Cortosis, it triggers the Cortosis’s base • Stacks with any Energy Resilience the Armor
Already Possesses. Simply add the base • A Null Force item can and will parry
be fashioned into armor or other gear. Weapons properties, +1 to the effect (+3 to this effect
Armor’s Ablation and Durability. anything like blaster bolts, a lightsaber or
and armor needed very little Cortosis to be for 1 Free Action expended).
Sith Sword all day long. It is effectively
effective. The greater quantities of the material Effects: Example: 2 Kernels of Cortosis are Woven into indestructible.
woven into the items provides additional Armor 12 x 5 = 60 Ablation; 12 + 2 x 5 = 70
resilience. • A deactivated Lightsaber can be reactivated • A Null Force Item cannot be stripped from an
Durability x 2 = 140 Total Energy Soak.
after spending a Full Action or 3 Free opponents hands (via telekinesis).
The art of technologically bonding Cortosis to Actions over 3 rounds. • If that Armor already had 1D of energy
blades was first perfected by Echani weapon Protection, that would equal +15 to the • If Null Force Armor is ever found, the
smiths sometime prior to the Mandalorian Wars. • A Sundered Magical/Sith Weapon looses it’s protective regions are flawless and
Ablation Value and +25 to the Durability
properties for the combat round in which it indestructible. The joints are not. One’s
Cortosis is supposedly “extremely rare”, Value.
occurred and two following rounds. Reduced armor may be impervious to damage but the
however this is not the case at all, it’s just rarely to an Indestructible 1-2D (10-20 Damage) It reads like the following: soft meat under it will still suffer when being
encountered after the Old Republic Jedi wars. Weapon. They cannot be used to channel the thrown into walls and bulkheads and being
Much like Kolto falling out of favor over Bacta E2: A: 60 \ D: 140 + 40
Force or act as a Foci while Sundered. struck by heavy blunt and bladed objects.
as a healing accelerator over the millennia. E2: Energy 2 Kernels Infused (Pips = .X = E.2)
Cortosis being woven into weapons and armor Tertiary Properties: An Archaic Weapon example of a Null Force
has been out of favor since mass armies of Jedi 1. Weapons: Can have 1 kernel of Cortosis Object is a Grammaton Cleric’s Pistol. These
• Force/Magic Resistance: Cortosis Woven woven into them.
and Sith have largely disappeared from the items also resist Force/Magic Abilities at a weapons are custom crafted by an obscure order
galaxy. Competent Weapons/Armor Smiths rating equivalent to the Kernel’s (D or Pips) 2. Armor: Can have up to 2 kernels of of Quixotic Jedi.
(6D+) will know how to properly use Cortosis in woven into them. They effectively reduce Cortosis woven into them. • They can be crafted by a Quixotic Jedi. Thus
general applications, in any era.
308 309
the knowledge of how to create these items is • Please note: A Jedi wielding a Alchemical Slugthrower Rifle / HVHB Mod: rounds are much larger: 3 Units will produce
an anomaly. Must possess Gun Kata as their Weapon or Sith Sword suffers none of the 6 (60 Damage) rounds. Naturally, the
Combat Principle. issues that plague them with a Lightsaber Cortosis adds +5 to the Control Skill required
other than Detonite Tips below. per tier (unit) used.
• Yuuzhan Vong Weapons tend to be limited
Null Force Objects. See each for details and • Detonite Tips: Ammunition that is Magna Caster Rifle:
specifics. intersected with a Lightsaber that is tipped Damage: 60 (6D)
with detonite will explode. This will shower Range: 6-90/180/540
Slugthrowers Damage: 40 / 50
the Lightsaber wielder with micro fragments Ammo: 6; Extra Mags: 12 Credits
Range: 3-30/100/300
of the slugs. Delivering 3 points of damage Era: PE+
Ammo: 20/10; Extra Mags: 9 / 12 Credits
per slug intersected. Rarity: 5
Era: All
Cost: 1,728 Credits; 4 Kg
(HVHB) High Velocity Heavy Bore: (40-50 Rarity: 3
Damage Semi-Automatic Slugs; +1-2D). These Cost: 719 / +138 Credits; 3 Kg Alchemical Weapon:
slugs will convert to molten alloy vs any Jedi of • Included Scope adds +5 to hit for 1 FA aim Damage: 75 (5D Static) +
less than 4D Force Attribute, delivering 2 points Strength
per slug. A standard Firearm can be modified Magna Casters (Rail Guns) Range: 1-2/4/6 (if thrown)
The traditional means for effectively combating with General Maintenance/Repair: Difficulty: 9 Era: All
Jedi is by utilizing high velocity Slugthrowers for +10 (1D) Damage; 12 for +20 (2D) Damage. Rarity: 10
(Firearms). The most effective of which are Cost: 4,500 Credits; 2 Kg
• Heavy Bore Firearms have ½ the ammunition
those of the automatic variety. Jedi can naturally Alchemical Weapons, most
that their standard models possess.
parry almost any volume of fire from any number commonly associated with Sith
of combatants, however, slugs tend to turn into Slugthrower Pistol / HVHB Mod: MIKE 01161011111
FM IS RIBBED MO51101 LIM
Swords have an interesting
molten alloy when a Lightsaber intersects them history. They were actually
and the droplets tend to rain all over the designed to be wielded by Jedi
unsuspecting Jedi. Jedi have been able to defeat prior to the advent of the
this issue by vaporizing the slugs by amplifying Lightsaber. The weapon is
their Lightsabers, and this too is defeat-able, by wow= effectively indestructible and can
using Cortosis slugs. The largest issue with na~ im70sn4 parry blaster bolts and directly
Firearms is that these weapons are difficult to
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combat Lightsabers without
NIL GUN
come by in a galaxy dominated by energy suffering any damage among
weapons. Damage: 30 / 40 other things. Think of it like a
Range: 2-8/24/48 If firearms are effective then, so too are Rail Vorpal Sword from Fantasy. It
• Traditional Slug Thrower Ammo will convert Ammo: 20/10; Extra Mags: 8 / 10 Credits Guns. They are easily more effective as they can do all the things a Lightsaber
to molten alloy against Jedi that have less Era: All deliver their projectiles at incredible speeds can do typically. However, one
than 2D of Force Attribute. This molten Rarity: 2 toward their target and the effective power of few limits of such a weapon would be it not
alloy will deliver 1 point of damage per slug Cost: 450 / +113 Credits; 1 Kg required to stop these projectiles is not easily being able to channel plasma like a Lightsaber
directed at them (no ability to avoid). achieved. As with Slug-Throwers, the Magna does. This would limit what you can and cannot
Heavy Slugthrower Pistol / HVHB Mod:
Casters are difficult to come by. Typically found actually cut through. A Lightsaber could cut
• Slugs can be manufactured using Cortosis- in developing cultures and not so much after they
Weave. The cost is prohibitive. 1 Unit of through a starship bulkhead with ease compared
are exposed to mainstream galactic technology to an Alchemical Sword.
Cortosis will produce 3 Slugs so treated. bases. They are functionally similar to regular
Each Slug has an energy resilience of 100. firearms save for the following differences: Not all of the weapons are “evil” contrary to
Add that to the base Damage of the weapon, popular belief. They can be wielded by most
then subtract the damage of the Jedi’s • Ignore 10 points of Armor or Shield Ablation
Sub Class Jedi. Traditional Jedi can even use
Lightsaber + their Force Attribute and • A Jedi with less than 6D of Force Attribute them, as long as they are not tainted by the Dark
Control Test. will take 4 points of damage per slug they Side. There are few weapons that break the mold
Example: The Jedi is using Enhanced Melee intersect. of the melee variety, however, there have been
Combat: Your Pistol Delivers 50 (5D) Damage + • Detonite Tips: Ammunition that is known to be Alchemical Bows from time to time.
Damage: 40 / 50
100 = 150 - Lightsaber (Standard) 75 = 75 - Range: 2-9/25/50 intersected with a Lightsaber that is tipped
Force Attribute (Say 3D) 30 = 45 - Control (Say Electro Weapon
Ammo: 15/8; Extra Mags: 6 / 8 Credits with detonite will explode. This will shower Damage: Strength + 5 Physical + 15 Shock;
5D: 30 Max) 20 = 25 Points Slip through and Era: All the Lightsaber wielder with micro fragments
directly Strike the Jedi. The Jedi would have to Can be set to Hard Stun
Rarity: 3 of the slugs. Delivering +2 points of damage Range: Varies
be dodging or using a Force Point in order to Cost: 550 / +138 Credits; 1 Kg per slug intersected.
avoid this damage. Ammo: 100 Parries / Strikes ; 15 Hard Stuns
• Cortosis use here is more expensive as the Era: Any
310 311
balanced and incredibly lethal for Slugthrowers. Common Cortosis Weapons:
The pistols fire five round bursts of hyper
grained .17 Caliber, cordite slug, rifle cartridges.
Cordite is readily available on most worlds as an
ultra dense and heavy metal that has never been
able to be manipulated or combined with other
metals. However, the Grammaton Clerics have
an innate ability to sense these veins of Cordite
and extract the necessary matter to smelt into
slugs. Grammaton Clerics (any Quixotic Jedi)
Rarity: 4 can detect and gather the Cordite powder that has Rarity: 3
Cost: 1,404 Credits powered the weapons over the millennia. Other Woven Mace: E2: Ablation: 60 \ Durability: 140 + 40 (2DB)
(2D Body); 2 Kg ammunition can be utilized, however it suffers Damage: 20 (2D) + Strength Cost: 2,160 Credits; 2 Kg
the same degradation against armor that standard Range: 1/2/4
The Electro staff is a capable weapon that can slug throwers do. If Cordite is used, it will Era: KO+
easily parry lightsabers with the electrified bypass 10 points of Physical Armor Ablation. Rarity: 3
portion of it’s emitter. The electrified elements E1: Ablation: 30 \ Durability: 80 + 55 (3DB)
can be applied to any manner of weapons and Availability of Cordite: Uncommon Cost: 774 Credits; 3.5kg
sizes (like snap batons) thus the statistics (On any given planet)
presented here account for that. Some weapons Time to gather: 1 Day
are dual tipped allowing for a crowd control sort Amount gathered: 4 Magazines worth
of weapon, like those employed by IG units of Time to prepare: 1 Day
the Trad Federation in the Clone Wars. Cost in materials: 5 Credits Woven Force Pike
Damage: 30 (3D) + Strength
• A snap baton effectively becomes an electro Of further note: The weapons are incredibly
Range: 1-3/6/9
“sword” of sorts. And is incredibly effective low recoil, and kick just a bit more than a Woven Combat Knife: Era: RE+
in parrying lightsabers. Countering this Repeating Blaster SMG. However, in Zero G Damage: 10 (1D) + Strength Rarity: 4
requires destroying the emitter or severing Environs the Cleric can literally utilize the recoil Range: 1-2/6/12 E2: Ablation: 60 \ Durability: 140 + 55 (3DB)
the opponent’s hand. of the weaponry to propel him or herself at Era: KO+ Cost: 2,160 Credits; 2 Kg
greater speeds in a controlled fashion of Rarity: 2
• Weaknesses: Electro devices are weak when
movement. E1: A: 30 \ D: 80 + 40 (2D) Body
it comes to physical weapons like swords,
maces, vibroblades, etc (Snap batons do not Gun Creation: Must be a Quixotic Jedi and Cost: 594 Credits; 1 Kg
suffer this issue) and they take instant possess the Alchemical Weapon Construction/
damage with each contact. Other electro Repair (AP).
devices tend to have larger “staff portions” Difficulty: 30; Force Attribute + Sense +
that are much easier to target to destroy General Maintenance and Repair.
them.
Grammaton Cleric Pistols (Paired) Time to Infuse: Takes 1 Day; Materials
Also called Grammaton Adjudicators Required: Slugthrower(s) designed to the
Damage: Burst Fire Only: 48* specifications of these weapons + 4,250 Credits
Fire Control Bonus: +1D** per gun (½ if you fabricate them yourself).
Range: 3-10/30/120
Ammo: 10 Bursts; Ammo Magazines: 35 Credits
Era: KO+ Woven Sword: Woven LaserHone Duelist Vibro Sword:
Rarity: 10 Damage: 20 (2D) + Strength Damage: 40 (4D) + Strength
Null Force Weapon, Indestructible Range: 1/3/5 (if thrown) Range: 1/2/3
Cost: 8,500 Credits a set (4,250 per gun) Era: KO+ Era: PE+
Weight: 1 Kg / ea Rarity: 2 Rarity: 4
*Light 5 Round Burst Incorporated E2: Ablation: 60 \ Durability: 140 + 55 (3DB) Cortosis Kernels: 2
**Only in the hands of a Quixotic Jedi Cost: 1,224 Credits; 3 kg E2: Ablation: 60 \ Durability: 140 + 70 (4DB)
The chosen weapons of the Tetra-Grammaton Woven Vibro Blade (short sword): Cost: 2,100 Credits; 2.5 Kg
Clerics (typically just called Grammaton Damage: 30 (3D) + Strength Included Equipment:
Clerics). The weapons are created by a Quixotic Range: 1/2/3 • Maintenance tools
Jedi with the Gun Kata Proficiency. Perfectly Era: KO+ • Smooth Draw Scabbard (+3 to Quick Draw)
312 313
Cost: 1,519 Credits; 13.5 Kg Cost: 1,750 Credits; 3 Kg
• Possesses all the standard features of the base
Woven Ceramic Plate
suit.
Era: KO+
Rarity: 4; 2D P & 1D E Yuuzhan Vong Weaponry &
E2: Ablation: 75 \ Durability: 165 Equipment
P2: 30 \ Durability: 40
Movement Penalty: 2 Yuuzhan Vong Weaponry & Equipment will
Cost: 2,700 Credits; 10 Kg respond in the same fashion it does toward any
Yuuzhan Vong Warrior, to any Mundane or Null
A common modification to Cermaic Plate is to Force Wielder. These living weapons instantly
add light power assist (500 Credits per recognize a fellow being and as such respond in
Movement point kind, operating flawlessly for them (regardless of
refunded, maximum 2). whether or not they are Yuuzhan Vong or not).
Cortosis Plate: Note: Yuuzhan Vong Suits are not “smart”, thus
Era: KO+ they do not discriminate and will function for
Rarity: 6; 3D P anyone. The Weaponry, Coral skippers,
E3: Ablation: 90 \ Warships, etc. will only respond to the Mundane.
Durability: 200 Amphistaff:
P3: 45 \ Durability: 110 Bio-Alchemical Living Weapon
Movement Penalty: 4 Damage: Static + Strength +
Cost: 4,050 Credits; 28 Venom
Woven Mail Suit with Coif Kg Range: 1-3/10/20
Era: KO+ Cortosis Plate is (Venom)
Rarity: 3; 1D P formidable and heavy. It Ammo: Unlimited
E2: Ablation: 60 \ Durability: 140 is un-powered and as • Integral Comlink Era: JA+
P1: Ablation: 15 \ Durability: 25 such you suffer a Rarity: 7
Movement Penalty: 1 • Low-light to max standard vision
substantial movement Cost: 5,400 Credits
• Sealed, though not engaged by default (suit The Staff’s Natural Defense: 27
penalty. The
only has 2 hours of air and water). Thus it is
interlocking plates and The Amphistaff is an organic weapon used
vacuum safe for sudden decompression.
mail afford the suit by the Yuuzhan Vong. If used by someone
double durability. familiar with its various functions, the
Woven Corellian Hunt Amphistaff can be used as a quarterstaff, a
Suit (Powered) two-headed spear (adds +3 to all parry rolls),
Protection: Physical: a whip (adds +3 to attempts to disarm or
10, Energy: 20 entangle an opponent; successful hits with the
Durability: Physical: 50, whip inject venom), or a whip-spear (which
Energy: 25, Cortosis:300 shares the qualities of both the whip and the
Era: PE+ spear, though the granted bonuses are only +2
Rarity: 5; P2 / E1 pips). In addition, the Amphistaff can spit
E2: Ablation: 75 \ Durability: 165 venom, or inject it with a successful whip hit that
P2: 30 \ Durability: 40 results in a damage result. Either way, a victim
Movement Penalty: 0 affected by Amphistaff venom must succeed at a
Cost: 3,360 Credits; 12.5 Kg Very Difficult Strength check. If injected, the
poison reduces their Dexterity score by 1D. If
The Corellian Hunt Suit takes the burden off of
the poison is sprayed into the eyes, blindness
the wearer and does not require the bearer to be
results. The effects last until the it is treated.
proficient in Power Suit Operations.
1. Quarterstaff
• However, if the user is proficient in the Difficulty: Alchemical Weapons
Power Suit Ops AP they receive a +3 to Woven Versatex Survival Suit w/Armor Plates Range: Melee
Lifting, Climbing/Jumping, Running & Era: PE+ Damage: 72 + Strength
Endurance Tests. Rarity: 2; P1 / E.2
E1.2: Ablation: 40 \ Durability: 100 2. Two-Headed Spear
• Has Mag Locking Boots Difficulty: Alchemical Weapons
• Has Flash & Flare Comp Standard P1: 15 \ Durability: 25
314 315
Range: Melee Razor Bug: specific species. When used, an Ooglith The Ooglith Plasma Rifle is a rare sight in battles
Damage: 90 + Strength Bio-Alchemical Living Weapon Masquer grants a Yuuzhan Vong a -2 DR bonus with the Yuuzhan Vong. It seems to be issued to
3. Whip Damage: 72 + Strength (7D+1) to their Con: Disguise rolls. pilots almost exclusively and was a rare sight on
Difficulty: Alchemical Weapons Range: 1-9/27/54 the battlefield in early conflicts with defenders of
The suit also provides full environmental control
Range: Melee Ammo: Homing, Dormant if not destroyed the galaxy. When the New Republic formally
as long as it is still intact. Protecting them from
Damage: 66 + Strength Era: JA+ joined the fight, the weapon became a common
the Vacuum of Space and all air-born chemical
Rarity: 5 sight on the battlefield. It was issued to shock
4. Venom Spitter pathogens with a +9 bonus to resistance.
Cost: 3,000 Credits troopers going toe to toe with the blaster laden
Difficulty: Gunplay Oxygen provided in environments with an
Razor bugs are projectile biots used by the Line Troopers the New Republic fields. Actual
Range: 1-3/10/20 absence of it: 12 Hours.
Yuuzhan Vong. Shaped from the spark-bee, the ammunition quantities are purely an estimate.
Damage: Poison 75 • The masquer is painful to wear, and inflicts As any weapons that have been obtained after
Note: An Amphistaff can be killed/destroyed if razor bug is a relative of the thud bug, but serves
10 damage every time it is worn. It can also battles have ceased to function in short order.
another Alchemical Weapon or Lightsaber is a different purpose. Essentially living knives,
be removed by pressing a hidden organ. Battlefield footage shows that the weapons have
driven directly down the “throat” of the staff. razor bugs have carapaces that are capable of
shredding flesh and piercing certain types of Ooglith Cloaker: a limited engagement endurance.
Only Quixotic Jedi can destroy them with Guns.
armor. When thrown, the razor bug deploys its Bio-Alchemical Stealth Suit Ooglith Vac Suit:
wings which help guide it towards the target, Body Strength: 3D: 55: 11/11/11/11/11
giving it the homing capabilities similar to the Range: Personal
thud bug. They also have a vapid tenaciousness Era: JA+
to continue attacking a target until either it or the Rarity: 8
razor bug was subdued. A skilled wielder can Cost: 5,400 Credits
also throw the razor bug and cause it to The Ooglith Cloaker, similar to the Ooglith
immediately return to their hand. Like other Masquer, covers its user’s body with an adaptive
Difficulty is the defense of the staff + 30. Yuuzhan Vong weapons, razor bugs can be mimetic disguise. Each Cloaker is engineered to
integrated into a Yuuzhan Vong's chest and body. blend in with any set of surroundings. When
Thud Bug: Note: Razor Bugs can be destroyed by used, an Ooglith Cloaker grants the wearer a -2
Bio-Alchemical Living Weapon Alchemical Weapons, Shield Gauntlets and DR bonus to their Hide and Sneak tests.
Damage: 72 (Subdue)
Range: 1-6/20/40 The suit also provides full environmental control
Ammo: Homing, Dormant if not destroyed as long as it is still intact. Protecting them from
Era: JA+ the Vacuum of Space and all air-born chemical Bio-Alchemical Hostile Environment Suit
Rarity: 4 pathogens with a +12 bonus to resistance. Body Strength: 4D: 70: 14/14/14/14/14
Cost: 2,700 Credits Oxygen provided in environments with an Range: Personal
The thud bug is not thrown, it is released, and absence of it: 18 Hours. Ammo: 50 Hour Independent Air Supply
guides itself towards its target with 3D Attribute / • Inflicts 10 damage every time it is worn. It Era: JA+
8D Skill. A thud bug that misses its target will Lightsabers. Only Quixotic Jedi can destroy can be removed by pressing a hidden organ. Rarity: 5
continue to attack each round until it either hits, them with Guns. Cost: 3,600 Credits
or is destroyed. If it hits, it inflicts the listed Ooglith Plasma Rifle :
Ooglith Masquer: Notes: Inflicts 5 damage every time it is worn.
damage. The target must also make a Moderate It can be removed by pressing a hidden organ.
Strength roll to keep their footing, otherwise they Cloakers and Masquers are the two branches of
the family of biotechnological bodysuits worn by • Provides High G protection (+2D to
are knocked prone. Once the bug hits, it returns Willpower to resist passing out) &
to its dormant state until activated again. the Yuuzhan Vong. Like all Yuuzhan Vong
equipment and devices, these were living environmental control (+2D to Survival).
Note: Thud Bugs can be destroyed by organisms: in effect, they functioned as a second • Bio-Alchemical uplink to any local War
Alchemical Weapons, Shield Gauntlets and skin for the wearer. Coordinator.
• Functions as if it has mag boots on any living
Bio-Alchemical Disguise ship.
Body Strength: 2D: 40: 8/8/8/8/8
Range: Personal Bio-Alchemical Living Weapon • Required to Pilot any Sort of Coral Skipper
Era: JA+ Damage: 80 (8D) w/Claw Bayonet STR+30 (3D) • Not compatible with any other form of worn
Rarity: 10 Range: 3-15/60/240 armor.
Cost: 5,400 Credits Ammo: 15; Regenerative?
Era: JA+
The Ooglith Masquer, similar to the Ooglith Rarity: 6
Lightsabers. Only Quixotic Jedi can destroy Cost: 4,500 Credits; 3.5 Kg
them with Guns (any hit). Cloaker, covers its user’s body with a convincing
disguise. Each Masquer is engineered to mimic a
316 317
Mandalorian Weapons & Armor folded and struck repeated during the process to • Buildings: Many buildings in the
The armor and weapons are rare outside of create the sturdy blades. Mandalorian capital city of Sundari utilized
Mandalorian sects. The sects we refer to are Kal knives beskar in their construction.
groups like “The Watch” that have turned the Crushgaunts: Micronized • Prison Cells: Mandalorian iron was used in
Mandalorian Code into a sort of religious beskar was used in the creation the creation of the city's prison cells. Also
pursuit. The Watch have odd rituals like not of powerful gauntlets, capable of used for Beskar Cages for deadly animals.
allowing their members to remove their helmets breaking bone with ease. • Starships: Beskar was often used in the
in the presence of others. construction of Mandalorian starships,
Bes’Bey: bladed flutes were
Other sects are more like the “Black Watch” crafted from Mandalorian iron, including the likes of the Bes'uliik-class
from the Clone Wars Cartoons. A Group of as well. starfighter, which featured an outer armored
blood borne Mandalorian individuals that left shell of micronized Mandalorian iron. These
Body Armor: Ancient, un- should generally be considered unobtainable.
behind the pacifistic government of Mandalore to lightsaber is…Mandalorian iron!" powered, suits of beskar still exist in rare Starships that incorporate beskar armor are
pursue a martial society that would one day
―Exar Kun, regarding Freedon Nadd's tomb collections and the occasional museum. 80 times more expensive than standard ones.
reclaim their world by force of arms.
• Power Armor: By far, Mandalorian
Typically, proper Mandalorian lineage is Mandalorian iron is ultra-rare throughout the Powered Armor is the most “common” of the Mandalorian Iron Durability
organized by Clans of warriors that can trace galaxy. While is is typically found on Mandalore items encountered that incorporate beskar Beskar takes the base number of conventional
their lineage to the “ruling class” of Mandalore. and Concordia, some speculate that Beskar can into them. Suits range from partial ones to armor and multiplies it by 5 for Ablation and 10
There are a number of clans, here are a few of be found in the other worlds of the Mandalore full body units that enhance almost every for Durability.
the larger ones: Wren, Vizsla, Saxon, Kryze and system, as well. Mined from beneath the surface aspect of an individual’s combat prowess.
of Mandalore and Concordia, Mandalorian iron Conventional armor provides 1 point per Pip x 5
the Nite Owls. • Partial Power Armor: suits are what most of Ablation per D, durability is the Pips + 2 x 5.
is one of the toughest metals known to science.
Notes: True Mandalorian Armor suits are Cherished for its incredible strength and people encounter when they
Thus a 1D Physical & Energy set of armor looks
generally power armor. Effectively, they durability, Beskar is notable for being able to are seen. These may have
like the following:
enhance the physical prowess of the wearer in withstand blows from even a Lightsaber and is started as fully sealed battle-
meaningful ways. Enhancing Strength, commonly thought to be nearly indestructible, suits but over thousands of Physical Ablation: 15
Dexterity, Speed, allowing flight, integral armor making Beskar more prized than any other years of combat they have Energy Ablation: 15
weaponry and enhanced close quarters fighting. material in the galaxy. been brutalized and reduced Durability: P 25 / E 25
to smaller functional
• Even if Mandalorians do not possess Beskar, Rarity: 20 (partial) units. Character Scale:
their suits have +50% to Durability. • For all intents and purposes, Beskar is Beskar Plate 1D
• Full Power Armor:
Mandalorian Arms and Armor extinct. The resource that Mandalore and Physical Ablation: 75
Unobtainable,
Mandalorian weapons systems and armor suits Concordia once possessed has been Energy Ablation: 75
unless you
are custom built by master craftsmen that can completely played out and all the mines are Damage Soak: 250
are playing in
trace their lineage back to the old cultural warrior barren. For thousands of years, the material a setting at Beskar Plate 2D
society. Maybe one, or two individuals in the has been used in construction of nearly least 4,000 Physical Ablation: 150
known galaxy have this level of skill. Due to the everything imaginable. It’s more common to years prior to Energy Ablation: 150
scarcity of trained armor and weapon smiths for see a Mandalorian in standard power armor the Rise of Damage Soak: 400
Mandalorian gear, most suits are handed down than it is to see one in Beskar. the Empire.
from generation to generation. These suits can • Tyber Zhan, a criminal mastermind that had a Against a Lightsaber or Alchemical Weapon:
• Lightsaber Hilts: Beskar has Any (even marginal) presence of Beskar in
be hundreds, if not thousands of years old. hand in the near destruction of the Black Sun been employed in the creation
Syndicate (the Zahn Consortium) came into armor will effortlessly parry both Lightsabers
• Any Weapon crafted of Mandalorian Iron is of lightsaber hilts. and Alchemical Weapons (but not necessarily
considered to be an Alchemical Weapon for possession of a number of Mandalorian
warships clad in Beskar which he used to • Hand Held Shields: used for survive the encounter unscathed).
purposes of Damage and Force Channeling. defense and offense alike,
launch his empire into prominence. Cost & Application: Beskar is valued at 200
• Mandalorian Iron Weapons cannot be allowing the wielder to strike
• People in the galaxy commonly refer to their opponent or cut them Credits a Pip. In any era after the conflict with
Sundered by Cortosis. the Jedi (about 4,000+ years ago) multiply this
Beskar as “unobtainium” due to it’s scarcity. with edges that have been
• Mandalorian Iron Weapons can be destroyed, honed to a razor sharpness. by 20 (It’s rarity).
unlike other Alchemical Weaponry. • People will kill for Beskar. If you possess
anything crafted with it, individuals from • Ancient Mandalorian manacles: are made • Weapons Can be infused with 1D of Beskar
Mandalorian Iron (Beskar) every walk of life will consider killing you to of beskar, and the tough Mandalorian iron • Armor can be infused with 2D of Beskar
"By the Force! I thought a lightsaber could cut get it. allows them to compete with the advent of
newer binder technology, such as force Anything beyond this makes the Weapons and
through anything. The walls are barely Beskade: traditional Mandalorian sabers were Armor too heavy to functionally utilize.
scratched. The only thing that can resist a shackles and laser cuffs.
forged of Mandalorian iron, with the metal
319
Gimme which, likewise, was removed from his grasp in
short order. The dance of Jardo drawing every
Jardo Knax had cornered his prey, he held his weapon he possessed and the prey disarming him
adversary at gunpoint in an alley with no obvious continued until blasters, grenades, contact
avenue of escape. stunners, knives, stun batons, shock boxing
gloves and a myriad of other weaponry all lay
“Give me a reason, a single word if you will, that littered about Jardo’s feet on the ground.
will stay my hand and cause me to lay down my
blaster.” Jardo said smugly to his prey “I can do that too” Jardo stated at last
“The jedi have their religion, their magic, the The prey, seeming more like the hunter at this
Force. You, have your blaster and you believe in point, responded “You can do what?”
that. It hasn’t let you down yet. I, have nothing
and that nothing has delivered me from so many Jardo’s hand flashed up, catching the prey under
sure death scenarios that I simply cannot convey the chin and lifting him off his feet and
to you, in a single word how powerful that depositing him against an alley wall “That.”
feeling is.” The prey responded
Wiping blood off his face and taking a moment
Jardo flipped his heavy blaster from it’s stun to spit out a stream of blood “Oh, I see”. The
setting to lethal, the weapon made an obvious prey levered himself off the wall and slammed a
positive click and thrummed slightly for a second foot into Jardo, between armored joints eliciting
as the chamber switched from stun to a lethal a grunt and darkness to swell into his vision.
energy frequency. “So, then your word is
nothing or power? Which one?” “Shit...” Jardo uttered before collapsing
The prey was moving imperceptibly slowly, One individual left that alley, dressed in the
hands raised and moving less than a millimeter armor and gear of Jardo Knax. It just wasn’t
per second toward the blaster “No, I would not Jardo Knax, who was still lying unconscious on
call it power, nor is it nothing. Upon deeper the ground in the alley.
reflection, I suppose I do have a single word
identifier for you.”
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Martial Arts Training Explained discard it or retain it for your own use. delivered. Thus, if the target requires 20 points 20 rounds.
• Possessing this Maneuver will afford you a - of damage to be wounded the base damage Prerequisite: Surprise Attack & must be actively
FA = Free Action, 1DR (for a FA) to Theft as above. delivered is 20 + Strength & Lethality. sneaking (or have natural surprise and act first).
KD = Knock Down • If Instant Stun is possessed +1 FA applies
KO = Knock Out Elbow Smash Difficulty: 3 + ND/AD, STR+10 Kick Difficulty: 1 + ND/AD, STR +10
Hard Stun.
ND = Natural Defense Quite simply you slam your elbow into your You are adept at kicking an opponent for
• If Nerve Punch 2 is possessed +1 FA applies
AD = Active Defense opponent for enhanced damage. maximum damage.
it’s effects.
Martial Arts moves, can be used at any time. Flip Difficulty: FA: ND/AD. Success grapples Multiple Strikes Difficulty: 1-3 FA + 1 Action vs • If both are possessed target requires medical
However with multiple combat styles, you use 1 the target, spins them in mid air and slams them Natural Defense / + Active Defense suite to be revived and is in a coma (+2FA).
free action to actively switch between the forms. into a surface: +15 to damage. • Target is always awarded a prediction bonus • The attacker can forgo the additional stun
Seamlessly switching between multiple of 1 per additional attack after the First results and apply additional 5 points of
Flying Kick Difficulty: FA: ND/AD, STR+20
combat styles: Once you have mastered two Action to defense only, escalating +2 1st, +3 damage per maneuver known (+15 Max,
Launch yourself into the air and slam into
Combat Styles you can purchase merged 2nd, +4 3rd strikes. includes this abilities knowledge).
someone with your foot. Range is limited to ½
mastery. Once purchased, you can combine the • Single target only, Once per Combat
standard movement. Spinning Kick Difficulty: ND/AD, STR+15
best elements of the two Combat Styles into one
• This can only be performed once per combat Nerve Punch Difficulty: ND/AD, Limb useless Using momentum and pivoting on one leg you
fluid form, gaining the benefits of both.
round. on success for 3D6+1 Per D in Unarmed Combat build force and power behind an enhanced kick
Combining 2 Styles: 5 Character Points; The
rounds. A Leg will cut movement in ½, both legs attack.
cost increases by 5 for every style merged after Foot Sweep Difficulty: ND/AD
will reduce movement by ¾ (they can crawl).
the first 2 (10 for the 3rd, 15 for the 4th, etc). • Applies a Stun result to the target. Shoulder Throw Difficulty: ND/AD, STR+ 5
Merging Incomplete Combat Styles: Cannot • Break Ankle: will apply +10 to damage if Nerve Punch 2 Difficulty: 6 + ND/AD You grab your opponent and by using balance
be done, use a Free Action or Action to switch. you add an additional 6 to the difficulty. You Prerequisite: Instant Stun and leverage, your toss them into the ground, a
must cause a wound to be successful. • Escalates Hard Stun to 2nd Tier wall, etc (1-3m). They must expend 3 FA or 1
Advanced Rules for Hand to Hand Combat: Break Ankle Success: Applies a Movement • You must deliver a Stun Result (+10 to your Action to Stand (Instant Stand = 1 FA); Having
Performing the same maneuver multiple times in penalty of 2 in addition to any condition modifier Stun Result). Instant Knockdown will apply a +3 penalty to the
a row will become predictable, any identical they suffer if successful. This status remains • All damage past that stun result will escalate opponent even after standing back up.
attacks made after the first will incur a until healed and the status adds 1 day to healing to the next Tier of Hard Stun but not beyond.
prediction bonus that is awarded to your Weapon Block use Unarmed Combat to Parry a
time per wound level on success.
opponent for defense and even to counter attack. Unarmed Power Block Difficulty: Successful Melee Weapon at no penalty. Without this
Head Butt Difficulty: ND/AD; STR +5 / +10 FA Parry + Opponent’s ND/AD maneuver, when parrying a Melee weapon
Unpredictable Bonus: Allows you to viciously slam your forehead into • This Defensive maneuver allows you to (unarmed), you suffer a +1DR to block the
Say you Possess Brawling, Martial Arts & Jedi an opponent. The more focused assault requires hammer your opponent with the force of your attack(s).
Martial Arts And you are facing an enemy with you to expend 1 Free Action. parry, causing damage to them. STR
no Martial Arts. You begin with a “Punch” from Feint Difficulty: FA vs ND + opponent’s PER
Damage delivered, minimum of 1 point if
Brawling, followed up with “Kick” from Martial Hold/Grapple Difficulty: ND/AD • Success = -1 DR on a single attack
armor ablates the maneuver.
Arts & a “Roundhouse” from Jedi Martial Arts If you defeat their defense you apply a Hold/ You effectively launch into an attack that you
you would apply a bonus to each attack Grapple giving you control over them. You gain Punch Difficulty: ND/AD abort before it’s committing a full action.
equivalent to the prediction bonus (1+) as an a +1D to your Strength for the purposes of • STR + 5
Flawless Counter Difficulty: FA = +3 to your
unpredictable attack to each maneuver. You retaining the Hold (they can attempt to break free A very basic attack consisting of additional force
ND/AD that round then if a Successful Defense
expend 1 Free Action per form change after the each round on an opposed Strength roll). behind your blows.
occurs = -2 DR on your next attack which is a
first (or none if they are merged). Instant Knockdown Difficulty: ND/AD Reversal Difficulty: ND/AD free action counter attack (you spend another
• Base Strength damage is Random (Rolled). • Applies Prone to the Target and penalizes any • Can be triggered as an FA once it occurs FA) once per game session.
action they take by 3. Prerequisite: Hold/Grapple Prerequisite: Must be declared by the player
• Martial Arts maneuvers award 5 points (per
• Instant Stand negates the penalty. • Negates Hold/Grapple bonus D to Strength to ahead of time. Whether you succeed or you fail,
D) of flat damage bonus.
• Without Instant Stand an opponent can get break any grapple, applies +2D to your the maneuver is only good for that encounter that
Additional Maneuvers only cost time to learn. back up by expending 3 Free Actions or 1 Strength to maintain the hold afterward. game session.
The Maneuvers Full Action, the Penalty from disorientation Allows your to reverse a hold/grapple attack.
Roundhouse Difficulty: ND/AD / FA
remains the round after regaining their feet. You spend a Free Action, rolling against the base
Blind Fighting Difficulty: FA • once per game session
difficulty. If you succeed, you break the grapple.
Allows you to fight in utter darkness or while Instant Stand Difficulty: FA • Result: STR + 25 (5D)
Then you roll Unarmed combat as normal and
blinded without penalty. You regain your footing for 1 Free Action. • Automatic Stun applied for expending an FA
apply a +2D modifier on the result to your
Instant Stun Difficulty: 3 + ND/AD (not Hard Stun), player choice.
Disarm Difficulty: ND/AD, range 1-3 meters. success and Lethality. Reduce the difficulty by 3
• Escalates Stun damage to the 1st Tier of Hard Allows you to swing with incredible force and
Allows you to disarm a held weapon in hand to if you intend to cause no damage to your
Stun. Must deliver at least Light Stun. blinding speed, causing enhanced damage and
hand combat. opponent.
adding a Stun result for an additional FA, to your
• This maneuver can also be utilized to pull Instant Wound Difficulty: 6 + ND/AD Silent Strike Difficulty: 6 + ND (Surprise), adversary.
holstered weaponry off an opponent and Success applies 1 wound level + any damage Delivers Strength + 15 damage & Hard Stun for
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Snap Kick Difficulty: FA, ND/AD; STR + 5 • The defensive damage resistance applies • Opposed Strength check, adding 1D to your Note: GM’s will happily kill you if you do this
A lightning fast kick that only counts as a Free whether or not your “full dodge” succeeds. test. If you beat their roll, they fall and take all the time.
Action, if successful does some added damage. Prerequisite: Must be your only combat action. damage. They must stand as normal 3 FA or Axe Kick Difficulty: FA, Requires stun or better
• Only perform-able once per combat. 1 Action (1 FA Instant Stand). Success adds
Hand and Saber Difficulty: FA & Melee Action • Attack performed at -1 DR & +10 Damage
5 to the damage. Body Armor does apply to
Triple Kick Difficulty: Natural Defense / + Prerequisite: Must be holding a Melee Weapon • Success applies Hard Stun 6 Rounds, if
damage resistance.
Active Defense • Allows free Unarmed Combat attack in Instant Stun maneuver is possessed.
• Perform-able once per Opponent
• STR +5 (1D), 1 Action, 3 Strikes addition to Melee action(s). You swing your leg upwards and bring it down in
• No Fall eliminates the fall, not the impact
• Predictability: 3 1st extra kick, 6 2nd extra kick • This does not guarantee success, however the a blindingly fast and brutal chopping motion.
damage from the charge itself. Soft Fall will
to opposed defense only. unarmed strike is immune to the effects of • Usable once per opponent
cut the damage of the Shoulder Impact in ½.
• Perform-able once per combat. Melee Combat and must be deflected by Martial Art Leap Difficulty: FA
• If employed vs multiple opponents, Unarmed Combat or the base difficulty is Falling Roll Difficulty: FA • +1 to18 m to Jumping Distance, player
predictability does not occur, however, 1FA only the Natural Defense. Prerequisite: No Fall choice (for the FA).
per additional opponent is required. • Perform-able once per opponent Can be combined with Soft Fall Performing this maneuver you manage to pull off
• +6 to Dodge, no KD
Hilt Blow Difficulty: FA, ND/AD No Fall Difficulty: FA wire stunts only seen in Chinese Epics. Expend
Negates the effects of a Knockdown, trip, throw,
Prerequisite: Melee Weapon in hand • No trip, on feet and resume actions the Free Action, and apply the distance bonus to
etc. However, with the added benefit that you
• Success applies Automatic Stun for the Any assault that causes you to be tripped or fall, your base jumping distance plus any success you
gain a +6 to your Dodge for the current and
current and following round (not hard stun). fails to deliver the desired result. have with Climbing/Jumping and Acrobatics.
following round.
• No lasting damage is applied, no Strength • Can be used once per combat, per opponent
• Perform-able once per opponent, per combat. Power Melee Block Difficulty: Successful Parry
roll is required. Cannot be resisted • If the same attack form is used again vs you + Opponent’s ND/AD
You slam the hilt, basket guard or pommel of a from the same opponent in the same combat, • Reduces Falling Damage by 20 Points. Prerequisite: Must be holding a Melee Weapon
weapon into someone’s face or other vital area. No Fall negates the effect (it’s become Multiple Kicks Difficulty: 1 Action, 1 FA per 2 or some sort of shield, tables and chairs or car
• Only perform-able once per opponent. predictable); no longer requires a FA after Kicks doors work as well.
becoming predictable.
Pivot Kick Difficulty: ND/AD; STR + 10 & trip • STR +10 (2D) • This Defensive maneuver allows you to
Levering off an object you swing yourself with Soft Fall Difficulty: FA • Predictability: Each additional kick is more hammer your opponent with the force of your
enhanced force at your opponent. Spend a Free • Soften impact of any fall by 40 points predictable than the first to parry or evade: 1 parry, causing damage to them. STR
Action and then roll to hit. Tosses your opponent You’ve been trained specifically in methods of 1st Kick, 2 2nd Kick, 4 3rd Kick, 6 4th Kick. Damage + ¼ Melee Weapon Damage,
to the ground and must regain footing for 3 FA or reducing impact damage from falls. This can • Cannot be used against multiple opponents. minimum of 1 point if armor ablates the
1 Action or 1FA if they have Instant Stand. also be applied to impacts caused by explosive • Highly effective against beasts and inanimate maneuver.
• Perform-able once per combat. shock waves and if you are thrown. objects that cannot / will not defend. • Difficulty: after successful Parry, Add STR
• If you are thrown ½ the reduction applies. Damage + ¼ Melee Weapon Damage as a
Rolling Throw Difficulty: FA, ND or AD +3 Opportune Shot Difficulty: FA, Successful
separate damaging attack.
• Success: 40 Damage, 1D+2 m Weapon Juggle Difficulty: FA Unarmed Parry, then 1 Ranged Weapon Action
• Perform-able once per opponent
Grabbing your opponent you throw them which • +6 on next attack or defensive roll Prerequisite: Must be holding a ranged weapon
causes them to tumble across a surface. Prerequisite: Ranged or Melee Weapon in Hand While in in hand to hand, expend a Free Action, Power Stand Difficulty: See Below
• Success indicates they take the stated damage By using deft movements and flipping a weapon if you succeed in your defense you can make a • Kick or punch STR+5 from KD status
and tumble the 3-8 Meters. Armor is from hand to hand you confuse your opponent. ranged attack at the person you are fighting at a Prerequisite: Must be Knocked Down, Tripped
effective + Strength to reduce damage. The Jedi were not flipping their lightsabers for vastly reduced difficulty. The ranged attack or Thrown or recovering from No Fall or Instant
• Usable once per opponent only. pure style, it was to confuse the anticipation of counts as an action and must be declared. If you Stand or similar ability.
their strikes and add to their defense. fail to successfully parry, you still make the You lever off your hands or feet to slam
Throat Jab Difficulty: ND/AD
• Perform-able once per opponent ranged attack without a bonus. momentum backed force into your opponent.
Prerequisite: Must have the Initiative
• Success = Ranged Attack -2 DR • The maneuver counts as an Action on your
• Success: Opponent looses 1 action & Reversal Elbow Difficulty: FA
• Perform-able once per opponent next initiative.
receives Stunned Status for current and • Lightsaber free attack +5 damage or Melee
• Perform-able once per opponent
following round Weapon STR + 5 + Weapon Damage Charge Difficulty: Full move required
You throat punch an adversary, Your opponent Prerequisite: Must be holding a melee Weapon • -9 to all your defensive tests for the round, Retrieval Difficulty: FA
must take a full action to gasp for air (forcing Confers a free Melee attack while engaged in STR +20 on the damage & KD rolls and -2 • You pick up stuff with feet / legs
multiple action penalty(s)). In the following hand to Hand combat. You gain a free Melee DR to your attack roll • Affords you +3 to Base Move
round they are “Stunned” and suffer a 3 point Attack (for the Free Action) resolved normally. • Opposed STR +5 (attacker) to resist KD Anything you lost from a Disarm or want to
penalty to all actions. • Perform-able once per combat. Throwing caution to the wind you barrel into pickup that’s within a couple meters of you can
• Perform-able once per opponent your opponent. While you suffer a defensive be instantly snagged with no expenditure other
Shoulder Charge Difficulty: Full Move, ND/AD
penalty, you gain the Strength +20 to damage than using a Free Action that affords you some
Defensive Roll Difficulty: FA You slam into an adversary with your shoulder,
bonus to Melee Weapons used while doing this basic movement.
• +40 to resist Damage using your body weight and tensing up as if you
(including Lightsabers) and your opponent will
• Allows a single full movement (base move) were bashing down a door. Alter Aim Difficulty: FA
suffer a Knock Down effect (opposed STR).
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• Opposed STR + 3 roll on behalf of the • Perform-able only once per opponent Vicious Strike II Difficulty: 2FA Jedi Battle Master Martial Arts
practitioner of Alter Aim • While they can still perform defensive Prerequisite: Vicious Strike Requires a holochron or force ghost. It is a dead
• Success: Shot instantly misses actions, these are done so at a -6 to their • Adds +20 to STR Damage output art form, hasn’t been taught in a 1,000 years.
Prerequisite: Must be within Base Move of the effect test. • Can be used once per Game Session Novice Cost: 8 (2 sessions); Unarmed 3D
Gunman, it’s the only action other than defensive Novice Benefit: add 30 to the difficulty to have
Joint Kick Difficulty: Called Shot +1 DR, 1
ones that can be performed in the round. You Action; Ignores Armor, STR Damage
Martial Art Forms (Styles) your limbs chopped off (or damaged) in Melee
Engage an opponent that’s about to fire a ranged • Perform-able once per combat Brawling combat. Weapon Block, Blind Fighting,
weapon. This allows you to interrupt a shot that Requires you to have basic instruction or learn Defensive Roll, Foot Sweep, Hand and Saber,
would have otherwise hit. Crescent Kick Difficulty: Called Shot vs ND/AD the hard way, on your own. Soft Fall, Disarm, Instant Stand, Punch, Kick,
• Usable only once per opponent • Success: STR + 15 + 2 Round Stun Novice Cost: 2 (1 session); Unarmed Skill No Fall
• For an additional FA you can direct the shot Swinging you leg upwards with force catching Novice Benefit: Roundhouse Expert Cost: 8 (2 sessions); Unarmed 4D
at another adversary. your opponent under the chin with jarring results Expert Cost: 2 (1 session); Unarmed Skill Expert Benefit: add 15 to melee defense as
(Called Shot: Head). Expert Benefit: Kick above, Roundhouse, Spinning Kick, Power
Back Strike Difficulty: Prerequisite • Stun effect lasts for the current round and for Mastery Cost: 2 (1 session); Unarmed Skill Block, Nerve Punch, Weapon Juggle
• Attack as normal -2 DR to hit, +20 Damage. two subsequent rounds (-3 to all actions) Mastery Benefit: Hold/Grapple, Reversal Mastery Cost: 8 (2 sessions); Unarmed 5D
Prerequisite: you must be behind your
opponent, successful stealth and/or surprise is Handspring Kick Difficulty: 3FA or 1 Action Additional Acquirable Maneuvers: Weapon Mastery Benefit: 15 to Melee def as above,
necessary. STR+10, avoid obstacle Block, Shoulder Throw, Charge, Elbow Smash, Flip, Elbow Smash, Flying Kick, Instant Stun
• Perform-able once per opponent, per session. This is a combination of Attack and Defense, Feint, Head Butt (1 session each) Additional Acquirable Maneuvers: None
using the terrain or environment (trees, tables, Martial Arts (Generic) Jensaarai Rek’Dul Martial Arts
Ground Strike Difficulty: ND/AD; STR +30 vehicles, etc.) You push off an obstacle, Requires a teacher, can be honed with practice Still taught actively to all Jensaarai Jedi
Prerequisite: opponent must be knocked down, hammering an opponent with a kick. It confers outside class. The teacher can be a book, or Novice Cost: 6 (1 session); Unarmed Skill
prone, sleeping, etc. complete avoidance of 1 attacker that would datapad or an instructional video. Novice Benefit: Rek’dul Form - Jensaarai
With the intention of killing your opponent, you otherwise hit you in the combat round.
hammer them while prone and vulnerable in vital Novice Cost: 4 (1 session); Unarmed Skill martial artists gain a +3 bonus to any Parry rolls
• Perform-able once per session Novice Benefit: Punch, Kick, Hold/Grapple, made, so long as they have a melee weapon in-
areas with an unarmed or Melee Strike (Applies
the additional damage to Lightsabers as well). Palm Strike Difficulty: FA; STR Damage Palm Strike hand. Add 20 to Melee defense vs losing limbs
• Perform-able once per opponent per session Talk to the hand! Expert Cost: 4 (1 session); Unarmed 1D or taking damage. Defensive Roll, Hilt Blow,
• perform-able once per opponent Expert Benefit: Weapon Block, Spinning Kick Kick, Instant Stand, Spin Kick, Elbow Smash
Surprise Attack Difficulty: 3FA or 1 Action consumes a free action and delivers Unarmed Mastery Cost: 4 (1 session); Unarmed 2D Expert Cost: 6 (1 session); Unarmed 1D
• Automatically win Initiative damage to your adversary. Ignores Armor Mastery Benefit: Instant Stand, Instant Expert Benefit: add 5 to melee defense as
• Perform-able once per combat the player can Requires a Successful Unarmed Combat Test Knockdown above, Reversal Elbow, No Fall, Foot Sweep
opt to “Seize the Initiative”. Additional Acquirable Maneuvers: Multiple Mastery Cost: 6 (1 session); Unarmed 2D
• If the opposition is already in the process of a Rear Kick Difficulty: 1 Action; STR+10 kick Strikes, Rolling Throw, Falling Roll, Blind Mastery Benefit: Add 5 to Melee defense as
quickdraw, the player does not automatically If you are flanked, or someone is unsuccessfully Fighting, Flip (1 session each) above, Power Block, Instant Wound, Shoulder
win. This adds +3 to the quickdraw result. sneaking up on you, this is a good way to let Charge
them know you mean business. Kicking out with Jedi Martial Arts Additional Acquirable Maneuvers: None
Triple Parry Difficulty: FA force directly behind you or slightly off to the Requires a teacher or a book/datapad, holochron
• +3 to Full Parry Note: Reduce the cost of any Jedi Martial Arts
side, they will think twice about trying that or force ghost. It is an extinct art form after form by 3 points if learned after Rek’Dul.
Allows you to Full Parry in Unarmed or Melee again. Episode III, technically. Records of this form do
combat by expending a Free Action. In effect it exist in various databanks and libraries. Imperial Guardsman Martial Arts
allows you to have a Full Parry in a round in Wrist Chop Difficulty: FA
Novice Cost: 7 (1 session); Unarmed 3D Must be Republic or Imperial Guardsman
which you performed other actions. • Opponent Automatically drops an object in
Novice Benefit: add 25 to the difficulty to have Novice Cost: 5 (1 session); Unarmed Skill
• Perform-able only once per combat hand
your limbs chopped off (or damaged) in Melee Novice Benefit: Unarmed combat skill D
encounter. • Opposed STR + 3 (bonus to attacker) roll to
combat. Weapon Block, Blind Fighting, applies +1 per D to endurance rolls. Punch,
numb the enemy’s hand (just need to beat
Back Flip Difficulty: FA Disarm, Instant Stand, Punch & Kick Power Block, Weapon Block, Hilt Blow, Pivot
their roll for the effect to take place)
• +6 to Parry, Acrobatics, Climb/Jump & Expert Cost: 7 (1 session); Unarmed 4D Kick, Throat Jab
This is basically a super easy Disarm. Your
Dodge Expert Benefit: add 5 to melee defense as Expert Cost: 5 (1 session); Unarmed 1D
Opponent will drop whatever they’re holding
• Perform-able once per combat, you can above, Roundhouse, Spinning Kick, Power Expert Benefit: Rolling Throw, Multiple
instantly. No damage delivered.
expend a Free Action to gain a substantial Block Strikes, Instant Wound, Instant Stand
• Numbness in that wrist can makes that hand
defensive bonus. Mastery Cost: 7 (1 session); Unarmed 5D Mastery Cost: 5 (1 session); Unarmed 2D
useless for 1 Round.
Mastery Benefit: Add 5 to Melee defense as Mastery Benefit: Whirlwind Kick, Silent
Hasty Blow Difficulty: 1 Full Action penalty on • Perform-able once per opponent
above, Flip, Elbow Smash, Flying Kick, Instant Strike, Foot Sweep
your initiative (after the Hasty Blow). Vicious Strike Difficulty: FA Stun Additional Acquirable Maneuvers: None
Blazing fast strike that supersedes initiative, • Adds +10 to STR Damage output Additional Acquirable Maneuvers: None
must be in melee range (next to the adversary). • Can be used once per Game Session
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Jala’ishi Martial Arts: Must be Jala’ishi, a Flip, Spinning Kick a small, yet devout following. practitioner if never encountered before, normal
Storm Commando or trained by Crix Madine Expert Cost: 6 (1 session) Novice Cost: 10 (1 Session); Unarmed Skill afterward.
Novice Cost: 8 (1 session); Unarmed 3D Expert Benefit: Flying Kick, Instant Stand, Novice Benefits: Unconquerable Mind: • Nogri can possess Mastery Level even if they
Novice Benefit: Stealth Training - Practitioners Multiple Strikes Unarmed Combat D resists negative Force do not have the requisite 6D of skill. They
of Jala’ishi are said to be the best infiltrators in Mastery Cost: 6 (1 session) Effects & Drugs at 2 points per D. need only pay the 5 Points per Level.
the galaxy. A Jala’ishi martial artist adds 1 point Mastery Benefit: Shoulder Throw, Blind • Predictive Combat: +2 Natural Defense • All Nogri Acquire Novice Level for Free.
per D of Unarmed Combat to Sneak and Hide Fighting, Foot Sweep • Move +1 • Double the Cost for Outsiders
tests. Punch, Kick, Blind Fighting, Silent Strike, Additional Acquirable Maneuvers: None • Instant Stand, Blind Fighting, Punch, Kick, Novice Cost: 10 (1 Session); Unarmed 2D
Disarm, Instant Stun, Foot Sweep, Reversal Charge, Shoulder Charge, Disarm, Reversal, Novice Benefit: Vicious Strike - Always active,
Expert Cost: 8 (1 session); Unarmed 4D Tapani House Guard Martial Arts Vicious Strike. Instant Wound, Multiple Strikes, Punch, Kick,
Expert Benefit: Instant Wound, Nerve Punch Must have served in the Tapani House guard or • Add 20 to the difficulty to have your limbs Hold/Grapple, Palm Strike
+1 to Hide and Sneak be nobility. Novice is Free to Tapani Heroes chopped off (or damaged) in Melee combat. Expert Cost: 10 (1 Session); Unarmed 4D
Mastery Cost: 8 (1 session); Unarmed 5D Novice Cost: 5 (1 session) Expert Cost: 10 (1 session); Unarmed 2 Expert Benefit: Vicious Strike II - Always
Mastery Benefit: Nerve Punch 2, Multiple Novice Benefit: Reflexive Fighting: Practitioners Expert Benefit: Active, Weapon Block, Spinning Kick, Stolki
Additional Acquirable Maneuvers: None may add 1 per D in Unarmed Combat to: Melee, • add 5 to Melee def vs losing limbs / damage. Spray Stick Proficiency (+3 bonus to use)
Climbing/Jumping or Acrobatics. Hold/Grapple, • Predictive Combat +1 Mastery Cost: 10 (1 Session); Unarmed 6D
Hapan Martial Arts Disarm, Punch, Kick, Instant Stun, Instant KD • Unconquerable Mind +1: Unarmed level Mastery Benefit: Melee Combat Skill slot free
Novice Free if Hapan Expert Cost: 5 (1 session) Now applies to all Negative Force Powers (refund Mastery Cost if already possessed),
Novice Cost: 5 (1 session); Unarmed 1D Expert Benefit: Head Butt, Nerve Punch, Elbow and adds to Perception as well, to resist them. Vicious Strike I & II always apply to knives and
Novice Benefit: Brutal Strikes - Hapan Martial Smash • No Fall, Instant Stun, Instant Wound, Nerve short swords. Instant Stand, Instant Knockdown
Artists inflict an additional +5 damage when Mastery Cost: 5 (1 session) Punch, Vicious Strike II
Mastery Benefit: Shoulder Throw, Spinning Additional Acquirable Maneuvers: Multiple
using their martial arts (above and beyond base • Move +1
Kick, Weapon Block Strikes, Rolling Throw, Falling Roll, Blind
damage listed for maneuvers). Roundhouse, Mastery Cost: 10 (1 session); Unarmed 4
Additional Acquirable Maneuvers: None Fighting, Flip (1 session each)
Feint, Kick, Weapon Block, Foot Sweep, Power Mastery Benefit: Merged Forms Limitation: The form cannot
Block, Snap Kick, Elbow Smash • add 5 to Melee def vs losing limbs / damage
Expert Cost: 5 (1 session); Unarmed 2D Imperial (Republic) Martial Arts be blended with any other combat form.
Novice Cost: 5 (1 session); Unarmed Skill • Predictive Combat +2
Expert Benefit: Flawless Counter, Triple Kick,
Novice Benefit: Roundhouse, Disarm, Feint, • Unconquerable Mind +2 / Unarmed Level Yuuzhan Vong Martial Arts
Multiple Strikes, +1 to STR (for a total of 5 points per level). The warrior’s staple in the YV society. The
Mastery Cost: 5 (1 session); Unarmed 3D Elbow Smash
Expert Cost: 5 (1 session); Unarmed 1D • Palm Strike, Wrist Chop, Ground Strike, Mastery Level Attack form is free to all Yuuzhan
Mastery Benefit: Flying Kick , +1 to DEX Triple Parry, Nerve Punch 2 Vong Warriors, Novice is available free to all
Additional Acquirable Maneuvers: None Expert Benefit: Kick, Weapon Block, Vicious
Strike, Head Butt • +1 Move other castes.
Additional Acquirable Maneuvers: None • Double the cost for Outsiders
K’Tara Martial Arts (Rebel Alliance) Mastery Cost: 5 (1 session); Unarmed 2D
• Anyone Mundane pays ½ Cost
Novice Cost: 4 (1 session) Mastery Benefit: Hold/Grapple, Reversal, Merged Forms Limitation: The form cannot
Vicious Strike II, Falling Roll be blended with any other combat form. Novice Cost: 6 (1 session); Unarmed 1D
Novice Benefit: Never Surrender - K’tara
Additional Acquirable Maneuvers: Shoulder Novice Benefit: Punch, Roundhouse, Hilt Blow,
practitioners have a durasteel resolve and are not Mandalorian Martial Arts
Throw, Charge (1 session each) Disarm & Alchemical Weapon AP slot for free
easily shaken. K’tara martial artists apply 1 per Novice is Free to Mandalorians • Add 10 to Melee defense vs losing limbs or
D in Unarmed Combat to Willpower tests. Kick, Novice Cost: 4 (1 session); Unarmed Skill
Roundhouse, Disarm, Elbow Smash, Hold/ Imperial (Assassin) : Only trained to taking damage.
Imperial Assassins & Storm Commandos. Novice Benefit: Missile Weapons Skill Slot, • Reduces Damage from All Attacks by 1
Grapple, Reversal Punch, Kick, Hold/Grapple, Disarm, Reversal,
Novice Cost: 7 (2 session); Unarmed 2D • Reduces Damage from YV items by 2
Expert Cost: 4 (1 session) Power Suit Operations AP granted free
Novice Benefit: +1 to all unarmed rolls & Expert Cost: 6 (1 session); Unarmed 2D
Expert Benefit: Falling Roll, Instant Stun, Expert Cost: 4 (1 session); Unarmed 2
damage. Punch, Kick, Hold/Grapple, Reversal, Expert Benefit: Kick, Foot Sweep, Instant Stun
Multiple Kicks Expert Benefit: General Maintenance & Repair
Disarm, Snap Kick, Palm Strike, Nerve Punch & • Add 10 to Melee defense vs losing limbs or
Mastery Cost: 4 (1 session) skill slot, Weapon Block, Spinning Kick
Nerve Punch II. taking damage.
Mastery Benefit: Shoulder Charge, Opportune Mastery Cost: 4 (1 session); Unarmed 4
Expert Cost: 7 (1 session); Unarmed 3D • Reduces Damage from all Attacks by 1
Shot, Foot Sweep Mastery Benefit: Jet/Rocket Pack Operation
Expert Benefit: +1 to all unarmed rolls & • Reduces Damage from YV items by 2
Additional Acquirable Maneuvers: None skill slot, Instant Stand, Instant Knockdown
damage. Weapon Block, Vicious Strike Mastery Cost: 6 (1 session); Unarmed 3D
K’Thri Martial Arts (Galactic Renown) Mastery Cost: 7 (1 session); Unarmed 4D Additional Acquirable Maneuvers: Multiple Mastery Benefit: Hold/Grapple, Reversal,
Novice Cost: 6 (1 session) Mastery Benefit: +1 pip to all damage rolls, Strikes, Rolling Throw, Falling Roll, Blind Instant Wound, Weapon Block
Novice Benefit: Side Step - K’thri practitioners Instant Stand, Instant KD, Vicious Strike II. Fighting, Flip, Soft Fall, No Fall, Opportune • Add 10 to Melee defense vs losing limbs or
are fast and reflexive, avoiding melee attacks Additional Acquirable Maneuvers: None Shot, Alter Aim, Retrieval, Instant Stun (2 of taking damage.
rather than blocking them. Apply 1 point per choice per session of training) • Reduces damage from all attacks by 1
level they possess in Unarmed Combat to any Teräs Käsi Martial Arts • Reduces Damage from YV items by 2
Originally taught by Followers of Palawa, Noghri Martial Arts
Dodge Test. Kick, Punch, Disarm, Reversal, -1 DR to attack, defend & damage for the Additional Acquirable Maneuvers: None
created prior to 3678 BBY, this combat form has
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Lightsaber / Melee Training This form is the most basic form of Melee /
Lightsaber combat. Its first moves are not so
Lightsaber Training has been grouped with much intended for combat but more to learn
Alchemical Weapon Training. The precedent for body control. Later teachings provide the
this is in the lore of the Jedi, Jedi all started with student with rudimentary fighting moves, while
Alchemical Weapons. In tales of the old Jedi the training and especially mastery in that basic
weapons were interchangeable. Thus we are not form can prove to be very powerful in duels.
separating the skill any longer. Lightsaber
Training grants access to Alchemical Weaponry Shii-Cho (through mastery) is free to all Jedi
and vice versa. Padawans trained at the Jedi Academy on
Coruscant. Mastery is attained well before
Lightsaber / Melee Combat Styles: This is becoming Knights.
where things start to get interesting with the This is a Double Handed Style
weapons. These are sword fighting styles & Novice Cost: 4 (1 session)
special moves, or bonuses conferred directly to Novice Benefit:
the player for spending time learning them and • +1 to Natural Defense
investing character points equal to their cost. • Unshakable Grip: +2 DR for anyone
These can be conferred to players at character attempting to disarm them.
creation at the GM’s discretion, where • Practitioners cannot botch and injure
appropriate. themselves with the Lightsaber or
How they work: These are functionally similar Alchemical Weapon while using this style.
to Martial Arts with a greater focus on Melee Expert Cost: 4 (1 session)
Combat (using weapons). Expert Benefit:
• Rigid Stance: -2 DR for them to remain
Locking a Melee Combat Style: Each style
standing vs trip and prone attacks.
comes with the base combat form, at a cost and
• Cannot botch and injure another with the
time dedicated to training. Under it you can
Lightsaber or Alchemical Weapon
acquire certain abilities. There are three tiers of
• +1 to Natural Defense
mastery as per the Martial Arts Combat Styles:
Mastery Cost: 4 (1 session)
Novice, Expert and Mastery.
Mastery Benefit:
Seamlessly switching between multiple • Precise Strike: -1 DR to target a precise
combat styles: This functions identically to location. +1 DR to opponent’s attack during
merging Martial Arts Styles. 5 Points for the 1st the round in which the strike is performed.
two and escalating by 5 per additional style This effectively forces the defender into
merged. suddenly shifting their attention to deflect the
Advanced Rules for Melee Combat: precision of the strike, throwing them off
Functionally Identical the Martial Arts Forms. balance.
Additional Maneuvers only cost time to learn • +1 to Natural Defense
Extinct Art Forms: Have been driven from Note: Natural Defense bonuses only apply so
prominence and stricken from public records. long as the form remains active.
This is only an issue during and after the Rise of
the Galactic Empire (Palpatine). During this
Form 2: Makashi
time these combat forms cannot be learned Requirements: 3D Dexterity; Extinct
unless a medium that describes them is found. If An elegant and stylized form of Melee /
a medium is found, they can be acquired at Lightsaber combat, Makashi does not so much
double cost. concentrate on strength but on finesse and skill.
It needs wits and a quick mind. Makashi includes
Melee Combat Forms many thrusts, ruses, and fast attacks, not so
much cutting. It is very efficient against other
Old Republic Forms Lightsaber combatants.
Form 1: Shii-Cho Novice Cost: 6 (1 session)
Requirements: None; Extinct Novice Benefit: Feint
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• +1 DR to parry ranged not phase them, unstable ground is stable to Form 5: Djem So • Aggressive Posturing: Niman user receives a
• +5 to Natural Defense them. Acrobatics or Jumping performed in Requirements: Strength 3D, Melee 6D; Extinct -1 DR to all bureaucracy & business tests.
Expert Cost: 6 (1 session) conjunction with this will always find the • -1 DR Bonus to defense tests for a +1 DR
Expert Benefit: master on his/her feet. They cannot botch a Djem So is an offensive form of Soresu and is penalty to all attacks.
• Lightning Mind: -1 DR for tactics tests test to remain standing. Instant Stand is almost as effective against blaster weapons. Expert Cost: 10 (2 sessions)
regarding their current combatant(s), Tactics always conferred automatically and does not However it does not stick to defense but Expert Benefit:
can be used a a free action once per round. cost an action for the Jedi to remain standing/ concentrates on redirecting attacks and moving • Threatening Posturing: Niman user receives
Mastery Cost: 6 (1 session) regain their footing. into an offensive position making counterattack a -1 DR to all Intimidation & Con Tests
Mastery Benefit: • Superior Parry / Dodge: +9 easier. Some warn that this form is very close to Mastery Cost: 10 (2 sessions)
• Riposte: -2 DR to parry a strike that is • Superior Full Parry / Dodge: +15 the dark side. Mastery Benefit:
immediately followed up by an attack that • Penalty to Attack(s): 9 Prerequisite: Must be A Traditional Jedi, • Aggressive Negotiations: Niman user
has a -1 DR to succeed. This is always an • Penalty to Full Attack: 15 Requires Dark Side Attunement 1 receives a bonus equaling two points per Full
action, and if it occurs on a combat round • Provides a Deflection Pool: 60 D of Persuasion or Intimidation (choose one)
where your actions are declared then it Novice Cost: 10 (2 sessions) skill. These bonuses may be distributed to
automatically applies to your next combat Form 4: Ataru Novice Benefit: attack & parry tests during combat (with a
round as a +1 multiple action modifier. Requirements: Strength 3D, Acrobatics; Extinct • Enhanced Assault(s): +3 maximum of +6 per each test). Note: user
• Enhanced Full Assault: +6 must role-play out each posture, and vocalize
Form 3: Soresu Ataru is an acrobatic form of fighting, there are • Enhanced Full Parry: +3
many jumps and quick maneuvers in it, intended appropriately whether it be persuading the
Requirements: 3D Dexterity, Endurance 4D; Expert Cost: 10 (2 sessions) foe(s) to back down or threatening them to
to attack the opponent from as many angles as Expert Benefit:
Extinct possible. It is fast, exhausting and agile. Ataru flee.
• Enhanced Assault(s): +6
First developed to counter the development of combines acrobatics with offensive maneuvers, • Enhanced Full Assault: +9
blaster weapons with parries, Soresu is the most confined spaces will truncate the forms Form 7: Juyo
• Enhanced Parry: +3 Requirements: 3D Strength, Sense 2D; Extinct
defensive style of the Jedi Order and it is said usefulness. • Enhanced Full Parry: +6
that a true master of that form cannot be Novice Cost: 7 (1 session) • Provides a Deflection Pool: 25 Unlike the rhythmic and partly almost dance-like
overcome. The practitioner combines Force Novice Benefit: Mastery Cost: 10 (2 sessions) maneuvers of other forms, Juyo is the exact
senses with agility to block any attacks directed • Skilled Mobility: -1 DR to terrain modifiers Mastery Benefit: opposite. It breaks the rhythm and therefore
at him. However there are almost no real whilst attacking an opponent when jumping. • Enhanced Lethality: The Master does not surprises any defender. The break of rhythm is
offensive strikes in that form. Soresu duels tend • -1 DR to the first attack while performing cause 1 point of damage per 3 points above accomplished by intuitive action, guided by the
to last long and usually end when the attacker multiple attacks on a single foe their target numbers, they deal 1 per 2 points force. As a consequence it can be dangerous to
begins to make mistakes due to fatigue or • +6 to Climb/Jump for any remainder of the test. use this form, since it may lead to the dark side.
frustration. Then is the time to strike for the • Provides a Deflection Pool: 15 • Enhanced Assault(s): +9 Very few Jedi are allowed to master this form.
Soresu practitioner. (Single Saber form) • If in confined space all benefits are lost and • Enhanced Full Assault: +15 Prerequisites: Must be a Force Practitioner,
Prerequisite: Must be A Traditional Jedi the practitioner suffers a -6 Penalty to escape • Enhanced Parry: +6 Dark Side Attunement 1
(at all tiers of mastery). • Enhanced Full Parry: +9
Novice Cost: 7 (1 session) Expert Cost: 7 (1 session) • Provides a Deflection Pool: 50 Novice Cost: 5 (1 session)
Novice Benefit: Expert Benefit: Novice Benefit:
• Enhanced Parry / Dodge: +3 • Speed and Grace: +3 to move or Acrobatic Form 6: Niman • Focused Anger: The Juyo artist receives a +3
• Enhanced Full Parry / Dodge: +6 (distance) maneuver for 1 FA. Requirements: (cannot merge); Perception 3D; bonus to Melee attack & Defense for each
• Penalty to Attack(s): 3 • Provides a Deflection Pool: 25 Extinct tier of Darkside Attunement they possess.
• Penalty to Full Attack: 6 Mastery Cost: 7 (1 session) Form VI is a conjunction of the Forms 1, 3, 4 This makes Juyo very attractive for Dark
• Provides a Deflection Pool: 20 Mastery Benefit: and 5. It is popular with most non-combat Jedi, Side users and tempts others to give in to the
Expert Cost: 7 (1 session) • Death from above: The Master Leaps into diplomats or teachers who want a broad training Dark Side (Maximum +9).
Expert Benefit: the air, for purposes of the distance consider in Lightsaber combat, without concentrating on • The practitioner receives a bonus to initiative
• Enhanced Parry / Dodge: +6 +1-4 Meters (player choice), and throws one aspect of that art. Form VI also includes tests equal to +3 per tier of Darkside
• Enhanced Full Parry / Dodge: +9 his/her saber(s) / Melee Weapon(s) / Ranged stares, postures and screams that draw upon the Attunement (Maximum +9).
• Penalty to Attack(s): 6 Weapons (like Knives) at his assailant(s). diplomatic skills of a Jedi enabling him to Expert Cost: 10 (2 sessions)
• Penalty to Full Attack: 9 Whilst in this enhanced jump the temporarily “persuade” opponents that surrender would be Expert Benefit:
• Provides a Deflection Pool: 40 unarmed Master is considered to have to the best solution. • Focused Rage: The practitioner bottles their
Mastery Cost: 7 (1 session) have the benefit of a Full parry (+15 to personal rage and focuses it for a dedicated
Mastery Benefit: Due to the rather defensive nature of Form VI assault. -1 DR to attack. This is usable once
defense) vs all types of attack. This is a Full
• Perfect Balance: The Master cannot lose users of that power gain +2 to defense rolls, per game session.
Action.
his/her footing. They always manage to while attack rolls suffer a –2 penalty. Mastery Cost: 10 (2 sessions)
• Provides a Deflection Pool: 35
remain upright, no matter how badly they Novice Cost: 10 (2 sessions) Mastery Benefit:
seem to sway. Trip attacks fail, snares will Novice Benefit: • Channeled Loathing: The Juyo artist
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receives a +3 bonus to all Force powers for Mastery Cost: 6 (1 session) conclusion. This allows the user to strike deflection pool of 60. Full Parry Action.
each tier of Dark Side Attunement Possessed Mastery Benefit: everyone in a 360 degree arc of them as a • Double Sweep: The Jedi grabs both sabers
(maximum +9). • Enhanced Evasion: Allows the user to safely single act. –5 to damage per person struck, upside-down and moves both hands from an
• Bottled Demon: A Juyo practitioner that disengage from a close combat situation. Perform-able once per combat. Strike and outward position and back again. Any
never calls upon the Dark Side and never They jump away to safety. +20 to defense Parry (only 2 actions allowed) opponent within that 180 degree angle can be
allows themselves to exceed Tier One (and resisting Force Pull/TK) + up to 6m for Mastery Cost: 5 (1 session) hit twice (1 contact = double damage).
Darkside Attunement cannot be seduced in determining distance jumped. Mastery Benefit: Reduce Damage by –10 per person struck,
that session = +12 vs all Darkside Powers • Blind Thrust: Allows the user deliver a due to the difficulty of the action.
and damage resistance tests vs a Darksider. Form 9: Shien blinding fast strike, behind them. The Attack
Note: Once Consumed by the Dark Side most of Requirements: Dexterity 3D; Single Hand style ignores 15 points of Armor Ablation.
Attempts to parry are at +6 to the difficulty.
Modi�ed Combat Forms
the the benefits of the form are reduced to 1/3 of The user must have attained Mastery in the base,
their benefit (+3). Shien is a rarely practiced art and features an Even if the assault fails, the opponent is
unorthodox grip of the Lightsaber. The blade is thrown off balance attempting to get out of original, form in order to learn these.
held horizontally all the time with the pommel the way of the strike. All their actions are at Some Jedi swordsmen are so adept in one form
Form 8: Sokan pointing at the opponent. A strike is performed +3 difficulty for the next round. that they begin to modify it into a personalized
Requirements: Dex 3D, Dodge 2, Alteration 2, by “throwing a punch” at the enemy, while the style. Obviously a trainer is needed for such
Extinct blade is whipped forward in a broad arc. Form 10: Jar’Kai variant forms, which are probably very rare,
Sokan is a Lightsaber style that concentrates on The form is not extinct because the Jensaarai often only one Jedi at a given time knows that
actively teach this to all their members. Requirements: Dex 3D, Ambidextrous or have style. But remember a Jedi using a modified
mobility and evasion, not unlike Ataru. It uses
quick maneuvers and tumbles as well as fast purchased the Wield off handed training; Extinct form also gains the advantages of the basic form
Novice Cost: 15 (3 sessions)
Lightsaber strikes to vital areas of an opponent. Novice Benefit: Form 10 teaches the art of using two Lightsabers and of course has access to the maneuvers. All
Sokan’s basic philosophy is “not to be where the • Juxtaposed Form: This form restricts the in combat. While many Jedi learn the basics of the penalties and bonuses stack / are eliminated.
enemy strikes”. movements of the practitioner thus any that form, only few ever master it. Form 10 has
Prerequisite: Must be a Traditional Jedi parrying (including blaster bolts) is done one primary weapon used solely for attack, while Form 3 Variant: Jen-Kar
with a 3 point penalty. But this unorthodox the second blade can be used for defense or Requirements: Soresu required, Dex 3D; Extinct
Novice Cost: 10 (2 sessions)
method also improves the own ability to offense. Some species have more than two hands This variant was developed by Jedi Master
Novice Benefit:
overcome an enemy’s defense. A Shien user or comparable limbs. Ronen Tal-Ravis in the late days of the Republic.
• Altered Force: -1 DR to climbing/jumping,
receives a +12 bonus to attack rolls. Prerequisite: Must be a Force Practitioner Jen-Kar means “Strong Tree” in the language of
Diving Roll Strike: Jedi dives into a roll
• However, the combat form becomes his homeworld Muthan. Jen-Kar modifies the
while spinning his/her Lightsaber/Melee Novice Cost: 6 (1 session)
predictable and can be foreseen rather easily, idea of Soresu. It is as defensive ( with only one
weapon with body momentum. Creates a Novice Benefit:
this bonus is reduced by 3 for each round of actual offensive move ) and intended for use
Force Push effect equivalent to the normal • Flashing Defense: Anyone wielding a single
combat with the same opponent to maximum against a large number of enemies – but works
damage of the strike. Cannot be parried, only melee weapon is at a disadvantage assaulting
penalty of -3 (bonus to your adversary after 5 fine against a single one. The Jedi hardly moves
dissipated with Alter + Attribute or Enhanced a trained Jar’Kai wielder -3 to their attack
rounds). Those familiar with Shien (having when using this form, like a tree in a storm, he
Melee Combat. Those unfamiliar was Sokan result.
encountered it before) or those trained in it bends and turns but he does not change his
will suffer the Force Push effect when they • Any Full Parry confers and additional
completely negates the bonus. position. That way the attackers have to come to
actively Parry. Effective only once per Deflection Pool of: 30 Points.
• Broad Strokes: The user swings the him and the Jedi spends no strength on
opponent. This is a full attack action, though Expert Cost: 5 (1 session)
Lightsaber/Melee Weapon in a reversed movement, but can keep his concentration
it also confers the status of a Full Parry at the Expert Benefit:
position, reaching outward to the full extend on defense. Additionally, Jen-Kar users are
same test level of the assault. • Force Blindness: The user alters the flow of
of arms length starting from the side, The especially trained in defending against attacks in
• Sokan users gain +3 to dodge tests when energy into each blade and slams them
grip is still inverted. The wielder can strike the back. No penalties apply for parries against
using Sokan in combat. Dodge can be used together for one action, this causes an intense
anyone, within this arc, as if it were a single such attacks. However since Jen-Kar is a very
as a Free Action. However Sokan needs flash of focused light to roll outward from the
act. -10 to damage per person struck. stationary style it may not be used before or after
much room to be used. If the Sokan user. The opponent must test with Control or
Perform-able once per combat. Strike and movements of more than one third of the
performer is within confined spaces or cannot Willpower vs the Effect, difficulty is: 30 + 2
Parry (only two actions allowed) characters movement rate, with the exception of
move due to wounds or similar restraints they per D the user possesses in Force Attribute.
Expert Cost: 5 (1 session) the first or last action (which is typically an
receive a -6 penalty for any roll with that art. Blindness lasts for 3 rounds.
Expert Benefit: Aerial Strike; Single Saber Form)
Expert Cost: 6 (1 session) Mastery Cost: 8 (2 sessions)
• 360 Degree Sweep: The user performs the
Expert Benefit: Mastery Benefit: Blade Shield & Double Prerequisite: Must be a Traditional Jedi
actions as above, save for the momentum
• Tactical Leap: The user enhances their Force Sweep
does not cease. The user continues it, Novice Cost: 10 (2 sessions)
Jump to position themselves favorably vs. • Blade Shield: The Jedi circles both blades
reversing their grip on the Lightsaber to Novice Benefit:
their adversaries. Jump is free action, only in front of him, spinning them and by that
cover the backward arc, whilst spinning the • Aerial Strike: (opening attack or closing
once per combat. -1 DR to attack & defense creating a shield in front of him. This gives
blade to their other hand, and then returns it attack only); The leap is performed as a free
tests until the adversaries reach equal footing. him/her a +6 bonus to any parry rolls & a
to their primary at the maneuver’s action. The user then jumps high up into the
334 335
air and comes down at a desired location, Jedi Master Mace Windu has successfully deadly that any points from your test that immediately, after the Full Parry. This
with the blade directed downwards. Before trained (and created) that art, while some others spill over the target number are considered to maneuver allows the user to subtract level
landing the blade is thrust into an opponent. failed. Vaapad additionally concentrates on be damage, one for one, added to the total. from their Full Parry (and maintain the Full
This is usually referred to as the opening hurting enemies at essential points (without • Universal Arm: The Form allows the Parry) to perform a lateral strike against their
maneuver of Jen-Kar. The Jedi gets himself necessarily killing them but making them practitioner to utilize either hand to hold their adversary immediately after entering Drop
in a good position and surprises the enemy. incapable of continuing combat). weapon and perform these maneuvers Stance: after the Overhead Parry the user
The adversary always looses initiative, Vaapad is not extinct, because Mace Windu is flawlessly, even if they are not Ambidextrous. drops suddenly placing weight on one knee,
reduce any counter attack by +15 difficulty still alive (confirmed by George Lucas) Typically, Masters of this form transition leaning inward toward the adversary and
on the opening and closing rounds only. Can their blade from one hand to the other, thrusting the other leg backward for stability.
only be performed twice per combat Novice Cost: 10 (2 sessions) spinning it fluidly (and actually letting go of The follow up strike is a standard one,
• Strong Tree: +3 Difficulty for Attack(s), due Novice Benefit: it) and catching it in the other hand. It is an however, the Full Parry bonus applies.
to nearly stationary stance of the jedi. • Channeled Anger: The Vaapad artist receives unparalleled defensive and offensive combat • Ignore Wound Level: Completely ignores
Movement is restricted to 1/3 base move a +3 bonus to all defensive actions for each form if the practitioner's primary arm is the effects of 1 Wound, meaning you shed the
(rounding down) for emergency movement. Tier of Dark Side Attunement. Stacks with incapacitated. damage (once per session) (1FA).
The practitioner cannot fall, cannot be Juyo. • Complex Combat Posture: The Practitioners Further activation's of the ability don’t require
tripped, or grappled/thrown while in this • Maim Opponent: This attack can only be are nuanced with abrupt and fluid posture and 1FA and will function as Ignore Pain for 1
stance. Difficulty to attack evaporates once/if performed twice in any combat. If the attack blade positional changes. These nuances are Wound Level (only).
the Jedi is surrounded. is successful the user causes one wound difficult to interpret. Increase the Kai-kan
instantly to the opponent, but no other
Expert Cost: 4 (1 session)
Expert Benefit: damage is delivered. Attack is performed
Practitioner's Natural Defense by 6.
Expert Cost: 10 (2 Sessions)
Current Forms
• 360 Degree Defense: The Jedi spins the with a -3 DR to succeed. Awards 1 Dark Expert Benefit:
Side Point each time used. Saber Rake
Lightsaber/Melee Weapon’s blade around in • High Parry: Forces a melee attack directed at Era: Old Republic to Rise of Empire and beyond
one hand and moves the weapon arm from Expert Cost: 6 (1 session) the practitioner, upward and away from the
one side to the other, effectively creating an Expert Benefit: Jedi. This, forced defensive action has two Requirements: Taught in the Tapani Sector
impassable wall. This gives another -2 DR to • Channeled Rage: The user shapes their benefits. First, it throws your adversary off Typical practitioners are Saber Rakes, Noble
parry rolls against blasters, but no attack personal rage for a dedicated assault. -1 DR balance for one combat round following the Houses, Imperial Officers who want a little sport
actions may be performed this round. to attack. Stacks with Juyo’s Focused Rage. Maneuver applying a 3 point penalty to their and excitement. The Tapani houses are a noble
Mastery Cost: 4 (1 session) Mastery Cost: 15 (3 sessions) next attack. It forces a natural Dexterity test, people with long standing traditions. This style
Mastery Benefit: Mastery Benefit: difficulty 12, failure indicates they stumble of Lightsaber / Melee combat was spawned,
• Unbowed: Almost nothing can remove the • Purify Self: The user BURNS (Cleanses) 1 backward loosing footing and are at a -3 to originally, from the Jedi Academy on Pelagia.
master from their feet. Charge attacks vs the Tier of Darkside Attunement. The user defense to all actions until the end of the next An academy which always stood apart from the
Jedi instantly fail due to the terror generated suffers a Dazed effect for 1 round (light stun round (can be exploited in the same round if one on Coruscant. The Pelagian Academy was
by charging into the whirling death of the +3) difficulty to all actions after performing the Jedi declared an attack action). This can always looked upon with distrust and disdain due
master’s blade. Assailants will deviate well this maneuver. The effect grants the be performed once per adversary. to their unorthodox views. They married, had
before the last moment and those fearless practitioner 1 Epic Point that must be • Overhead Parry: Holding the saber so the relationships, lived normal lives and allowed
enough will push the boundaries, but remain immediately burned. The practitioner can no blade is parallel to your spine the wielder their passions to guide them. This form reflects
just out of contact range. Any beasts longer access Vaapad after this round and snaps the blade upward and then performs harmony in sync with almost a classical air. It’s
charging will deviate from such a charge. must default to Juyo. Tier 2 of Dark Side what would typically be considered a combat maneuvers might seem over formalized, however,
Charging adversaries will all fall prone, only Attunement cannot be re-acquired for four strike, specifically driving an adversary’s it is a very effective dueling combat form.
instant stand will mitigate this. Fearless days. blade upward and away from the practitioner. Saber Rakes receive Novice Training for Free,
opponents will not fall, but can be cut in half This adds 30 points of deflection to their students of the Pelagian Academy (there are still
normally. Assume that the master weighs an Form 10 Variant: Kai-kan defensive posture for the current and satellite campuses) receive the entire form for
additional 1,000 Kg per D of Force Attribute Requirements: Jar’Kai Mastery following round, as the opponent recovers free (Novice to Mastery).
they possess for the purposes of removing In Lightsaber combat, a kai-kan reenactment is from the speed and force of the parry action. This is a single or dual bladed style
their footing. Nothing short of capital scale of a famous, usually ancient, very dangerous, The maneuver is perform-able once per
weaponry will shake them. Lightsaber &/or melee weapon combat, which combat. Note: The parry doesn’t have to Novice Cost: 10 (2 sessions)
only very well trained Jedi are allowed to succeed in order to gain this benefit. (This is Novice Benefit: Dancing, Flourish, Wield Single
perform. Handed, Elective: Master off Handed
Form 7 Variant: Vaapad typically performed when you are getting
Juyo, Sense 4D, Dark Side Attunement 2 The form is not Extinct due to being performed your ass kicked). Dancing
by a number of Master Performers and Melee Mastery Cost: 15 (3 sessions) The best elements of Tapani court dancing are
Vaapad takes the “dark side” of a Jedi and Weapons Masters in the Galaxy. Mastery Benefit: incorporated into the footwork, body control and
channels his negative emotions through combat • Drop Stance: When performing an Overhead fluid movement of the duelist. This ability is
maneuvers. This is extremely dangerous, since it Novice Cost: 10 (2 Sessions) Parry in the prior combat round, the inherent and does not count as an action (free or
touches the path of the Dark Side and so far only Novice Benefit: practitioner can (1FA) enter the Drop Stance, otherwise).
• Enhanced Lethality: The combat form is so
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• Move: +1 • Channeled Anger: The practitioner receives requires an 5D Skill to accomplish with This rigid combat form is more about mastery of
• Natural Defense: +1 a +3 bonus to melee attack for each tier of proficiency, this eliminates that requirement. their living weapons than anything else.
• Dodge: +3 (when the skill is employed) Darkside Attunement after Tier 1, they • Master off Handed - Eliminates the off hand Improperly trained Yuzhan Vong have been killed
Flourish (FA): possess (Max +9). penalty for the expenditure of 1 FA per by their own weapons…
The practitioner whirls the blade in a dramatic, • The user defends at +1 point/per tier of round. Novice Cost: 6 (1 session)
fashion. Showing their wielding competency Darkside Attunement after Tier 1, due to the Customization: Take an ability from any combat Novice Benefit: Tame Living Weapons: Botches
and driving their foe backwards. +3 to close connection with the Force the IJ form and plug it in at each tier. You don’t need do not have the weapon attacking the Wielder.
intimidation tests, -1 DR to defense. Practitioner has (up to +3). to pay for the ability, you only need 1 session of • +6 Difficulty to be Disarmed
• Usable once per combat. • The practitioner receives a bonus to initiative training time to assimilate it. Once your form is Expert Cost: 6 (1 session)
• Does not work twice against the same rolls equal to +1 per tier of Darkside complete, name it, you can then begin teaching it Expert Benefit: Ampistaff Control: the Wielder
adversary. Attunement after Tier 1 (Maximum +3). to others as a complete combat form. can now re-form the weapon to their will.
Expert Cost: 3 (1 session)
Inherent Abilities: Example: the above would be, you study “Sabre • +1 Movement
Expert Benefit:
Wield Single Handed - Typically single handed Rake” while in Tapani, and you can choose • +1 to Strike and Parry with Ampistaff
• Channeled Rage: The practitioner channels
competency with a melee weapon doesn’t truly Dancing or Flourish to plug in at Novice. Mastery Cost: 6 (1 session)
their personal rage and focuses it for a
manifest until professional skill levels or specific Mastery Benefit: Sacrifice of Yun Yuzhan: The
dedicated assault. +9 to attack. This is usable Archaic Melee Form
forms force it. Sabre Rake is a primarily single warrior opens themselves up for counter attack
twice per game session. Era: All Eras
handed dueling style. Single Handed by lowering their defenses due to a single
Mastery Cost: 2 (1 session)
competency is afforded at Novice. Requirements: Dexterity 2D, 2D Perception focused attack that does not allow a defensive
Mastery Benefit:
Somewhat customizable, this is a formalized and action. ND = Same, No AD.
Trainable Abilities: 0 (1 Session) • Channeled Hatred: The IJ artist receives a +1
trained combat style that generally applies to • +1 to S/W/D Thresholds
Master off Handed Eliminates off hand penalty to all Force powers for each tier of Dark Side
conventional and Archaic Melee Weapons. All of • +5 to damage per Free Action Possessed
for the expenditure of 1 FA per round. Attunement Possessed, after Tier 1.
these principals can be applied to Lightsaber • +30 to Damage for the Single minded nature
• If Ambidextrous, confers a +1 Natural • Fear: An Imperial Jedi Practitioner is taught
combat. Various forms are taught Galaxy-wide. of the assault.
Defense Bonus when in melee (whether or to harness Fear, and is rewarded with an extra Additional Abilities Acquirable: None
not you have something in that hand). Character Point, burnable for nefarious Novice Cost: 0 (1 session); 250 Credits
Expert Cost: 6 (1 session) purposes, once per session as a result. This Novice Benefit: Melee Basics Special Operations Melee Form
Expert Benefit: Hilt Slam, Disarm, Instant point can never be used to resist damage. • +3 Difficulty to be Disarmed Era: All Eras
Stand Note: The form does not diminish in any way • Wield Single Handed Requirements: Dexterity 3D, 2D Perception
• Natural Defense +1 once the practitioner is consumed by the Dark • Wield Off Handed A Deadly Melee form taught to Special Forces &
Side. Expert Cost: 0 (1 session); 300 Credits Assassins in the Galaxy.
Mastery Cost: 7 (1 session)
Expert Benefit: Two Weapon Fighting
Mastery Benefit: No Fall, Weapon Block, Basic Control/Sense Form Novice Cost: 5 (1 session) or 750 Credits
• Primary Weapon Specialization
Graceful Disengagement Novice Benefit: Fast Kill
Era: Any / All • Secondary Weapon Specialization
• Graceful Disengagement: Allows the Saber • Heavy Strike: +5 Damage/FA
Requirements: Control 1D, Sense 1D • +1 Natural Defense
Rake to withdraw from combat without • Knife Specialization
Anyone can learn this from on their own, It is Mastery Cost: 0 (1 session); 400 Credits
losing face and without struggling with their Expert Cost: 5 (1 session) or 1,000 Credits
fully customizable. Reflecting a smattering of Mastery Benefit: Style Evolution
overblown honor, once per game session. Expert Benefit: Enhanced Lethality
principals and fragments of teaching materials • Eliminate Off Hand Penalty with chosen
Natural Defense Doubled during withdrawal • When using a Knife Lethality is 1 to 1.
(or none at all). For many, this is all there is, Secondary Weapon (no longer requires a FA
• Natural Defense: +1 Mastery Cost: 5 (1 session); 1,500 Credits
self taught. per round)
• +1 Natural Defense Mastery Benefit: Silent Kill
Imperial Jedi Novice Cost: 5 (0 sessions, self defined) • +1 Movement • Called Shot, Throat/Vital area only +1 DR,
Requirements: Strength 2D, Sense 1D Novice Benefit: Additional Abilities Acquirable: Bypasses Armor for an additional +3
This is the basic form taught to Imperial Somatic Defense 200 Credits each Difficulty (before DR is calculated)
Inquisitors and agents of the Darkside. It • +1 to Natural Defense • Two Handed Style +5 to Damage & + 2 • +1D Stealth; -1D to Opposed PER to notice
borrows heavily from Juyo, though it is not Expert Cost: 5 (0 sessions, self defined) Natural Defense with Two Handed weapons the attack. -2D to all Search Rolls to
considered a variant. It is less effective. Cannot Expert Benefit: • Single Handed Mastery +2 to Natural discover the body.
be merged with Juyo. It was meant, by design, to Force Barrier Defense with only one melee weapon • Usable once per adversary
be inferior to precursor forms. The Empire • +1 to Force Resistance • Dual Wield Style +3 to Natural Defense Additional Abilities Acquirable: None
cannot have its Inquisition as a threat to the Mastery Cost: 5 (0 sessions, self created) while wielding two weapons
heads of the Empire now can they? Mastery Benefit:
Prerequisites: Must be a Force Practitioner, Unarmed/Melee Enhancement Analog Melee Form (Yuzhan Vong)
Darkside Attunement 2 (Minimum) • +1 to Strike, Parry & Damage Era: NJO+
Novice Cost: 4 (1 session) Elective Trainable Abilities: 1 Session Each Requirements: Dexterity 3D, Double cost to
Novice Benefit: • Wield Single Handed - Single wield typically Outsiders, ½ Cost to Mundane
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Elite Training acquisition:
Elite Training packages are essentially extra Cost per Tier of Elite Training: 15 CP
flavor for your Hero. These packages aren’t These cost you no more than increasing a skill by
meant to be the end all be all of character one level at character creation or three skill slots.
development. They are effectively an added A starting Hero could easily have one Elite
layer of specialized skill sets that your Hero can Training Path at Tier One Mastery before they
possess. begin play. The ease of acquisition of these
There are no real limitations on how you acquire advanced training packages is why we have
these packages. However, there is a finite cap on chosen to limit how many you can possess and at
how many you can have. Game Masters may what tier of ability you can understand them at
require Elite Training acquired after Hero for a secondary and tertiary elite training path.
generation to have a set type of circumstances for Each layer of Elite Training has been made a bit
story purposes. The latter of which is entirely more direct. In the past there was an overall
plausible, an example of this might be that your ability to acquire additional advantages and
Rebel pilot will likely never be able to attend further expand core knowledge of the training. I
another Imperial Academy that specializes in found this to be a a bit too much. It de-
preparing ace pilots for TIE Defenders after you emphasized Hero development in favor of
have been an established Rebel fighter pilot for pouring all your experience into the Elite
any length of time. Training paths. The depth is still, all here.
In the 3rd Edition of the game these packages However, the expansion packages have been split
tended to be all over the place and some were into other Elite Training Packages. This was
much better than others. In an endeavor to done so that players may have a nearly infinite
balance all the Elite Training packages, all have amount of package combinations. Game Masters
been reduced to three tiers of proficiency: should encourage their players not all select the
same elite packages. Players should be
• Fundamental Knowledge encouraged to change it up and mix and match a
• Expert Proficiency bit.
• Mastery
Each Hero can choose only one Elite Training Dog-fighting School
package that can be taken all the way up to Tier This is an advanced training program that
One Mastery. With each additional Elite prepares pilots for close combat maneuvers and
Training package acquired the overall level of all sorts of ship to ship actions. This would be
proficiency is reduced by one. Thus, the comparable to the Top Gun Program of the US
“average” Hero that completes all Elite Training Navy using a modern analogy. In the Star Wars
packages that they can would look like the universe this is the equivalent of being a member
following: of Rogue Squadron, a TIE Defender Squadron or
any number of independent systems that have
1. Mastery of an Elite package advanced pilot schools.
2. Expert Proficiency in a second Package
3. Fundamental Knowledge of a third Package Prerequisites: Starship Piloting & Starship
Gunnery
These Elite training packages are a powerful
boost to any Hero and as such, they must be You will notice that the skill is based off Starship
regulated. The principal reasoning behind this is Piloting and Gunnery, which apply to anything
that they are no longer complicated to acquire. from Character Scale craft to Capital Ships. If
Furthermore, they don’t require maximum the specialized pilot is the one piloting any of
investment of your Hero’s development. these craft, then apply any applicable bonuses
I once saw these Elite skill packages as more of they are afforded.
an end game level of proficiency to be had after Fundamental Knowledge = can apply 3 points
you’ve already explored almost everything else per round to a Starship Skill Test, +5 Damage
there was to explore. The real problem in that result or Damage reduction & +1 to Vehicle
was that they were so cool that waiting for them Defense
just killed some of the fun of possessing them Expert Proficiency = -1 DR to all damage
early on. That brings us to the cost of
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shot. That does not apply to automatic fire, only Jedi Hunter
5 points in this case, its per discrete attack type).
Mastery = -1 DR to all Command Tests
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for governments, others are free agents though Starship Gunnery in certain circumstances when abilities, which is to inflict pain, destruction and
most free agents almost exclusively work for a large bore weapon is employed to kill a target
criminal syndicates. (Starship or even Capital grade weapons). Melee
can even be applied to traps that involve physical
Fundamental Knowledge = 5 point bonus to all
objects that deliver damage like blades, giant
damage delivered in any circumstance (whether
stones, etc.
it be personally delivered or explosives you have
planted, thrown or fired).
Sniper
Expert Proficiency = Choose a Specialization: Prerequisites: Gunplay Specialization in
Unarmed, Melee, Gunplay, or Demolitions and Rifles & Carbines (both are effectively the
apply a -1 DR to all tests for success and a +5 to same thing)
damage with your specialization.
Fundamental Knowledge = 3 point bonus to all
Note: The skill categories are broad and the -1 ranged Accuracy tests (with any ranged weapon),
• Apply a 5 point damage deflection modifier DR to hit and +5 to Damage applies to ALL
to all units under the influence of your Aiming becomes a free action.
methods under each skill (you are not picking a
Tactical direction (including yourself, not specific weapon, you are specializing in the Expert Proficiency = -1DR to all Success Tests
limited by your specialization choice) entire category). for Accuracy. Applies a +5 bonus to damage
Mastery = +10 to all damage delivered by units delivered for precise shots (Called shots like the
Mastery = +1D Multi Action Mitigation to The Head, Arms, Legs, Torso, etc) in addition to the -
under your Tactical influence. (This is not Specialization of Choice chosen above per
limited to your specialization) 1 DR that still applies to the Called Shot.
opponent when executing a contract or chosen chaos. Furthermore, enhanced tiers of this Elite
target (planned ahead of time), twice per session. Mastery = Double the Effective Range of the path allow them to enhance their Force Potential
Vehicle Commander +1 to Natural Defense Weapon. Increase the Base Damage of the and even regain a part of their lost Character
Prerequisites: Command Weapon by 5 points (under all circumstances). Point Pool due to embracing the Dark Side.
Note: A skill like Demolitions translates into
You have received enhanced training in leading throwing grenades just as one can plant a Fundamental Knowledge = 5 point bonus to all
troops in armored combat. These bonuses apply Melee Expert
demolition charge. Gunplay also translates into Prerequisites: Melee Combat Force related Damage Delivered (with or without
anything from a single Walker to a Capital Ship. Advanced Melee/Ranged Combat, if using both
Fundamental Knowledge = 3 point bonus to all Fundamental Knowledge = 3 point bonus to all it applies a +10 to damage delivered), this
command tests. Melee Combat tests, including damage delivered applies to any weapon they use, including ranged
• Choose a Free Command Specialization (but not resisted). Increase Natural Defense by 1 weapons.
related to one type of Vehicle(s) you • Archaic Melee Combat Form for Free
Expert Proficiency = Force Potential 1, add
commonly lead from (Speeder, Walker, Expert Proficiency = Apply a deflection Toughness 1 & +1 to Recovery Tests per Day.
Snubfighter, Capital Ship). This is not a modifier of 3 points to all incoming Damage
limitation for your bonuses. while wielding a melee weapon. This can reduce Mastery = Increase the threshold for becoming
• +1 to Free Actions damage to Zero. Increase Natural Defense by 1. Seduced by the Dark Side (Tier 4) by 3 points.
Thus, the Dark Jedi can draw just more benefit
Expert Proficiency = 5 point deflection modifier Mastery = Increase Toughness by 1, double from riding the line between Dark and
to all damage sustained for your vehicle (versus reach of all melee weapons (effectively doubling Consumed.
each discrete attack) and this applies to any the user's arm and blade length for striking
damage that spills over into your crew, including targets further out) and double distance any
you, as well. Thus, a capital ship that is hit by 20 melee weapon can be thrown (included
Sith Lord
Prerequisites: Force Sensitive & Tier 4
Batteries from an opposing warship reduces the Throwing Knives and specialty thrown weapons Darkside Attunement
damage sustained by 5 points per battery (that’s that can be used as melee weapons). The Sith Lord Elite path is one that offers no
100 point reduction in damage!). Furthermore, increase Natural Defense by 1. redemption. These individuals are so corrupt and
Mastery = -1 DR to all tests performed by your • Choose a Melee Form at Mastery level for power mad that there is no coming back from
entire crew, including yourself. Further reduce Free. this choice. As a result, this path carries
damage sustained by 5 points (as per Expert Note: Cannot mix and Match Force Paths but powerful enhancements. Lord Vader might have
Proficiency). can mix with other non Force ones. been referred to as a Dark Lord of the Sith,
however, he was no more than a powerful Dark
Assassin Dark Jedi Jedi.
Prerequisites: Any Combat Skill Prerequisites: Force Sensitive & Tier 3 Fundamental Knowledge = 10 point bonus to
The Assassin is a highly trained individual whose Darkside Attunement all damage delivered in any circumstance.
sole purpose is to eliminate targets. Some work The Dark Jedi Elite training empowers their core Increase Force Defense by 1 & the ability to steal
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Darkisde attunement. Their path is one of sides of the Force in equal measure and strike a
absolute focus and attunement with nature and harmonious balance between the two. They are
the natural Flow of the Force. The Dark Side is a passionate individuals that live with open
quick path to power, however, it is not more emotion embracing what it is to live fully. The
powerful. Light side Jedi tend to be more most famous of the Grey Jedi order was
emotionally reserved. That is not to say that they originally based on Pelagia in the Tapani Sector
cannot live a full life and even have a mate in and existed in peace with the Galactic Jedi Order
their lives (though some orders require celibacy though the Galactic Order never officially
like the Galactic Order based on Coruscant, the recognized their academy, the two orders often
Knights of the Old Republic did not). Examples worked in tandem to achieve goals. This order
of Light Side Jedi are Maser Yoda, Ben Kenobi was shelled from orbit when Emperor Palpatine
and Qui Gon Jin, often called Grey because he rose to power as he would not allow any
opposed council decisions... He was a strong organized “religion” of Jedi that could officially
believer in the Living Force, which is all about oppose his absolute power. Many Grey Jedi
the Light Side. would fall after the execution of Order 66 as they
Fundamental Knowledge = 3 point bonus to all were fighting along side their Light Side
Force tests. Furthermore, +1 Recovery Tests per Brethren in the Clone Wars. Mace Windu is an
day & Ignore a Dark Jedi’s Fundamental excellent example of a Grey Jedi, though he was
Damage Bonus. not trained at the Pelagian Academy. He was
trained at the Galactic Academy.
Expert Proficiency = Force Potential 1, increase
Grey Jedi are incredibly capable Force Users and natural defense against Force Attacks. However,
their Natural Defense by 1 & +1 to Toughness.
receive bonuses for accessing both the Dark and any of the above practitioners are not barred
Mastery = Add an additional Recovery Test, from choosing Light, Grey, Dark or even Sith
Ignore a Sith Lord’s Fundamental Damage Light Sides of the Force in equal measure. Thus
receiving an additional Tier of Force Potential in Jedi Paths. They simply cannot combine
Bonus. multiple Force Paths. It really comes down to
their training.
Grey Jedi personal preference on their core focuses.
Fundamental Knowledge = Increase Recovery
Prerequisites: Force Sensitive & Tier 2 Tests by +1. Increase Natural Defense by 1. The beauty of choosing the Sorcerer is that you
1 Character Point from any player or NPC, once Darkside Attunement don’t have to pick a side. You just get
per session (must be immediately burned). Expert Proficiency = Force Potential 1, enhancements and can play your hero any way
The Grey path embraces all that the Force is and Increase their Force Defense by 1 & award a
Expert Proficiency = Force Potential 1, Increase can be. They delve into both the Dark and Light you want to with no strings attached.
Character Point per game session.
Force Defense by 1 & the ability to steal a Fundamental Knowledge = Reduce Casting
second Character Point from any player or NPC Mastery = Award Ambidexterity 1 & Ignore Difficulty by 3 points, or add an additional spell
(must be immediately burned) per session. Fundamental Damage bonuses of Dark Jedi and function (player choice). Also, add +1 to Force
Sith as well as the Light Side Jedi’s bonus to Defense.
Mastery = Force Potential 1, Increase Natural Force Tests being negated if they are opposed to
Defense by 1, Increase Force Defense by 3 and the Grey Jedi. Immune to Character Point Theft. Expert Proficiency = Force Potential 1 & +1 to
their Dark Side Bonus by 6 (3 full bonus points); Force Defense
+1 to recovery Tests. • Grey Jedi at Mastery Tier confuse Force
Mastery = Force Potential 1, +1 to Force
Detection devices and muddle Jedi
Light Side Jedi Defense & +1 to Recovery Tests per Day.
attempting to read them. Devices return a
Prerequisites: Force Sensitive & no Darkside null reading (Imperial Force Scanners) just • All Sorcerers also receive Contacts at the
Attunement like for a regular person and add 15 to the appropriate tier that is specific to other
The claim to fame of a Light Side Jedi is the fact opposed difficulty for a Jedi to sense their Sorcerers. Thus a Hero with Fundamental
that they are truly untainted by any level of ability due to their accessing Dark and Light Knowledge will possess Contacts 1
in equal measure. (Sorcerers) while a Hero with Expert
Proficiency will possess Contacts 2
Sorcerer (Sorcerers) and and Hero with Tier One
Prerequisites: Force Sensitive & Raw Jedi, Mastery will possess Contacts 3 (Sorcerers).
White Current or Alter Based Jedi
The Sorcerer represents Elite training that Raw
Jedi, White Current Practitioners and Jedi
Sorcerers can choose to follow to enhance their
core abilities. Each tier of this Elite training
affords the Sorcerers an additional layer of
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Xeno Archaeologist know how to get things done. You have lots of additional +3 to all tests at Point Blank Range board looking for issues. Immediately remove
“friends” in low places. Individuals and (Dodge, Parry, Attack). 1 Flaw after the appropriate time period of
Prerequisites: Scholar, Investigation organizations that just don’t like to conform to operation is exceeded. The new design allows
This is effectively the Star Wars equivalent of rules and governmental oversight. You’re the Expert Engineer for field refits of the item / craft at no cost.
Indiana Jones. A well trained, well versed and one people come to when someone wants to put Prerequisites: Engineering Advanced Skill
educated individual that specializes in digging up together a crew for a “job”. You are also the Modification & Jury Rigging Shakedown
most likely person to know how to help someone An expert in designing and prototyping new Cruises: Will remove 1 Jury Rig D (Maximum)
lost civilizations, treasure hunting and studying
move stolen goods and acquire some less than of penalty (while retaining that 1D of bonus).
legal black market items. Will turn one pip of Modification into a
formalized Engineering enhancement.
Fundamental Knowledge = +3 to Streetwise
(Increasing the ability to modify that area by an
Tests, Base Movement +1 (+2 if running away)
additional +1)
Expert Proficiency = Pluck and Tuck 1, Natural
Defense +1 Addition Flaw Detection: -2 DR to Search +1
Mastery = -1 DR Streetwise & Persuasion Tests point per D in associated skill(s) (Engineering
(the latter of which is only applicable when and Complimentary Skills where appropriate) to
dealing with other scumbags) sense inconsistencies in the modification or
engineering design. Successful detection of
• All Advanced Criminals also receive flaw(s) allows for Flaw removal.
Criminal Contacts at the appropriate tier.
Thus a Hero with Fundamental Knowledge Target Numbers: Starting at 30 at Character
will possess Criminal Contacts 1 while a Scale +5 per scale afterward. Can be performed
Hero with Expert Proficiency will possess once, period.
Criminal Contacts 2 and a Hero with Tier
One Mastery will possess Criminal Contacts Martial Artist
3.
Prerequisites: Unarmed Combat
Gunman
Prerequisites: Gunplay & Fast Reactions This is an individual that focuses on physical
The Gunman in the Star Wars setting is a perfection in the form of Hand to Hand combat.
personal favorite. One of the most famous Typically unaugmented, though not necessarily
~r~
Gunman to ever exist in the Star Wars setting is always (shock boxing gloves, brass knuckles,
Gallandro (pictured above). A man so fast that
extinct cultures and races for a better he was able to draw and fire three times with
understanding of why things are the way they are accuracy before Han Solo even managed to clear
and how these extinct societies may have added his holster.
their discoveries to other more modern ones.
There’s just something wonderful about going all
Murder Hobo with a blaster pistol on a bunch of technologies. Functionally capable of spotting
Fundamental Knowledge = Multilingual
unsuspecting Stormtroopers. flaws and correcting a design after construction.
Background 1 & Education 1
Fundamental Knowledge = +3 bonus to Fundamental Knowledge = +3 to Computer
Expert Proficiency = Subculture & Jargon 2 Initiative & General Maintenance / Repair Tests Programming/Repair and another Technical Skill
(including weapon modification). of choice: Gain A Technical specialization
Mastery = -1 DR to all Archaeological tests for
Expert Proficiency = Increase all ranged underneath that skill, for free.
anything that relates to Scholar, Mechanical &
Technical Operation of ancient technologies, all damage by 5 points, by 10 points if using a
“pistol” (single handed ranged weapon) & Expert Proficiency = -1 DR to all Engineering
danger avoidance and to Perception Skills to
Reduce all incoming damage from ranged tests. x1.25 resistance points on any item you
notice details about an object or ancient armored gauntlets, powered armor, the Force,
weapons by 5 points. modify, x1.15 on Jury Rigs and x1.5 on
structures. +3 to all defensive tests vs Archaic etc. can be employed to enhance). The Martial
system/item you Engineer personally.
Traps and Dangers. Mastery = +3 to Ranged Defense: Add 3 points perfection is self reliant for personal defense and
to Natural Defense for any incoming ranged so focused that it can and will provide higher
Mastery = Shakedown Cruise: Can be
Advanced Criminal shots against the Gunman. +3 bonus to performed once per Prototype Phase and once at
defensive bonuses than a Melee Expert alone
Prerequisites: Streetwise Quickdraw (stacks with the +3 Initiative Bonus would. Contrary to popular belief, Martial Arts
the initial production phase (3 total). Is 2 days
granted from Fundamental Knowledge) & and and many (yes, MANY) forms of it are widely
You’ve toured the galaxy a couple times, you per scale of the items operation or being on-
348 349
available and thriving in the Star Wars Galaxy. same fashion as accelerate healing. Spikes also work to defeat Security Systems in
Fundamental Knowledge = +3 point bonus to Example: Medicine: 2D & First Aid: 3D = the same fashion that they apply bonuses to You slay Classy, Cloud City!
• Medicine skill combined with First Aid 5D6 Computer Programming/Repair: Slicing.
all Unarmed Combat tests, including +5 to
• The combined test must defeat the virulence
damage delivered & resisted. Expert Proficiency = Add 3 to all Computer
of the poison to be completely effective.
• Increase Natural Defense by 1. Programming/ Repair (including Slicing),
However, any partial success counts toward
• Brawling at Mastery Level for Free Security Systems and General Maintenance/
reducing the level of the toxicity. Repair Tests.
Expert Proficiency = Apply a deflection
modifier of 5 (including above for 10) points to Expert Slicer Rigged Spike: Any Code Cylinder & a power
all incoming Damage. This can reduce damage Prerequisites: Computer Program/Repair & pack from a Blaster Pistol can be rigged together,
to Zero. Increase Natural Defense by 1. Security Systems on the fly, to function as a 1,000 Credit Slicing
Tool (once per game session). These Spikes fry
Mastery = +1 to Natural Defense An individual that is fluent in defeating computer the terminal they are connected to after the Slicer
• Standard Martial Arts at Mastery Level for defenses and infiltrating and altering data-center has completed their data extraction.
Free (or refund it all). Increase Unarmed code. A skilled hacker can infiltrate a target • They can also send a surge into the main
Damage delivered by 5 points (+10 Total). computer network, arrest control of core systems system that will temporarily drop all security
• +1 to Free Actions and even leave back doors for later access all measures for 6 rounds and cripple core
without being detected. functions for that same time.
Expert Medical Professional Fundamental Knowledge = Computer
Prerequisites: Medicine Advanced Skill Mastery = -1 DR to all Security Systems &
Programming/Repair: Slicing Specialization Computer Programming/Repair tests (that
An expert in all things Medical related. You are granted for free. +3 to all Security Tests to includes Slicing naturally).
a Doctor of incredible skill and caliber. Capable defeat or put in place encryption or lock.
of healing wounds, re-attaching limbs and even Droid Slicing: A Tier One Master Slicer can
Spike Creation: A computer spike or data spike hack Droids in addition to computer Systems.
replacing them with cybernetics (possibly even is an electronic device that, when connected to a
re-growing them with clone bio tech). This ability allows the Slicer to hack any Droid
computer, allows a user to slice into secure that is currently plugged into a Droid bay at the A
Fundamental Knowledge = +3 to Comscan: computer programs to access data. The spike
Sensors and First Aid: Specialization Sensors target location and insert simple commands and create a disguise on the fly, for themselves or
assaults systems with garbage data to overwhelm code base re-writes by altering a few core others, using common off the shelf items that has
Awarded Free. . security measures. Computer spikes can only be parameters of their code. The Droid the bonuses of a Full Disguise Kit (A 15,000
Expert Proficiency = -1 DR to all Medicine used once. Programming/Repair Skill is required. Apply a Credit item): -2 DR to their Disguise test to
tests. Add an additional Recovery Test to your Spikes also apply their bonuses to defeating +5 Bonus to the Slicer’s Droid Programming/ establish the physical, visual disguise.
patient(s) once, initially after surgery/treatment. security systems. Repair Skill. • They are so adept at this that they can,
Mastery = Add 5 points to any healing result Example: Altering the code of a Security Droid personally, swipe items from other
They cost 250-1,500 credits and weigh ½ a
(with our without something like a medpack) to trained to disarm explosives into one that will individuals around them and disguise
kilogram. They are single-use devices that
an individual(s) per day (including yourself). plant explosives and arm them by using a tester themselves on the fly with a -1 DR to
contain specialized programs designed to bypass
• Stabilize Patient: This is effectively the to see if the explosive is live. The Droid thinks it Disguise (personal) tests.
security systems and improve user access to
same as the Transfer Force Force Power, with is disarming an explosive and it’s actually • Alternate ID 1 (a second)
protected systems. The spikes interface with
the main difference that it can be performed another computer system and chip away at the placing it and arming it, then it thinks it is testing Mastery = Add Persuasion their list of skills that
up to 1 time per D of Technical (rounding defenses in an attempt to crack the system. the explosive payload to see if it is live and it receive a 3 point bonus, add 3 more to Disguise
up) +1 per day and it does not drain the actually detonates the bomb. This is an actual and 3 more to Con and Forgery.
doctor of their own Recovery Tests. • 250 Credits: +3 to Slicing Test example from another group that did this. • Alternate ID 1 (a third)
• Neutralize Toxin: This is effectively similar • 500 Credits: +6 to Slicing Test
to the Traditional Jedi Force Power Detoxify • 750 Credits: +3 to Slicing Test & +1D to Expert Grifter Expert Politician
Poison. Save for the Fact that Medicine is Slicing (Initial data Hack does not consume Prerequisites: Con, Disguise & Forgery Skills Prerequisites: Con, Bureaucracy
substituted for Force Ability (more limiting). an Action). An individual that is masterful at deception to An individual that is masterful at deception to
First Aid + Medicine • 1,000 Credits: +6 to Slicing Test & +1D to the point of it being an art form for them. the point of it being an art form for them.
Difficulty: 6 for a very mild poison (alcohol); Slicing (Initial data Hack does not consume
Easy for mild poison; Moderate for an average an Action). Fundamental Knowledge = +3 to Con & Fundamental Knowledge = +3 to bureaucracy
poison; Difficult for a virulent poison; Very • 1,250 Credits: +9 to Slicing Test & +1D to Forgery Tests. & Persuasion Tests.
Difficult to heroic for a neuro toxin. Slicing (Initial data Hack does not consume • Alternate ID 1 • Contacts 1
Time to Use: 10-120 Minutes an Action). Expert Proficiency = Add 3 to all Disguise Expert Proficiency = Add 3 to all Bureaucracy
Effect: This ability allows a Doctor to detoxify • 1,500 Credits: +12 to Slicing Test & +1D to Tests and another 3 to Con and Forgery tests. Tests and another 3 to Con and Persuasion tests.
or eject poisons that have entered their or Slicing (Initial data Hack does not consume
another’s bodies. The ability functions in the an Action). Blend and Fade: The Expert has the ability to Choose a Cause: The Expert Politician can
350 351
Programming/Repair and another Computer Expert General Technician Bookworm / Histroian / Professor
Program/Repair: Gain A Technical specialization Prerequisites: General Maintenace / Repair
underneath the Computer Program Repair skill,
for free (maybe Droid Logic, Slicing, Coding). You’re good at fixing pretty much anything,
mechanical. You abilities will even extend into
Expert Proficiency = -1 DR to all Droid related high tech and give you an insight into the
skill tests. Your Droid Modifications are always working of low tech contraptions as well.
increased by +1 Pip to the end result. Gain the
skills Scholar: Droid 1 & Science: Droids 1 Fundamental Knowledge = +3 to General
Maintenace / Repair; Choose 2 Specializations
Mastery = an additional -1 DR to all Droid under that skill. Scholar: Primitive / Basic /
related skill tests. Your modifications are now Archaic Mechnics 1 awarded free (the +3 bonus
increased by +2 Pips to the end result. applies to this skill)
Create Simple Droids w/o Engineering: You Expert Proficiency = -1 DR to all General
can now fabricate simple helpers out of bits and Maintenace / Repair skill tests. Your
bobs that are lying around. There must be ample Modifications are always increased by +1 Pip to
parts and circiutry lying around. the end result. Gain the skills Scholar: Modern
• Example: You can create a small, functional Mechanics 1 & Science: Advanced Mechanics 1
and mobile droid from a Protocol Droid’s Mastery = an additional -1 DR to all General
Arm! Maintenance / Repair related skill tests. Your
• Droid Stats: Can Never be higer than +1 in modifications are now increased by +2 Pips to
all attributes (base). Your modification the end result.
allowance raises the maximum potential to
1D (must be modified from +1, individually). Fabricate Mechanical devices out of scrap:
• Droids can never have Skill above 1D+2 You can now fabricate even advanced
(mod bonus included). mechanical devices (like locks) out of bits and
bobs that are lying around. All you require is a
Additional Droid Insight: +6 to all tests to fine advanced toolkit (500 Credits)
choose one sweeping cause to chanmpion. In recognize droid models and their capabilities. • Example: You can create hydraulic traps, Prerequisites: Investigation
this endeavor they will have a -2 DR to all • This bonus also translates into both resisting locking mechanisms of high complexity, time You are either a well read individual or a
difficuties in pursuit of this ideal. This is very damage from all droids and delivering pieces, etc. The technician can also melee collegiate professor of some skill and repute.
specific. Examples are: Galactic Equality, Rebel additional damage to them. weapons out of scrap and slugthrowers as The advanced class here conveys all mannner of
Alliance, Empire, Droid Rights, Anti Slavery, • The bonus will add to Tactics intrepretation well. obscure knowledge and some very specific areas
Corruption Hunter, Corrupt Politician (bonus to of what droids will do as well as how to fight • Device Strength: 2D+2 (mod included) as well.
conceal your operations), etc. them effectively. • You gain a +6 competency bonus to identify
• Contacts 1 almost anything mechanical, from any era of Fundamental Knowledge = Photographic
• The bonus also acts as a recation bonus Memory 1, Education 1, +3 to any obscure
Mastery = Add Business their list of skills that toward droids and aids in persuasion, con and time. If you don’t know the exact make and
model, you will know it’s purpose. knowledge that falls under Scholar. Gain the
receive a 3 point bonus, add 3 more to the ease of concealing items from electronic Teaching Advanced Skill for free.
Pursuasion and 3 more to Con. devices (scanners and the like) in adition to • The competency bonus aids in defeating
• Fame 1 the droids themselves (search). mechanical traps and devices, a part of the Expert Proficiency = -1 DR to the Scholar &
bonus (+3) always applies to high tech award six Obscure Specializations (Sith, Archaic
Notes: Feel free to substitute & Streetwise, mechanical devices. Energy Weapons, Archaic Droids, Old Republic
Criminal Contacts at any stage instead of Fame, • The Competency bonus acts as an application Bureaucracy, Cultures, etc). +3 to Science,
Contacts and Bureaucracy. bonus for basic items like Armor and will Teaching & Investigation.
afford the technican a +6 bonus to defeat said
Mastery = add an additional -1 DR (-2 total) to
Expert Droid Technician armor (reduced Ablation by 6 per D). It will
the Scholar skill and choose a secondary area of
Prerequisites: Droid Programing / Repair also add up to +2 Pips to any Armor
proficiency at -1 DR from the following list:
Modifications (as above).
You’re not so much an engineer (though you Business, Bureaucracy, Art, Languages,
• This bonus translates to Guns as well. The
could be), you have this natural affinity for Persuasion or Teaching (AS).
bonus here is the Modification buff of +2 (+6
making Droids work. For creating little helpers Damage, +6 Meters: 2 to each category, +2 to
out of spare parts and a knack for finding and Quickdraw, ect).
reparing them in the field.
High Tech Bonus: The expert gains a +3 bonus
Fundamental Knowledge = +3 to Droid to all other Technical skills (Droid, Starship, etc)
352 353
_
,
354 355
3. Destroyed protection doesn’t necessarily Surprise roll the Skill Dice you devoted to it. If the of damage.
mean the suit is obliterated, just it’s ability to Individuals can be Surprised if an attacker is result is greater than the Perception Based
protect the individual. Thus, suits with other successfully attacking from a concealed position, Initiative of your assailants, you initiate a A Quick Recap for wound levels and such:
functions or alternate protections will retain from a range that the player(s) don’t even see “surprise” sequence (can be multiple attacks). The Strength attribute is the basis for all damage
those abilities and values until they, too, are (like behind them) or by invisible opponents soak. 1 per Pip of Strength added together =
• Add Character points if they want to (+3 to your base threshold for damage. Thus a 3D+1
destroyed. using some sort of active camouflage (like a the Quick Draw result per point spent). Strength is comprised of 3 pips per D and the
• Shields follow the same rules for Armor, sneak suit or Bending Light with the Force).
During a Surprise round, the individuals so • Use Force or Epic Points if they want to. extra 1 = 9 + 1 = 10. That’s the base threshold,
except that unless otherwise noted they are now apply stun to it (1 point) = 11 Stun Rating,
“Soft” shields and do not ablate damage. Surprised are unable to employ Augmented or • Quick Draw Multiple Actions: You are
Full Defensive Actions (unless they have and add 1 to that Stun Rating to determine the
However, when they are depleted with a limited to 1/3 of your total Dice Pool (in that Wound Rating 11 + 1 = 12.
“kill” result the shields are simply blown and appropriate Advantages that allow them to skill) number of attacks you can make in that
require only to be recharged (thus personal defend). action. 3D = 1, 6D = 2, 9D =3, 12D = 4, 15D Strength is always rolled when taking damage
shields are amazing and expensive). Shields • Surprise can be defeated by a successful = 5 … At Five, you’re Gallandro from the to reduce the incoming amount before it hits
block both Energy and Physical damage Sixth Sense test. If the roll is successful, the Expanded Universe. your condition monitor.
unless they are specific Barrier devices (only defender initiates a standard Initiative roll • A successful Quick Draw will allow the one Thus in order to resist a Stun Effect the hero rolls
one mode). Energy Shields will even block against the attacker(s). Following that doing so to have a regular Combat Round their Strength Dice, which reduced the incoming
Force / Magic related attacks that manifest in procedure normally. They are afforded a full immediately following the Quick Draw stun damage. Any remaining damage then
the physical realm (Force Lightning, Bolt of range of defensive actions. round with a +1 action penalty to all their transfers to the condition monitor and if it’s
Hatred, Telekinetic-ally hurled objects, etc). actions no matter how many times they fire. greater than “x” threshold that is where your
• In instances where the attacker is a trap,
• Shield Regeneration requires a Fresh Power Successful Sixth Sense rolls will allow the character is at in the “stunned” spectrum.
• Failed Quick Draw either falls to opposed
Pack or a portable generator to refresh their defender to instantly avoid the trap, even quickdraw actions or regular initiative. In order to resist a Wound do the same as above,
shield ratings at the character scale. A new without knowing what it is. They effectively roll the Hero’s Strength and directly reduce the
Power Pack Swap requires a Full Action. A throw themselves out of the way or turn Damage Resolution damage with that roll. Whatever is left goes
Portable Generator Refresh requires a Free slightly to avoid the dart, etc (it might kill the Once you have calculated any individual’s directly into their condition monitor (or Wound
Action. Shields will naturally regenerate at 1 rest of the party though...). wound thresholds you also know at which points Levels).
point per Pip of their rating per round (2D = they are crippled or effectively dying. All
6 Points per Round). • Surprise does not defeat the Force Power
Danger & Combat Sense. While the Jedi weapons deliver a fairly straightforward amount Note: Stun Weapons are only effected by
Armor’s Ablative Rating (directly reducing the
Combat Initiative might be surprised, the Force Abilities still
damage) the rest goes directly against the
Initiative determines turn order in a combat apply their bonus to the defense of the Jedi.
Furthermore, any force ability that was Target’s Strength and any reminder vs their Stun/
round. It’s determined by rolling the Perception Wound Levels. Stun weapons never destroy
Attribute and adding all the D6 dice together already put “up” that defends a Jedi still
applies to their defense. Even if they were armor.
(do not apply wild dice to this roll). Any
opposed ties in the order act simultaneously. unaware of the angle of attack (The Force is For Fast Damage resolution, don’t roll the
space magic after all). NPC’s Strength to resist wound levels. Only
Winning Initiative doesn’t mean you have apply their armor rating as a damage soak and
surprised an enemy (which is a pre-initiative Quick Draw
Quick Draw superceeds Initiative, forcing then figure out their wound level from the attack.
status). You simply act first. Defenders in this Your average Storm Trooper will be dropped by
instance can still declare the defensive actions combat into a Surprise round of sorts. In order to
perform a Quick Draw, an individual must do the a standard Blaster Pistol shot, possibly even
they will be taking, they simply cannot take killed after factoring in lethality. Use this only
offensive actions until their initiative comes following:
in mass encounters when the players are
around. • Spend a Free Action: Either to draw their surrounded by masses of enemies. Never apply
• It’s possible to kill a target prior to their weapon or to react quickly if the weapon is this rule to the players.
combat initiative, only on simultaneous already drawn (it doesn’t have to be
initiative rolls do they then get to respond. holstered, and it can even be on a table within • Please refer back to pages 33-34 for greater
reach). detail.
• Combat Initiative can be modified by a
number of Advantages that contribute to it. • Only one Skill can be used in this pre-
initiative Quick Draw Phase (Doesn’t have to
Healing
• Defenders that lose initiative can still declare Healing in the game is very straightforward.
be a combat skill).
their defensive actions, which impact any Each hero in the game has a certain amount of
offensive actions they take on their Combat • Devote as many skill Dice as they want to, to “Recovery Tests”. Players possess 1 recovery
Initiative turn like normal (multiple action their Quick Draw test. test per D of Strength Attribute, unless they have
penalties). • Add the Base Attribute tied to the skill and more from Advantages or Powers. This recovery
test is a simple roll of the player’s Strength
356 357
Attribute. That result directly heals any damage the damage sustained by an individual, the skill and personal to pull off Martial Arts, Lightsaber +6: Moderate storm/haze/darkness
sustained. cures 2 points per combined D pool, if the attacks, etc. Melee and Unarmed do not benefit +9: Heavy Storm/Tornado
damage is beyond that the skill provides 1 point from the Point Blank Bonus.
Furthermore, many items provide healing. +12: Mega Storm/Radioactive atmosphere
per combined D. Once per week without medical
Things like Med Packs will instantly apply their Terrain Penalties: This is the difficulty of without exposure suit, etc
equipment or healing aids.
rating in healing to an individual. the terrain the target is in. It could be as simple
• Medicine is the only skill that can stabilize a as the target being in a forest to as complicated
The Force can be used to heal and directly Well Rested Modifiers: (Optional)
Mortally Wounded individual (other than the as the target using a crowd of civilians for cover
applies it’s healing effect against damage on a -1 to all Difficulties in the game (including +1to
Force & some devices). If an individual and as a means of escape. In vehicular combat,
point for point basis. Natural and Vehicle Defense): 8 hours equivalent
possesses even 1D in Medicine, they can it’s more applicable to traffic than in other sleep to all tests for 8 hours.
Incapacitated: At this wound level the stabilize a Mortally Wounded individual long situations. However, the terrain itself plays a
individual requires rest for 2 days, even if they enough to get them to a proper care facility huge role in effectively piloting around Exhaustion Modifiers: (Optional)
manage to be fully healed shortly afterward. Jedi (in theory, GM discretion, there are times that dangerous outcroppings in a mountainous area or
Healing can remove this necessity, doctors will this won’t work at all). even in a cityscape. If the target is piloting a +3: Light Exhaustion (operating over 12 hours)
reduce the time by 1 day. Anyone operating in speeder at hundreds of kilometers per hour the +6: Moderate Exhaustion (operating over 18
this status will suffer a +9 Difficulty to all skill Lethality and your to Hit Rolls risk of colliding with buildings, other vehicles hours)
tests (until they rest). A very basic overview of lethality is as follows:
and natural / unnatural anomalies is great. Thus +9: Heavy Exhaustion (operating over 1 day)
Mortally Wounded: Once an individual reaches Lethality: For every 3 points above a target this is where these penalties apply to both
number, add 1 Point of Damage. gunners, pilots and characters on foot. +12-15: Complete Exhaustion (operating over
this stage they require extensive treatment that 1.5-2+ days)
can only be cured by an extended period of Lethality helps games move faster overall. It Terrain Modifiers:
healing (even by a Force User) that is equivalent may seem mild given the output of weapons in
to the times required in a Bacta / Kolto tank. 0: Flat Terrain / Open Space Force Use Proximity Modifiers:
the game, but you will be surprised how much a
This is a period of days, depending upon the difference it can actually make. +3: Light Terrain, short hill/some traffic, floating User and the target are: Add to difficulty:
injury. space junk, etc Touching +0
Example: I fire my Blaster to hit a target and
• Minimum of 3 days of rest the difficulty is 9, my result was 21. +6: Medium Terrain, rolling hills, suburbs/ Line of sight (not touching) 0
• +1 day per 10 points of damage they moderate intra system traffic, debris or nebula
Lethality = 4 Additional Points of Damage Not line of site, at 1-100 meters 0
sustained over 30 (round up). +9: Heavy Terrain, mountains, city/heavy traffic,
Range Penalties: Range itself adds difficulty asteroid field 101 meters, to 10 kilometers 0
• If Stabilized without proper medical facilities
to all target numbers. This is as simple as adding 11 to 1,000 kilometers +3
or a Jedi Healer attendant, double the +12: Maximum Terrain, concert, city parade/
a bonus number on top of Natural Defense,
recovery time. battle zone, thousands of pieces of floating debris Same planet more than 1,000 kilometers +6
Augmented Defense & or Full Defense.
• Even if functionally awake the individual is Same star system, different planet +12
Point Blank: Anything under Short Range has a Zero G Modifiers:
at a +12 Difficulty to most tests.
bonus associated with it (-3 Difficulty). Not in same star system +15-30
• Lost limbs at this level of wounding may be +9: Unskilled
Short Range: Has a base difficulty of zero (0) Force Use Relationship Modifiers:
corrected in a number of hours. Though the +0 (or as below): Skilled
player will suffer for at least 3 days (+6 to all Medium Range: Base difficulty of Three (3) User and the target are: Add to difficulty:
tests). All Attacks
Long Range: has a base difficulty of six (6) Close relatives (married,
Notes on Lost Limbs: Bacta and Kolto tanks Low gravity +3 (0 if Zero G AP possessed)
Extreme Range: this is up to 125% of the Long siblings, parent and child, etc) -9
will not re-grow limbs though the technology Range of a weapon type, and adds nine to the High Gravity +6
exists to clone arms for an individual (and is Close friends -6
difficulty to hit (9). Extreme Range shots can Heavy Gravity +9
expensive), cybernetics are more readily only occur with Energy or Ballistic Weapons, Friends -3
available though they carry some stigma when missiles and torpedoes will run out of fuel at Notes on High and Heavy Gravity: Both of
they are obvious replacements. these conditions effect the ranges of any thrown Acquaintances -2
their listed ranges.
First Aid: Is a skill, that when applied to and ballistic and missile weaponry. Slight acquaintances -1
Impossible Range: this is up to 150% of the
healing will cure 1 point of damage per Full D Long Range of a weapon type, and adds twelve • High Gravity cuts Thrown, Ballistic and Met once 0
possessed. Once per week without medical to the difficulty to hit (12). Impossible Range Missile Weapons effective ranges by ¼.
equipment or healing aids. Never met, but know
shots can only occur with Energy or Ballistic • Heavy Gravity cuts Thrown, Ballistic and
Medicine: Is an advanced skill that confers Weapons, missiles and torpedoes will run out of Missile Weapons effective ranges by ½. each other by reputation 0
specific knowledge for mending wounds, curing fuel at their listed ranges. Complete strangers +6
diseases, and detoxifying poison. It combines Inclement Weather / Inhospitable Climate
Notes: All Unarmed and Melee Combat occurs Modifiers: Complete strangers and
the First Aid skill levels with Medicine Skill in “Point Blank” ranges. You have to be close
Levels, if this combined skill is at least 50% of +3: Light storm/haze
358 359
not of the same species +9 • Fire Control & Aiming can be used together the shots in the general vicinity of the OpFor Notes: This is why smart heroes will move to an
so long as the hero has enough free actions to (Opposing Force). alternate fire arc if possible. Those with the right
Called Shot devote to triggering, first the Fire Control (1) camo/sneak skills are better capable of
Target is... and then Aiming per target (minimum 1 FA Semi Automatic Weapons: accomplishing this.
per Aimed shot). Requirements: Ranged Weapon with sufficient
10 to 50 centimeters long +1 DR Ammunition, minimum 5+ Shots remaining. A Gunner(s) targeting an entire arc of fire with
• Vehicular Fire Control still requires a Free You can retain partial cover while performing suppression automatic fire is not firing with
1 to 10 centimeters long +2 DR Action to gain the bonus of the package. precision. Since they cannot use any other skills
this action. Fire 1-5+ wild shots, player can only
Less than a centimeter long +4 DR take a standard defensive action, issue orders (or while firing, if they do not notice heroes moving
• Finally, the players can choose how they
both) while performing this defensive fire out of the fire arc with their base PER they will
* See text for options. apply their Fire Control Bonuses. 1D Per
maneuver. not be able to track the movement. Natural
free Shot is required, however, those D can
Other Modifiers Advantages like Observant & Good Vision will
be broken down into 3 Pips for a +3 to Hit. Cost: 1 Free Action per suppression shot is apply their full bonus detection of enemies
> The attacker is blind or blinded: +4 DR You can take a 3D Fire Control Package and required, otherwise, you have to dip into player moving outside the fire arc.
get your first Action Shot and Extra Shot + 6 actions to perform them.
> The target is blind or blinded or attacked to Hit (on both!). If the gunner has a spotter that notices the heroes
from behind: Result: Each person can fire five shots. moving outside the arc of fire, the spotter can
Examples: Difficulty added to the OpFor is 1 Point per shot,
-2 to Difficulty Rating (DR) direct the gunner to adjust fire and pin the
A gunman has a blaster with a scope that per individual firing to suppress. Adding to their sneaking heroes down again. There is no roll
Hit Location provides a +3 to hit. This gunman devotes 1 FA base difficulty to hit you. necessary if a spotter or commander adjusts a
Modifiers to Aiming, which gives a +1 and then the bonus If the weapon(s) support Automatic Fire gunner’s fire, it simply costs the “commander” 1
Head +3 DR to hit from the scope applies to the result. (Repeating Blasters) factor in the following. Free Action to point out the adjustment.
Center Mass +1 DR A gunman with a blaster with Fire Control of 1D Burst Fire Weapons: If an opponent breaks cover and does not dodge,
wants to activate this benefit. So, they use 1 FA Cost: 1 Free Action per suppression burst is they have only their Natural Defense rating
Left or right arm +2 DR
and are granted a Free D for actions. This means required, otherwise, you have to dip into player against ½ the skill of the individual providing the
Left or right leg +2 DR that without even suffering multiple action actions to perform them. Suppression Fire. Roll the gunner’s skill and add
Left or right hand/foot +3 DR penalties the Gunman can Fire their Blaster it to their Attribute then diveide it by 2 (rounding
twice. However, if they should fire twice and Standard Burst: Adds Difficulty per individual up), if that beats the Heroes natural defense they
dodge, they incur a multiple action penalty. doing this, consumes 1-5+ ammo (of 5 round are hit.
Aiming and Fire Control on Weapons bursts) and adds 5-25 to the OpFor Difficulty to
Here we will discuss three types of bonuses a hit (defensive and standard free actions can still
hero can gain from / with a weapon. Combined Fire Automatic Fire
If you really need to take someone down really be used as above with the semi-automatic fire Again we are talking about Repeaters here. Both
Aiming: This allows the hero to take a moment bad, your group can Combine Fire on a single example). Burst Fire and Full Automatic Weapons. As a
to add some precision to any prospective shot. target. Typically, used when you can’t hit a Medium Burst: Adds Difficulty per person doing general rule these automatic fire modes are
This will even apply to automatic fire, so long as highly evasive target. this. Consumes 1-5+ ammo (of 10 round bursts) already factored into the statistics of each
the target is one. It will apply to AoE weapons and adds 10-50 to the OpFor Difficulty to hit weapon. You will notice a bonus to hit and and
for the point of impact only. Requirements: A Command test, Difficulty is 6
+ 2 per additional person Combining Fire. (defensive and standard free actions can still be damage already in the stats. You may see a “SS”
• Up to 2 Free Actions can be applied to an used as above with the semi-automatic fire which means Single Shot. If the weapon has a
Aimed shot. Each Adds +1 to Hit. Result: Take the person with the best Combat example). single fire mode, it’s damage will be listed here.
Skill in ranged weapons and base the roll off of Please note that any bonus to hit that the
• Weapons that possess a Scope that applies them, add +1D and then +1 to their end result per Heavy Burst: Adds Difficulty per person doing repeater provides is lost in Single Shot mode.
bonuses will add their bonus only after at additional individual commanded to fire upon the this. Consumes 1-5x+ ammo (of 15 round
least one Free Action is taken to Aim. Both target. Damage is likewise increased by +5 per bursts) and adds 15-75 to the OpFor Difficulty to Burst Fire Weapons:
the Aiming action and the Scope’s bonus then additional “Shooter” and added to the end hit (defensive and standard free actions can still These weapons are grouped into three categories:
apply. Damage result. be used as above with the semi-automatic fire Light, Medium and Heavy.
example).
Fire Control: This is an enhanced feature of Light: +3 to Hit, +10 to Damage (1D). Are only
Note: Storm Troopers have this ability drilled Fully Automatic Weapons: Typically, big effective vs one target.
certain weapons. The bonus will allow for into them. The commander need only issue a
additional Full Actions to be taken with a support weapons. Add a +60 to the difficulty for
single free action in order to perform it. the OpFor to return fire in a single arc of fire (at a Medium: +6 to Hit, +20 to Damage (2D). The
weapon (more than one shot with no multiple burst can be spread across up to 2 targets for an
action penalties). character scale).
Suppression Fire additional expenditure of 1 Free Action.
• To Activate a Fire Control Bonus a hero must You want to keep the enemy’s heads down, under Cost: 1 Full Round Action per suppression
cover so they don’t shoot you or your friends. automatic burst is required. Gunner cannot Heavy: +9 to Hit, +30 to Damage (3D). The
use 1 Free Action. burst can be spread across up to 3 targets for the
dodge or issue orders. The firing of the weapon
You pull the trigger on your single shot weapon is the gunner’s sole action. additional expenditure of 2 Free Actions.
about as fast as you can while attempting to land
360 361
Damage is already calculated into the base Area of Effect (AoE): Char Hit Laic initiative. Under normal circumstances, Sera and
modes and is not reduces for targeting more than Certain types of Weapons cause AoE damage. Grenade Miss (1D) the Trooper will roll their Perception Attribute to
one target (nor is it increased for attempting to Roll Hit location determine who reacts faster. Sera has a 3D
These generally consist of Explosives. Blast
dump more of the burst into a single target). Radii have drop off points, however. Figure that I. Head Attribute while the trooper has a 2D. However,
most Grenades have the following AoE damage 2 Lipper torso she can choose to add character points to this
Fully Automatic Weapons
These are robust weapons, typically, fixed
form point of impact.
1-2 Meters = Full Damage
3
4
Lower torso
Arm (1-3 L.,1-6 s)
„i„,„ ......* outcome to increase her odds of success or even
opt to “Quickdraw”, which doesn’t mean her gun
4 .
installations and weaponry mounted on some has to be holstered. It simply means that she
Tanks, Snubfighters and the occasional rare 3-4 Meters = ½ Damage 5 Left leg reacts fast, purposefully by declaring the action
speeder. They retain a incredibly high cyclical 6 Right leg and pulling levels of skill off her gunplay to add
5-6 Meters = ¼ Damage
rate of fire. They also require an incredible to the roll in a surprise round that is calculated
amount of power to keep them functional. Most weapons of a Scale Above Character will Running personal Combat prior to initiative.
Installations like these will be incredibly rare. cause AoE damage to players or their If you’re familiar with any sort of D6 game rules Quickdraw is for players that seize the initiative,
None of these weapons will be man portable. surroundings. or you have played a game that makes use of and GM’s should award the status to players that
Full Auto: +12 to hit, Damage should already Speeder vs Character: AoE 1-2 meters target numbers that you must exceed in order to instantly react. Players that take their time to
be factored into the weapon’s fire mode. These succeed, then personal combat in the 4th edition determine what their actions are will never be
Walker vs Character: AoE 1-4 Meters is relatively straightforward. You already have
weapons don’t possess a single fire mode, they considered to be in a pre-initiative phase. This
are Fully Automatic all the time. On a personal Snubfighter vs Character: AoE 1-6 Meters all your characters generated (by now) and their allows you to inject some level of excitement
scale, the weapon’s automatic fire can be spread derived statistics are already written down on into pre-combat. It can also involve opponents
Capital vs Character: AoE 7-12+ Meters each character sheet. Most of the hard work is
across up to 5 targets, simultaneously. Targeting doing the same to counter a hero’s quickdraw!
five individuals requires a Full Round Action. Please refer to evasion vs AoE from Capital already calculated for you.
weaponry in the Starship Scale section for rules Quickdraw isn’t always the most appropriate
The gunner cannot dodge, issue orders... They Generally speaking, when the players/heroes will action, as it doesn’t factor in changes in the
get no defensive enhancements. This also on avoidance. be engaging NPC enemies, their target number to greater field of combat. It laser focuses the
applies to individuals with Fast Reactions, Time Melee Combat hit will be the base personal defense of the NPC. conflict right in front of the heroes.
Sense, etc. Should they wish to dodge they must The Base difficulty is no different than unarmed In most cases, these NPC enemies will be non-
abandon their position / weapon and it nullifies hero units and only possess 2D Attributes. Thus, In this instance, Sera, declares a Quickdraw. The
combat. The difficulty escalates in the same enemy in front of her is as straightforward as
any targets hit in that round. ways. The real difference here is that unarmed the personal defense of these basic troops is 6.
So, the heroes will have to beat a base target they come. She opts to use all of her Gunplay to
If a Force Point is used the gunner can burst combatants can be easily maimed by an expert bolster her surprise round initiative. Adding 10
across up to 10 targets, simultaneously! with weaponry. number of 6 to hit most targets. Where the
complexity starts coming into play is when you points to her Perception roll of 3D6. She rolls an
All targets must be within a 30 degree arc of fire. • Successfully parrying a melee weapon while factor in distance, terrain, environmental and 8 + 10 vs the Troopers 11 on 2D6, the quickdraw
This cone of effect “widens” the further out in unarmed requires the Unarmed Combat result cover modifiers. Also, enemies may opt to
range groups are. Add +1 to the affected targets to be 25% greater (rounding up) than that of dodge, to add difficulty to being hit.
per range category beyond short that the gunner the Melee Combatant’s attack result. If it’s
is firing at (+1 Medium, +2 Long = 6 Medium not, then the unarmed combatant suffers ¼ of One of the Most asked questions in the game:
and 7 Long) the weapon’s base damage. Movement happens on your Initiative, you can
traverse up to whatever the maximum movment
Notes: Engaging an individual with a Lightsaber you can in a round. As can your enemies on their
Explosives: Grenades, Charges, or Alchemical Weapon is dangerous! If they initiative. Typically, in combat, players and
Missiles, Warheads, etc. exceed your attack roll one of two things NPCs will move their base movement, if at all.
All of these weapons deliver Area of Effect happens. If you are attacking them and are
Damage (AoE) and are incredibly expensive to unarmed, you will take damage, likely losing an Example of Initiative:
use and field. arm or a leg in the process. If you are attacking Sera, a female trooper, with a Gunplay skill of
Note: Weapons like Thermal Detonators are them with a standard Melee Weapon it’s very 2D and A Dexterity of 3D rounds the corner on a
special case explosives. In the following AoE likely to be cut in half and rendered useless. lone Stormtrooper during a firefight after being
breakdowns most weapons have a damage “fall separated from the group. She’s already got her
Rate of Fire (RoF) blaster pistol drawn, and she’s ready for
off” as the blast rolls out from the point of Some weapons will have a limitation to the
impact. Thermal Detonators erect a energy anything. GM’s could Roll a D6, to determine
amount of times they can fire. The amount of what the facing of the trooper is, for flavor. 1-3
shield out to their maximum range, and the times they can fire is indicated after the
damage delivered within that “bubble” is all Forward, away from Sera; 4-6 directly at her (or
abbreviation “RoF:”. Typically, these weapons even add a side facing as the trooper searches
100%, there is no damage fall off, there is no will be AoE or Burst Fire. However, some local
dodging, only annihilation. buildings).
laws also limit the fire rate of personal sidearms
and rifles. For the example let’s say the trooper is facing
her, and the issue comes down to one of
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phase occurs just prior to normal initiative, the
trooper is helpless to wait for the outcome before
We already know that Sera’s Quickdraw total
was 18, but what if the Trooper had chosen to do
Vehicular Combat orbital craft, few space craft (escape pods), and
heavy emplacements and garrisons.
reacting. the same as her and react? Vehicular combat functions identically to • They receive less damage from Character
Sera’s target number is the Trooper’s base The basic Stormtrooper applies his 2D Gunplay personal combat in almost every respect. Scale Weapons (-40).
personal defense of 6 in this instance and she skill to his Quickdraw result. We already know However, the places it differs in are resilience
and damage delivered. This is where we start to • They Receive less damage form Speeder
must defeat that number with only her base he rolled an 11 + 10 = 21.
delve into the Scale of vehicles vs heroes Scale weapons (-20).
Attribute. She can only fire once, because she Quickdraw actions occur in the same surprise (Speeder vs Character, Walker vs Speeder, etc).
sacrificed her Gunplay dice to go first. • They deliver more damage to Character Scale
round on the highest score, and count down in
Scale differences are covered at length in the (+40).
Her base attribute is 9 (3D) that’s 3 over the increments of 3, meaning that both the NPC and
trooper’s defense for +1 to Damage (Lethality). Hero can act, and whichever one of them drops Starship Tactics section, however, here we will • They deliver more damage to Speeder Scale
first is what ends the quickdraw phase. cover the first two scales that pertain directly to Targets (+20).
Sera’s blaster pistol is delivering 41 points of Vehicles and no so much Starships (though some
The trooper fires first on his initiative of 21, • They deliver moderate AoE Damage (3-4
damage per shot. The Trooper is wearing armor, have been known to exist).
choosing only to fire once, he has to defeat Sera’s meters).
and his E(nergy) rating is 1: an Ablation value of base Personal Defense of 9 (3D) on Attribute
15. We ignore the Durability of Armor for
Character Scale is a classification for • Armor & Shields protect vs Energy and
alone 2D (6), he can’t do it so he adds a anything pertaining to an individual. It is the Physical damage (unlike Character Scale
NPCs. Character Point +3 = 9. In this case, he hits. personal classification for body armor, weapons, Armor)
So, her Quickdraw shot delivers 26 Points of Sera has a Strength of 3D, and a base damage weaker structures like civilian dwellings, and
damage to the Storm Trooper’s Condition some light vehicles and cargo skiffs. • Walker Scale Targets will typically only have
soak of 9 + 2 (wound level): 11 x 5 = 55 - her a single hit location, however, many
Monitor (NPC’s don’t roll STR to resist). combat armor 1D Energy; Ablation: 15, Character Scale is the basis for individual installations use walker grade materials and
The Storm Trooper has a Strength of 2D, that is 6 Durability 25. combat and actions. The following two scales those installations will have multiple hit
+ 1 for stun, +1 for Wound level = 8 x 5 = 40 are a departure from the Character Scale in a locations like a capital ship (a Garrison will
points of total health. The Trooper’s Blaster Rifle delivers 50 (5D) couple key areas.
Damage - 15 Ablation = 35, that remainder hits have at least 4 hit locations). While Imperial
Sera’s Armor Durability of 25 and destroys that Walkers are considered to have a single hit
Wound at 8, Wounded Twice at 16, Incapacitated Speeder Scale is a classification for anything
armor location (for energy). The Remaining 10 location for purposes of overall damage
at 24… She delivers 26 points of damage to the commonly associated with non-personal based
points must be resisted by a Strength Test. resilience, those vehicles are so large that
StormTrooper and he drops in the Quickdraw devices like Cars, Planes, Boats, escape pods, individual areas on the vehicle can be
phase. The trooper is a punk, he’s passes out. light structures and fortifications and some
Sera rolls 6: 10 - 6: 4, Sera adds that to her targeted for a bonus to damage (like the neck
Sera finishes him off stepping on his neck. Tanks.
Condition Monitor, 6 more points of damage and and legs).
• If the trooper resisted he would have to make she will suffer a light stun for 1 round and 7 Speeder Scale objects are more resilient to
a Willpower or Endurance Test that was more points will be a Wound. damage than Character Scale items.
Movement and Vehicles
above 26 in order to remain awake. Movement of vehicles is typically expressed in
-3 : 18 Sera’s shot goes off. • They receive less damage from Character Kilometers per Hour. Weapons, however,
Now, Sera wants to strip the trooper of useful Scale weapons (-20). typically express their ranges in meters. So how
gear. She strips what she can quickly. The She hit’s with Base Attribute 9, vs the defense of do we do that? It’s pretty simple actually, 1
trooper's Utility Belt & Weapons. • They also deliver more damage to Character
6 of the trooper. That’s 3 over for +1 damage Scale targets (+20). Kilometer per hour is approximately .277778
If you want to make the scenario more tense, you (Lethality) meters per second. Rounds in this game are
sinmply allow the Trooper to roll Strength to • They deliver light AoE Damage (1-2 meters). roughly 5 seconds. That’s 1.38889 meters in 5
resist some of the damage. You can add in their Sera’s blaster pistol is delivering 41 points of seconds (or 1.4 rounding up).
• Armor & Shields here protect vs Energy and
armor durability if you want to torture your damage. The Trooper is wearing armor, and his
Physical damage (unlike Character Scale The actual formula to convert Kilometers per
players… I recommend against it in this E(nergy) rating is 1: an Ablation value of 15. We
Armor) hour to meters is to divide the number by 3.6
instance. ignore the Durability of Armor for NPCs.
• Speeder Scale Targets are typically classified (Round up)
A number of game factors can make combat So, her Quickdraw shot delivers 26 Points of
as having only a single hit location (whereas An Imperial Walker has a base speed of 60
more nuanced. If Sera’s trooper adversary was a damage to the Storm Trooper’s Condition
heavier Vehicles and Structures may have Km/H divided by 3.6 is 16.6666666666667, so
Hero he might have possessed the Toughness Monitor (NPC’s don’t roll STR to resist).
many). Some buildings will possess multiple round up = 17 meters x 5 seconds (1 Round) =
Advantage that allows for him to have more The Storm Trooper has a Strength of 2D, that is 6 locations.
resilience, he would have most certainly spent 85 Meters per Round.
+ 1 for stun, +1 for Wound level = 8 x 5 = 40
Character points to offset the damage she points of total health. Walker Scale is a classification for anything This will operate across the board.
delivered to him. He might have even opted to commonly associated with heavy vehicles and
Quickdraw as well, against her, in which case the Wound at 8, Wounded Twice at 16, Incapacitated emplacements. Here you are dealing with Example:
scenario would evolve in cinematic fashion. at 24… She delivers 26 points of damage to the rugged mining equipment, heavy tanks, Imperial A speeder moving at 450 Km/H divided by 3.6 =
StormTrooper and he drops in the Quickdraw Walkers (where it derives it’s name), some 125 meters/second = 625 meters in one Round.
Opposed Quickdraw phase. The trooper is a punk, he’s passes out.
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A Speeder pursuing them at 350 Km/H divided the difficulty to be hit and a +3 to the opponents to crash.
by 3.6 = 98 meters/second = 490 meters in one difficulty of any gunner on the vehicle to hit.. Base Vehicle Defense is derived from the
round. • 4X: For any Vehicle that has a base Mechanical Attribute at one point per pip: a 3D
The Difference: 625 - 490 = The lead Speeder movement of 300 Km/H+ that is moving at Mechanical Attribute carries with it a base
is pulling ahead of the pursuit vehicle by 135 four times it’s speed (1,200+ Km/H) apply a Vehicle Defense of 9 + any other active
meters per round and there was a 20 meter +6 to the difficulty to be hit and a +6 to the maneuvers to dodge which are detailed under the
separation between them to start. Now you have difficulty of any gunner on the vehicle to hit. Vehicle Defense description.
your range (155 meters). Notes: Excessive speed is essentially a Terrain Vehicular combat requires you to do math to
modifier but further Terrain Modifiers can also determine the relative position and range of one
So, yeah, this is pretty technical and I am asking
apply here as well, especially at these speeds. another. So, we recommend you break out some
people to do math... However, any vehicles I pre-
paper, a calculator and a pencil for this. If
generate will have this generated already for you. Anything under 200 Km/H is just too damn slow Vehicle 1 is moving at 400 Km/H and Vehicle turns and obstructions (or in atmosphere you are
Role-players are smart, this game is for smart to really gain a heavy advantage or penalty on two decides to engage from a stand still on their flying in a canyon attempting to throw off pursuit
people. their ability to hit others or defense (unless they action, Vehicle 1 is 400 Km/H further than they and the turns are coming fast and difficult).
Notes: 100 Km/H is supposed to be equivalent are facing stationary opponents or ground based are minus their movement value (if faster the
to 1 Space Unit in Speed. Which means that a infantry). vehicle could easily pull right behind, next to or Terrain Difficulty 15: The area you are flying
Snubfighter moving at a Space of 10 (TIE Cover for Occupants in front of the target). through isn’t meant for speeder traffic, it’s
Fighter) would be capable of traversing 280 Most vehicles will offer a certain rating in the pedestrians only and you’re attempting to cram a
In this instance we will say that Vehicle 2 is
meters/second or 1,040 meters in a Round. amount of cover they provide. This cover has a speeder into a bike or jogging route.
moving carefully and not attempting to draw
That’s actually cool for flying in on a Star number of functions that were not discussed in attention right before it opens fire. So, it is Terrain Difficulty 18: There is no room here,
Destroyer’s bridge because you can actually the personal combat section. moving at 250 Km/H. split second decisions must be made or you will
figure out when you will reach it (almost
• Any weapons fire hitting the vehicle is first end up as a memory.
instantly… on round 2). It gives some more Remember: The actual formula to convert
detail to those that are actually tracking ranges. blocked to a degree (as long as the vehicle Speed is a factor of difficulty
Kilometers per hour to meters is to divide the
And time to traverse an object or starship. provides at least ¼ cover). This normalizes Cautious: ½ base Move and a reduction to
number by 3.6
the damage to the Character Scale occupant piloting difficulty of 3. Here you can employ ½
I will express movement on vehicle Sheets in and reduces the damage they suffer to The factors that add complexity to almost any
both the Km/H values and in meters per round as your level in Sneak to add to the difficulty to be
Character Scale. That is a big deal if your chase sequence come from the terrain itself more spotted when attempting to evade pursuit (GM
the following: MPR (Meters Per Round) speeder is shot by a Walker or a Snubfighter. than from the adversaries. While you might be discretion, this won’t work in an open field with
Maneuverability flying down largely open superhighways, you are no cover).
• If the speeder is destroyed in the above case,
Vehicular maneuverability is expressed as a D more than likely navigating city streets that
however, the individual takes full damage Cruise: 100% Base Move, flat Difficulty
Code in the old material, in the new material it is weren’t meant for close and fast pursuit in order
whatever bleeds over the cover rating or past
expressed as a number added to Vehicle Defense. to throw off that very same pursuit and to evade Flank: 2X Base Move, +3 to base Difficulty
the destruction of the vehicle then adds the
It is 1 point per pip from the original D code of blaster fire. Many authorities will refrain from
scale difference to the damage. All Out: 4X Base Move, +6 to base Difficulty
the vehicle (1D+1 = +4) firing in populated centers.
366 367
roughly 50 (5D) and Cautious movement 30 need to consider legality, black market pricing, Excessive Speed Flank Speed: Piloting difficulty 12 and you can
(3D). etc and then factor these into the end all be all • 2X: Starships moving at double move Double your Base Move. Space: 6 Becomes 12,
pricing for these kinds of endeavors. (Flank) are all +3 harder to hit, while Atmosphere: 850 Km/H becomes 1,900 Km/H.
Terrain Difficulties can exceed 18 as a base
penalizing the pilot during stunt maneuvers
difficulty, but those circumstances would be rare. One Imperial Star Destroyer is not going to be All Out: Piloting Difficulty 15 and you can
adding 3 to the difficulty in those tests.
Anything above base 18 is a highly restricted your bread and butter. You will die. The galaxy quadruple your speed. Space: 6 becomes 24 and
flight / traffic path that will likely carry other had something like 20,000 Imperial Class Star • 4X: Starships moving at 4 times their base Atmosphere: 850 Km/H becomes 3,400 Km/H.
obstacles with it like energy barriers and point destroyers in it at the height of the Empire. You movement (All Out) are +6 harder to hit,
• Every 100 Km/H is essentially a Space Unit.
defense guns in restricted military installations. might survive a couple fights, but you won’t while penalizing the pilot during stunt
Some craft will allow their Km/H rating to
survive a 3 on 1 engagement, let alone a Sector maneuvers adding 6 to those tests.
Players will likely move into Terrain Difficulty function in a Gravity Well’s influence
regions at All Out Speeds temporarily in order Fleet of 12 Imperial Star Destroyers, dozens of Slow Movers (sometimes even out to 120 Units from a
throw off or destroy pursuit. support ships and possibly a Super Class Star • Anything under 200 Km/H or a base Space Gravity Well/Planet) and in this case the
Destroyer. Just some food for though. of 2 (even doubled of quadrupled) is just too example of a craft that traverses 1,300 Km/H
Difficulty To Target Occupants damn slow to really gain a heavy advantage in Atmosphere also has a Space Unit Speed
In vehicle combat it’s easier to target the vehicle Shield Regeneration for Starships or penalties. Any ships moving at Flank or of 13 in a Gravity Well!
than it is to target it’s occupants. Generally • Default Shield Regeneration: 1 point per Pip
All Out with a space of 2 / 200 Km/H incur
Speaking, most of the combat is resolved by of D Code per round. Capital Weapons vs Battlestations/Death Stars
¼ the penalty/bonus from excessive speeds
targeting and destroying/crippling the In order to regenerate lost shields a Free Action There is damage reduction for any Capital Grade
(round down).
opposition’s vehicle. Apply a +3 difficulty to any must be spent (or an Action if the individual is Weapon (Essentially, Destroyer Scale) against
shots aimed directly at the occupants of the not actively angling shields) to divert power • Anything in the range of 300-500 Km/H or a Battlestations and Death Star Scale vessels.
vehicles per tier of movement speed starting at from another system. Shields can be regenerated base Space of 3-5 is, likewise, moving at Furthermore, these damage reductions also apply
Cruise upward: on a point for point basis by stealing damage snail speeds (in starship terms). Any of these to Ultra Heavy Weaponry as well.
output, Fire Control Bonuses, Speed or ships moving at Flank or All Out with a
1. Cautious: No Penalty other than the Cover • Capital vs Battlestation: -60
Maneuverability from a Craft. Space 3-5 / 300-500 Km/H Atmosphere
the vehicle provides. Full cover means that • Capital vs Death Star: -120
speed incur only ½ the penalty/bonus from
the opposition must either destroy the vehicle • Borrowing a bonus from Fire Control,
excessive speeds (round up). • Ultra Heavy Weapons Ignore these
or shoot through it (much higher difficulty). Damage or Maneuverability is point for
2. Cruise: +3 point. Speed / Space Units / Atmospheric Speeds Resistance Modifiers.
There are a couple different types of speeds to Capital Weaponry must “Target Location” or
3. Flank: +6 • Pulling it from Speed is done so at 1 point
keep in mind in ship to ship combat, these will combine fire in order to deliver damage to these
per 10 Km/H sacrificed (only if in
4. All Out: +9 also apply to Capital Ships as well as to structures. Regardless of how many fire Arcs are
Atmosphere). This comes of the base vehicle
Ultimately, your limitations in a pursuit are Snubfighters and Transports. able to converge on a single facing (or arc, like
speed and thus impacts all enhanced
defined by the base speed of your vehicle. So, movement tiers (x2 and x4). Base Speed: It’s what’s listed on your ship stats. how a Star Destroyer can fire it’s Fore, Port and
you should be mindful of this when engaging Starboard guns forward) only ONE Fire Arc can
• Pulling it from Space Units will refresh 10 Your “Space: 6” ; Atmosphere: 850 Km/H
military grade vehicles (which are typically be combined to target a single location.
points per Space Unit diverted. Station Keeping: This is ½ a craft’s base • If a warship’s weapons are “clustered” like a
capable of very high performance).
• Per Character Point Spent instantly refreshes movement or less, often required in the barest Star Destroyer (50 Fore/Port/Starboard) you
15 Points. sense to maintain orbit. It can be applied as a simply divide the total by the amount of fire
Starship Combat method to allow a starship to “sneak” and it is arcs available to determine how many guns
• If a Force Point is Spent Shields are instantly
the base speed for any starship that is running on can be combined; in the case fo the Star
This, essentially, resolves similar to personal refreshed (Fully) and Doubled for 2 rounds.
batteries. Destroyer you divide by 3 (Round Down).
combat with some key differences. Nominal Missiles and Torpedoes • +1 DR to the, base, difficulty (to hit) to target
damage is the basis for damage in Ship to Ship • Transports start out from lift off at this speed
Military Ordinance Firing at Extreme or a single, broad location in order to combine
combat. Anything past “personal” engagements (½ base move)
Impossible ranges is possible in space. Consider fire from a capital ship.
(Snubfighters & Transports) involves deeper these weapons to be dumb fire at this point and • A Transport can only Accelerate to x2 • Base Command Difficulty 3 + 1 Per Battery
commitment. Capital Ship combat will get you they may not arm or detonate appropriately as (Flank) Movement in the round following it’s
involved and thinking about how you can they drift into a target. take off (there are exceptions). Area of Effect Damage (AoE)
actively defend and attack an opponent. It’s Sometimes you will get caught in a blast wave
going to be a rare thing where you’re the Roll a wild die for each group of 5 ordinance Cruise: A vessel’s standard movement rating. from massive weapons like Capital Grade
superior opponent in Capital Ship engagements. units: • Snubfighters start out at this speed rating, Concussion Missiles or even someone detonating
The players will be dealing with whatever they • 1-2 the ordinance detonates with ¼ effect though they are capable of moving at Station Torpedoes or Missiles near you.
can cobble together or pool their finances to Keeping Speeds initially.
• 3-4 the ordinance only detonates with ½ First you have to determine your proximity to the
afford. Sure, someone can take a hit and have
effect • A Snubfighter can move to x4 (All Out) in blast. As a general rule, for Snubfighters and
enough money to purchase an Imperial Star
Destroyer at game start, however, Game Masters • 5-6 Full Effect on detonation the round immediately after lift off. (There Transports you should give your players the
are exceptions) benefit of the doubt and say they are on the edge
368 369
incredibly heavy weapons like the E-Web only it adds +9 to the difficulty for any other
and the Finbat anti Walker Missile system craft to detect you. If you are running silent (on
could very easily damage these ships. batteries), which is very limited, this adds +15 to
Furthermore, in order for a Character Scale
Weapon to actually (other than an E-Web or the base difficulty to spot you. We will assume
Finbat) damage a Snubfighter or Transport base difficulty to detect a Snubfighter or
you would have to target a specific system Transport is 9.
(or shoot for the pilot and punch through the
cockpit glass with multiple shots or one Base detection test on Commscan = 9 for any
amazing one). craft actively searching.
• They Receive less damage from Speeder Difficulty vs a Snubfighter /Transport running
Scale Weapons (-40). Passive = 18
• They receive less damage from Walker Scale Difficulty vs Snubfighter / Transport running on
Weapons (-20). batteries or “Silent” = 24
• They deliver more damage to Character Scale
(+60). Targeting Snubfighters and Transports
This is no different than targeting an individual
• They deliver more damage to Speeder Scale
Targets (+40). in personal combat. You are attempting to land
shots on or above the target’s Vehicle Defense
• They deliver more damage to Walker Scale
of the Blast Wave. Things are fluid in space But it might just give the players enough Targets (+20). rating. All Capital Weapons have a -18 (6D)
combat, especially with Snubfighters. Now, this information to go off of to go out and find it. penalty to hit Snubfighters and -15 (5D) to hit
is a bit different from a Snubfighter scale Missile • Moderate AoE Damage:1-6 meters; 6m blast Transports unless otherwise noted.
Maximum Sensors: 2x Search Rating, -40 to radius in 2m increments: 1-2/3-4/5-6.
or Torpedo that actually hits you. That would be Detection (reduced by base Search Rating).
resolved with it’s full damage potential. • Armored 1D For Snubfighters & Transports Snubfighter Damage vs Capital Ships
Later advancements in technology will even There is damage reduction at play here.
Typically, we’re looking at ground zero being • Increase health multiplier for Transports to 4
allow for bonuses at incredibly long Maximum
Full damage (90 warhead), the middling blast per D & 2 Per Pip • Corvettes Reduce Damage: -60
sensor ranges (Hyperspace Telemetry Sensors).
area being 30 lower and the edge of the blast
being 60 lower. What I mean here is if the • Snubfighter Scale Targets typically only have • Frigates Reduce Damage: -60
Ordinance is 60 to begin with then Ground zero Snubfighter & Transport Scale a single hit location, however, there are
Encounters • Destroyers Reduce Damage: -60
is 60, the middling blast area is 40 and it’s edge exceptions to this rule. Some snubfighters
is 20. These will be tense engagements where a couple may have more than one. • Cruisers Reduce Damage: -60
The example above applies to Capital Ships just mistakes will either cost you your ships or your • Space Transports typically have two or more • Battleships Reduce Damage: -60
as it applies to Snubfighters / Transports, save for lives. These will be the most frequent hit locations. Though simple transports can • Dreadnoughts Reduce Damage : -70
the fact you’re probably eating some of those encounters you will face due to the speed and only have a single hit location as well. The
missiles directly on your shields and hull general rule is to add an additional hit • Super Capital Reduce Damage: -80
availability of these types of ships. They’re
(advanced countermeasures are discussed in the location to a Space Transport per 10 meters • Mega Capital Reduce Damage: -80
relatively inexpensive compared to Capital of craft.
ship tactics section for intercepting and
countering military ordinance). Ships. • Anything Battlestation and UP is immune to
• All Space transports have a maneuverability Snubfighter Scale Weaponry. These can be
Maximum Sensor Range penalty, this may be offset by the enhanced
Snubfighter & Transport Scales nature of the craft (like a Z-10 Seeker’s
attacked by snubfighters, however, core
This is the maximum reach of your sensor suite systems must be targeted (like Hyperdrive
and the detail returned here is minimal and Are classifications for anything commonly Legendary Maneuverability) but as a general
associated with starfighters & space transports. emitters, individual Gun Batteries, the
distorted at best. Think the Wrath of Khan in the rule you are dealing with a flying brick. Base Bridge, a geodesic shield generation tower,
Mutara Nebula Enterprise vs Reliant (Kirk vs Many structures like light space port facilities Maneuverability suffers a -6 penalty to
will also be of Snubfighter and Transport Scales. etc).
Khan). Maximum sensor ranges can easily be piloting tests.
utilized to add tension to any situation where the The key difference between Snubfighter and
Transport Scale is Transports typically have The above reduction is factored against each
players can feel something is lurking out there, in Snubfighter / Transport Detection weapon type, after Fire Linking (linked military
space (or on world) just outside their ability to enhanced resilience.
Typically you have to be actively searching for ordinance is deadly to warships since it, literally
clearly see what it is. Even if someone makes • They receive less damage from Character layers it’s entire damage value unlike cannons).
the roll and detects a ship or object at maximum Snubfighters and Transports to find them due to
Scale Weapons (-60). As a general rule, Armor Ablation further reduces the damage.
sensor range the clarity of the object or ship these two scales cannot be harmed by their small size (unless they are flying in
should not be given away in all circumstances. character scale weaponry. However, formation). If you’re running Passive Sensors
370 371
•
372 373
Starship Defenses and Advanced Speed Defense
Countermeasures Command 0D+
New starship combat concepts are being Perhaps the greatest defense a Capital ship has vs
introduced this book. This section describes how another is it’s ability to continue to move. While
you deal with some of the new challenges you many of these ships are so large that they don’t
will face. In the West End Games editions of turn well or efficiently, the speed at which they
Star Wars we basically just dealt with D codes. can accelerate will add directly to their defense.
In their starship rules you rolled to hit, if you • Per Space Unit a Capital Ship is moving,
beat the target number you did, then you rolled above Space: 8, increase it’s Vehicle Defense
damage. If your damage exceeded a certain by 1.
threshold a ship became ionized, lightly
• Capital Ships (the speeding ship) don’t suffer
damaged, heavily damaged, severely damaged or
targeting penalties for higher speeds.
it was destroyed. I never liked that a single 10D
Gun emplacement on an Imperial II Star • Terrain difficulties still apply for escalating
Destroyer could obliterate a Mon Calamari ship speed categories: +3 for x2 and +6 for x4
or another Imperial II in one shot. Thus I created against piloting tests to avoid hazards.
more granular scale mechanics that we will
discuss in this chapter in detail. We have Tractor Beam Defense
touched on Character, Speeder, Walker Tactics 4D+ & Command 2D+
Snubfighter and Transport Scales to some degree These aren’t just good for towing ships and
already. We will expand this into Capital Scales capturing fighters. They are effective screening
and detail how those larger warship scales devices for dealing with incoming ordinance. A
function. We will talk about anything from tractor beam can grab onto an object and pull it
shooting missiles down to intercepting toward the host ship or it can repulse the object,
Hyperspace Torpedoes before they destroy your moving it away.
ship(s). How does this apply to defense? Well, imagine
Each solution herein requires the commander of incredibly high speed ordinance coming in at
the ship(s) / fleet to be actively using Command your ship moving at incredible speeds. Putting
& Tactics (if Tactics is not possessed Command up a repulse tractor out to 30 Space units is like
will suffice to a lesser degree) and 1 Free Action placing brick wall in it’s path. When the
per “trick” to be expended in order to react to the ordinance hits that wall it will detonate. This is
fluid battle and make these spot commands on the safest way to detonate incoming ordinance.
the fly. This can even happen after you have 1. Your Tractor Beam must be capable of
already acted, as long as you still have Free projecting into the Arc of fire where the
Actions remaining. ordinance is inbound from.
• The Commander’s Tactics Skill Level is how
you can determine what kinds of Tactical 2. The Tractor beam must be the Scale of the
options are available to them. Command is ordinance incoming. Capital Scale Missiles
Pet.
required to issue effective orders as well. require a Capital Scale Tractor Beam to stop.
111;%, Snubfighter scale ordinance requires a
- •
• 1 FA per Tactical Maneuver / Command Snubfighter scale tractor to stop. Sounds a bit
14) These are the topics I am covering here: crazy, but the latter is a very small target as
-& •
• Speed Defense opposed to the Capital Scale fired Ordinance.
• 714
- 0*- • Tractor Beam Defense 3. Tractor Beams set to repulse, automatically
4-4 A
go' • Point Defense stops a certain amount of ordinance that is
• Flack Defense incoming. There is no roll, except that the
Tractor beam in question cannot perform any
• Defensive Maneuvering
other function in the previous round, that round
• Combat Shield Tactics or the flowing one. The gunners must remain
• Electronic Warfare focused on their task. It takes preparation to
• Interdiction Micro Jump deploy Tractor Defense.
• Micro Jump Evasion 4. Every 10 points of “Damage” of the Tractor
Beam will stop up to 1 piece of incoming
375
ordinance. Thus a: 40 Damage Tractor Beam set ALL incoming ordinance that strikes that Arc/ always roll the actual skill of your gunners, a singular Hyperspace Torpedo to be targeted and
to Repulse will destroy 4 incoming Missiles, Location hits the debris and is destroyed, along individually, but we recommend against that on destroyed, with 75% accuracy using a full round
Torpedoes, Rockets, etc. with the Debris. large ships. combat action of all a Capital Ship’s weapons on
• You can effectively defend one arc of your • We will reflect this as a Starship Value called: a specific Fire Arc devoted to firing at the
5. You can use this to target and reduce the
ship from all incoming ordinance in that Snubfighter Point Defense (SPD): 27%. Torpedo.
impact of Hyperspace Torpedoes. This is not
automatic. The tractor beam can perform no combat round completely even if the debris is Total the percentages and round down: Ex = • 1 Torpedo per Fire Arc can be destroyed.
additional action until the threat has passed or depleted in the first couple missiles, due to 20 guns as above with a 27% chance to hit = • If more than one Torpedo is targeted per
your ship is struck by the Torpedo. the intercepted ordinance detonating and 540% = 5 units of Ordinance shot down per round, the accuracy of interception drops by
taking out the rest of the incoming ordinance combat round. 10% for all attempts per additional Torpedo
Difficulty: As long as you are aware of the with their explosions. • We are not worrying about fire arcs here, we (4 Torpedos, 1 per Fire Arc = -30%).
impending attack vector, yuou can being up
Ex: you have a 40 Damage Tractor beam on are assuming your competent officers are Advanced Hyperspace Telemetry Sensors
Tractor defense and it will cut the damage
your Frigate, you can scoop up 1D+1 (4 Pips) of properly rolling your ship in combat to allow a Warship's weaponry to shoot down
deliverd in half.
Corvette Scale Debris for one Arc/Location of present the most point defense guns to defend multiple Hyperspace Torpedoes, per fire arc with
Limitation(s): your ship. your ship. Thus we factor in ALL FIRE 75% accuracy. Or a single Torpedo per fire Arc
• Tractor Defense is only effective at the Difficulty: Stricken Ship (25): Whatever ARCs. with a 90% Chance of Success.
Maximum range of a Tractor Beam. This is remains of the stricken ship (all it’s remaining • This ties up your point defense for that
where the “cone” of the Tractor Beam • 2 Torpedoes per Fire Arc can be destroyed.
locations) is added together into one total, that is round, they can perform no other action(s).
projects it’s widest surface to repulse now your total “free” soak for that Arc/Location • A loss of interception quality is only seen if
ordinance. Capital Grade Weaponry: the number of torpedos to be intercepted
of your ship. Any attacks hitting that fire Arc/
• Tractor Beams can be used to grab and hold Can only throw up a wall of fire against Capital exceeds three. Starting at 4 Torpedoes, all
Location hit the stricken ship first. It remains
individual units of ordinance under this grade military ordinance. Each Capital Weapon success chances are reduced by 10%.
until all it’s hull points are depleted. If it’s hull
range at one unit per tractor beam. joined in this effort adds a 1% chance of
points are completely depleted in one wave of interception + 1 per 3 points of Fire control and Flack Defense
• Savvy attackers (Tactics Difficulty 27) will Missiles, Torpedoes, Rockets or Bombs, the +1 per D of skill. Thus, an Imperial I with +12 Command 2D+
layer missiles in waves to defeat tractor stricken ship explodes taking the rest of the Fire Control to it’s guns gains a +4 to the chance This is typically feasible on Archaic starships
defense. Multiple missiles can hit in the hostile ordinance with it that round (effectively to intercept, add to that an average crew skill of that still use shells and Air/Space Burst
same round, with initial barrage waves the same as Space Debris Rules). 3D = 4 + 3 + the base 1 = 8% per gun. Munitions. However, employing your own
hitting within seconds of each other. • We will reflect this as a Starship Value called: guided ordinance to achieve this works just as
Point Defense
Meat Shield Defense Command 1D+ Capital Point Defense (or CPD) well if not better. This can only be emulated
Tactics 5D+ & Command 2D+ This is throwing fire at the incoming ordinance, • One piece of ordinance is ONLY intercepted with Concussion Missiles and Torpedoes
This is still a function of Tractor Beam Defense. Capital Ship weapons are ineffective for this. after 100% is reached (the overage is (because you can detonate them at any range, for
It can be used to block incoming ordinance of You really need a ship equipped with Snubfighter removed). It takes 13 Capital Weapons in the 1 Free Action).
any kind (including cannons). This is a Scale guns. Your gunners must hit the incoming above scenario to reach 104%, that is one Requirements: Expend 5 Units of your own
circumstantial tactic. Essentially, what you’re ordinance, with a direct cannon shot, in order to piece of ordinance shot down. ordinance, those launchers must not have fired in
doing here is picking up space debris or another detonate them. • For the purposes of ease of of calculation we that round (if you have already taken your round)
stricken and/or crippled ship and putting it in line include all Fire ARCs (can be combined if = the D Code of the ordinance is what is blocked.
with the incoming fire. You might do this Targeting Conventional Munitions:
you go full defensive). Ex: You fire 5 Proton Torpedoes, the have a
because you lost your shields on that Arc/ This used to be a complex equation where each,
• This ties up your capital weaponry for that Damage of 90, 9 incoming missiles are
Location of your ship or you’re just tossing a individual, munition needed to be rolled against
round, they can perform no other action(s). destroyed. (You can increase the amount of
wall of junk in the path of the missiles. It’s to be targeted. This is too damn difficult in
• You can also include Ion Cannons in this expended ordinance if you have enough
circumstantial because you need to have a Capital Ship or Fleet combat. Something more
determination, the weapons will fry the launchers for better coverage).
“dead” ship or space debris to do it. simplistic needed to be developed.
electronics on incoming ordinance • We don’t worry about fire ARCs (Locs) here,
This requires your Tractor beam to remain Snubfighter Grade Point Defense Guns: completely, thus having the same effect as for ease of calculation.
locked on the Debris or ship you are using as a The odds of accurately intercepting incoming other capital weapons (other than the fact that
Meat Shield. It can perform no other actions. ordinance is 6% (reflection of NPC Attribute; the warheads and delivery units will be Defensive Maneuvering
Difficulty: Space Debris (20): Per 10 points of heroic gunners can change this percentage by 1% salvageable). Defensive Roll
“damage” your Tractor beam delivers = 1 pip of per Pip their Mechanical Attribute is above 2D)
Targeting Hyperspace Torpedoes: Tactics 0D+ & Command 0D+
space debris hull value (not armor) at one Scale + the Fire Control & Crew Skill of the gunner.
Impossible unless you possess Hyperspace Piloting Difficulty 6 + Terrain Difficulties (if
value lower than you are. If you’re already Thus a 4D Gunner with +9 Fire Control has a 6%
Telemetry Sensors, get lucky on a sensors test any) = You roll your ship, presenting a fresh Arc/
Corvette Scale then you gather Corvette grade base + 12 (3 pips per D) + 9 for the Fire control
are are warned by another monitoring station or Location for your opponent to fire at. This can
space debris. Any attacks hitting that fire Arc/ = 27% chance of hitting incoming military
have a Jedi on Board. be performed while they are shelling your ship,
Location hit the space debris first. It remains ordinance per gun emplacement.
as their rounds are landing on your hull.
until all it’s hull points are depleted. However, Note: The above is fast Resolution, you can Basic Hyperspace Telemetry Sensors allow for
376 377
• Draining these systems removes their rating Tactics 6D+
and ability to be used for the current round This is the most difficult of the shield tactics.
and the following round (1+1: 2 Rounds) as You are attempting to find the “seams” in the
they must rebuild power to operate. shields of a fully shielded ship so that you can
either fire through the shields or fly through
Backup Shields (Special)
them.
No Skill Necessary, just issue the order
Difficulty: 60 (or you die slamming into the
For those ships that possess these emergency
shield if in a fighter).
generators and batteries, the difficulties for
Effect: It allows one weapon system or
activation are listed on each ship that has them.
Snubfighter to pass between the seams in the
However, for each D you possess of backup
shields of a Capital Ship. Can only be effectively
shields you have additional soak value that you
performed once per combat, per ship.
can apply to your damaged shields.
Jedi Senses:
If they are activated in the same round that the
1. If you are/have a Traditional Jedi, you may
shield points are lost the cost is increased by
add your Sense Dice to your test. If you
+1FA. If not, this will automatically be applied
possess a reduction granted from
the next round if you request it. Advantages, Focused or Balanced Jedi paths,
Shield Rotation you may apply it.
Tactics 2D+ & Command 2D+ 2. If you are/have a Quixotic Jedi, you may add
If your shields are pierced or destroyed on one your Sense Level to your roll and your -3 DR
Shield Another Ship Difficulty: Base 12 (for Pilot) Arc\Location of your ship you can order another bonus applies to detect shield gaps.
Command 1D+ • Effect: All attacks miss your ship in that shield operator to direct their shield to that 3. If you are/have a Limited Force User you can
Piloting Difficulty 9 + Terrain Difficulties; The round. damaged or destroyed Arc\Location. apply any Levels they have in Sense to
ship you want to shield must be within your • Can only be performed once per combat Effect: Pulls shields off another Arc\Location enhance their test.
standard Space Unit movement (or the speed without issue, each additional time this is and places them in the blown Arc\Location.
your are moving at) in order to protect them. preformed in combat strip 1 pip of the ship’s Electronic Warfare
hull code away due to hull stress (until Double Shields
• Must be maintained (1 FA dedicated) as long Maximum Sensors
repaired in a dry dock). Tactics 3D+ & Command 3D+
as it is employed. Nothing Special required, just issue the order
This is incredibly difficult to perform and it
Narrow Profile places an additional strain on your shield 2x Search Rating, -24 to Detection (reduced by
Combat Shield Tactics base Search Rating).
Tactics 2D+ & Command 1D+ Transfer Power generators, as well as, your reactor. You are
You present your opponent with a target with the Command 0D+ literally, doubling your shield durability. 1. Focus Sensor Bonus can apply at ¼ its value
smallest surface area to land shots upon (must Transfer Power is not really a combat trick, nor • Can be performed once, per fire arc, per rounding down, only if you are targeting one
make sense, GM Discretion). Effect: +12 is it exclusive to Combat shields. For simplicity combat. ship (never allowing for a positive bonus, best is
penalty to the to hit rolls of the opposing ship for we will only cover it here as it is most relevant. • Difficulty for Shield Operator is 24 a 0).
1 round. Any loss to shielding can be regenerated directly • After combat is finished the generator(s) are 2. The Penalty to sensors (if any) also applies to
• Must be maintained (1 FA dedicated) as long by transferring a system or number of systems considered to be “blown” and will not Fire Control for all weapons targeting at that
as it is employed. into the shield generators of your craft. You can regenerate shields until they have been range. However, the reverse (positive dice) do
Run Like Hell pull an equivalent amount of damage off a repaired (their will provide base mitigation not add to the Fire Control of a weapon, the best
weapons system, it’s Fire Control Bonus, from only). Repair time is calculated by the you can hope for sensor resolution at Maximum
Command 3D+
Auxiliary Power (Starship Expansion), etc. We highest repair skill totaled and applied to Sensor Range is +0.
Your ship goes from Cruising Speed (base move)
to Ludicrous Speed (5x base move) instantly for will cover the simplest methods here. the shield total per hour. Thus if your ship’s 3. All capital weaponry can fire up to +50% of
1 round, dropping to All Out (4x base move) the Ex: You just lost 600 points of shields from engineer has a Engineering 2D + Starship their Maximum range, at 0 Fire Control. In
following round. heavy fire, you have a number of Ion Cannons Repair 4D = 6 (Engineering) + 12 (Starship addition to the sensor penalty (if the weapons
you didn’t fire this round, so you pull their Repair) + 6 for Attribute (2D) = 24 per Hour exceed sensor range).
Roll the Hard Six damage output (10 Guns at 30 Damage = 300) that the generator is worked on. That total is
Tactics 2D+ & Command 2D+ Firing at Extreme Range
and their fire control (10 Guns at +15 = 150) and all the generator can absorb until it is fully Command 0D+
Your ship executes a 180 degree turn, reversing dump it into your damaged shield arcs. replenished.
direction and immediately moves at your current This is up to 125% of the Long Range of a
• This can only be performed once per round. weapon type, and adds to the difficulty to hit +12
movement speed in the opposite direction you • You must possess Capital Grade Systems Thus, if your ship’s generator output was 300,
were moving in. (Scale factors into difficulty and reduce damage by 25%. Extreme Range
that you can drain, in order to rebuild your the time in hours to repair it is = 300 / 24 = 12.5 shots can only occur with Energy or Ballistic
here, it gets harder to do the bigger your ship is: shields instantly; The following are Hours of Repairs.
Any scale above Corvette is +3 Difficulty per Weapons, missiles and torpedoes will run out of
applicable: Sensors, Weapons &/or Fire fuel at their listed ranges.
Scale) Control. Shield Interleaving Detection
378 379
Requires a Sensor Operator w/ 2D Skill. systems that suddenly believe their ordinance
Your sensor operator uses low level sensors for is in a planetary atmosphere instead of space
the jamming sequence. and other oddities).
• Add 1 point to vehicle defense per level of Interdiction Micro Jump
the Sensor Operator + any (full) bonus Tactics 6D+ & Command 4D+
gleaned from Passive Sensors. This is a neat trick. Essentially, you are
• Benefit to Snubfighters is only the Passive manipulating a gravity well to perform “stunts”
Sensor Bonus (if any). with your ships that you could not have
Active Countermeasures otherwise performed.
Tactics 0D+ & Command 0D+ Requirements: You must possess or be actively
Requires a Sensor Operator with 2D Skill. using a ship with Gravity Well Generators. Your
Can be utilized against anything internally fleet must have entered Hyperspace with their
guidance based. Active Countermeasures Backup Hyperdrives. In reality, your ships are
actively disrupts guidance systems (anything non entering “hyperspace” at a fraction of the speed
guidance related is unaffected like rockets, rail of light, and a fraction of your backup hyperdrive
guns, slugthrower cannons, etc). units full speeds. This allows your ships to hang
• 1 unit of guided munitions will miss the craft in hyperspace near your fleet action.
with no chance of re-acquisition or proximity
You use this for the following function(s):
detonation per 25 full points dedicated from
Firing at Impossible Range Sensor Spoof: (False Ship Image) (Sensors) the ships Scan rating.
Command 1D+ Tactics 2D+ & Command 1D+ Pierce A Gravity Well: You use the Interdictor
This is up to 150% of the Long Range of a Difficulty requires a Sensor Operator of Level • Every 25 Units dedicated requires 1 Free vessel to allow you to shield a ship(s) in your
weapon type, and adds to the difficulty to hit +18 4D+ for a sensor spoof of a ship your size + 1 Action (or Action) to maintain. fleet from the effects of a gravity well. Thus
and reduce damage by 50%. Extreme Range level in skill per Scale upward in size (per scale • Does not work against Hyperspace being able to drop a ship(s) directly into high
shots can only occur with Energy or Ballistic reduction add 10 to the distance it can be Torpedoes. orbit of a planetary body (but not through
Weapons, missiles and torpedoes will run out of projected) +/- 1 level per 10 space units the • Rarely functions against Snubfighter grade Shields).
fuel at their listed ranges. spoofed ship is from you (base is 10 units away). ordinance when directed from Snubfighter Difficulty: 50 minus any bonuses you might
Sensor Ghost(s) Your maximum range for this deception is your Scale or Transport Scale vessels. In order for have for advanced navigators on your ship. If
Tactics 3D+ & Command 1D+ ship’s Search range. this to apply, the craft must be sufficiently there is a Traditional Jedi, Somatic or Quixotic
Sensors can be also used to project sensor • This differs from Confuse Guidance in that technologically advanced. No civilian Jedi on the ship aiding with their ability in
“ghosts” to confuse missile guidance and enemy the Sensor Spoof will actually appear to be a models or standard snubfighters will have Enhanced Navigation/Astrogation cut the base
ships at range as well as operate as Counter force multiplier for your ship. You can anything powerful enough to effectively jam difficulty in half for the navigator. Limited Force
Measures & The ability to spoof sensor readings possibly use this to bluff your way out of a munitions UNLESS they specifically have Users just don’t have enough of a connection to
to either project false signatures with your sensor situation or any number of other options. been designed to do so. There is a reason the Force to pull this off, unless they are the
/ communications suite or to even mask your why most fleets deploy capital picket class navigators and making the roll themselves.
Comm Spoof: (False Starship Chatter) vessels.
own ship with static, background noise from Command 0D+ Hyperspace Telemetry Sensors also reduce the
stars, etc. Difficulty requires a Communications Officer of • Capital Grade Picket Ships can use Active base difficulty by 10 if they exist on the ship
Naturally, anyone in visual range can tell that Level 4D+ to spoof a ship of your size (increase Countermeasures against Snubfighter Grade controlling the Jump(s).
you don’t have extra ships around (unless you the distance from you by 10 units per scale Ordinance. Though this class of ship is
are creative) limited in size to no greater than a Frigate. Effect: Per Gravity Well Generator, you can pull
reduction) +3 to difficulty per scale above your in one Capital Ship, Scale does not matter in this
Confuse Guidance ship class + 1 per 10 space units the chatter is Ships of larger classifications simply lack the
“refinement” to actually effect the tiny instance.
Tactics 1D+ & Command 0D+ from you (base 10 Units). Increase realism of
In order to draw guided ordinance away from the chatter for every Full D that the Comm ordinance on a direct basis. In this case these Tactical Combat Placement
your ship your sensor operator must create an operator has in Con (GM Discretion). Your craft can effectively lend up to 4 picket Tactics 3D+ & Command 3D+
sensor replica of your ship. Then move it out maximum range for this is your ship’s Search vessels of defense to a larger capital ship You use the Interdictor to pull reinforcements
and away from you, this will draw away a range. (though they must forgo that defense for directly into combat, with pinpoint precision, at
number of guided ordinance (Missiles and themselves). 1 FA per Screening ship any engagement range with opponents, facing
• Comm Spoof is more of a Role-playing actively commanded to shield a larger ship)
Torpedoes): For every 3 points of Focus you element that can be incredibly useful in many any direction or fire Arc/Location of your
have one piece of military ordinance is effected circumstances to feed false information to an • Some ships will be larger (though this is rare) enemies’ ships. This can utterly surprise or
(does not work on Hyperspace Torpedoes). and have specialized hardware to defeat defeat an opponent in short order. Grand
eavesdropper.
incoming ordinance (like Gravity Well Admiral Thrawn was notorious for using this
Difficulty: 1 Action at Sensors Passive Countermeasures generators which introduce the presence of a tactic.
Examples of of specific use cases: Tactics 0D+ & Command 0D+ false planetary body and it confuses guidance
380 381
• Your XO can perform this while you focus If you use this to flee an engagement, and your fighters... I would argue that the Z-95 has a 6D • They have a 3 point targeting penalty per
on other tasks after you initiate the opponent doesn’t have Hyperspace Telemetry (60) Gun Array on it, 1D per barrel. The fact scale for anything smaller than a Cruiser
Interdiction Micro Jump. Thus the reduced Sensors, they will not be able to locate you with that it required ammunition (Tibanna Gas) being (escalating per scale downward).
Skill required. anything short of the Force (D6 Hours modified the main factor why people refit the weapons • They cost 10 times their listed D Code
by proximity and relationship) or an Interdictor with laser cannons. Use your own judgment, not (include fire control and battery / fire linking
Difficulty: 30 minus any bonuses you might
Class ship (6-12 Hours), which can attempt to all the classic stats on Star Wars ships make in the calculation as well).
have for advanced navigators on your ship. If
map your jump and emergence points in space. sense!
there is a Traditional Jedi, Somatic or Quixotic • Range is 150% of a comparable weapon type
Jedi on the ship aiding with their ability in Auto Blaster / Pulse Laser it’s based off of (like a Turbolaser).
Enhanced Astrogation cut the base difficulty in Capital Weapon Rate of Fire Capable of Burst fire, follows burst fire rules and
All Capital Weapon types can only fire once per • They can fire out Maximum Sensor range
half for the navigator. Limited Force Users just linkage rules.
round (each unit). Some Archaic types and Ultra with ½ the penalties.
don’t have enough of a connection to the force to
Heavy Weapons have lower fire rates. Burst Fire Cost: Per barrel linked after the first add +1 to • Can be Missiles, Rockets & Torpedoes in
pull this off, unless they are the navigators and
weapons, however, can fire multiple bursts. the cost. Burst fire Weapons add +3 to the Cost addition to cannons.
making the roll themselves. per barrel.
Hyperspace Telemetry Sensors also reduce the The Effects of Fire Linking Mounting Ultra Heavy Guns
Linking Multiple Units of Explosive There are limitations to how these weapons can
base difficulty by 10 if they exist on the ship This is essentially the cheapest way to tie Ordinance Together: This process adds 1D (10 be mounted. As Planetary Defenses, almost any
controlling the Jump(s). multiple weapons together. It is most commonly Points) of Damage to each Unit of Ordinance. configuration can be used assuming there is
Effect: Per D Code in a gravity Well Generator, found on ships that use point defense weapons You double the effective output as well. Thus
and all ships and vehicles Transport Scale and sufficient power to operate them. Corvette Scale
you can pull in one Capital Ship, Scale does not two 9D (90) Torpedoes linked together deliver is an absolute minimum for this class of
matter in this instance (5D generator = 5 ships). under. Fire Linking is also Applied to all 100 (10D) each for a total output of 200 Points
Batteries on Capital Ships that use more than one weaponry on a starship.
of Damage (Ablation still reduces damage from
Micro Jump Evasion Barrel. It’s simply classified as a more expensive each unit of ordinance respectively). -Corvette Scale is limited to 2
Nothing special required, give the order or version that allows the coordination of multiple -Frigate Scale is limited to 3
execute it yourself (snubfighter) weapons emplacements in that instance. Fire Types of Weaponry -Destroyer Scale is limited to 4
This is a full evasive action, taking you Linking rules determine the base damage of a Not a lot of Capital ships will mix weapons types -Cruiser Scale is limited to 6
completely out of an engagement immediately. weapon classification and help to establish the (snubfighter weapons and capital weaponry), -Battleship Scale is limited to 8
This is essentially a blind hyperspace jump for a Fire Control afforded by those weapons. however, the sheer insanity of not having Capital -Dreadnought Scale is limited to 10
couple light seconds in a random direction. It’s Ships with Point Defense guns is maddening. I -Super Capital Scale is limited to 12
An unlimited number of barrels can be combined
somewhat dangerous, but not as dangerous as together. Just follow the trends below: -Mega Capital Scale is limited to 14
making a blind hyperspace jump for a prolonged -BattleStation Scale is limited to 18
period of time. Double laser / Blaster / Turbolaser Cannons: -Death Star Scale is limited to 36
Adds 1D (10 Points), +1 to Fire Control (anything 30KM and smaller; 4 locations)
Difficulty: 40 Navigation test, minus any -Death Star+ 36 per location
difficulty reductions you might have. You enter Triple laser / Blaster / Turbolaser cannons: +/- 0-2 weapons at GM discretion.
Hyperspace if successful and drop out almost
immediately. Cut the base difficulty in half if the Adds 2D (20 Points), +2 to Fire Control Static Damage Weapons
navigator is a Jedi that possesses Instinctive Quad Laser / Blaster / Turbolaser cannons: This is a throwback to the enhanced weaponry
Astrogation. that we developed for 3rd Edition. Essentially, all
Adds 3D (30 Points), +3 to Fire Control weapons now deliver “Static Damage”. Thus we
Effect: Completely destroys the guidance of any re-worked this to have an enhanced meaning in
Hyperspace Torpedoes currently targeting you. Five Barrels Linked
have added point defense guns to some ships and the game system. Static Weapons Deliver 50%
You are lost, however, and it will take 1D6 hours Adds 4D (40 Points), +4 to Fire Control more damage per D (Round up to the nearest
for your systems to re calibrate your location to not to others. Up to you, you can start a game
Six Barrels Linked simple and build it over time to get to the point D Code before calculating) and ignore half of
jump again. If you have Hyperspace Telemetry the Scale adjustment.
Sensors shave off 2 hours of the re calibration Adds 5D (50 Points), +5 to Fire Control of a complex engagement where you require
with a minimum of 1. screening vessels or you start integrating point • A classic 5D weapon delivers 50 points of
Linking two multi barrel weapons defenses on your Capital Ships. damage in this edition, thus Static weapon
If a Jedi performed the jump, they can jump This is important when looking at those rare delivers 50 x 1.5 = 75 points of damage.
away immediately if they make a Heroic (40) + units like the “Two Triple Blasters” that a Z-95 Ultra Heavy Weapons • They ignore ½ of the Scale Adjustment:
Standard Jump Difficulty: Instinctive has. I have never been fond of it’s 3D Damage Are super heavy guns that require massive power Thus a 3 Scale Adjustment of -60 is only -30.
Astrogation test (they can take their time too). Code (that couldn’t damage anything in the and actual ammunition costs to fire (Some
setting it was in). Each array was technically a require ammo). • They cost twice their D Code in Credits and
In this time, if an opponent has Hyperspace Starship Build Costs.
Telemetry sensors it will take them 1D6+1 Hours 2D Gun with linking rules it was a 3D Gun. It • They deliver 100 (1D) + Base Points of
to locate you. This is very risky, completely doesn’t even make sense. Someone just assigned Damage per cannon (33 per Pip). Death Star Scale Weapons
random and it just buys you some time. an arbitrary number to make them seem like old Are the end all and be all of all weaponry.
• Add Fire Linking, Batteries & Burst Fire
382 383
Designed with a sole purpose in mind, mass Armor = 1 per Pip, Durability x6 still ablates damage at it’s full value. are very precise and land nearly instantaneously.
destruction on a planetary Scale. Death Star Battlestation = 750 Per D, 250 per pip Missiles and Torpedoes take time to traverse to
• All Capital Ships retain 50% of damage
Scale Weapons can split the crust of a planet in the target and small shifts in the craft’s facing or
Armor = 1 per Pip, Durability x10 ablation even after their Armor is depleted.
half or even obliterate entire worlds. movement will make Military ordinance nearly
Death Star = 1,500 Per D, 500 per pip Base Armor Assumptions: impossible to layer damage.
• They deliver 1,500 Points of Damage per D Character: 0D
of their rating (there are no pips possible Armor = 1 per Pip, Durability x10 • Military Ordinance at any scale other than
Speeder: 1D
here: ex 5D+2. Just 5D or 6D). Walker: 2D Capital can reliably land layered damage on a
• They respect Ablative Armor Values Hull Points Snubfighter: 1D target: Only if fired at Point Blank Range
The Hull Point values presented on the scale 0-2 Space Units.
• Scale is ignored completely. chart can be modified to fit individual preference. Transport: 1D
• They can effectively target down to the Essentially, the values are close to the old ones Corvette: 2D
Cruiser level before incurring penalties to hit. Frigate: 2D Ion Shielding (Armor)
from 3rd edition (some earlier scales are much This is an armor addon that protects against
Per scale below Cruiser increase the better than later ones). Destroyer: 3D
Cruiser: 4D Ionization. It offers no Durability. The only
difficulty to target by 6 (they can target funcion of this shielding Ablation. It ablates
Snubfighters at a 30 point penalty). • Create a Condition Monitor for Damage Battleship: 4D
Tracking in the same fashion you create Dreadnought: 4D Ionization, DEMP and EMP effects just like
• Can Fire to (and beyond) Maximum Sensor standard armor does and can only be applied in
Range. wound levels for Character Scale: Hull Super Capital: 5D
Rating +2 x 5 = Death rating. However, Mega Capital: 5D small amounts.
• Some Death Star Scale Weapons can fire separate the damage bands out so you know
across entire Sectors! (Hyperspace Battlestation: 6D • Maximum Ion shielding Transport down is
where a section is Light/Moderate/Heavy/ Death Star: 6D 2D.
Torpedoes, Galaxy Gun) Severe/Destroyed.
Ablation Penetration: • Maximum Ion Shielding Corvette Up is 3D.
Scale Values • Some ships of the same class may be larger It may seem nearly impossible to pierce some
than others and you can reflect that by levels of armor. Individual attacks that don’t Some vessels like the Alsakan Battle Cruiser atre
Character = 1 Point per Pip increasing the Hull Points per D awarded. completely impervious to EMP (and Ion
deliver enough damage will be completely
Armor = 1 per Pip • Ships like a Carrack Cruiser with it’s Double deflected or absorbed. In order to defeat the Weapons) by design.
Speeder = 2 Points per D, 1 per Pip hull, can be enhanced easily by adding 50- Armor’s ability to shed damage you must layer • The Ablation Here cannot be superceeded. It
Armor = 1 per Pip 100% additional Hull Points per D. your attacks. is flat damage reduction.
• Multiple attacks aimed at the same spot on
Walker = 2 Points per D, 1 per Pip Armor your target will layer damage (damage • Can never be more than 3D (45 reduction)
Armor = 1 per Pip, Durability x2 Directly reduces damage per attack that lands on stacks).
Snubfighter = 2 Points per D, 1 per Pip the armored target. In fast resolution situations Shields
you may waive the need to track Armor • Capital Ships, while firing AoE weaponry,
still need to combine batteries together to Are determined in the same fashion Hull Points
Armor = 1 per Pip Durability for sake of faster encounters. are (x5 for the condition monitor, including
penetrate heavy armor. This will not be an
Transport = 4 Points per D, 2 per Pip Armor Features: issue against most ships. However, there will wound levels). The total shielding points must
Armor = 1 per Pip Armor Ablation: This is the value that directly be some that will be armored to the gills. then be allocated to specific arcs for protection.
reduces damage. It is calculated at 1 point per If multiple shield generators are present, the full
Corvette = 21 per D, 7 per pip • Combining Batteries on Starships must be value of the shielding can be applied for each
Pip x 5. The end result is how much damage is
Armor = 1 per Pip, Durability x2 subtracted from every hit. called out by the commander of gunnery generator assigned to a specific arc of fire.
Frigate = 27 per D, 9 per pip teams (Captain, XO or Sub Commander if Standard Shields do not ablate damage. Only
• You do not add in the Stun or Wound present). This requires a Free Action per pair Hard Shields do.
Armor = 1 per Pip, Durability x3 Calculations here. of batteries that are so combined. No more • Durability modifiers directly apply to shield
Destroyer = 36 Per D, 12 per pip than two batteries can be combined, but two
• Any attack that does not pierce the Ablation ratings.
Armor = 1 per Pip, Durability x4 pairs of batteries can be layered on a single
does not decrease the Armor’s Durability. It spot assuming there are enough guns on that • Capital Ships almost always have one,
Cruiser = 45 per D, 15 per Pip is deflected or absorbed completely. fire arc to allow it (it can cost the commander dedicated, Shield Generator per Fire Arc.
Armor = 1 per Pip, Durability x5 Armor Durability: This is the value that full actions to do this). • Standard Shields are found on almost every
Battleship = 60 Per D, 20 per pip indicates how much damage your armor can take Per 2 Gun Batteries Combined = 1 Free Action production craft, including Capital Ships.
before being destroyed. This follows a • Capital Shields will inherently regenerate
Armor = 1 per Pip, Durability x5 conventional condition monitor. 1 point per pip Combining 4 Gun Batteries, in groups of 2, to
layer damage = 1 Free action (Total of 3 Free their Ablation rating at the top of each
Dreadnought = 80 per D, 27 per pip +2 (for wound level) x 5. All Capital scales will combat round.
Armor = 1 per Pip, Durability x8 have armor that can take additional abuse by actions or 1 Full Action to accomplish the
default. command). • Shield Recovery Page 366
Super Capital = 120 Per D, 40 per pip
• Per hit the Durability takes the amount of Notes: Military Ordinance at the Capital Level • Hard Shields are generally an, after market,
Armor = 1 per Pip, Durability x6 has native Armor Penetration and cannot be Custom Installation for High Profile Targets
damage that is ablated by the armor.
Mega Capital = 240 per D, 80 per pip layered (but can be fire linked). Lasers, and Elite Members of Society. However,
• In the round that the Armor is destroyed, it Turbolasers and Close Quarters Combat weapons there are a few ships that are equipped with
384 385
them as a standard feature. The technology vs the damage unless ion shielding is penalty converts to a Space Speed of -1. 1 Notes on Express Recovery:
was first introduced on the Alderaanian War possessed). Round Effect Crews can accelerate the ships recovery process
Frigate, at least a century prior to the Clone Moderate Ionization -6 to an entire system on by attempting to ground the electrical storm into
There are some advantages to Ion Weapons:
Wars. that arc or - 3 to two systems. 2 Round Effect another ship or object inside their ship (like a
• Ion Weapons ignore Shields and Shield Snubfighter in the hangar) this will deliver
• Hard Shields cost Twelve Times (5x) Heavy Ionization -9 to an entire system or any
Ablation. equivalent lethal damage to the ship or structure
Standard Starship Calculations by scale. combination of systems on that fire arc. 2 Round
They afford Damage Ablation like Armor • Ion Weapons Ignore Armor and Armor (an enterprising engineer may design a special
Effect
does. The Ablation Values are derived in the Ablation. chamber for such an event).
same fashion as armor is (1 point per pip x5) Severe Ionization an entire system shuts down
• Only Ion Shielded Targets receive any sort of • Remove ionization damage and apply it
while the durability remains the same as the on that location of the ship. This can be all the
defense vs these weapons. directly to the object that the Ship’s Engineer
Ship’s scale rating. weapons in that location, the shields, the life
• Ion Weapons deliver damage directly to the support... Etc. Maneuverability can also suffer is shunting it to. Capital Damage translated
• Any attack that does not pierce the Hard Hull Points of a ship. The damage isn’t and in this case it will reduce Vehicle Defense by to Snubfighter Scale adds a +30 to the
Shield’s Ablation does not decrease the permanent unless an excessive amount of 4. An additional -12 penalty will also apply to damage.
Shield’s Durability. It is deflected or ionization is employed. another system or be spread across multiple • This can cause starships with fuel and
absorbed completely. systems in groups of 3 points. 3 Round Effect ordinance to explode on the flight deck, thus
Ionization Penalties: it’s recommended to remove a ship’s
Condition Monitors Kill Result: The entire section (everything in it)
1. -3 Per Tier of Ionization to penalties for an is shut down and becomes inert for 6 rounds. ordinance and fuel before the transfer.
Scales are managed by Condition Monitors that entire system on that location. Any location • Add the Armor and Armor Ablation of the
are functionally similar to Wound Levels on • Please note that Ionization damage does not
can effect maneuverability, reducing the craft / structure into the equation when
Heroes. We follow these to understand the need to exceed the Death Rating to deliver a
Vehicle Defense of the craft by 1 per 3tier of shunting the ionization and double it’s base
current state of damage and also, more shutdown for 6 rounds, it only needs to reach
ionization. hull rating for purposes of determining how
importantly, to understand how much must be this threshold.
repaired / replaced. 2. That -3 penalty could also be a -1 Space Unit much ionization is removed form the host
• Additional Ionization damage here is ship. Several ships or structures may be
Speed, -10 to weapons damage on that
• Take the Scale and multiple it by the D Code converted to lethal hull damage immediately required in order to shunt the effects of the
location, etc.
+2 and that is the base wound level. Then and begins to damage the condition monitor ionization. However, if the result of one
multiply it by 5 and that gives you the death 3. If the target is a Capital Ship the Crew is safe for the ship’s Hull Points permanently. shunt brings the Ionization to the next lower
rating. until a ship begins taking overload damage. tier, the ship will instantly come alive again
Notes on Crew Danger:
At which point the crew is electrocuted if in with any penalties at that tier.
• The Condition Monitor is broken down into Most spacers on warships wear gloves and boots
direct contact with any metals (and they
Light, Moderate, Heavy, Severe and that are mag-locking and insulated so they will
don’t have insulated boots, suits or gloves) Capital Ship Hit Locations
Destroyed. not likely be effected too harshly. However,
4. Effects last for 6 rounds. If the ship is being pirates and civilian capital crews can be fried to Capital Ships typically have no less than 4 hit
Condition Monitors are used for Shields, Armor continuously bombarded the effect “timer” death... locations: Fore, Port, Starboard & Aft.
and Hull Damage Tracking. They are generated does not start.
identically to Character Scale Wound Levels. 5. Ionization that passes a “Kill” result on a
However, you simply follow the Scale Chart for starship instantly converts to lethal damage
any variances in Hull Point multipliers per Pip/D and begins to destroy the ship (starting over
to determine a ship’s overall survive-ability on the damage scale, ignoring armor and
under fire. shields, if it’s received no other damage).
Ion Weaponry Example:
Ion Weapons are generally considered to be “non
lethal” or a means to disable a ship. However, Thus a Corvette with a 4D Hull has 21 points per
any ionization in excess has a potential to D = 86 (+2 for Wound Level) x 5 = 430:
destroy. Ion Weapons short out electronics on 86 / 172 / 258 / 344 / 430
ships and destroy the electrical impulses in most 300 Damage passes into Severe ionization: It is
living beings (if exposed directly to ion bolts). hit by ten 3D (30) Ion Cannons on it’s starboard
Excessive use of these weapons causes side. For a Total of 300 Ionization Damage.
electronics to explode and living beings to be That places the ship in Severe Ionization on the
electrocuted. Starboard Side. One entire system shuts down
Ion Weapons are essentially a EMP bolts (like (Weapons, Shields, Life Support, etc) and an
blaster bolts). There is a derivative branch of Ion additional -12 is applied to another system or
Weapons called DEMP (Destructive EMP). spread out in chunks of 3 to multiple systems.
• DEMP weapons deliver ½ lethal hull Light Ionization -3 to an entire system on that
damage, directly to Hull Points, in addition ship facing (arc). Example: Fire Control for the
to a full Ionization effect (armor is ineffective entire arc is effected, if it is the engine array a -3
386 387
• Each Location has full Hull Points targeted vessel (usually). with a maximum of 90% reduction. Rules:
• Each Location is assumed to have it’s own • All higher scales only receive a 10% scale An unlimited number of Batteries can be fired
• Specific locations do not benefit from Armor
shield generator. reduction per scale difference. together as a single targeting roll. Individual
Ablation values.
command can be taken of specific batteries,
• Each Location has it’s own full set of Armor. • Typical Hull code of such locations is 2D • Take the damage delivered to a vessel and however, the bonus presented here is in
Destroyer Scale for Capital Weapons and multiply it by the difference of percentage addition to bonuses from Command and
Some capital ships will have additional sections
items; 2D Snubfighter Scale for Snubfighter between the two vessels. (An Imperial Star Tactics. (See Command & Tactics for additional
due to size:
Weapons and items. Each benefits from only Destroyer is a Battleship, and a Corellian information).
• Dreadnoughts will typically have 6 (2001- a single hit location. Corvette are 4 scales apart, thus 60% of the
4999+ meters) Star Destroyer’s shots automatically miss). • Each battery fired in this fashion adds +1 to
Please Note: You have to know where these hit and +2 to the total damage on top of
• Super Capital Ships will have 8 (5000-10,000 weapons / items are on a ship before you can Capital Ships targeting smaller vessels like any/all other bonuses.
meters) target them. Some are more obvious than Transports and Snubfighters will be further
Thus, 50 batteries fired together add +50 to hit
• Mega Capital 10-12 (10,001-20,000 meters) others, like the geodesic domes on a Star penalized. The Imperial I Star Destroyer will
and +100 to the total damage. 50 Imperial II 100
Destroyer (but they are only 2 of 4 shield miss 75% of any landed shots on a Transport and
• Battlestations 6-12+ (size is not directly Damage Gun batteries fired together yield: 5,000
generators). 90% of any landed shots on a Snubfighter.
proportionate to these static defense points of damage (5,000 + 100; = 5,100 does not
• Apply this to both Point Defense Guns include other bonuses to damage). This really
platforms) • For any emplacement that’s not obviously
(Snubfighter weapons) as well as Capital helps when your guns suck...
visible, the ship must be scanned to in order
• Death Star Scale will have 14-18+ sections. Scale Weapons.
to locate these targets. A Ship’s shields must This gets really nasty on Super Capital Ships that
Some of these Scales can have only a couple be “Blown” or down to locate them without • This includes AoE Burst damage from
hit locations. can fire hundreds of weapons together...
severe penalties. The Shield’s Ablation value detonated military ordinance.
is the increased difficulty to scan a ship Cost: +2 Per Battery
Size Assumptions • It’s effectively impossible to hit any scale
through it’s shields. smaller than a Snubfighter, directly (with Missiles, Torpedoes & Other
Character = Anyone up to 5m tall
Speeder = any speeder class vehicle (anything • With Shields Down, base difficulty for capital weapons). All other scales will suffer Explosive Military Ordinance
under 5m are character scale to hit) isolating a system is 20. Requiring an action diminishing damage from Capital Weapons
(and an orbital bombardment): Walkers 5%, Range Modifiers only apply to Character,
Walker = Varies, walkers using legs are walker from a Sensor Operator. Speeder, Walker scales
scale, fast walkers on repulsors can be speeder to Speeders 4%, Characters 3%. That may not
Maneuverability on all Capital Ships Suffer sound like much, however, a single Imperial Range modifiers are ignored if the ordinance
hit severely. This penalty worsens with each tier of
Snubfighter = Generally no longer than 30m II Star Destroyer will deliver 2,500 points of type is not expressed as if it has range brackets
craft as they get bigger. damage on a single arc of fire of it’s heavy (example 10/20/30), only accounting for terrain
Transport = Typically 10+ Meters
Corvette = 60M to 199M Scale: Penalty: turbolasers (100 Damage Guns; it has other and penalties/bonuses vs Scale (unless you fire
Frigate = 200M to 399M guns too...) That’s 125 Points of damage to beyond the maximum range
Space Transport -6 Walkers, 100 to Speeders and 75 to
Destroyer = 400M to 599M Extreme Range: Extreme Range shots can only
Corvette -15 Characters in the area of effect for one round occur with Energy or Ballistic Weapons, missiles
Cruiser = 600M to 999M
Battleship = 1000M to 2000M Frigate -18 of bombardment. That ship can maintain and torpedoes will run out of fuel at their listed
Dreadnought = 2001M to 4999M that bombardment all day long, for 5 years... ranges.
Destroyer -21
Super Capital = 5000M to 10000M Impossible Range: Extreme Range shots can
Cruiser -24 Capital Guns vs Snubfighters and only occur with Energy or Ballistic Weapons,
Mega Capital = 10000M to 20000M Transports
Battleship -30 missiles and torpedoes will run out of fuel at
Battle Station = It is a Static Emplacement, Capital Weapons that find their mark on their listed ranges.
size is less a factor than the fact that it’s a multi Dreadnought -36 Snubfighters and Space Transports deliver only a
deck armored defensive platform that is designed Super Capital -45 slight damage increase. This is because direct Cost of Munitions
to absorb massive punishment regardless of it’s Mega Capital -54 hits are rare on vessels that small. 3 Pips per D (or 10 points) multiplied by the
actual size. following
Battle-station -72 • Capital Weapons Deliver +60 to their damage Character Scale: x150
Death Star = Typical sizes range in a vs Snubfighters and Space Transports. Speeder Scale: x200
Death Star -90
30KM radius. However, there have been death Walker Scale: x400
star scale objects that have been much smaller, Guaranteed Evasion The Effects of Batteries of Guns Snubfighter Scale: x1,000
like the Dark Saber. Per tier of capital ship class a vessel is under Most Capital Scale Weapons are considered Capital Scale: x7,500
another, it gains an evasion bonus. Per tier in gun batteries unless they are fixed in a single Ultra Heavy: x22,500
Targeting Specific Locations on a difference a certain percentage of all hits, miss position, at which point they follow fire linking
Capital Ship automatically. rules. There are cheaper versions of Capital • Launchers cost the price of 1 piece of
Specific targeted locations after shields have guns that can be found on some civilian model munitions worth of pips + the fire control x
been stripped allow for precision damaging of • For Corvettes, Frigates, Snubfighters and ships that have been retrofitted (like pirate the scale x 10% (90% reduction in price).
targets at a fraction of the hull code of the Transports that difference is 15% per scale ships). • Munitions Multiply by the following values
388 389
to get the ammunition unit prices : 1.5 x the number of units fired at a target Advanced Torpedoes: Medium: 1,320/ea (10D: 100);
Torpedoes x 0.05 (this includes flack defense). Ammo Cost: (10% Cost Increase)
1,452/ea (11D: 110)
Missiles x 0.04 Advanced: 1,980/ea; (12D: 120)
4. Missiles require an expenditure of Point Heavy: 1,584/ea (12D: 120);
Bombs x 0.03 Shield Buster: 2,376/ea (12D: 144/24); +.2 Cost
Defense and tractor defense at a multiplier of Adj; x2 Damage to Shields,1/3 to Hull/Armor 1,716/ea (13D: 130)
Character, Speeder & Walker Scale Munitions 1.75x the number of units fired at the target Ion: 1,980/ea (12D: 120 Ionization) Incredibly Fast – Can Target Snubfighters
follow Bomb Pricing x Rarity for market value. (this includes flack defense). Fast (Space 16) Effectively without penalties (Space 24)
• The above values do not mean that individual Range: +/- 30 Units Range: +/- 40 Units
Torpedoes cost 95% of the base value, but 5. Any Advanced munitions further add another
Ignore: 10 Points of Ablation Ignore: 5 Points of Ablation
5%; Missiles cost 4% and Bombs 3% of +.25 to the required counter values
Guidance System: 3 passes max (re-roll misses Guidance System: 3 passes max, Detonate at
the calculated values. (Torpedoes 1.75 & Missiles 2.0). any range (auto), manually (1FA)
next round if no fuel left), +5 to hit Snubfighter
Launcher Costs are abstracted into ship prices, 6. Base Seeker Ordinance starts at a 3x value Detonate at any range (auto), manually (1FA) Seeker Missiles:
however, add Fire Control Package and max for required point defense and moves to a 4x Ammo Cost: (15% Cost Increase)
damage code of the ordinance in pips (3 points requirement for advanced versions.
Missiles:
Multi Ordinance Launchers Light: 828/ea (6D: 60)
per D or 10 points) to derive the standard
launcher cost. As above with overall cost 7. A commander actively using Command & Medium: 1,104/ea (8D: 80)
Multi Ordinance Launchers can fire Torpedoes,
reduction for individual sales. Tactics parked as a Free Action each Missiles and drop Bombs. These advanced Heavy: 1,380/ea (10D: 100)
Ammunition Count is determined by available (regardless of skill) will further add a launchers are often featured on TIE Bombers. Very Fast (Space 20)
space on the Craft. multiplier of x .25 to any type of ordinance Launcher Cost: 4,100/ea Range: +/- 60 Units
launched at a target to defeat point defense, Fire Control: +11 (3D+2) Standard Ignore: 5 Points of Ablation
Military Ordinance Effectiveness vs Guidance System: Robust, 4 passes max, 4D
electronic warfare, tractor defense and flack Fast (Space 16)
Countermeasures Range: +/- 30 Units Skill + 6 + initial fire control of launcher. Can
defense ratings ratings. This is more for the
Military Ordinance can be largely negated by a Ignore: 5 Points of Ablation be dumb fired with internal guidance skill only
heroes than the NPCs (though powerful (requires 1 simple action per missile, Maximum 2
combination of point defense and tractor defense. Guidance System: 2 passes max (re-roll misses
enemies will also employ this). next round if no fuel left); Detonate at any range simple actions per round before incurring
Electronic warfare further complicates targeting
(auto), manually (1FA) multiple action penalties).
vessels. Thus, the following rules apply to
military ordinance to present them with some Snubfighter Scale Ammo Cost:
Detonate at any range (auto), proximity sensors
(auto), manually (1FA)
level of actual threat regardless of the inclusion
of rules to defend against them:
Munitions Light: 720/ea (6D)
or Advanced Seeker Missiles:
Torpedoes -12 to hit Snubfighter Propaganda Leaflets: 1,000 per unit possessed Ammo Cost: (+.25 Cost Adjustment)
1. Guaranteed Evasion never applies to military Missiles -6 to hit Snubfighter (95% reduction in cost) = 36 Credits per unit of Light: 1,350/ea (9D: 90)
ordinance. 1,000. Medium: 1,650/ea (11D: 110)
Base Statistics for Munitions: Speeder,
2. Point defense and tractor defense values only Snubfighter, Walker: All considered Speeder Medium: 840/ea (7D); 1,032/ea (8D) Heavy: 1,950/ea (13D: 130)
apply to dumb-fire (unguided like rockets Scale for targeting purposes, the Projectile has a Heavy: 1,080/ea (9D); 1,200/ea (10D) Standard Launcher as Missiles
4 Point condition monitor (20 Points total = Standard Concussion Missile Launcher Incredibly Fast – Can Target Snubfighter
Destroyed Munitions) effectively without penalties (Space 32) +5 to all
These are the most common types of launchers
Torpedoes: (Can fire any type of Torpedo) on craft. They only fire Missiles and Rockets. scales Snubfighter up stacking with other scale
Launcher Cost: 3,300/ea They base their cost of the lightest explosive unit bonuses.
Fire Control: +6 Standard (2D) (60/6D). Range: +/- 80 Units
Slow (Space 12) Ignore: 5 Points of Ablation
Launcher Cost: 2,400/ea Guidance System: Advanced, 5 passes max, 8D
Range: +/- 20 Units Ammo Cost:
Ignore: 10 Points of Ablation Skill + 9 + initial fire control of launcher. Can
Fire Control: +6 (2D) Standard be dumb fired with internal guidance skill only
Guidance System: 2 passes max (re roll misses Fast (Space 16)
next round if no fuel left); Detonate at any range, (requires 1 simple action per missile, Maximum 2
Range: +/- 30 Units simple actions per round before incurring
manually (1 FA) Ignore: 5 Points of Ablation multiple action penalties). Detonate at any
Ammo Cost: Guidance System: 2 passes max (re-roll misses range (auto), proximity sensors (auto), manually
Standard: 1,350/ea (9D: 90) next round if no fuel left); Detonate at any range (1FA)
Ion: 1,350/ea (9D: 90 Ionization) (auto), manually (1FA)
and bombs) munitions on a 1 to 1 basis.
Shield Buster: 1,620/ea (9D: 180/30) (+.2 Cost Advanced Missiles: Rockets (Interchangeable with missiles)
3. Torpedoes require an expenditure of Point Rockets have very good range because they are
Adj); x2 Damage to Shields, 1/3 to Hull/Armor Ammo Cost: (10% Cost Increase)
defense and tractor defense at a multiplier of Light: 1,188/ea (9D: 90) dumb missiles, they don’t maneuver and they
390 391
don’t have guidance. They just fly really fast in Ammo Cost: (+10% cost increase) Fast: Exit Velocity: 16 Space Units, 32 Space
one direction with a decent fuel. Range: 4/6/8 (3 Unit Blast Radius) 14,850/ea (12D) Units 2nd round. Detonate on Impact
Dropped at velocity of delivery vehicle Ammo Count: 30 Per Magazine
Ammo Cost: (-.25 reduction in cost; these Dumb Fire –12 to target, fire control applies Hyperspace Torpedoes: Ultra nasty, self
Range: 120 Units
munitions effectively cost 10%) Massive Warhead guiding (after targeting lock), reacquiring
Ignore: 10 Points of Mitigation / Ablation
Light: 540/ea (6D) ordinance roughly equivalent in size and shape to
Heavy Space Bombs Notes: Weight: 75 Kilos per Torpedo. Guidance
Medium: 630/ea (7D: 70) Ammo Cost: (+.05 Cost Adjustment) systems: very hard to intercept: -12 to opposed an Imperial Hyperspace Message Pod.
Heavy: 720/ea (8D: 80) Heavy: 1,701/ea (18D: 180) hit chances. Fast: Exit Velocity: 36 Space Units, Launcher is the same as an Ultra Heavy Missile
Range: 15/30/60 Units Core Cracker: 2,268/ea (24D: 240) 72 Space Units 2nd round. Detonate on Impact or Launcher.
Fast (Space 16) Calibrated to detonate at predefined range
Range: 2/4/6 (3 Unit Blast Radius) Range: 1 target,
Dumb Fire -6 to Fire Control
Dropped at velocity of delivery vehicle Missiles: Represent an indirect fire weapon effectively limited by sensor range
Heavy Rockets (Interchangeable with Dumb Fire –30 to target, Fire Control applies Launcher Cost: Varies by Scale Ammo Cost:
missiles) Insane Warhead (18D-24D) Fire Control: +6 Standard (2D)
Ammo Cost: (-.20 reduction in cost; these Ammo Cost: 7,200/ea (8D); 8,100 (9D) Standard Hyperspace Torpedo
Ammo Count: 15 per Magazine 3 Million Credits
munitions effectively cost 10%)
Light: 864/ea (9D: 90) Capital Scale Range: 120 Units Standard x1/3 Hyperdrive
Considered Snubfighter for targeting purposes Ignore: 5 Points of Mitigation / Ablation Range: 1 Sector
Medium: 960/ea (10D: 100) (point defense); they possess a Condition Damage: 2D Death Star Scale (3,000 Points)
Notes: Weight: 75 Kilos per missile; 1.5 Metric
Heavy: 1,056/ea (11D: 110) Monitor factor of 5 (4x5= 25 Snubfighter Tons per launcher. Guidance systems: very hard Guidance: Skill 12D + 6 (2D) & Gunner for
Range: 15/30/60 Units damage to destroy) to intercept: -12 to opposed hit chances. Very Initial Pass
Fast (Space 16) Fast: Exit Velocity: 32 Space Units, 64 Space Weight: 50 Metric Tons
Dumb Fire -6 to Fire Control Cost of Munitions Units 2nd round Ignore: All Mitigation / Ablation
3 Pips per D multiplied by the following
Space & Aerial Mines Detonate on Impact, proximity sensors, pre- Advanced Hyperspace Torpedo
Capital Scale: x7,500
These devices float in an specified area and defined ranges or manually 6 Million Credits
Ultra Heavy: x22,500
detonate for an AoE blast. These are cheap static Advanced Missiles: an indirect fire weapon x1/5 Hyperdrive
defenses. They calculate costs based off their • Launchers cost the pip code of the weapon Range: 2 Sectors
times the scale. Consider weapons Ammo Cost: (+.1 to cost)
weakest blast radius. They aren’t likely to hit, 10,890 (11D); 11,880 (12D) Damage: 3D Death Star Scale (4,500 Points)
but can cause massive damage to ships emerging emplacements that are sold after market to be Guidance: Skill 14D + 9 (3D); -1 DR to hit &
valued at approximately 30% of their stock Ammo Count: 15 per Magazine
from hyperspace in a field of them or if they are Range: 240 Units Gunner for Initial Pass
powered down and not spotted and ships fly into value. Weight: 75 Metric Tons
Ignore: 5 Points of Mitigation / Ablation
range of them. Mines typically give off almost • Munitions Multiply by the following values Notes: Weight: 75 Kilos per missile. Guidance Ignore: All Mitigation / Ablation
no signature and are difficult to spot and detect (- to get the ammunition unit prices: systems: very hard to intercept: -18 to opposed The +2D/3D is the “Attribute” of the Ordinance,
9 to Search and Sensors). These are deployed hit chances. Very Fast: Exit Velocity: 48 Space allowing the Hyperspace Torpedo to re-acquire a
Torpedoes x 0.05
with a multi ordinance launcher. Units, 96 Space Units 2nd round+. Detonate on target should it miss, re-acquisition takes 2
Missiles x 0.04
Ammo Cost: Impact, proximity sensors, pre-defined ranges or rounds for the next pass. It will add to the skill
(Treat as Bombs + 10% to the cost) Torpedoes: Represent a relatively direct fire manually of the Torpedo and original Fire Control is only
weapon, range varies by torpedo and launcher useful on the first pass of the weapon.
Light: 891/ea (90/60/30); AoE: 1/2/3 Launcher Cost: Varies by Scale Rockets: Direct Fire weapon
Medium: 990/ea (100/70/40); AoE: 2/3/4 Fire Control: +6 Standard Ammo Cost: (-.25 Cost Adjustment) Basic Hyperspace Telemetry Sensors
Ammo Cost: 10,125/ea (9D: 90) 7,425/ea (11D); 8,100/ea (12D) Cost: 150 Million Credits (equivalent to two
Heavy: 1,089/ea (110/80/50); AoE: 3/4/5 Ammo Count: 15 per Magazine Imperial I Star Destroyers)
Ammo Count: 30 per Magazine
Range: Deployed as static, immobile mines, Range: 60 Units Standard Range: 75 Units Weight: 250 Metric Tons
aerial mines use repulsors to remain stationary. Ignore: 10 Points of Mitigation / Ablation Notes: Weight: 75 Kilos per rocket. Dumb Fire: Range: Target a ship in the adjoining sector to
They can identify Friend and Foe. Notes: Weight: 75 Kilos per Torpedo; 1.5 Metric hard to intercept: -9 to opposed hit chances. Very your current position.
Tons per launcher. Limited Guidance: hard to Fast: Exit Velocity: 32 Space Units, 64 Space Function: Required to be able to target a moving
Creates Space / Aerial Terrain Hazard: Units 2nd round. Detonate on Impact
+`8/15/12 (difficulty to avoid based on proximity intercept: -10 to opposed hit chances. Fast: Exit ship in an adjoining Sector of Space. They
of detonation) Velocity: 24 Space Units, 48 Space Units 2nd Heavy Rockets: Direct Fire weapon provide early warning for a Sector Target Lock
round. Detonate on Impact / detonate at Ammo Cost: (-.20 Cost Adjustment) and threat warnings and ETA to Impact of
Space Bombs (Multi Ordinance Launchers or predefined range 10,080/ea (14D); 10,800/ea (15D) inbound munitions.
wing / bomb bay / cargo hold stored) Ammo Count: 10 per Magazine Notes:
Ammo Cost: Advanced Torpedoes: Represent a relatively • Allows the vessel employing them to target
direct fire weapon, range varies by torpedo and Range: 50 Units
Standard: 1,080/ea (12D: 120/90/60) Notes: Weight: 75 Kilos per rocket. Dumb Fire: any other vessel with it’s weapons at Extreme
launcher (Double Range Typically)
Bunker Buster: 1,350/ea (15D: 150/120/90) hard to intercept: -6 to opposed hit chances. Very Range with Full Fire Control. Damage
392 393
penalty still applies. Moderate Damage: Craft looses a weapons Roll a D6 Loosing Multiple Ship Sections
• Provides clear sensor data & Search Bonus emplacement or suffers -10 to an entire system 1. All systems in this section of the ship fail,
on the craft or further reduce Space Units by -1 (- prompting an immediate evacuation of the This is possible, however, certain events can kill
out to 1.5x the craft’s Search Rating. a Capital Ship outright.
2 &/or -200 Km/H). section.
Advanced Hyperspace Telemetry 2. Mirrors 1, however, systems continue to burn 1. Cutting a Capital Ship in Half: Loosing
Heavy Damage: Craft suffers -15 to an entire the Port and Starboard on a 4 Section ship;
Sensors system on the craft or further reduce Space Units
and cascade failures begin to effect all
Cost: 450 Million Credits (equivalent to six+ adjoining ship sections reducing an entire Loosing any combination of three sections of
by -1 (-3 &/or -300 Km/H). the middle of a Dreadnought class ship;
Imperial I Star Destroyers) adjoining system in each connected section
Weight: 500 Metric Tons Severe Damage: by -3. Loosing 4 sections of the mid portion of a
Range: Target a ship two sectors away from your Roll a D6 3. Mirrors 1 & 2, section becomes structurally Super capital, etc.
current position. 1-3: Craft suffers -20 to an entire system or yet unsound, reducing the hull code of the ship in 2. Loosing main Engineering, the entire ship
Function: Required to be able to target a moving another Space Unit loss of -1 (-4 &/or -400 that section by 2(D). detonates in 3 rounds.
ship two Sectors Away. They provide early Km/H). 4. Mirrors 1, 2 & 3 Section continues to burn 3. Take out the Bridge and the ship is NOT lost,
warning for a (Multi) Sector Target Lock and until there is nothing remaining. most ships can be piloted from Main
4: Craft Spins out of control, all systems failing
threat warnings and ETA to impact of inbound 5. Mirrors 1, 2, 3 & 4 Section continues to burn Engineering or a Secondary Bridge.
completely in 2 rounds.
munitions. and transfers additional damage to all other
Notes: 5: A piece of the craft detonates, blowing a connected sections, directly to Hull points
chunk out of the craft. Reduce Hull Code by 1/2. bypassing Armor and Shields. For a total of
Targeting in Capital Combat:
• Allows the vessel employing them to target This is permanent until repaired.
any other vessel with it’s weapons at Extreme 25 points multiplied by scale (Corvette is 1, Hit locations aren’t typically random here. Two
6: The craft has reached critical mass and will Frigate 2, Destroyer 3, etc). ships exchanging fire are usually doing so on
& Impossible Range Categories with Full detonate / disintegrate in 6 rounds. The craft 6. Mirrors 1, 2 & 3 Section Detonates, causing Port and Starboard sides. Sometimes in the Fore
Fire Control. Damage penalties still apply. begins to break apart around you with multiple equal damage to Armor and Hull on all and Port / Starboard sides on approach, and
• Provides clear sensor data & Search Bonus panels exploding off and random systems adjoining sections. Damage is 50 points generally only the aft section of the ships when
out to 2x the craft’s Search Rating detonating, throwing showers of sparks multiplied by Scale (Corvette is 1, Frigate 2, one is being pursued, even then the shots will
(Maximum Sensor Range). everywhere. Destroyer 3, etc). land on the Aft, Port and Star Board Sides.
Damage to Starships Craft Destroyed: The craft explodes, allow for Section Destroyed: Mirrors 6 above and Bombers (Snubfighter Strafing Runs) will always
The Cost of Refitting Hull & Armor ejection or capsule (as in bridge ejection) transfers any remaining damage from the salvo target a single Fire Arc with a specifc Called
ejection only. Players could survive... that destroyed the section to another adjoining Shot Location in mind.
Hull Repair is the actual damage sustained.
Each ship has it’s own hull rating, at each tier a section (GM Discretion). All of the previous For maximum effect commanders tyically target
certain amount of hull points is generated and is Capital Ship Damage tiers of penalties from Severe Damage still a single fire arc at a time,
considered to be ½ the Scale cost of the ship to Light Damage: The section looses 1-6 weapons remain to compound other sections of the craft.
repair. systems or suffers damage to a singular system. (-5 to all adjoining sections and any damage
Damage is -5 to an entire system or Space Units - carried over to them)
Armor Repair each level of armor costs ¼ the -1 &/or 100 Km/H. GM discretion on the
Scale it is associated with. For partial repairs, systems that receive the damage.
round the cost to the nearest D.
Moderate Damage: The section looses 2D6
Notes: Repairs can be effected with sufficient additional weapons emplacements or suffers -10
crew and with spare parts on hand. Dry-docks to an entire system on the craft or further reduce
are only required for full refits. Even Space Units by -1 (-2 &/or -200 Km/H).
Modifications can be performed on starships in
the field. Much can be accomplished in zero Heavy Damage: Section has multiple hull
gravity. In the case of Salvaged components and breaches lose 10% of your crew immediately,
hull / armor plating the GM will determine how lose up to 2D6+2 weapons emplacements, Craft
much is left to perform repairs to your ship. suffers -15 to an entire system on the craft or
further reduce Space Units by -1 (-3 &/or -300
Enhanced Damage Detail: Km/H).
The following details apply to starships that are
Space Transport, Snubfighter and below: Severe Damage: Pieces of the section are on
fire, and crackling with energy being vented into
Light Damage: Craft suffers looses a weapons space/atmo from power mains. Immediately lose
emplacement, or suffers damage to a system. 5% additional crew. Craft suffers -20 to an entire
Damage is -5 to an entire system or Space Units - system or yet another Space Unit loss of -1 (-4
-1 &/or 100 Km/H. (50/50, roll a D6 and call 1- &/or -400 Km/H). 3D6+2 additional weapons
3/4-6 for which system is hit) emplacements are destroyed in this section.
394 395
The Beginning Of The “Ok, great plan, let’s do this!” Sal exclaimed,
still sitting there in the cockpit the Solo.
End “Dude, what are you still doing here. Get on the
Quad gun.” Solo looked at his brother with with
The Calabrizian brothers weren’t be the brightest a twisted questioning expression.
criminals in the galaxy. However, what they
lacked in raw intelligence they made up for in “Oh, yeah, sorry must be that carton of death
sheer bravado. They were the proud new sticks I sucked down on the way here.” Sal says,
owners of a “lightly used” Corellian YT-600 getting up and heading to the gun well
Freighter after taking their inheritance and “Bastard... Half of those were mine..” Solo
investing it in the craft. The brothers were grumbled under his breath
somehow, down the line, related to Han Solo on
his uncle’s side, Thrakkan Sal’Solo. Thrakkan Solo Calabrizian fired up the freighter, it whined
was about as big a scum bag as they came, and to life and the traffic control tower sent him a
the Calabrizian brothers had spent more than a transmission. “Aluminum Falcon, you are not
couple seasons with the man for “Mentoring” clear to launch.”
sessions.
“No worries, just running routine maintenance
Their ship, they named the Aluminum Falcon. A tests.” Solo instantly ignored the pre-flight
personal joke between them, mocking their checklist and rapidly began flipping switches to
cousin Han Solo’s famous ship, the Millennium fire the ship up akin to a snubfighter’s response
Falcon. Part of the name came from a desire to time. He succeeded, if he hadn’t his main drive
mock his ship and the other from the fact that might have very well been damaged because
they were swindled on the ship’s sale and the freighters weren’t meant to fire their systems and
craft came with the controls and sensors for launch like fighters could.
shields, yet the generators were missing. The
sensor was rigged to turn on when you activated “Aluminum Falcon, am I reading this right...?
shields. Unfortunately for them it wasn’t until Are you attempting to fire your main drive. It is
their first Black Sun syndicate job that they against galactic regs to light an Ion engine in an
realized this, smuggling arms to a bunch of atmospheric gravity well.” He was correct, the
Imperial Warlords. They survived that encounter main Ion drive of a YT-Series ship would light
and requested their next mission. Their final job the atmosphere up and destroy the ozone layer in
to be allowed into the syndicate was that hey had addition to dumping a number of radioactive
to take a holo picture next to their wanted poster particulates into the atmosphere. Ships always
from blasting through the last New Republic switched to their Repulsor Coils to fly through an
Blockade. The issue was that the holo wanted atmosphere, though the Ion Engines would in
poster was on the side of the planetary many cases not only improve atmospheric
government center. They took the direct performance but add their base speed in
approach, literally. hundreds of kilometers per hour to the repulsor
coils if used in tandem and that is exactly what
“Sal, get on the quad gun. I know exactly how to Solo had in mind, he needed to have a chance of
handle this.” Solo Calabrizian said to his brother out running whatever snubfighters the New
on in the cockpit. Republic had here.
“Solo, honestly, it’s amazing we even slipped “Control Tower, I am doing nothing of the sort.
into the starport unnoticed.” Sal said to his Oh, my... Control, I have a massive malfunction,
brother in a bold moment of logic that he never a reactor leak, very bad, shhh... can’t...
seemingly had. Communic... Down..” He cut the comms channel
“Sal, just get on the quad gun. We’re gonna lift after shushing into his headset to simulate static
off and you’re gonna light up the traffic control while eating a bag of gordo chips for good
tower. That will cause chaos with all the measure. Solo lit the main drive and the
incoming and outgoing traffic and confuse the Aluminum Falcon ripped out of its docking bay
New Republic pilots.” Solo stated, sure of at 1,200 Kilometers per hour instead of the
himself gradual buildup starting at 400 and climbing.
The backwash of the main drive lit the bay on
397
fire, blew out all the doors and windows and Sal cut apart one of the X-Wings in pursuit and
vaporized one of the support walls, the docking that pilot did manage to eject right before his
bay sagged in on itself and secondary explosions fighter detonated. “YeeeHa...” Sal’s cry of
lit off as fuel lines exploded before the master cut victory was cut short as the remaining pair of X-
offs clamped down on the feeds to prevent the Wings converged their fire from two angles and
entire starport from detonating. hammered the aft section of the Aluminum
Falcon, which very much like it’s name began to
“Sal, light that tower up!” Solo called to his
disintegrate as multiple cannon shots ripped the
brother on comms
aft section of the Aluminum Falcon apart. It’s
Sal squeezed the triggers of the Corellian Quad main drive began flickering and the craft died.
guns and tracked fire from the base of the tower
“Escape Pods Bro!” Solo Screamed, each
to the control room... The tower bellowed out
brother throwing themselves into one of the two
fiery explosions as the shots ripped the
pods in the craft. They both hammered the
superstructure of the tower apart and the
jettison button right as the main drive lit back up
command tower erupted in flames right before
and the back half of the Aluminum Falcon
the entire top of the structure exploded,
Detonated, which also blew apart the forward
showering the starport in flaming debris.
section as it’s fusion battery cells detonated.
Solo made a low level b-line for the government
center. So low, in fact, that he was clipping low You could tell the New Republic pilots were
flying air speeders and sending them into chaotic rattled. They came in hard and fast, converging
spirals of death on main traffic routes and even on Sal’s pod. Sal blew the hatch, and instantly
straight into the sides of buildings. It didn’t take started running for cover. The X-Wing pilots lit
long to reach the New Republic Government up the entire route of his exodus and Sal was
center, Solo pulled the Falcon in low and vaporized in the converging energy blasts of both
slammed the port side of the craft into the craft.
building, crushing the building and pulling his With nothing to lose, Solo’s features were locked
cockpit right up to their holo wanted poster, in a mask of grim determination and hatred, he
where he and his brother Sal were already in the drew his maximum modified DL-44 Heavy
cockpit and took a holo pic next to their wanted Blaster and took sight of one of the pilot’s
holo poster from within their cockpit. cockpits. He dialed in his scope as the fighters
“Get back on the gun!” Solo then swung the circled to make another pass and then released
Aluminum Falcon around, ripping free of the his breath... and fired three shots with more
obliterated government center and punched precision than he ever managed in his entire life.
straight up into the sky, making for orbit. “Get The first shot impacted on the glass, the second
ready! Bandits inbound, looks like they followed it and blew a chunk out of the window,
managed to scramble four, you gotta scrape them the third punched through and blew the pilot’s
off us!” head off, the X-Wing spun into the earth and
One of the fighters was on a direct pass with the exploded.
Aluminum Falcon “Bro, do I fire at the forward Solo half hardheartedly turned to run, his energy
ship of aft!?!” Sal cried out expended after seeing his brother immolated.
“I got the forward one, you cover our tail.” Solo The last pilot fired a Proton Torpedo at him, that
said as he started weaving between cannon shots missed but took him off his feet and the world
that were filling the air around them. Solo went black. When he came to, he was whole,
brought the Falcon in a deadly head on collision however, restrained in a mental asylum.
course with the incoming X-Wing and clipped it • This was an actual game session.
on his way past, there was an agonizing screech
of metal from the Falcon and then they were past • Solo’s Pistol was delivering 6D+2 Damage
the fighter having ripped a pair of it’s wings off and he landed 3 precision shots, one on top
with the X-Wing spinning helplessly into the of the other, with a Force Point from Calling
ground and detonating. The pilot never ejected, on the Darkside (Classic WEG Star Wars
likely his cockpit had been crushed, as well, from D6, 2nd Edition Game).
the impact. “One down...” Solo remarked,
banking hard to avoid more fire.
398
LG6 Family Transport RE-3 Lancer Damage: 50 (5D)
Double Laser Turret (Fire-Linked)
Craft: Legendary Exports: LG6 Craft: KSE/Legendary Exports: RE-3 Lancer Fire Arc: Aft
Affiliation: General Affiliation: General Skill: Starship gunnery
Era: Old Republic+ Era: Clone Wars (End)+ Fire Control: 2D
Type: Ultra Light Freighter Scale: Snubfighter Space Range: 1-3/12/25
Scale: Transport, pilots as a snubfighter Length: 12 meters Atmosphere Range: 100-300/1.2/2.5 km
Length: 14 meters Skill: Starship piloting Damage: 50 (5D)
Skill: Starship Piloting Crew: 1, Tail Gunner: 1 The RE-3 began life as a hybrid of the R-22 Spearhead and
Crew: 1 + 1 Can Coordinate; Gunners: 1 Crew Skill: Varies Wildly the Actis Interceptor. The R pays homage to the Spearhead
Crew Skill: Typically 0D+1 Cargo Capacity: (150): 10 kilograms Available and the E to Eta. The craft had actually been prototyped
Passengers: 2 Notes: Consumables: 6 days (80 credit refuel) during the Clone Wars, improving on a number of design
Cargo Capacity: (35*): 35 metric tons available • All repairs, maintenance & modifications are Cost: 178,400 (New); 535,200 (Black Market) issues the Eta 2 Actis Interceptor never had ironed out.
Consumables: 28 Days (1,120 credit Refuel cost) performed at -1 DR due to (age) the ease of Hyperdrive Multiplier: x1 The craft underwent extensive shakedowns and was tested
Cost: 36,745 (New); 27,559 (Used) modification & all areas are accessible via crawl-ways. Nav Computer: Yes in tandem with the R-22 Spearhead. When the Republic
Hyperdrive Multiplier: x4 (x2*) • Gun-well can be locked into fixed position and Maneuverability: +14 (+15*); 4D+2 / 5D* became the Empire and contracted Sienar Fleet Systems to
Hyperdrive Backup: x20 (x10*) operated by the pilot at no penalty. Space: 14 build their fighters, Kuat was left in a precarious position.
Nav Computer: Yes, Limited to 6 Jumps • Gunner does not factor into consumable costs. Atmosphere: 1,350 Km/H; 1,875 MPR The A-Wing would fall into the hands of the Tammuz-an
Maneuverability: 0 / +3 (1D* in Atmosphere) • Lower deck Conventional Shitter and Sonic Shower Hull: 49 (3D+2) species who had deep enough pockets to outright purchase
Space: 3 (6*) • Lounge & Basic Entertainment Table Armor: 25 / Ablation: 13 (1D*) the design. The RE-3, however, languished on the cutting
Atmosphere: 500 Km/H/1,000 Km/H*; 695/1,390 MPR Shields: 40 / (3D) floor until Legendary Exports was attending an auction for
• There is only a double bunk on the ship old properties, and acquired it for a pittance. Legendary
Hull: 69 (1 Loc; 3D) • The craft’s Armor has been integrated into the Sensors:
Armor: 20 / Ablative: 10 (1D) Passive: 40/+3 (1D) Exports initially marketed the fighter to mercenary
standard hull plating over the centuries. While it’s a commands and wealthy systems. However, when news of
Shields: 30 (1D) smidgen off the mark of the galactic standard it no Scan: 60/+6 (2D)
Sensors: Search: 80/+9 (3D) the craft’s performance made it’s way into the larger
longer penalizes the craft’s maneuverability. Armor is galaxy the craft became highly sought after by a number of
Passive: 5/+0 replaced when the hull is repaired, no additional cost. Focus: 10/+12 (4D)
Scan: 15/+1 Maximum: 160/-31 parties. The Empire was about to step in and shut the
• Total occupancy of the craft is 5. production lines down when Legendary Exports did
Search: 20/+2 • The Bridge acts as an escape pod, up to 4 people can Weapons:
Maximum: 40/-38 4 Laser Cannons (Fire-Linked) something unexpected, they reached out to Kuat and
be crammed in with emergency hull straps… offered them a cut of the profits for a cross licensing deal.
Weapons: Fire Arc: Fore
• Cost is based off the original components (not the Kuat was ecstatic with the thoughtfulness of Legendary
1 Quad Blaster Cannon (Fire-Linked) Skill: Starship gunnery
bonus characteristics they now possess). Exports and extended their blanket Imperial Licenses for
Fire Arcs: Dorsal Turret Fire Control: 2D+2
Crew: 1 Space Range: 1-3/12/25 production of the Lancer.
Skill: Starship Gunnery Atmosphere Range: 100-300/1.2/2.5 km Notes:
Fire Control: 2D Damage: 60 (6D) • Roomy Cockpit, & Gun-well; Luxury Seating
Space Range: 1-5/10/17 4 Ion Cannons (Fire-Linked) • Substandard hull plating; LG6 Design. Increases
Atmosphere Range: 100-500m/1/1.7 km Fire Arc: Fore maneuverability of the craft by +1.
Damage: 49 (5D); Ammo: 250 Shots Skill: Starship gunnery • Craft is efficient (80cr instead of 120cr refuels)
Fire Control: +2D+2 • The craft is so popular that it’s sales outstrip
The Legendary Exports LG6 Family Transport is a galactic Space Range: 3-9/18/36 production by 2+ years. It is only purchasable on the
staple among space faring families and those individuals Atmosphere Range: 300-900m/1.8/3.6 Km Black Market due to ultra high demand, Rarity 3.
that just can’t afford a snubfighter. These craft are so
affordable that some speeders are more expensive! While
it’s main and backup hyperdrives might be considered
anemic by modern standards, they keep the cost down.
Not to mention the designers of the craft were nothing
short of genius level engineering design. When the craft
was originally conceived it was an empty shell that could
be filled with around seventy metric tons of material. The
core systems were designed to haul all that mass. The
design went through many iterations over the centuries,
starting at the LG1 and eventually evolving into the LG6.
About six centuries after it’s introduction the craft was
being outstripped my more capable vessels. Legendary
Exports re-purposed the craft to fill a niche role that had
been a highly requested modification by family units
strapped for cash (and fighter pilots that wanted more than
a cramped cockpit). The craft retained all it’s core
systems, while stripping the bulbous hull down to only
hold ½ it’s rated cargo. As a result the engines, repulsors
and all performance characteristics of the craft were
exponentially uplifted (* = result of ½ Cargo). The LG6
became an overnight sensation and has remained one of
the most common sights in the space lanes well into the
Legacy Era.
400 401
Sword Interceptor commands galaxy wide. The Sword Interceptor’s sales Kossak-Class Luxury Transport 6 Tractor Beams
took off and left other competitors in the dust. Tykannin Fire Arc: 1 Fore, 2 Port/Starboard, 1 Aft
Craft: Tykannin Drive: Sword-Class Interceptor Drive hadn’t really had a hit since the RedThorn Scout Craft: Ubrikkian: Kossak-Class War Barge Crew: 1
Affiliation: General Ship and even that vessel had a poor reputation due to the Affiliation: The Hutt Cartels Skill: Capital ship gunnery
Era: Old Republic+ corporations desire to cut corners for a couple thousand Era: Very Old Republic (22,000 BBY)+ Fire Control: 3D
Scale: Snubfighter credits on the armor plating. That was a mistake they Type: Disguised Warship Space Range: 1-5/15/30
Length: 10.5 meters didn’t intend to make here, nor did they when they stole Scale: Frigate Atmosphere Range: 2-10/30/60 km
Skill: Starship piloting SubPro’s armor design. While the craft is now centuries Length: 275 meters Damage: 30 (3D)
Crew: 1 old, there have been a number of engineering field refits Skill: Capital Ship Piloting Tractor Defense: 3 Fore / 6 Port & Starboard / 3 Aft
Crew Skill: Varies Wildly that Tykannin Drive offers to bring the Snubfighter up to Crew: 248, gunners: 68, skeleton: 165/+9 Snubfighter Compliment: 12 Refit V-Wing Snubfighters,
Cargo Capacity: (131.25): 101.25 kilograms Available more modern specs. Crew Skill: Typically 3D 1 Luxury Yacht, 1 Skypray Blast Boat
Consumables: 5 days (50 credit refuel) Notes: Passengers: 45 (Troops); 30 (Guests); 90 (Slaves) The Kossak-Class Luxurt Transport is actually a War
Cost: 63,360 (New & Used); Black Market (95,040) • Roomy Cockpit Cargo Capacity: (3,750): metric tons available Barge that honors Kossak the Hutt, who defeated Xim the
Hyperdrive Multiplier: x3 • High quality acceleration couch: +1 to Endurance tests Consumables: 1 year (1.85 Million Refit cost) Despot at both the 1st and 2nd Battles of Vontor. The craft’s
Nav Computer: Enhanced Limited: 6 Jumps for High-G Maneuvers Cost: 13.7 Million (New & Used) design was commissioned about three thousand years after
Maneuverability: +5 / +8 in Gravity Well (1D+2/2D+2) Hyperdrive Multiplier: x2 Kossak’s reign. Though the ship carried with it many
• Subpro Armor Design: +1
Space: 7 / 15 in Gravity Well to 120 Units Hyperdrive Backup: x12 similarities of the vessels that came before it like the
Atmosphere: 1,500 Km/H; 2,084 MPR • Popular in the racing circuit, among criminal cappos Nav Computer: Yes
and on the mercenary market. Tarrada cruiser (which this is essentially a cut down
Hull: 35 (2D+1); (Hardy Design: 42 is a Kill Result) Maneuverability: -16 (0D+2) version of). Designed to look more like a pleasure yacht in
Armor: 30 / Ablation: 20 (1D) • Has an expanded Tibanna Gas Reservoir Space: 4 (8) space these ships rarely engage in combat and when they
Shields: 20 / (1D) • The Auto Blaster Cannons actually function in Hull: 460: 4 Locs (3D+1) do, they are certain to leave no survivors. This is because
Sensors: overlapping harmony, each cannon contributes +1D Armor: 150/Loc; Ablation: 40 (2D); Ion Shielded no one knows these are armed warships.
Passive: 15/0 (2D total) to the total output of the Light Bust Fire. Shields: 235/Loc (1D+2) *See Below
Scan: 30/+1 Each cannon contributes half of the bonus (+2 Fire Sensors: The stats here reflect a refit of the Kossak, during the
Search: 45/+2 Control Base). Passive: 50/+3 (1D) height of the Empire. After the Empire begin to crumble
Maximum: 90/-38 • Enhanced Limited Nav Computer reduces the +3 Scan: 75/+6 (2D) the Hutts become less concerned about the clandestine
Weapons: difficulty to +1 for Jump calcualtions. Search: 100/+9 (3D) nature of the craft. Though few know its capabilities.
2 Auto Blaster Cannons (Fire-Linked) • Heavy Hard Point allows for Custom Turret creation Focus: 5/+12 (4D) Notes:
Fire Arc: Fore Maximum: 200/-31 • Advanced Armor +2: The Kossak carries advanced
Skill: Starship gunnery • Hardy Design: Ignore the 1st Wound result for Weapons: armor plate that actually appears to be as dense as
Fire Control: 2D+2* penalties, penalties begin at the 2nd Wound result, carry 18 Triple Turbolaser Batteries civilian armor for a vessel of this size (1D).
Space Range: 1-5/10/18 an instant kill, one more category up before craft is Fire Arc: 4 Fore, 6 Port/Starboard, 2 Aft • *The Shield generators are always running at 50%
Atmosphere Range: 100-500m/1/1.8 km instantly destroyed. Crew: 2 strength (they are actually 3D+1 = 460 Points)
Damage: 60 (6D)*; Light Burst* Skill: Capital Ship Gunnery
Ammo: 1,250 (63 Bursts) Tykannin Drive Refits: Fire Control: 3D+2 • The Refit V-Wing Snubfighters are re-engineered and
• +2 Hull Engineering Refit: 2,000 Credits Space Range: 3-15/35/75 design corrected V-Wings (Lethal) that rival any
Heavy Ventral Hardpoint (Slaved to Fire Control +2) Atmosphere Range: 600m-30/70/150 km modern snubfighter.
Provisioned to hold 4 Missiles or a Turret • Fire Control Refit +1 (1D): 1,000 Credits
Damage: 66 (6D+2) • The Luxury Yacht has 1D+1 of Corvette Grade
• Acceleration Couch Upgrade +1: 1,000 Credits
The Tykannin Drive Sword-Class Interceptor was a 26 Double Laser Cannons (Fire-Linked) Shielding on all fire arcs (4 generators), otherwise it’s
contender for the mainstay Republic Snubfighter. • Sensor Suite Range Update: +10 to all bands, has 5D Transport Grade Hull, Space: 6 and 1 turret on
including adding Focus at 10 Units: 4,000 Credits Fire Arcs: Turret: 6 Fore, 8 Port/Starboard, 4 Aft
However, after a scandal where Tykannin Drive was Crew: 1 each arc (Corellian Quad Laser Canon 3D Fire
caught red handed incorporating design secrets from a • Sensor Suite Sensitivity Enhancement: Control / 50 (5D) Damage).
Skill: Starship Gunnery
myriad of manufacturers other than itself, they were passed +1D to all: 9,000 Credits
Fire Control: 2D • The craft is considered to be Ion shielded at the
up for consideration. That’s unfortuante, because regardles Space Range: 1-3/12/25 equivalent of it’s Armor rating.
of their dubious engineering design wins the snubfighter Atmosphere Range: 100-300m/1.2/2.5 km
was well ahead of it’s time. Even outstripping • Focus and Scan difficulties to detect armament and
Damage: 50 (5D) power core: 90.
the Subpro and Shobquix contenders it
was “borrowing “ some • No mass production Bonus (only 10% for design)
intellectual property from.
Tykannin had an ace up their sleeves
and they brought out evidence showing that both
of their accusers had willfully stolen design
secrets from them during the development
of the Sword Interceptor. Thus, after a
light slap on the wrist, Tykannin • Shield Generator:
Drive was let off the hook. Though 2D: 3,000 Credits w/
the damage to their contract with the trade in
Republic had already been sealed. The • Engine Refit: +2 Space: 2,000 Credits
Republic had chosen SubPro’s Z-95 Snubfighter as their
principal defense unit for the next century or so. • Maneuverability Refit: +2 (to Both): 2,000
Credits
Tykannin did not sit on their laurels. They immediately • Hyperdrive Refit x2: 1,000 Credits w/trade in
launched a marketing campeign to independent worlds, the
racing circuit, criminal syndicates and mercenary
402 403
YT-600 well designed that there is no unusable space, with the port
and starboard sides of the ship equally containing 50
Craft: CEC: YT-600 Personal Freighter metric tons of cargo each. Each of those cargo areas has a
Affiliation: General powered cargo lift near the fore of each mandible for ease
of loading. All the while the ship also maintains it’s
YT-600 Deck Plan
Era: Old Republic (Obsolete, No Longer Produced)
Type: Stock Light Freighter standard boarding ramp under the craft, near the aft of the
Scale: Transport, pilots as a snubfighter ship leading into the junction between the two mandibles
Length: 20 meters and the living space area of the ship. The ship has a pair of
Skill: Starship Piloting escape pods that are capable of supporting 5 occupants
Crew: 1 + 1-2 Can Coordinate; Gunners: 0-2 each. Easily evacuating the entire crew in a single pod. SylvnoRn M MLINICATKINII
Fossota REACTOR
CACIIN (2 BUNK%)
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MAN TO SCALE
404 405
Loronar Medium Transport total length of 75 meters and a standard crew of four, it
could carry ten passengers and 1,500 metric tons of cargo.
Craft: Loronar Corporation: Light Bulk Freighter The vessel is notoriously easy to modify, and many were
Affiliation: General converted to a variety of uses. Although not known for its Tkitt
Era: Clone Wars+ (Updated) speed, it performs well in its designed role and is a very
Type: Small Bulk Transport durable vessel. This makes it popular among budget-
minded captains who wish to avoid high maintenance bills. iLibrary
Scale: Corvette; Improved Handling +3
Length: 75 meters The craft does have a few down sides. The two AutoCheis
Skill: Starship Piloting / Capital Proficiency reduces all provisioned Double Auto Blaster turrets only have partial
targets by 1 pip & Skeleton penalty by 5. fields of fire and the emplacements themselves are a chore
Crew: 4, gunners: 2, skeleton: 2/+6 to get to, as gunners have to crawl through seven meters of
Crew Skill: Typically 1D+2 tight crawl ways to get to each. Aside from those issues,
Passengers: 10 the craft has full compartmentalization and can seal off
Cargo Capacity: (2,250): 2,248 metric tons available sections of the ship in the event of hull breaches (easily).
Consumables: 3 Months (4.2K credit Refuel cost) These sections, typically, only amount to losing a small
Cost: 326,000 (New); 214,000 (Used) section of an entire facing (likely only a room on the outer
Hyperdrive Multiplier: x3 portion of the Fore, Port Starboard or Aft facings).
Hyperdrive Backup: x15
Nav Computer: Yes Notes:
Maneuverability: -9 (1D) • Very Easy to Modify: -1 DR to all Modifications
Space: 2
Atmosphere: 650 Km/H; 905 MPR • Fighter Space rolled into Cargo, can support 4
Hull: 210 (4 Locs; 2D) • Corvette Crew & Passengers converted to Cargo
Armor: 80/Loc; Ablative: 30 (2D)
Shields: 105 (4 Generators:1D) • Very Low Maintenance: ¼ Consumable Costs
Sensors: • Sensors = Transport Grade, reflected in the price
Passive: 15/0
Scan: 30/+3 (1D) • Multi Deck Cargo Hold: The Loronar uses a tiered,
Search: 45/+6 (2D) multi deck approach to help it, easily, extend cargo
capacity. There are three cargo levels and each has
Focus: 2/+9 (3D)
Maximum: 90/-34 access to no less than two large cargo lifts. The Multi Li
Weapons: deck Cargo design expands the cargo capacity of the
2 Double Auto Blaster Turrets (Burst Fire Capable) transport by 50% (2,250 MT)
Fire Arcs: Dorsal: Aft, Port, Starboard; • Each Point defense gun is occupying a 1 Metric Ton
Ventral: Fore, Port, Starboard Space (that’s where the 2 tons went to).
Crew: 1
Skill: Starship Gunnery You know, if you want a cheap Capital Ship, this is the way
Fire Control: 2D+1* to go. Hard to beat considering it has a full recreational
Space Range: 1-5/10/18 deck, a fitness center, decent suites (yes you get your own
Laser Ti
Atmosphere Range: 100-500m/1/1.8 km rooms & refresher), there’s a mess hall & an ample cargo
Ammo: 1,000/ea (100 Bursts per gun) hold. Can’t beat those refit costs either.
Access Craw'we'll
Damage: 50*; *Light Burst: Already factored in. No -Unnamed Pirate
action penalty, no RoF limitation. Eriry Ramp
Commissioned by https://www.deviantart.com/adamkop Ventral Airlock
The Loronar medium transport was designed by the 0
Loronar Corporation just prior to the Clone Wars. With a 0
Lockers PIS
Escape Pods PP
1P5•Iuft
ii
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CARGO
/
Deck 031
03 Deck 04 8:05
406 407
Tapani-class Carrier Space Range: 1-10/25/50 Gauntlet Assault Fighter out of production some six hundred years prior to the
Atmosphere Range: 2-20/50/100 km Clone Wars.
Craft: Tapani Starship Cooperative: Tapani-class Carrier Damage: 40 (4D) Craft: Shobquix Yards: Gauntlet
Affiliation: Rebel Alliance 14 Tractor Beams Affiliation: General These Snubfighters are relatively rare sights in the galaxy.
Era: Old Republic+ Fire Arc: 3 Fore, 4 Port, 4 Starboard, 3 Aft Era: Old Republic (Discontinued) However, these units can be found in the arsenals of many
Type: Snubfighter Carrier Crew: 1 Type: Short Range Archaic Snubfighter Outer Rim systems. The Gauntlet were very forward
Scale: Frigate Skill: Capital ship gunnery Scale: Snubfighter thinking for the era in which they were introduced,
Length: 375 meters Fire Control: 3D Length: 14 meters featuring Proton Torpedoes, a turret and a set of main guns
Skill: Capital Ship Piloting Space Range: 1-5/15/30 Skill: Starship Piloting for the Pilot. Of the Turreted systems only the laser
Crew: 236, gunners: 46, skeleton: 157/+10 Atmosphere Range: 2-10/30/60 km Crew: 1 cannon turret must be fired by the dedicated gunner for that
Crew Skill: Typically 2D+2 Damage: 20 (2D) Crew Skill: Typically 1D+2 location. The Proton Torpedo Turret can be fired from the
Passengers: 140 (techs); 70 (troops) Tractor Defense: 6 Fore / 8 Port & Starboard / 6 Aft Cargo Capacity: (100): 30 kilograms available Pilot’s station.
Cargo Capacity: (3,750): metric tons available Snubfighter Compliment: 20 Manta Snubfighters + 20 Consumables: 2 days (40 Credit Refuel) • Torpedo launcher accepts modern ammunition (9D+).
Consumables: 2 years ( 3.79 Million Refit cost) Hull Docks for additional Fighters (12 Dorsal & 8 Ventral). Cost: 69,000 (New); 52,000 (Used)
Cost: Million (New); Million (Used) Maneuverability: +6 (2D) A common modification of the craft allows for the locking
The Tapani-class carrier is a heavy snubfighter carrier used of the turret into an Aft position so that it can be fired from
Hyperdrive Multiplier: x1.5 in the Tapani sector and manufactured by the Tapani Space: 6
Hyperdrive Backup: x12 Atmosphere: 850 Km/H; 1,180 MPR the Pilot’s position. This modification also further
Starship Cooperative. It is designed to deliver Manta-class enhances the ship by removing the need for a second crew
Nav Computer: Yes starfighters into the heat of a space combat theater. The Hull: 51: (3D+2)
Maneuverability: -11 (2D+1) Armor: 25 / Ablative: 15 (1D) member and installing a bunk with an integral Sonic
carrier has a long flat dorsal surface that is used to store an Shower apparatus that rolls over the bunk to seal it for the
Space: 7 additional 12 Manta-class starfighters which are attached Shields: 19 (1D)
Hull: 325: 4 Locs (2D+1) Sensors: wash cycle. The Craft also adds a small Galley.
via their magnetic docking clamps, 8 additional are stored
Armor: 120/Loc; Ablation: 30 (2D) ventral. There is a dual tower with one raised above the Passive: 20/+5 (1D)
Shields: 595/Loc; (4D+1) Scan: 35/+9 (1D+2) The largest drawbacks to the Gauntlet are it’s age and lack
dorsal docking deck and one at the aft ventral portion of of hyperdrive. It’s consumables should be 7 days for two
Sensors: the vessel that houses service bays to perform starfighter Search: 45/+10 (2D)
Passive: 25/+0 Focus: 5/+15 (3D) occupants. This is another aspect of the craft that is often
maintenance and the command bridge. The engines are modified with enhanced atmospheric scrubbers and
Scan: 60/+3 (1D) robust and deliver better than average performance and the Maximum: 90/-30
Search: 120/+6 (2D) Weapons: modern food storage (the Galley is a convenience, the
carrier has excellent maneuverability complementing it’s ability to actually store enough food for 7/14 days must be
Focus: 4/+12 (4D) speed. The hull structure is light, however, it’s immense 2 Laser Cannons (Fire-Linked)
Maximum: 240/-34 Fire Arc: Fore modded into the craft. The Craft can support a single
shield generators give it protection comparable with other occupant for up to 14 days and it will accept the drive sled
Weapons: starships in its class. It’s weapons are only moderate and Skill: Starship gunnery (Pilot)
6 Turbolaser Batteries Fire Control: 2D that the Cloakshape uses to have a hyperdrive (though the
as a result they are always escorted by other starships such maneuvering fin does nothing for the craft).
Fire Arc: 1 Fore/Port, 1 Fore/Starboard, 4 Tower Mounted as the Tapani-class assault frigate. Space Range: 1-3/12/25
Turrets: 2 Fore/Port/Starboard; 2 Aft/Port/Starboard Atmosphere Range: 200-500m/2/4km
Notes: These craft are most commonly found in the arsenals of
Crew: 2 Damage: 40 (4D)
Skill: Capital Ship Gunnery • The carrier didn’t have Tractor Beams, I added them. Pirates, Old Republic Depots and planetary systems that
Fire Control: 3D It’s a primary carrier, it needs recovery tractor beams. 2 Laser Cannons (Fire-Linked) are too poor to field more modern snubfighters. When
Space Range: 3-15/35/75 Fire Arc: Dorsal Turret, All located on the black market the craft sell for a substantial
Atmosphere Range: 600m-30/70/150 km • The image doesn’t display the external side docks so Skill: Starship gunnery discount and as such some backwater planets field scores
Damage: 44 (4D+2) we are assuming there is hangar space inside the hull. Fire Control: 2D of the craft.
11,
10 Ion Cannon Batteries • It is designed with theater endurance, and has Space Range: 1-3/12/25
Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft enhanced consumables & support facilities. Atmosphere Range: 200-500m/2/4km
Crew: 2 Damage: 50 (5D)
Skill: Capital ship gunnery
Fire Control: 3D Proton Torpedo Launcher
Fire Arc: Ventral Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 20 Units
Atmosphere Range: 20 Km
Damage: 80 (8D)
Ammo: 8
408 409
578-R “Garbage Scow” Many ships came off the assembly line with missing Adjusted the deck plan to 1 meter
components such as a hyperdrive motivator, or in worse per square & length to 23 m
Craft: Amalgamated Hyperdyne: 578-R Space Transport cases exhibiting malfunctions that wouldn't appear until • Dropped passenger to 5
Affiliation: General the worst possible moment, such as transparisteel view • 2x Armor: -6 to Maneuver
Era: Old Republic (Obsolete: 500+ BBY, still in use) ports coming loose in the midst of flight. Most of the • The Bridge acts as a escape pod.
Type: Stock Light Freighter transports were removed from the market or recalled for • Top, concealed, docking hatch.
Scale: Transport, ½ Maneuverability Penalty their deficiencies. Those that remained in active use were • Lounge, Galley & Game Table
Length: 23 meters popular among outlaw techs and the fringes of society.
They are easily customized due to interchangeable parts • Forward crawlspaces can hide
Skill: Starship Piloting almost anything (+6 to tests)
Crew: 2 + 1-2 Can Coordinate; Skeleton: 1 +6 from Corellian Engineering Corporation designs. The Last
Resort is a highly customized 578-R space transport • Easy to Mod/Repair: +3 to tests
Crew Skill: Varies Wildly Junk Reclamation Device &
Passengers: 5 belonging to the Arkanian Offshoot, Camper. The craft
was designed as a Junk Hauler, thus the nick name is Technical Workbench (effectively,
Cargo Capacity: (115): 40 metric tons available* a small molecular furnace): +3 to all
Consumables: 46 Days (4,140 credit Refuel cost) actually appropriate in this case. The 578 is equipped with
a Junk Reclamation Device. This feature allows the craft technical tests using materials from
Cost: 37,700 (Used) it. The device has limited
Hyperdrive Multiplier: x3 to process any junk thrown into the device and spit out raw
materials, cleanly separated, in multiple bins. The device fabrication capability and will create
Hyperdrive Backup: x20 the base structure (chassis) of any
Nav Computer: Yes was considered to be revolutionary the time of it’s
introduction and in may ways it still is. Only the vastly device up to 75 Kg if the raw
Maneuverability: -9 (0D) materials are possessed.
Space: 2 expensive Molecular Furnaces of wealthy entities can
break down materials at this level of refinement & Weight: 75 MT of Cargo Space*
Atmosphere: 800 Km/H; 1,110 MPR
Hull: 90 (2 Locs): Fore & Aft (4D) automated fabrication (0+ ABY).
Armor: 40/Loc / Ablative: 30 (2D) There is only one place to shit on the craft… Make damn
Shields: 20/Loc (2 Generators, 0D+1)
Sensors:
sure the food you’re eating on this ship isn’t feces based.
Because it totally could be! Reprocessed in the 578-R Space Transport I square = I meter
Passive: 10/+0 Reclamation Device! Yummy! …
I. Bridge 5. Crew Cabins 9. Cargo Hold / Workshop
Scan: 15/+0 Amalgamated Hyperdyne was clearly onto something with
Search: 30/+1 the 578. The company had a number of smaller, 2. Stairwell to Luwer Deck G. Engine Room ID. Junk Receptacle
Focus: 1/+2 successful, designs prior to the 578. The ship allows for 3. Crew Lounge 7. Stairwell to Doper Deck II. Hoarding Rump
Maximum: 60/-39 interchangeability with most major intergalactic 4. Airlock E Dorsal Hatch B. Forwent! Crawlspaces
Weapons: manufacturers. This feature, alone, is thought to have
1 Medium Blaster Cannon made the company a target for corporate espionage. It is
Fire Arcs: Fore (Concealed Bow Mount) believed, in many circles, that the Corellian Engineering
Crew: 1 Corporation had a direct hand in the company’s
Skill: Starship Gunnery destruction. Centuries after it’s collapse, the intellectual Lower Deck
Fire Control: 0D+1 property and the original production facilities still exist,
Space Range: 1-5/10/18 languishing unused and forgotten.
Atmosphere Range: 100-500m/1/1.8 km Notes:
Damage: 50 (5D) • The scaling on the ship is incorrect (in my opinion).
The 578-R suffered from many production problems, and 1.5 meters per square on the drawing made the craft
ultimately resulted in Amalgamated Hyperdyne going 31.5m long as the Wiki states. Images of the Last
bankrupt due to the many safety recalls issued on the craft. Resort contradict this size.
410 411
VCX-100 forward-turret. VCX-100’s also have a slot in between its Quasar Fire II-class Carrier attacks. The optimal usage in the doctrine that ordered the
main engines, into which a VCX-series auxiliary craft’s design called for it to form an outer picket perimeter
Craft: Corellian Engineering Corporation: VCX-100 snubfighter can dock. It is also outfitted with a magnetic Craft: SoroSuub: Quasar Fire II Para-Military Carrier with craft like Carrack Cruisers and Bayonets and allow
Affiliation: General cargo clamp on its ventral plating, capable of holding Affiliation: Galactic Empire, Open Market, Black Market the picket line to scramble snubfighters to effectively
Era: Rise of Empire several bulk containers. Era: Rebellion+ screen and destroy any incoming threat well before a fleet
Type: Stock Light Freighter Craft: C.E.C. VCX-Pinnace Type: Snubfighter Carrier was required to deploy it’s own snubfighters and point
Scale: Transport Scale: Snubfighter; Length: 8 meters Scale: Frigate defenses. This doctrine was quickly dismissed as members
Length: 44 meters Crew: 1; Passengers: 4 / Cargo Cap: (100): 60 kg Length: 350 meters of the Imperial Council like Wilhuf Tarkin ignored the
Skill: Starship Piloting Skill: Capital Ship Piloting need for point screening entirely. Completely disregarding
Crew: 1 to 3, gunners: 2; Skeleton: 1 +3 Crew: 236, gunners: 14, skeleton: 157/+6 the rising threat of Rebel snubfighter assaults. The early
Crew Skill: Varies Wildly Crew Skill: Typically 2D days of the Alliance to Restore the Republic saw massive
Passengers: 6 Passengers: 140 (techs); 70 (troops) fleet actions on behalf of the Alliance vs the Empire. A
Cargo Capacity: (220): 219.9 Metric Tons Available Cargo Capacity: (3,500): 43 metric tons available few short years later and the Alliance had few capital ships
Consumables: 3 Months (11.6K credit Refuel cost) Consumables: 1 year (1.8 Million Refit cost) to spare.
Cost: 141,400 (New); 106,050 (Used) Cost: 3.3 Million (New); 2.5 Million (Used) Weapons:
Hyperdrive Multiplier: x2 Hyperdrive Multiplier: x2 2 Double Turbolaser Batteries
Hyperdrive Backup: x12 Hyperdrive Backup: x12 Fire Arcs: 1 Fore/Port, 1 Fore/Starboard
Nav Computer: Yes Nav Computer: Yes Crew: 2
Maneuverability: -4 (1D+2) Maneuverability: -15 (1D) Skill: Capital Ship Gunnery
Space: 5 Space: 8 Fire Control: 2D
Atmosphere: 750 Km/H; 1,040 MPR Hull: 550: 4 Locs (4D) Space Range: 3-15/35/75
Hull: 109 (3 Locs): Fore, Mid & Aft (5D) Consumables: 4 days (200 Cr Refuel cost) / Cost: 68,000 Armor: 120/Loc; Ablation: 30 (2D) Atmosphere Range: 6-30/70/150 km
Armor: 25 (3 Locs) / Ablative: 15 (1D) (New); 51,000 (Used) / Hyperdrive Multiplier: x3; Nav Shields: 550/Loc (4D) Damage: 50 (5D)
Shields: 30/Loc (3 Generators; 1D) Computer: Yes / Maneuverability: 2D (2D+2 in Sensors:
Sensors: Atmosphere) / Space: 6; Atmosphere:850 Km/H/1,180MPR Passive: 40/+6 (2D) 10 Tractor Beams
Passive: 10/+0 Hull: 49 (4D) Scan: 80/+9 (3D) Fire Arc: 5 Fore, 2 Port, 2 Starboard, 1 Aft
Scan: 25/+3 (1D) Armor: 25 / Ablative: 15 (1D) Search: 160/+11 (3D+2) Crew: 1
Search: 40/+6 (2D) Shields: 20 (1D) Focus: 5/+12 (4D) Skill: Capital Ship Gunnery
Focus: 2/+9 (3D) Sensors: Passive: 10/+0; Scan: 20/+0; Search: 30/+3 Maximum: 320/-29 Fire Control: 3D
Maximum: 80/-34 (1D); Focus: 2/+6 (2D); Maximum: 60/-37 Space Range: 1-5/15/30
Weapons: Weapons: The Quasar Fire II-class Cruiser-Carrier is a formal model Atmosphere Range: 2-10/30/60 km
2 Twin Laser Cannons (Fire-Linked) Twin Blaster Cannon Fire Arcs: Fore / Skill: Starship of the Quasar Fire-class starship design. While the Quasar Damage: 40 (4D)
Fire Arcs: 1 Forward Turret & 1 Dorsal Turret Gunnery / Fire Control: +10 (2D) / Space Range: 1- Fire I is a Bulk Freighter that the Rebel Alliance has refit to Tractor Defense: 20 Fore, 8 Port & Starboard, 4 Aft
Crew: 1 (Pilot at +0) 5/10/18 / Atmo: 100-500m/1/1.8 km /Damage: 50 (5D) serve as a snubfighter carrier, the Quasar Fire II is a newly
Light Blaster Turret: Scale: Speeder / Fire Arcs: All / Snubfighter Compliment: 72 TIE Craft, 4 TIE Shuttles
Skill: Starship Gunnery redesigned military carrier for Imperial craft. While the
Fire Control: 2D Skill: Starship Gunnery / Space Range: 1/- Atmosphere standard Quasar Fire I can be retrofitted to carry 48 Ground Compliment: 1 Prefab Base, 4 Prefab Listening
Space Range: 1-3/12/25 Range: 15-30/75/100m / Damage: 50 (5D) Snubfighters, the Quasar Fire II has been outfitted with the Posts, 12 Speeder Bikes, 1 Landing Craft
Atmosphere Range: 100-300m/1.2/2.5 km Notes: latest in Imperial Rack Mounts, allowing for an increase in
Damage: 40 (4D) • Galley, Refresher, Game Table, Lounge, 2 Way short the overall craft complement (so long as they utilize the
The VCX-100 has sleeping quarters and even a kitchen. Its range Holo receiver / transmitter (not holonet capable) rack system). The Quasar Fire II is capable of carrying a
armament comprises of a dorsal turret and a frontal-turret, • Ventral Cargo Clamps (up to +110 MT in cargo pods) full 72 TIE craft.
the latter being controlled by a gunner in its seat or from • Four Double Bunk personal quarters with lockers and
the cockpit. The cargo bay and main entrance ramp is desk space. Bunks large enough for double occupancy The craft is an oddity in Imperial service as it sports only a
mostly located in the front of the freighter, below the • Suffers Maneuverability penalty from Armor (-3) pair of double turbolasers. It is equipped only with Tractor
Beams. One per each craft bay, and some additional
scattered around the ship for strike craft recovery. It’s
main drive array has been significantly upgraded to allow
the craft to keep pace with Imperial Picket ships like the
Carrack Cruiser. While the Quasar Fire II is rarely used in
conjunction with picket vessels on the line for larger fleets,
it is immediately evident that the Imperial Admiral that
requested the craft was concerned about snubfighter
412 413
YT-2400 Favored by smugglers, the ship features the YT series NovaSword Superiority Fighter Atmosphere Range: 30 km
trademark saucer-shaped hull and starboard-mounted Damage: 80 (8D)
Craft: Corellian Engineering Corporation: YT-2400 command pod. Like most Corellian designs, the YT-2400 Craft: SubPro: NS-SS-F1 Space Superiority Fighter Ammo: 3 Missiles
Affiliation: General is fast, tough, and endlessly modifiable (-1DR). The ship Affiliation: General
is easily customized for modifications to the stock frame. The NovaSword is a nimble & powerful craft, that has
Era: Rebellion Era: Clone Wars numerous improvements over the aging Z-95. With fair
Type: Stock Light Freighter Thus, the design is favored by mercenaries and smugglers, Scale: Snubfighter w/Transport Hull Durability
or any other being in need of a well-armed "transport". shielding, high speed and an integrated hyperdrive, it is a
Scale: Transport Length: 13.8 meters capable and versatile craft. It can act as an interceptor,
Length: 21 meters With thick armor plating and bulky engines, is can easily Skill: Starship piloting
handle the strain of deep-space combat. The vessel has scout, or even a light bomber. The NovaSword has a large
Skill: Starship Piloting Crew: 1 and roomy flight cabin, so much so, that cabin access is
Crew: 2, gunners: 1, skeleton: 1/+3 power to spare and an over-sized hull begging for hot- Passengers: 1 (can coordinate)
rodded engines and powerful weapons. The aft section of through a ramp on the ventral surface of the ship as
Crew Skill: Varies Wildly Crew Skill: Varies Wildly opposed to an opening canopy. The flight controls and
Passengers: 5 the cockpit tube contains the primary escape pod, which Cargo Capacity: (221.25): 148.75 kilograms available
seats six. The rounded hull area is devoted to cargo holds chairs for pilot and passenger are parallel and equally
Cargo Capacity: (105): 104.9 metric tons available Consumables: 20 days (300 Credit Refuel; Efficient) spacious. This works well with it’s design philosophy;
Consumables: 2 Months (5.6K credit Refuel cost) and ship's systems. A second escape pod, as well as the Cost: 160,000 (New); 120,000 (Used)
airlock, is located on the far side of the cargo built to be operated by a single pilot, the second seat can
Cost: 137,800 (New); 103,350 (Used) Hyperdrive Multiplier: x2 hold a co-pilot. This allows a small organization to assign
Hyperdrive Multiplier: x2 compartment, directly opposite the bracing arms. Nav Computer: Yes a single trained pilot and still have an effective fighting
Hyperdrive Backup: x12 Maneuverability: +8 (+11 in Atmo); (2D+2/3D+2) force, or for a larger outfit to assign two crew per ship for
Notes:
Nav Computer: Yes Space: 9 additional utility. It was SubPro’s attempt to break out into
Maneuverability: -7 (1D+2) • Gun-well(s) can be locked into fixed positions and Atmosphere: 1,300 Km/H; 1,805 MPR the larger galactic market; despite the fact it had designed
Space: 5 operated by both the pilot and co-pilot and reduced Hull: 100 (4D+1) some of the most successful fighters of its era, it's location
Atmosphere: 800 Km/H; 1,110 MPR Fire Control (+0). Armor: 35 / Ablative: 25 (1D) far from the Core caused it to be seen as a second-rate
Hull: 112 (2 Locs): Fore & Aft (5D) Shields: 49 (1D+2) designer. Though it made many designs with the Incom
Armor: 40/Loc / Ablative: 30 (2D) • Provisioned for a Ventral Gun position. Sensors: Corporation, SubPro never received a full share of the
Shields: 50/Loc (2 Generators; 2D) • Gunners do not factor into consumable costs. Passive: 25/+3 (1D) money made, nor the extensive credit for its part in
Sensors: Scan: 50/+6 (2D) creating those designs. Ultimately, SubPro designed it to
Passive: 10/+0 • Refresher Booth Search: 75/+9 (3D) combat this, and the design was a success; SubPro's
Scan: 25/+3 (1D) • Galley, Lounge, Auto Chef & Basic Entertainment Focus: 5/+12 (4D) reputation, however, prevented the Republic/Empire from
Search: 40/+6 (2D) Table Maximum: 150/-31 buying any of the craft. Sales remained low, and relatively
Focus: 2/+9 (3D) Weapons: few were built - the NovaSword was commonly sold to
Maximum: 80/-34 • Possesses the same over provisioned reactor core that 2 Heavy Laser Cannons (Fire-Linked) private buyers as a result, typically mercenaries and bounty
Weapons: the YT-1000 has = Over designed Fusion Reactor: Fire Arc: Fore hunters, with only a few small fleets sold to defense forces.
Double Laser Cannon (Fire-Linked) Double Auxiliary power. Craft supports any Skill: Starship Gunnery Notes:
Fire Arcs: Dorsal Turret modifications to power draw with ease. Fire Control: 3D • Incorporates SubPro designed Armor (+2 Pips).
Crew: 1 Space Range: 1-3/12/25 • “Destroyed” models have a greater than usual chance
Skill: Starship Gunnery • Suffers Maneuverability penalty from Armor (-6) Atmosphere Range: 100-300m/1.2/2.5 km of being salvaged for parts (3 in 6 chance).
Fire Control: 2D Damage: 70 (7D)
• Cockpit is an escape pod for 2. • Consumables are a mirror of the wiki stats.
Space Range: 1-3/12/25 Concussion Missile Launcher
Atmosphere Range: 100-300m/1.2/2.5 km Fire Arc: Fore & Ventral • Benefits from Space Transport Auxiliary Power
• An Alternate escape pod is located just aft of the • In-flight repairs can often be performed from inside
Damage: 50 (5D) cockpit seating 6. Skill: Starship Gunnery
Fire Control: 3D the cockpit. Most systems are accessible.
Space Range: 30 units • Luxury Seating
414 415
C-73 Tracker Baudo Star Yacht Fire Control: 3D
Space Range: 2-6/18/36
Craft: Sublight Products Corporation: C-73 Tracker Craft: Mendel Baudo Designs: Baudo-class Star Yacht Atmosphere Range: 200-600m/1.8/3.6 km
Affiliation: General Affiliation: General Damage: 40 (4D)
Era: Old Republic Era: Rise of the Empire+ The Baudo is a luxury vessel in every sense. Sporting a
Scale: Snubfighter Type: Stock Light Freighter full swimming pool with luxurious views of space as well
Length: 11.5 meters Scale: Transport as a sauna and over sized hot tub. Then there’s night club,
Skill: Starship piloting Length: 32 meters with two levels and the same amazing outside view. She
Crew: 1 Skill: Starship Piloting comes equipped with a professional kitchen, a gourmet
Crew Skill: Typically 0D+2 Crew: 1 culinary droid, 3 servant droids, 4 Human Replica Pleasure
Cargo Capacity: (143.75): 48 kilograms available Crew Skill: Typically 2D+2 Droids & 2 BDG Bodyguard droids. In the event you
Consumables: 1 day* (10 Credit Refuel) Passengers: 14 require medical attention the ship is outfitted with your
Cost: 25,600 (Used Only) Cargo Capacity: (60*): 59.9 Metric Tons Available very own 2-1B droid and a full medical suite and Bacta
Maneuverability: +3 (+6 in Atmo); (1D/2D) *100 Tons used by the luxury amenities on board Tank. Welcome to the big leagues, you travel in style
Space: 5 Consumables: 53 Days (5.3K credit Refuel cost) when you invest in a Baudo Star yacht.
Atmosphere: 1,050 Km/H; 1,455 MPR Cost: 386,000 (New); 424,600 (Used) Notes:
Hull: 30 (2D) Hyperdrive Multiplier: x1 • The droids do not count as Passenger capacity.
Armor: 55; Ablative: 45 (3D) / Typically 1D: 25 / 15 Hyperdrive Backup: x5 • Luxury Seating throughout the ship
Sensors: C-73 Tracker Pictured above Nav Computer: Yes • 2 Galleys, 2 Bars, 2 Lounges, 2 Auto Chefs
Passive: 10/0 The C-73 is possibly the first Snubfighter to ever Maneuverability: -3; (+3 in Atmosphere) (2D/4D) • 4 Refresher Booths, 1 Med bay with Bacta Tank
Scan: 15/+3 (1D) incorporate repulsor coils in it’s design. While it’s space Space: 10 • Zero G Pool & many Disco Balls
Search: 20/+4 (1D+1) based performance was in line with other snubfighters of Atmosphere: 1,200 Km/H; 1,665 MPR • Two Level Dance floor & audiophile sound system
Focus: 2/+5 (1D+2) it’s era, the C-73 completely blew the competition away Hull: 50 (3 Locs): Fore, Mid & Aft (2D) • All beds are Luxury
Maximum: 40/-33 once it was in a planetary atmosphere (or near enough to Armor: 25 (3 Locs) / Ablative: 15 (1D) • 6 Transpairsteel Bubble Windows (will become
Weapons: one) to be able to leverage it’s repulsorlift coils. When the Shields: 70/Loc (3 Generators; 3D) transparent by owner control).
2 Pulse Wave Cannons (Fire-Linked) C-73 was introduced there were no small craft combat Sensors: • Holo Communicator
Fire Arc: Fore shields and Sublight Products Corporation developed an Passive: 30/+3 (1D) • 4 Advanced Game Tables
Skill: Starship Gunnery advanced, lightweight, armor design. The armor would Scan: 45/+6 (2D) • Resale value of the Baudo is (10%) higher than New
Fire Control: 1D+1 form the basis for all future designs of their craft. Almost Search: 90/+9 (3D) pricing due the limited production of the craft.
Space Range: 1-2/6/12 universally implemented across their entire product stack, Focus: 4/+12 (4D) • Suffers Maneuverability penalty from Armor (-3)
Atmosphere Range: 100-200m/600m/1.2 km just with less actual armor as craft began incorporating Maximum: 180/-31 Generally Speaking no two Baudo’s are alike (the Pulsar
Damage: 50 (5D) combat shields. The amount of armor possessed by the Weapons: Skate is a great example). The ships are hand crafted for
Tracker has allowed the craft to remain relevant for Advanced Laser Cannon their buyers by Mendel Baudo himself. He is a reclusive
The Sublight Products Corporation introduced the C-73 Fire Arcs: Turret: Fore, Port, Starboard, Aft: Ventral
Tracker almost a millennia ago. The corporate name might centuries longer than any other design. By the time of the and hard to locate individual. It is rumored he keeps a
Empire’s rise to power the C-73 is a museum piece. With Crew: (Pilot) couple stock units built for non discerning buyers.
not be immediately recognized, however, this is because Skill: Starship Gunnery
the company eventually abbreviated their name to SubPro any functioning units typically found in the Outer Rim and
after they began manufacturing hyperspace capable craft. with Pirate groups.
The tracker predates even the Zebra’s introduction and Notes:
remained a fierce competitor for the Zebra until Subpro • The C-73 carries maximum armor, no additional
outstripped them with the introduction of the Z-95 Mark I armor can be mounted. The Armor does not diminish
which inherited the design lessons learned from the C-73. modifications (while most other snubfighters with 3D
With the Z-95 Prototype even resembling the C-73 in Armor are diminished).
many ways. Both craft craft possess the C-73’s singular • Most C-73 Trackers found will have no more than 1D
sublight engine, fixed wings and a robustly provisioned Armor on them. Armor costs thousands of credits…
cockpit that is quite roomy. The Z-95 Mark I (the
• I reduced the Focus sensors from 3D to 1D+2, it just
production model) was a departure from the fixed wings of
didn’t make sense to have 5 pips over the Search
the prototype, incorporating a swing wing design and a
rating for only 2 units of scanning (that’s 5K in cost).
pair of engines, because many deemed that the craft
resembled the C-73 • Increased the Atmospheric performance to match the
too much and original Z-95 Mark I (which I ended bumping up
feared that 150Km/H to better match it’s capabilities). Added
potential buyers +1D to Atmospheric Maneuverability.
would believe the • Dropped the Space units to 5 to match the original
new craft was single engine Z-95.
nothing more than • Increased the cannon damage by 10 to 50 (5D instead
a re-skinned C-73. of 4D) since I downgraded the craft from Lasers to
Pulse Wave Cannons.
• *The craft may list 1 day of consumables, however,
the design received refits over it’s deployment life. As
Z-95 Prototypes such the craft can be refit to 6 days of Consumables at
during shakedown no hit to cargo space.
exercises
• It’s power core was also refit and can support
hyperdrive units and combat shielding around 150
BBY (though they consume some cargo capacity).
416 417
YT-1000 custom observation lounge and it takes some design
queues form the YT-600 design with the inclusion of ½ of
Craft: CEC: YT-1000 Luxury Freighter that craft’s robust armor. The YT-1000 does, however,
Affiliation: General include three combat shield generators (1 per location).
Armor had already fallen out of favored usage by the time
YT-1000 Deck Plan
Era: Old Republic
Type: Stock Light Freighter of this craft’s release. Cannon placement is considered
Scale: Transport “bizarre” by most standards. That is, until you realize that
Length: 28 meters the design placed the craft’s fusion reactor where one
Skill: Starship Piloting would expect the gun-wells typically. It is an odd design
Crew: 1, 1 Can Coordinate; Gunners: 0-2 choice that chews into cargo space.
Crew Skill: Varies Wildly Notes:
Passengers: 6 • All repairs, maintenance & modifications are
Cargo Capacity: (140*): 90 metric tons available performed at -1 DR due to the ease of modification
Consumables: 56 Days (4,480 credit Refuel cost) that accompanies all CEC vessels, all areas are
Cost: 116,640 (New); 87,480 (Used) accessible via crawl-ways.
Hyperdrive Multiplier: x2 • Gun-well(s) can be locked into fixed positions and
Hyperdrive Backup: x10 operated by both the pilot and co-pilot with no fire
Nav Computer: Yes control bonus.
Maneuverability: -8 (1D)
• The craft was designed to support a pair of guns,
Space: 5
Dorsal and Ventral mounted (the ventral provisioned).
Atmosphere: 850 Km/H; 1,180 MPR
Hull: 70 (3 Locs): Port, Starboard & Aft (4D) • Gunners do not factor into consumable costs. CARPI]
Armor: 70/Loc / Ablative: 25 (1D+2); 2x Durability • Refresher Booth & Conventional Shitter
Shields: 30/Loc (3 Generators, 1D) • Lounge & Enhanced Entertainment Table. All
Sensors: bedding and seats in the craft are luxurious.
I
Passive: 10/+0 • Incorporates some of the YT-600’s armor design.
Scan: 20/+3 (1D) Armor Ablation does not diminish after Armor is
Search: 40/+6 (2D) depleted. Armor cannot be bypassed by an advantage Ft11111:114 Re Anena
raj 11,1
Focus: 2/+9 (3D) or weapon special ability.
Maximum: 80/-34 • Over designed Fusion Reactor: Double Auxiliary
Weapons: power. Craft supports any modifications to power
1 Double Light Laser Cannon (Fire-Linked) draw with ease.
Fire Arcs: Dorsal Turret
Crew: 1 • The Bridge will also act as an escape pod.
Skill: Starship Gunnery • Top, universal, docking hatch.
Fire Control: 2D • Bizarre deck-plan (and over provisioned reactor) ocAeR: Roc.
Space Range: 1-3/12/25 diminishes overall cargo space -50 Metric Tons.
Atmosphere Range: 100-300m/1.2/2.5 km • Suffers Maneuverability penalty from Armor (-5) CARTA/Pea CAIIIN
Damage: 40 (4D) 12 EIUNICILI)
CARGO NOLO
al
ri)
MAN TO ■ QALL
418 419
Maka-Eekai L4000 Transport common addition is a set of linked laser cannons in a ball • The multi-deck cargo system is fed by cargo elevators
turret found at the end of a gun boom. The boom doubles that operate either as turbolifts or as hydraulic lifts (in
Craft: Gallowfree Yards: M-E L4000-series as a stabilizing fin, swinging to the back of the ship for emergencies). The latter of which can be operated
Affiliation: General both landing and lightspeed travel but projecting below the ratehr easily with no power, from each level by a well
Era: Clone Wars ship for normal space travel. Access to the ball turret is engineered crank wheel that anyone with at least a 2D
Type: Medium Luxury Transport through a tunnel running the length of the gun boom, a Strength can operate (albeit slowly).
Scale: Transport maneuver most easily accomplished in zero gravity. • If the craft is crewed by only a single individual it’s
Length: 66 meters Because it was aimed at an independent market, the Maka- weapons systems lose 6 points of Fire Control (-2D)
Skill: Starship Piloting Eekai used a surprising amount of space for targeting due to not being directed by a gunner.
Crew: 1 + 5 Can Coordinate; Gunners: 2; Skeleton: 1 +0 computers, maneuvering thrusters, and sensors, making • Luxury Dining Hall & Bar, Crew Lounge, 2 Auto
Crew Skill: Varies Wildly even the stock versions far more combat ready than their Chefs, Passenger Lounge, Galley, Luxury Seating and
Passengers: 9 rotund appearance would suggest. Beds, Machine Shop, 6 Refreshers, Expansive
Cargo Capacity: (330*): 330 metric tons available Notes: Mainframe, Data-center & Sensor room (+2 to Scholar
Consumables: 6 Months (35,700 credit Refuel cost) • Heavy Maneuvering thrusters completely negate the & related Tech Skills), 2 Crew/Passenger Turbolifts
Cost: 309,600 (New); 232,200 (Used) armor penalty to maneuverability on the L4000. with backup maintenance ladders. Cargo A is
Hyperdrive Multiplier: x2 • Due to the priority of over-engineering the computer hermetically seal-able and climate controlled.
Hyperdrive Backup: x10 systems, sensors and Fire Control packages of the Advanced Game Table, Holo View Screens in every
Nav Computer: Yes L4000, in addition to, a focus on luxury the craft only room, 2 Ten occupant Lifeboats (1 month of survival
Maneuverability: -3 (2D) has room for 50% of it’s maximum cargo capacity supplies each).
Space: 6 (660 Metirc Tons*).
Atmosphere: 800 Km/H; 1,110 MPR
Hull: 170 (4 Locs): Fore, Port, Starboard & Aft (8D)
Armor: 25/Loc / Ablative: 15 (L1)
Shields: 70/Loc (4 Generators, 3D)
Gallofree Yards Maka-Eekai L4000 Transport
Sensors:
Passive: 50/+6 (2D)
Scan: 75/+9 (3D)
Search: 100/+12 (4D)
Focus: 20/+15 (5D)
Maximum: 200/-28
Weapons: storage space. The hope was that wealthy independent
2 Double Laser Cannons (Fire-Linked) merchants would pay a premium to haul their loads in
Fire Arcs: 1 Fore/Port/Aft & 1 Fore/Starboard/Aft comfort and style. The design program that produced this
Crew: 1 model began in the later days of the Old Republic, and the
Skill: Starship Gunnery first model rolled off the line just as The Clone Wars began
Fire Control: 4D in earnest. As a result, sales were poor, prompting the
Space Range: 1-3/12/25 manufacturer to cut the price considerably. Although this
Atmosphere Range: 100-300m/1.2/2.5 km tactic did boost sales, the financial hit sustained by
Damage: 50 (5D) Gallofree Yards was considerable, and the manufacturer
never truly recovered. No further production runs were
The Maka-Eekai L4000 Transport is among the largest attempted, and though the Maka-Eekai was a common
transports ever built for the independent freighter market. sight in the years shortly after the Clone Wars, a few years
Although bulk freighters are often much more massive, the after the Battle of Yavin most were gone. Because they
Maka-Eekai was still designed to be operated by a single shared many components with larger transports, most
independent captain, rather than a large corporation, well Maka-Eekai were eventually scrapped for parts to repair
connected cartels, or a government. Though two-thirds the larger ships that had ten times the cargo capacity.
size of Gallofree Yards' GR-75 medium transport, the Most Maka-Eekai were configured primarily as cargo
Maka-Eekai had less than 10% of the cargo capacity due to haulers, with room for only a few passengers but hundreds
its focus on comfort and maneuverability rather than just of tons of cargo. It is possible to convert cargo space into
roomy accommodations, at the rate of 10 tons of cargo per
additional passenger (to a max of 40 passengers). Many
Maka-Eekai were produced with different cargo/passenger
mixes as standard stock options at no additional cost. Of
course, most of this tonnage went to stowage for six
months of food for an additional person as well as more
life support equipment, living facilities, and galley space.
People stored in cargo space for only a very short trip,
refugees for example, didn't take up anything close to 10
tons. Several of the Maka-Eekai were later used during the I square = 3 meters
rise of the Empire period as smuggler ships, with at least
one, the Uhumele, having a run-in with an Imperial
contingent. Dom* 4 Chair Boor Bunk ill Table
The stock armament is the two double laser cannons
mounted in turrets on either side of the ship. However, a IF Refresher CEO Sofa EL Lift Tube Storage/flask Deiarik Board
420 421
CloakShape Fighter Below are the add-ons that make what we call a “modern” Supa Fighter Space Range: 1-3/12/25
CloakShape. Retrofitted with the most popular add-on Atmosphere Range: 100-300/1.2/2.5 km
Craft: KDY Engineering CloakShape Fighter parts that are widely available. The inclusion of a Craft: Joraan Drive Systems Supa-class Snubfighter Damage: 40 (4D)
Affiliation: General / Black Sun powerful Passive Sensor suite allows the craft to detect Affiliation: General / Black Sun
“something” rather than nothing at all. As the original 2 Proton Torpedo Launchers (Fire-Linked)
Era: Old Republic (Obsolete, discontinued) Era: Rise of Empire+ Fire Arc: Fore
Scale: Snubfighter models didn’t even possess sensors. It’s much more Scale: Snubfighter
formidable than most would expect. The cartel needs Skill: Starship Gunnery
Length: 15 meters Length: 19 meters Fire Control: 2D+1)
Skill: Starship piloting pilots, you can pilot one of these babies if you join us in Skill: Starship piloting
maintaining the peace. A good start would be if you rough Space Range: 20 units
Crew: 1 Crew: 1 Atmosphere Range: 20 km
Crew Skill: Typically 1D+2 up your neighbor’s kid and then threaten his family for Crew Skill: Typically 1D+2
protection money. It might get your foot in the door with Damage: 200 (9D/10Dx2)
Cargo Capacity: (188): 75.5 kilograms available Cargo Capacity: (238): 50 kilograms available Ammo: 8 Torpedoes/ea (8 Shots)
Consumables: 8 days (80 credit refuel) Black Sun. Consumables: 10 days (100 credit Refuel)
Cost: 45,800 (Used Only) -Mazzick Cost: 195,000 (New); 144,000 (Used) Some refer to this ship as a flying brick, other’s call it an
Maneuverability: +4 (+7 in Atmo); (1D+1/2D+1) Notes: Hyperdrive Multiplier: x1 “Ugly”. It may not be maneuverable, or pretty, but it has it
Space: 6 Hyperdrive Backup: x7 where it counts. You will be hard pressed to find a single
Atmosphere: 950 Km/H; 1,820 MPR • Armor offers enhanced resilience +2 Nav Computer: Yes occupant Snubfighter that has integral bunk space that
Hull: 60 (4D+2) Maneuverability: +4 (+5 in Atmo); (1D+1/1D+2) doubles as a refresher, a small galley and some creature
Armor: 35 / Ablative: 25 (1D) • Basic Sensor Suite Space: 6 comforts to help you weather a long jump. The design was
Weapons: Cost: 4,000 Atmosphere: 1,050 Km/H; 1,460 MPR custom commissioned for Black Sun and found it’s place
Passive: 50/0 Hull: 60 (2 Locs): Port/Starboard (4D+2) with pirates, smugglers and lone wolves, for which there
2 Blaster Cannons (Fire-Linked) Weight: Negligible Armor: 25 / Port & Starboard / Ablative: 15 (1D) are plenty in the galaxy. Joraan Drive Systems is also
Fire Arc: Fore Shields: 30 / Loc (2 Generators; (1D+2) known for their Pinook Snubfighter, both share many of
Skill: Starship Gunnery • Curich Engineering Maneuvering Fin the same design elements, at a core level, including the
Cost: 3,200 Sensors:
Fire Control: 1D+2 Passive: 20/+0 engine.
Space Range: 1-5/10/18 Maneuverability: +4 (1D+1)
Weight: 5 Kg Scan: 40/+3 (1D)
Atmosphere Range: 100-500m/1/1.8 km Search: 80/+5 (1D+2) We’ve always been huge fans of Joraan Drive Systems. In
Damage: 44 (4D+2) • Hyperdrive Sled Focus: 2/+7 (2D+1) fact, I’m fairly certain we muscled our way into their
2 Light Concussion Missile Pods (Fire-Linked) Cost: 16,800 Maximum: 160/-35 board of directors through some pretty terrifying tactics,
Fire Arc: Fore Hyperdrive Multiplier: x3 Weapons: bribery and down right nasty threats and perhaps more
Skill: Starship Gunnery Nav Computer: Uses R1 unit, up to 5 Jumps than one abduction. This is one of the oddities they
Weight: 7.5 Kg 2 Medium Laser Cannons produce almost exclusively for Black Sun. While it’s
Fire Control: 2D Fire Arc: Fore
Space Range: 30 units marketed at a general audience, our victims in the
• Drop In Shield Generator Skill: Starship Gunnery hyperlanes know the real truth! She packs one hell of a
Atmosphere Range: 30 km Cost: 2,400 Fire Control: 3D
Damage: 140 (6D/7D x2) punch with that beauty of an Ion Cannon. Just a couple
Shields: 20 (1D) Space Range: 1-3/12/25 shots and most of our targets become our “guests” in short
Ammo: 8 Missiles/each (8 Shots total) Weight: 2.5 Kg Atmosphere Range: 100-300/1.2/2.5 km order.
The reinforced hull makes the vessel quite durable and Damage: 60 (6D)
overall they are generally considered adequate for their Ion Cannon -Mazzick
class. They perform competently in planetary Fire Arc: Dorsal Turret; All/Dorsal
atmospheres. The fighter’s simple design, modular Skill: Starship Gunnery
compartments & universal adapters encourage Fire Control: 4D
modification, allowing them to be fitted with a variety of
aftermarket systems. The Curich Engineering rear wing
and stabilizer conversion kit is so common that many
assume that the fighter originally came with the stabilizer.
422 423
XT-3100 the Pacifier the XT-3100 didn’t fare very well. It actually
fell into the hands of the Rebel Alliance as a heavy scout
Craft: CEC: XT-3100 Scout Ship ship used to collect targeting information and even destroy
Affiliation: General small capital ships. While that might sound unlikely, the
Era: Rise of Empire craft’s fusion core was designed by the same engineer that
Type: Stock Light Freighter over provisioned the one in the YT-1000 series. Actually,
Scale: Transport / Engineered: ½ Maneuverability Penalty both reactors are almost identical. It’s just that the XT-
Length: 20 meters 3100 actually uses the reactor’s capabilities (and the
Skill: Starship Piloting Rebel’s certainly do as well). The XT-3100 has developed
Crew: 1; Gunners: 0-1 a reputation like a Skypray Blastboat, Hunter Killer, in
Crew Skill: Varies Wildly Rebel service.
SCHOU/41:1
Passengers: 1 Notes:
Cargo Capacity: (100*): 30 metric tons available • All repairs, maintenance & modifications are
Consumables: 6 Months (4,200 credit Refuel cost) performed at -1 DR due to the ease of modification.
Cost: 196,800 (New); 147,600 (Used) Though the XT-3100 is a bit more complex than most
Hyperdrive Multiplier: x2 (x1*) CEC ships, all areas are accessible via crawl-ways.
Hyperdrive Backup: x2 • Gun-well can be remotely utilized with a 3 (-1D) point
Nav Computer: Yes penalty to Fire Control (It can fire in any direction).
Maneuverability: 0 (1D) • Refresher Booth & Conventional Shitter
Space: 6
• Lounge & Enhanced Entertainment Table
Atmosphere: 950 Km/H; 1,825 MPR
Hull: 90 (2 Locs): Port & Starboard (4D) • All bedding and seats in the craft are luxurious. CA PTAIN'S CAEltlii CHTIST RAMP
Armor: 25/Loc / Ablative: 15 (L1) • The XT-3100 has Corvette Grade Shield 12 51.11.0411)
Shields: 115/Loc (2 Generators, 1D) Generators, easily powered by the over provisioned
Sensors: core from the YT-1000 design (18,000 Credits each
Passive: 35/+3 (1D) 1D Generator).
Scan: 50/+6 (2D) • The craft can support Capital Grade Weapons mounted MAIN COMPUTER REPAIR C MITIWY
Search: 100/+12 (4D) over and under it’s forward mandibles. It is a common
Focus: 5/+12 (4D) Rebel modification to mount four Turbolaser cannons LO HOU(' GUN WELL
Maximum: 200/-20 in this fashion and fire link them together for a lethal
Weapons: capital punch. CBGAFE POO C EICA P. POO
Double Advanced Heavy Laser Turret (Fire-Linked) • Over designed Fusion Reactor: Double Auxiliary
Fire Arcs: Dorsal Turret power. Craft supports any modifications to power
Crew: 1 draw with ease.
Skill: Starship Gunnery • Over Engineered Hyperdrive system, the backup can TOALVIE.
Fire Control: 3D be sparingly engaged to double effective hyperspace
Space Range: 2-6/18/36 speeds. CA.Latl LW SMILLO OCNCPATOW
Atmosphere Range: 200-600m/1.8/3.6 km
Damage: 70 (7D) • 2 Top, universal, docking hatches.
• Holo Communicator
The XT-3100 is a design that was introduced as the Empire • Heavy Thrusters: No Armor Maneuverability Penalty
rose out of the ashes of the Galactic Republic. Marketed
as a scout ship for the Empire, competing against craft like Commissioned by https://www.deviantart.com/adamkop
L1rr SUPPORT
USSPACIE • HYPESORIvE
MAN ID SCALE
424 425
A-24 Sleuth Vanguard Pathfinder that generator overloads and shuts down for 3 rounds
re-calibrating. Both the +5 damage and the overload
Craft: Incom: A-24 Scout Series Craft: Vangaard Industries: Pathfinder-class effect reset to zero after ten rounds automatically. The
Affiliation: General Affiliation: General generators can be replaced at a cost of 9,000 credits/
Era: Old Republic Era: Old Republic each, however, only those purchased from Vangaard
Type: Scout Ship Type: Deep Space Scout Ship Industries have this unique damage shunt ability.
Scale: Snubfighter / Transport Power & Consumables Scale: Space Transport • After Market Mod: Energy Shunt: For 9,000
Length: 14 meters Length: 36 meters Credits per generator (a full re-build), most outlaw
Skill: Starship Piloting Skill: Starship Piloting technicians can install the proper galven circuitry
Crew: 1; Droid may act as Co-Pilot Crew: 1; 1 Can Coordinate required to correct the Shield Generator Shutdown.
Crew Skill: Typically 2D Crew Skill: Varies Wildly Damage Shunt is 20 Points +5 per additional hit (50
Passengers: 1 Passengers: 2 max). The Galven circuitry must be reset after every
Cargo Capacity: (3*): 3 metric tons available Cargo Capacity: (3*): 3 metric tons available combat (Difficulty: 24).
Consumables: 3 Months (2,100 credit Refuel cost) Consumables: 6 Months (8,400 credit Refuel cost) • Galley
Cost: 99,840 (New); 74,880 (Used) Cost: 78,080 (New); 58,560 (Used) • Refresher & Conventional Shitter
Hyperdrive Multiplier: x1 Galactic Civil War thanks to its good speed and Hyperdrive Multiplier: x3
maneuverability for its class. It is one of the few ships that • Five Storage Lockers (100 Kg/ea)
Hyperdrive Backup: x10 Hyperdrive Backup: x15
Nav Computer: Yes could slip past a blockade without being noticed and was Nav Computer: Yes • 2 Double Bunks
Maneuverability: +6 (2D) sometimes used to get important people off blockaded Maneuverability: -6 (1D) • Holovid view screen
Space: 8 planets. Mol Hedron was known to use a modified version Space: 4
of this ship for spying on New Republic activities. He • Entertainment Table
Atmosphere: 1,000 Km/H; 1,390 MPR Atmosphere: 950 Km/H; 1,820 MPR • Med Bay & Science Bay
Hull: 49 (2 Locs): Fore & Aft (3D+2) installed a tight-beam high powered transmitter to send Hull: 70 (3 Locs): Fore & Aft & Midship (3D)
nearly undetectable messages. • Machine Shop
Armor: 25/Loc / Ablative: 15 (1D) Armor: 25/Loc / Ablative: 15 (1D)
Shields: 30/Loc (2 Generators, 2D) Notes: Shields: 70/Loc (3 Generators, 3D) • Suffers Maneuverability penalty from Armor (-3)
Sensors: • AutoChef Sensors: • 20% Rebate due to Craft Age
Passive: 20/+0 • Conventional Shitter Passive: 30/+0
Scan: 35/+3 (1D) • Storage Locker (250 Kg) Scan: 45/+3 (1D)
Search: 40/+6 (2D) • 2 Comfortable Acceleration Couches. Search: 60/+6 (2D)
Focus: 2/+9 (3D) Focus: 5/+9 (3D)
• Expanded Consumables
Maximum: 80/-34 Maximum: 80/-34
Weapons: • Droid Interface for Co-Piloting Duties Weapons:
2 Laser Cannons (Fire-Linked) • While the sensor suite leaves something to be desired, Laser Cannon Turret
Fire Arc: Front the connections for the sensor package are universal. Fire Arcs: Ventral (All)
Skill: Starship Gunnery This allows for easily dropping in, literally, any sensor Skill: Starship Gunnery
Fire Control: 2D+1 package from any other scout ship. While a Fire Control: +0
Space Range: 1-3/12/25 snubfighter’s sensor suite or a transport’s could be Space Range: 1-5/15/20
Atmosphere Range: 100-300m/1.2/2.5 km dropped in, it would require additional work to Atmosphere Range: 100-500m/1.5/2.0 km
Damage: 50 (5D) connect it. Damage: 30 (3D Special)
• -1 DR to Install any new Sensor Suite, -2 DR to install
The A-24 was released during Incom's peak. Though The Pathfinder is notable for the unique design of its shield
Scout Suite (Snubfighter Scale).
newer scouts exist, this model remains popular during the generator. When the shields absorb a hit, the energy
absorbed is diverted to the ship's turret-mounted laser
cannon, increasing its firepower. After three hits, however,
the generator overloads, and the ship's shields are unusable
for a brief period of time. Some early models were
actually destroyed due to explosions in their shield
generators. Many scouts and pilots operating Pathfinders
replaced their ships' shield generators with more
conventional ones which were not prone to overload.
Others elected to keep the original generators. Vangaard
eventually replaced their shield generator design and the
craft is still produced to this day. It is inexpensive, has
sufficient space for a scout's cargo and passengers, can
operate for six standard months without supplies, and
(except for the shields) is extremely reliable. At the time
of its introduction, the Pathfinder-class scout ship was a
cutting-edge scout vessel, one of the first ships of its size to
include a hyperdrive and computer-assisted weapons
systems. Even in 7 ABY it is very popular among private
owners and independent scouts.
Notes:
• The Laser cannon’s special damage is that for each
shot impacting the shields, an additional 5 points is
absorbed and transferred to the ship’s gun. When a
shield generator shunts energy in this fashion 3 times,
427
Pinook Fighter Mk I 2 Light Wing Mounted Ion Cannons (Fire-linked) Zebra fact that their fighters were grossly inferior to other
Fire Arc: Front neighboring state’s Zebras even with them purchasing their
Craft: Joraan Drive Systems Pinook Mk I Skill: Starship gunnery Craft: Hyrotii Vehicle Works: Zebra Snubfighter fighters almost a century after their neighbors did! Over
Affiliation: General Fire Control: Slaved to Main Fire Control Affiliation: General time Hyrotii came to offer field refits and would eventually
Era: Clone Wars (Obsolete, Still Produced) Space Range: 2-6/18/36 Era: Old Republic bring most of the galaxy up to speed. The Zebra is built
Type: Escort Snubfighter / Pinnace Atmosphere Range: 2-600/1.8/3.6 km Type: Short Range Support Fighter until the design is played out. At which point they went
Scale: Snubfighter Damage: 30 (3D) Scale: Snubfighter back to the drawing board for the Zebra II “Space Master”
Length: 8 meters Concussion Missile Launcher Length: 12.3 meters in 8 BBY. New versions of the Zebra can be found until
Skill: Starship Piloting Fire Arc: Front Skill: Starship Piloting roughly 4 BBY, when the Zebra II enters active service.
Crew: 1, 2 or 3 Skill: Starship gunnery Crew: 1 Notes:
Crew Skill: Typically 1D+2 Fire Control: 2D Crew Skill: Typically 1D+1 • The Zebra has no ejection mechanism.
Cargo Capacity: (100): 20 kilograms available Space Range: 30 Units Cargo Capacity: (153.75): 113.75 kilograms available • The Zebra’s power system is touchy, and that’s putting
Consumables: 4 Days (40-120 Credit Refuel) Atmosphere Range: 30 Km Consumables: 1 days (10 Credit Refuel); Refit: 6: 500 cr it mildly. The core reactor system for the snubfighter
Cost: 88,320 (New); 66,240 (Used) Damage: 70 (7D) Cost: 41,040 (New); 31,680 (Used) has never received a refit in it’s centuries long
Hyperdrive Multiplier: x3 / x1.5 or x2 (escort mod) Ammo: 4 Maneuverability: +6 (2D) lifespan. The Zebra’s reactor cannot support Shield
Nav Computer: Limited to 5 jumps The Joraan Drive Systems Pinook Snubfighter was an Space: 7 Generators. It’s also the principal reason why the
Maneuverability: +6 (+7 in Atmo); (2D/2D+1) amazing success (it’s the only capable small 3 crew Atmosphere: 1,000 Km/H; 1,390 MPR fighter never upgraded to Laser Cannons. Blasters
Space: 8 snubfighter on the market). Widely sold to private firms, Hull: 30 (2D) have ammunition and draw little to no power.
Atmosphere: 1,025 Km/H; 1,425 MPR individual systems, mercenary units, individuals and Armor: 40; Ablative: 30 (2D) • Refitting the reactor costs about 20K, so it’s not often
Hull: 40 (3D) Criminal Organizations. For a small hyperspace capable Shields: No Combat Shields performed. However, when it is, the craft gains 6 (7
Armor: 25; Ablative: 15 (1D) fighter with missiles it is ideal for a number of Sensors: Total) Days of consumables, can mount laser canons,
Shields: 20 (1D) applications. In the post Clone Wars era it fares very well, Passive: 15/0 shields and a hyperdrive with no loss to cargo.
Sensors: positioning Joraan Drive systems in a position of influence Scan: 25/+4 (1D+1) • To offset the lack of combat shields, third party
Passive: 15/+2 and profitability. Search: 45/+6 (2D) companies released armor refit kits for the Zebra.
Scan: 30/+3 (1D) Notes: Focus: 3/+8 (2D+2) Pushing it’s base armor code from 1D to 2D.
Search: 60/+5 (1D+2) • The Pinook Mk II is a Mk I with 1 passenger and 12 Maximum: 90/-34 Eventually, without any fanfare, Hyrotii incorporated
Focus: 2/+6 (2D) days of consumables. This variant is incredibly Weapons: the armor and gave the finger to 3rd party profiteers.
Maximum: 120/-35 popular with shipping companies that want to pair a 2 Blaster Cannons (Fire-Linked)
• Zebras, generally, won’t have more than 1D armor on
Weapons: long range snubfighter escort with their important Fire Arc: Front
them. Most people fielding Zebras save the extra
2 Laser Cannons (Fire-linked) shipments. The refit: 500 Credits. Skill: Starship gunnery
1,000 credits for Tibanna Gas refits and maintenance.
Fire Arc: Front Fire Control: 1D
• Space Upgrade: +1 Space = 1,000 Credits • Repulsorlift engines were introduced to the
Skill: Starship gunnery Space Range: 1-5/10/18
(engineering refit) snubfighter sometime around 200 BBY. It’s still
Fire Control: 2D Atmosphere Range: 100-500m/1/1.8km
Space Range: 1-3/12/25 • Roomy Cockpit (for one occupant): Affords a Damage: 50 (5D) possible to pickup a Zebra with no repulsorlift
Atmosphere Range: 1-300/1.2/2.5 km comfortable flight to combat pilots. Ammo: 1,000 Units of Tibanna Gas (500 Shots) engines. While it is possible to pilot any Ion based
Damage: 50 (5D) starship in an atmosphere, the practice has been
The Zebra Snubfighter is old. So old, that the craft was outlawed about as long as Ion Engines have existed.
originally armed with Pulse Wave cannons. It had no Thus, these models have Ion inhibitors (like most
atmospheric capability, was at least one space unit slower modern craft) that disengage the main drive system
in performance and has never possessed shields. Hyrotii upon entering an atmosphere. We’re not going to even
introduced hundreds of updates for the Zebra. However, try to count how many pilots this has killed, but it’s a
they never released field refit kits or informed owners of lot. You usually know something is wrong if a “stock”
the updates… For Centuries… Eventually, Hyrotii put Zebra is sporting shields or laser cannons, that’s
together a quality control department due to mounting because the power system isn’t burdened with repulsor
litigation against them. Sector armies took offense to the coils.
428 429
YT-1300 after. Most spacers that own a YT-1300 don’t even begin
to resemble stock statistics. Their ships are so wildly
Craft: CEC: YT-1300 Luxury Freighter customized that finding two of the same floor plan is less
Affiliation: General likely than making the Kessel Run in less than twelve
Era: Old Republic (Discontinued) parsecs. The YT-1300’s pictured here are a pair of late -13001
Type: Stock Light Freighter model designs, the YT-1300f & YT-1300p: freight and ■- Light Transinorl
Scale: Transport passenger models. The “late” refers to the fact that most 'rd Corite.rilicr4
Length: 26.7 meters 1300 designs would go on to incorporate light
Skill: Starship Piloting maneuvering thrusters and shield generators. Once the
Crew: 2, Skeleton: 1/+3, Gunners: 0-1 mass production cycles commenced, CEC punched the
craft out in their “stock” configurations to maximize 3.
Crew Skill: Varies Wildly 4.
Passengers: 6 profits. Later, in the mass production of the craft they even 5.
Cargo Capacity: (133.5): 133.5 metric tons available marginalized the durability of the space frame for more
Consumables: 54 Days (3,240 credit Refuel cost) income. 7.
Cost: 90,800 (New); 68,100 (Used) Notes: O.
• 1st Gunner doesn’t factor into consumables 9.
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12 • Only 4 Passengers factor into consumable costs
Nav Computer: Yes • *Rugged Space Frame: This feature is possessed on KEY
Maneuverability: -12 (0D) any YT-1300 that hasn’t been completely rebuilt (most
Space: 4 have). The YT-1300 has been in service for centuries,
Atmosphere: 800 Km/H; 1,110 MPR thus not many have their structural integrity intact.
Hull: 130 (2 Locs): Fore & Aft (6D*) Figure that only 1 in 10 YT-1300’s benefit from this
Armor: 40/Loc / Ablative: 30 (2D) feature. Treat the Hull as if it is 50% Stronger and
Shields: 30/Loc (2 Generators, 1D) all repairs, maintenance, and modification costs are
Sensors: derived from the base 4D Hull. Any variant of the
Passive: 10/+0 craft after the F and P variants does not possess this
Scan: 25/+3 (1D) feature (mass production runs eventually depreciated
Search: 40/+6 (2D) the structural design in favor of quantity over quality).
Focus: 2/+9 (3D) The price of the YT-1300 is identical whether or not it
Maximum: 80/-34 has a Rugged Space Frame.
Weapons: • Amenities are provided based upon the layouts
1 Quad Light Laser Cannon (Fire-Linked) featured on the adjoining page. These features are all
Fire Arcs: Dorsal Turret considered to have no cost associated with them due to
Crew: 1 the age of the vessel.
Skill: Starship Gunnery
• The Armor does not penalize the Maneuverability
Fire Control: 3D
Space Range: 1-3/12/25 The YT-1300 described here differs from the one in the
Atmosphere Range: 100-300m/1.2/2.5 km Starship Expansion by only a few characteristics (namely
Damage: 40 (4D) it is featured here due to the discovery of decent deck plans
for it). The rest of the differences are listed below:
The YT ships from Corellian Engineering Corporation • Quad Light Laser Turret instead of a double.
went on of become some of the most popular space
• Two Shield Generators, 1 Fore and 1 Aft
transport hulls of all time. Many of the YT designs were
produced centuries ago and still remain in service. The • Light Maneuvering Thrusters (0D, which means they
YT-1300 hull is, possibly, the most popular and sought can be modified!)
• Refresher Booths
430 431
If Less is Good, More is “The reason why my exploits are even possible is
My fighter and all its fine tuned modifications. It
Better outperforms A-Wings while retaining the
firepower of an X-Wing or better, and the
Deck Officers and line troopers, alike, found toughness of a Star Hammer at a third the size.
themselves gravitating to the scene on the MC60 In my capable hands, I have pulled your ass out
“Hope”, as an unorthodox snubfighter jock was of the fire more times than I can count over the
tearing her fighter apart and shooing off any past three months.” She said evenly, again with
technicians that offered to get involved. The no boastful pride or arrogance at all. Simply,
scene looked like one of vehicular carnage, parts pure, unadulterated truth.
and pieces of .?. all manner of electronics and
hardware strewn all about an old, battered, Z-95 If a Mon Calamari command officer could turn
that was missing all it hull plating. That too, was visibly red for being shamed in public, he did.
strewn about the deck covered in what appeared Or perhaps it was rage...
to be useless junk.
“Lieutenant Vara! You will be cleared out by
“Lieutenant Vara, what in the hell have you done 0500 tomorrow and you will be off my ship.” He
to my landing bay?” The thick Mon Calamari spun on heel and stormed out of the flight deck.
Accent was unmistakable even though Vara was The shame of Quell had turned to rage, you
standing waist up in the middle of her fighter and could see from Vara’s expression that her intent
couldn't see who was addressing her. She had wasn’t to be thrown off the flight roster.
been welcomed aboard months ago by the same
captain who had grown sour with her constant “Of Course, Captain.” She said with grim
tinkering. resignation
“Captain Quell, I am in the middle of an You could see the looks of shock from the flight
important refit. My fighter needs my full group around her, there was a moment of silence
attention.” She responded before the flight group broke out into utter chaos
432 433
and the group immediately pursued the captain to The next day she awoke to the sounds of “See that you don’t Commander” Quell said and Fire Arcs: Fore
talk sense in him. Not one or a few pilots, the maintenance, rubbing the sleep from her eyes she then walked away. Skill: Starship Gunnery
entirety of the flight wing, commanders and all, found she was on a cot and how she go there she “Gold One” Fire Control: Base 3D/4D+2; Max Mod)
numbering no less than thirty five pilots. could only guess. The entire squadron and all Craft: Incom/SubPro: Z-95 Mk IV (Custom) Space Range: 30 Space Units
their techs were working on her fighter, from the Affiliation: Various Atmosphere Range: 30 Km
Vara ran her hands through her grime matted looks of it, for hours already. She joined them Era: Rebellion+ Damage: 280 (7Dx4; Standard Missiles)
hair, tousled the mess and then swallowed a without a word and worked through the day, Scale: Snubfighter Ammo: 4 Missiles per Launcher (4 Shots)
scream. She turned the anger, disgust and rage directing the repairs that they hadn't already Length: 12 meters (Modification, 11.8 Stock) The Mark IV, “Gold One” is the personal
she was feeling into conviction and completed. By the time 0500 hours rolled Skill: Starship piloting snubfighter of Commander Vara Recho. Passenger
determination to refit her fighter. She would around the snubfighter was complete and not a Crew: 1, Passengers: 0* (See Below) space has been converted to backup shields. The
have to be hyperspace capable in a day … and part had gone to waste. Crew Skill: 5D Piloting & Gunnery/4D Attribute Fire Control package had never been good to begin
her hyperdrive was in pieces on the deck... Cargo Capacity: (150): 0 Kg Available with & accuracy has been corrected by heavily
The Z-95 had been outfitted with a quartet of Consumables: 6 days (60 credit refuel) modifying the Fire control package. It drops the
Vara was ever the tinker. Even from her earliest Incom Engines and very nearly resembled an X- Cost: 198,000 (Cost As Listed); 330K Base swing wing design in favor of a fixed wing one
memories digging through junk piles with her Wing. It now sported heavy combat shields and Hyperdrive Multiplier: x1 (x2 Standard, mod) with 4 engines (similar to an X-Wing's) however
father, a salvage trader, she had inherited a knack armor to match, speeds that would make an A- Nav Computer: Limited 10 jumps / Droid Brain the engines have been bolstered massively by
for making discarded stuff … work. Whatever Wing pilot jealous and maneuverability to put Maneuverability: +14 (+17 in Atmo); (4D+2/5D+2) modification and re-engineering with parts from a
the verdict for her eviction from the “Hope” was, fear into a TIE Defender Ace. A pair of heavily Space: 13 (Re-Engineered) quartet of the heavier Z-95 engines and as a result
no one came to tell her. The flight group knew modified cannons that originally began life as the Atmosphere: 1,350 Km/H; 1,875 MPR
the engines are massively more robust providing
well enough to leave her be, when she “got like heavy lasers on a B-Wing. Rounding out the the power necessary to power the craft’s weapons.
Hull: 70: (5D+2) The power is so formidable the the craft has the
this” she was laser focused and interruptions affair of lethality were a quartet of concussion Armor: 40 / Ablative: 30 (2D)
might bring some lethal tool throwing in their missile launchers, fire linked... The craft was a same benefit that Space Transports receive from
Shields: 40 / (2D+2);Backup: 80 Auxiliary Power. Performance in Gravity Wells is
direction! ship killer as a result. None of it would have Sensors: (Maximum, multi suite assembled)
been possible without Vara’s natural raw talents a marginal increase over the already robust
Passive 25/+5 (1D+2) modified and re-engineered maneuvering thrusters
The “Hope’s” Captain might be a self entitled and the craft was more of a total engineering refit Scan 50/+8 (2D+2)
prick. However, that entitlement argument than a modification. Though it was wired to the but it’s more than enough to run circles around
Search 100/+11 (3D+2) most of the competition. It’s armament is rounded
typically didn’t work, since Quell’s claim to maximum on the latter as well. Focus 5/+14 (4D+2)
fame was that he and his family built the MC60 out with two more Concussion Missile launchers
Maximum 200/-29 than the standard model, giving it a warship killing
from scratch and donated it and himself to the Captain Quell came down from the command Weapons: punch. It retains the Hyperdrive from the Mark III,
war effort of the Rebel Alliance. An act that deck to see her off. He just stood there and 2 Heavy Laser Canons (Fire-Linked) modded to Class 1 and adds 6 jumps jump due to
damned him and most of his family’s assets on nodded in quiet admiration. Fire Arc: Fore the inclusion of a droid brain that can also assist in
Mon Calamari, as the Empire had seized Skill: Starship Gunnery navigation (L5/2D; CS).
everything. The ship was all he and his family “Commander Vara, we have an operation in four Fire Control: Base 1D+1/3D; Max Mod) • All Parts are used, refurbished by pilot. Parts
had left. Most felt that at the end of the day, he hours that requires all hands on deck. You all Space Range: 1-4/15/31 as mass produced & used, cost reflects this.
was entitled to a fair amount of snootiness or need to get some rack time, this one’s going to be Atmosphere Range: 100-400m/1.5/3.1 Km • Engine design has been created with an
whatever emotional connection it was he had the biggest challenge we’ve ever faced.” He said Damage: 96 (7D Base/8D+2/9D+2; Max Mod) engineering blueprint and can be reproduced
with his warship. Most in the Rebel Alliance calmly 4 Concussion Missile Launchers (Fire-Linked) (40K for the Engine Array if produced new).
were lucky to donate anything other than their
lives. Quell had donated his, his families’, and “Sir, I’m a Lieutenant” Vara responded with a bit
many relatives to the cause and he had lost many of shock registering on her expressions.
over the years.
“Commander, you are replacing the flight leader
Vara worked through the night, without a break for the “Hope”, we lost him a while ago and I
and the Z-95 started to take shape. It had been a need you to step up into that role. It would seem
complete tear down and refit with parts that she, that you command the respect of the entire flight
herself, had ordered from Alliance Command. group. I see no better replacement, that is, unless
Essentially, she had dipped into the bargain bins any of you here object.” His commentary was
of all local Rebel Cells and purchased, for good met with silence, a lot of wide grins and Vara
money or trade, the parts she thought she could receiving more than one clap on the back from
make work the way she wanted them to. the crew surrounding her.
Naturally, some were actually garbage, and those
she dumped into the portable molecular furnace “Affirmative, Captain, I won’t let you down.”
she was using to be recycled for hull plating and Vara responded, eyes watering.
structural repair.
434 435
A-Wing The Early A-Wings (R-22 Spearheads) had reduced B-Wing A number of the craft were “donated” through back
performance characteristics (-22,400 Credits from cost): channels to the Rebel Alliance shortly after the battle of
Craft: Alliance Engineering “A-Wing” • Space: 10 Craft: Slayn & Korpil B-Wing Hoth. The B-Wings is an incredibly capable combat
Affiliation: Rebel Alliance • Hull: 39 (2D+2) Affiliation: Rebel Alliance platform. It’s cockpit rotation mechanism allows for
Era: Rise of Empire+ • Maneuverability: +9 (3D) Era: Rebellion+ maximum pilot stability and an incredible vantage point on
Scale: Snubfighter • Non Hyperspace Capable Scale: Snubfighter any battlefield. No other craft of it’s era mounts such a
Length: 9.6 meters The T-Wing (H&K snubfighter) was actually based off the Length: 16.9 meters dazzling array of weaponry and raw firepower. The Static
Skill: Starship piloting R-22 Spearhead design and outperforms it, however, with Skill: Starship piloting Heavy Laser cannon is the centerpiece of it’s arsenal,
Crew: 1 the advent of the actual, Alliance Engineering, A-Wing Crew: 1 delivering more damage than a Proton Torpedo,
Crew Skill: Typically 2D design the T-Wing design fell flat and was discredited Crew Skill: Typically 3D consistently, across different ship scaling.
Cargo Capacity: (120): 40 kilograms Available unfairly as a result. The, actual, production A-Wing would Cargo Capacity: (212): 2 kilograms available Notes:
Consumables: 5 days (50 credit refuel) not enter into service until just after the battle of Yavin. Consumables: 9 days (90 credit refuel)
These newly, reverse engineered and re-engineered craft • The craft has a steep learning curve, new pilots must
Cost: 147,200 (New); 109,400 (Used) Cost: 240,000 (New); 180,000 (Used) familiarize themselves with the craft or suffer a -9
Hyperdrive Multiplier: x1 were designed to use surplus parts from Space Transports, Hyperdrive Multiplier: x2
something that the Rebel Alliance had no issues with penalty to all piloting tests. The craft must be flown
Nav Computer: Limited to 2 jumps Nav Computer: Limited to 2 jumps for a minimum of 15 hours, through something like an
Maneuverability: +12 (4D) obtaining. These parts were then scaled into the Maneuverability: +8 (-9 penalty to piloting rolls until
snubfighters. The pair of massive engines mounted on the obstacle course (or combat) to get used to it’s controls.
Space: 12 familiar with the craft); (2D+2) The penalty is diminished by 1 point per hour or 10
Atmosphere: 1,300 Km/H; 1,805 MPR A-Wing are common to space transports and deliver Space: 7 (8)*
minimal thrust individually. Typically, these engines are minutes of Combat.
Hull: 40 (3D) Atmosphere: 950 Km/H (1,050 Km/H)*; 1,320 MPR
Armor: 25 / Ablative: 15 (1D) arrayed in banks on transports, however, when mounted in Hull: 50: (3D+2) • Once familiarity is established, additional flight time
Shields: 20; Mitigation: 5 (1D) as a mere pair on a snubfighter, these engines deliver Armor: 25; Ablative: 15 (1D) will allow the pilot to “dial-in” the performance
Sensors: incredible thrust for a craft that is only 9.6 meters in length Shields: 40 (2D) characteristics of the craft and coax an additional +1 to
Passive: 30/+0 and of limited mass. The engines also offer an Auxiliary Sensors: Maneuverability & Space Units /100 Km/H to
Scan: 50/+3 (1D) power buff akin to that of a Space Transport. The Alliance Passive: 30/+0 atmospheric performance out of the craft.
Search: 75/+6 (2D) took the R-22 Spearhead, through corporate espionage and Scan: 50/+3 (1D) • The Craft is complex, adding 10% to time required for
Focus: 4/+13 (4D+1) a raid that effectively stole the design, killed civilian Search: 75/+6 (2D) all maintenance cycles.
Maximum: 150/-34 engineers (at KDY) and re-branded it. The R-22 Focus: 4/+13 (4D+1)
Spearhead would only be seen in limited numbers at KDY • The Auto Blaster cannons require Tibanna Gas to
Weapons: Maximum: 150/-34 function, as such the standard load of Tibanna Gas
2 Laser Cannons (Fire-Linked) facilities and affiliate locations as corporate security. Weapons:
Never sold in numbers after the Rebel Alliance procured only provides 33 Full Bursts before the cannons
Fire Arc: Fore & Aft (if flipped) 1 Heavy Laser Cannon (Static) cannot be fired. A Common modification removes a
Skill: Starship gunnery them and the design schematics. The reasoning for this is Fire Arc: Fore
due to the Rebel Alliance dumping the design schematics handful of Proton Torpedoes to free up space for a
Fire Control: 3D Skill: Starship gunnery reserve Tibanna Gas Canister.
Space Range: 1-3/12/25 on the Holonet. A blight on the production of the craft and Fire Control: 2D
Atmosphere Range: 100-300/1.2/2.5 km a black eye to KDY. Space Range: 1-5/15/30
Damage: 50 (5D) Notes: Atmosphere Range: 100-500/1.5/3 km
1 Concussion Missile Launcher Damage: 105 (7D)
Fire Arc: Fore • The A-Wing’s Cannons can be flipped and fired
Skill: Starship Gunnery Dorsal, ventral and Aft. 2 Proton Torpedo Launchers (Fire-Linked)
Fire Control: 3D • Any individual space transport engine that is Fire Arc: Fore
Space Range: 30 units equivalent size is capable of being fitted to replace the Skill: Starship Gunnery
Atmosphere Range: 30 km main drives on the A-Wing. Alliance Engineering Fire Control: 3D
Damage: 80 (8D) utilized commonly available drive systems from space Space Range: 20 units
Ammo: 4 Missiles transports to power the A-Wing. Drives must come Atmosphere Range: 20 km
Enemy Targeting Jammer from a transport capable of at least carrying 50 metric Damage: 200 (9D/10D x2)
Fire Arc: Any tons to provide the appropriate thrust. They can also Ammo: 8 Torpedoes per launcher, 8 Shots
Skill: Sensors: Activation uses 1FA, 1FA per round to be used to modify the craft.
3 Medium Ion Cannons (Fire-Linked)
continue to modulate it. Fire Arc: Fore
Space Range: 15 unit radius around the A-Wing Skill: Starship gunnery
Atmosphere Range: 15 Fire Control: 4D+1
km Space Range: 2-6/18/36
Damage: -6 to Opposed Atmosphere Range: 200-600/1.8/3.6 km
Fire Control (No effect Damage: 60 (6D)
on Capital Ships) (2D)
The A-Wing design 2 Auto Blasters (Fire-Linked)
began life as the R-22 Fire Arc: Fore
Spearhead, a snubfighter Skill: Starship gunnery
designed by KDY. The Fire Control: (2D)5D
Rebel Alliance Space Range: 1-5/10/18
intercepted a shipment Atmosphere Range: 100-500m/1/1.8 km
of these prototype Ammunition: 1,000 Shots (33 Full Bursts)
snubfighters, along with Damage: (40)70 *Extended Burst, already factored in, no
the design notes and action penalty, 1 Extended burst per Round. (4D/7D)
engineering schematics
The B-Wing is a snubfighter that the Rebel Alliance
and instantly put them to
acquired due to the kindness of Slayn & Korpil engineers.
use.
436 437
H-Wing Damage: 200 (9D/10D x2) T-Wing Damage: 140 (6D/7D x2)
Ammo: 10 Torpedoes each Launcher, 10 Shots Ammo: 3 Missiles each Launcher, 3 Shots
Craft: Koensayr BTS-A2 H-Wing Extended Strike Craft 2 Medium Ion Cannons (Fire-Linked) Craft: Hoersch & Kessel: T-Wing Snubfighter
Affiliation: Rebel Alliance Affiliation: Rebel Alliance Limited Enemy Targeting Jammer
Fire Arc: Fore Fire Arc: Any
Era: Rebellion+ Skill: Starship gunnery Era: Rise of Empire (Discredited design, still produced)
Scale: Snubfighter Scale: Snubfighter Skill: Sensors: Activation uses 1FA, difficulty 10, 1FA per
Fire Control: 4D round to continue to modulate it.
Length: 17.1 meters Space Range: 2-6/18/36 Length: 10 meters
Skill: Starship piloting Skill: Starship piloting Space Range: 10 unit radius around the T-Wing
Atmosphere Range: 200-600/1.8/3.6 km Atmosphere Range: 1 km
Crew: 1; Gunners: 2 Damage: 50 (5D) Crew: 1
Crew Skill: Typically 2D Crew Skill: Typically 2D+1 Damage: -3 to Opposed Fire Control (No effect on Capital
Cargo Capacity: (214): 4 kilograms available The Koensayr H-Wing is effectively superior to the Y- Cargo Capacity: (125): 50 kilograms available Ships) (1D)
Consumables: 9 days (270 credit refuel) Wing in almost every regard. Naturally, this is due to it’s Consumables: 5 days (50 credit refuel)
design being meant to replace that venerable craft. The H- H&K intended it as a cheap replacement for the A-Wing/
Cost: 298,200 (New); 221,400 (Used) Cost: 127,000 (New); 91,000 (Used)
Wing has seen sales in a number of Independent systems X-Wing… It didn’t quite live up to expectations, only
Hyperdrive Multiplier: x1 Hyperdrive Multiplier: x1
around the galaxy that do not directly fall under the gaining a smidgen of maneuverability over an X-Wing and
Nav Computer: Limited to 2 jumps Nav Computer: Limited to 2 jumps
purview of the Empire. However, where Koensayr thought not matching the A-Wing. While the T-Wing tended to
Maneuverability: +6 (2D) Maneuverability: +10 (3D+1)
that they would be selling the bulk of the craft never underwhelm A-Wing Pilots the craft easily outperforms the
Space: 8 Space: 11
manifested. The craft was actually designed to be sold to run of the mill Rebel snubfighter. What it lacks in
Atmosphere: 1,050 Km/H; 1,460 MPR Atmosphere: 1,300 Km/H; 1,810 MPR
the Rebel Alliance and after an initial period of some brisk armament it more than compensates for in Speed and and
Hull: 150: 30/30/30/30/30 (5D) Hull: 45 (3D+1)
sales, further orders failed to manifest. general maneuverability. The T-wing is a popular
Armor: 35 / Ablative: 25 (1D) Armor: 25; Ablative: 15 (1D)
replacement for pilots that have experience flying Z-95
Shields: 40 (3D) Shields: 25 (1D+1)
The price was the first roadblock for the Rebel Alliance. Headhunters. While the craft’s resilience isn’t there, it’s
Sensors: Sensors:
The craft could not be built with Rebel Engineering generally been looked upon as a step up in performance as
Passive: 30/+3 (1D) Passive: 20/0
supplies, thus all the parts would have to be sourced from the pilot doesn’t have to rely upon being in or near a
Scan: 65/+6 (2D) Scan: 35/+3 (1D)
Koensayr and that pipeline would never exist until the gravity well to experience enhanced maneuverability.
Search: 90/+9 (3D) Search: 40/+6 (2D)
Focus: 4/+11 (3D+2) demise of the Empire. Even after the fall of the Empire, Focus: 2/+9 (3D)
the craft saw declining interest. Now consider that the Notes:
Maximum: 180/-31 Maximum: 80/-30
Weapons: Alliance can purchase and fully refit just over five Z-95’s Weapons:
to each singular H-Wing they can get their hands on... this • The design received such bad press upon release that it
1 Heavy Double Laser Cannon carries a “discredited status”. Which places the craft
Fire Arc: Turret ship is not a frequent sight. 2 Light Laser Cannons (Fire-linked) in the Obsolete pricing category while not actually
Skill: Starship gunnery Fire Arc: Fore making the craft obsolete.
Fire Control: 3D The second issue is the high crew compliment required to Skill: Starship gunnery
Space Range: 1-3/12/25 fully operate the craft. The Rebel Alliance was having Fire Control: 2D
issues putting one pilot in each of their fighters, placing 3 • There’s nothing really wrong with the fighter. It can
Atmosphere Range: 100-300/1.2/2.5 km Space Range: 1-3/12/25 out run, out gun and out maneuver a standard TIE
Damage: 80 (8D) in one craft was not an option. Clearly, Koensayr Atmosphere Range: 100-300/1.2/2.5 km
engineers missed the fact that most Alliance Y-Wings were fighter all day, every day.
Damage: 44 (4D+2)
2 Proton Torpedo Launchers (Fire-Linked) crewed by only one pilot since well prior to the battle of
Fire Arc: Fore Yavin. • The T-Wing enjoys brisk sales in many systems of the
2 Light Concussion Missile Launchers (Fire-Linked) galaxy. It is one of very few craft that is stamped
Skill: Starship Gunnery Fire Arc: Fore
Fire Control: 3D Notes: “legal” for independent systems to possess under
Skill: Starship Gunnery Imperial charter.
Space Range: 20 units • Armor offers enhanced resilience of +2 Fire Control: 2D
Atmosphere Range: 20 km Space Range: 30 units
Atmosphere Range: 30 km
438 439
X-Wing-B Y-Wing Fire Control: 2D
2 Proton Torpedo Launchers (Fire-Linked) Space Range: 2-6/18/36
Craft: Incom T-65B X-Wing Starfighter Fire Arc: Fore Craft: Koensayr BTL-F1 Y-wing Atmosphere Range: 200-600/1.8/3.6 km
Affiliation: Rebel Alliance Skill: Starship Gunnery Affiliation: Rebel Alliance & Various Damage: 40 (4D)
Era: Rebellion+ Fire Control: 3D Era: Clone Wars+ (Obsolete, still produced)
Space Range: 20 units 2 Proton Torpedo Launchers (Fire-Linked)
Scale: Snubfighter Scale: Snubfighter Fire Arc: Fore
Length: 12.5 meters Atmosphere Range: 20 km Length: 16 meters
Damage: 200 (9D/10D x2) Skill: Starship Gunnery
Skill: Starship piloting Skill: Starship piloting Fire Control: 3D
Crew: 1 & Astromech Droid (can coordinate) Ammo: 3 Torpedoes each Launcher, 3 Shots Crew: 1 or 2 + Astromech Droid (can coordinate) Space Range: 20 units
Crew Skill: Typically 2D+2 This is the best general purpose fighter the Alliance fields. Crew Skill: Typically 2D Atmosphere Range: 20 km
Cargo Capacity: (157): 71.25 kilograms available It is handed out to the elite and in emergency situations. Cargo Capacity: (200): 120 kilograms available Damage: 200 (9D/10D x2)
Consumables: 7 days (70 credit refuel) Otherwise pilots are assigned to a Z-95, T-Wing or other Consumables: 8 days (80/160 credit refuel) Ammo: 4 Torpedoes each Launcher, 4 Shots
Cost: 171,000 (New); 129,000 (Used) fighters like the Zebra II or Pinook. Cost: 141,000 (New); 77,000 (Used)
Hyperdrive Multiplier: x1 Hyperdrive Multiplier: x1 This is the workhorse of the Rebel Alliance. It’s one of the
Nav Computer: No, uses Astromech Droid 10 Jumps The X-Wing-B is the last production snubfighter to be Nav Computer: No, uses Astromech Droid 10 Jumps most common sights in any Fighter formation next to the
Maneuverability: +9 (3D) produced at Incom Corporation prior to being nationalized Maneuverability: +6 (2D) Z-95 due to it’s availability and it’s existence since the
Space: 8 by the Empire. The Craft’s design specifications and Space: 8 (Engineering Refit kit from stock at 7; 1,000 cr) Clone Wars. The venerable Y-Wing was an effective
Atmosphere: 1,050 Km/H; 1,460 MPR engineering design were stolen by the Rebel Alliance and Atmosphere: 1,050 Km/H; 1,460 MPR bomber in the Clone Wars and now sees action in most
Hull: 52 (4D) the craft is produced in limited numbers, by hand, by the Hull: 56 (4D+1) Rebel Alliance formations. The craft is so widespread that
Armor: 25; Ablative: 15 (1D) Rebel Alliance. The Alliance possesses dozens of the craft Armor: 25; Ablative: 15 (1D) it eclipses sightings of X-Wings, Z-95’s and other combat
Shields: 20 (1D) in stock, manufacturer, configuration as they had just Shields: 29 (1D+2) snubfighters in the Rebel Alliance. It is a common sight in
Sensors: received a shipment prior to the battle of Yavin. Sensors: the arsenals of many planetary defense forces and even a
Passive: 25/0 Passive: 25/0 top pick for pilots that want a roomy one occupant fighter
Scan: 50/+3 (1D) Notes: Scan: 35/+3 (1D) (because it was designed for 2 people) and there are even
Search: 75/+6 (2D) Search: 40/+6 (2D) variants of the fighter that act as shuttles, called the Y-
Focus: 3/+12 (4D) • The X-Wing-B is a rare fighter. With each battlefield Focus: 2/+9 (3D) Wing pinnaces. There are a number of updates that have
Maximum: 150/-34 loss of an X-Wing, the Rebel alliance inches closer to Maximum: 80/-34 been provided to the craft that modernize it for the current
not being able to field the craft. There are no “new” eras of service and these can be had for an additional
Weapons: replacement parts for it being manufactured en masse. Weapons: premium with Koensayr. The Y-Wing would remain in
• The Rebel Alliance may hand build the fighter, but 2 Medium Laser Cannons (Fire-Linked) service well into the Legacy Era.
4 Laser Cannons (Fire-Linked)
Fire Arc: Fore demand vastly outstrips quantity produced. Fire Arc: Fore Notes:
Skill: Starship gunnery Skill: Starship gunnery
• Other designs are easier to produce and offer better Fire Control: 2D • Considering the high availability of parts, all repairs
Fire Control: 3D (overall) performance, like the A-Wing, which is built are performed at -1 DR.
Space Range: 1-3/12/25 Space Range: 1-3/12/25
with spare transport parts re-engineered for a small Atmosphere Range: 100-300/1.2/2.5 km
Atmosphere Range: 100-300/1.2/2.5 km craft. It is rumored a number of companies have • Most Y-Wings have been converted to single pilot
Damage: 60 (6D) Damage: 50 (5D) occupancy with the top Ion Cannon turret locked
begun fabricating spare X-Wing parts and even their
own takes on X-Wings (Starship Guide). 2 Light Ion Cannons (Fire-Linked) either forward for aft.
Fire Arc: Turret: Fore/Port/Starboard/Aft/Dorsal • There is a modification that allows a droid brain to
Skill: Starship gunnery operate the turret independent of the pilot.
440 441
Alliance Z-95-AT Headhunter Atmosphere Range: 30 km Alliance Z-95-T Headhunter Fire Control: 2D/3D
Damage: 180 (8D/9D x2) Space Range: 1-5/10/18
Ammo: 4 Missiles per launcher, 4 Shots (Trainer) Atmosphere Range: 100-500m/1/1.8 km
Craft: Modified Incom/Subpro Z-95 Headhunter
Affiliation: Rebel Alliance Damage: 30*; Light Burst Accounted For (2D/3D)
This is the standard Rebel Alliance refit, based on General Craft: Modified Incom/Subpro Z-95-T Headhunter Ammo: 1,000 (100 Shots)
Era: Clone Wars (Obsolete, built by Alliance Engineers) Affiliation: Rebel Alliance
Scale: Snubfighter Adar Tallon’s specifications (AT = Adar Tallon). They are
bought cheaply then tweaked with spare parts and common Era: Clone Wars (Obsolete, no production) This Z-95-T is almost Stock. The Rebel Alliance added
Length: 11.8 meters Scale: Snubfighter the double Light Auto Blaster Turret to the Aft portion of
Skill: Starship piloting components to bring them almost on par with modern
Snubfighters. These have proven to be tough, effective and Length: 12.2 meters the craft. This inclusion was mainly to protect trainees
Crew: 1 Skill: Starship piloting during training sorties which could last days and allows the
Crew Skill: Typically 2D+1 tend to be a more common sight than any other fighter
fielded in the early stages of the Alliance. These fighters Crew: 1 + 1 Trainer + 1 Tail Gunner trainer to keep the trainees safe by scraping bandits off
Cargo Capacity: (148): 48 kilograms available Crew Skill: Typically 1D their tails. These have proven to be tough, effective and
Consumables: 6 days (60 Credit Refuel) are utilized well into and past the Yuuzhan Vong conflict.
Cargo Capacity: (152.5): 42.5 Kilograms Available tend to be a more common sight than any other fighter
Cost: 59,000 (Used Only) Consumables: 7 days (210 Credit Refuel) fielded in the early stages of the Alliance. These trainers
Notes:
Hyperdrive Multiplier: x2 Cost: 59,000 (Used Only) never go out of service, even in New Republic Times.
Nav Computer: Yes • Z-95’s are often depicted in D6 rules with 3D guns (30 Hyperdrive Multiplier: x2
Maneuverability: +6 (+9 in Atmo); (2D/3D) Damage). If the craft was a space superiority fighter Nav Computer: Yes Trainers never carried Concussion Missile Launchers,
Space: 7 of it’s day, then the craft would possess weapons Maneuverability: +3 (+6 in Atmo); (1D/2D) though the craft is capable of mounting them and the
Atmosphere: 1,150 Km/H; 1,600 MPR similar to that of an X-Wing. The main difference is Space: 7 modification is a simple one. The actual length of the Z-
Hull: 53 (4D) that it lacks the fire control of the X-Wing and it’s Atmosphere: 1,150 Km/H; 1,600 MPR 95-T is another, often overlooked, difference between the
Armor: 35; Ablative: 25 (1D) guns don’t have the range or the endurance (it requires Hull: 54 (4D) Training version and a standard Z-95 (which is typically
Shields: 20 (1D) ammo in the form of tibanna gas). Blasters enjoy a Armor: 35; Ablative: 25 (1D) 11.8 Meters). Furthermore, Trainers lack hyperdrives,
Sensors: dog-fighting bonus (better short range). Shields: 20 (1D) though the Rebel Alliance has seen fit to modify theirs to
Passive: 15/0 Sensors: include them for training purposes.
Scan: 25/+3 (1D) • Renowned for their Toughness the Z-95 receives a Passive: 15/0D Notes:
Search: 50/+6 (2D) moderate buff to armor of +2. Scan: 25/+3 (1D)
Focus: 2/+6 (2D) • The Trainer enjoys a slight buff in base hull over the
• All Z-95 models have a inherent ease of use and refit. Search: 50/+6 (2D) AT model, it is a bit more robust due to the training
Maximum: 100/-34 Focus: 2/+6 (2D)
Weapons: Reduce all modification and repair tests by 3 points of seat that can assume all functions of the craft as well
difficulty. Even “destroyed” models have a greater Maximum: 100/-34 as act as a tail gunner.
2 Triple Blasters (Fire-Linked) than usual chance of being salvaged for parts (2 in 6 Weapons:
• The primary weapons system is less robust, using
Fire Arc: Fore chance). lighter blaster cannons and sporting a less robust fire
Skill: Starship Gunnery 2 Light Triple Blasters (Fire-Linked)
Fire Arc: Fore control package.
Fire Control: 2D • The Z-95-AT models all possess exceptional
Space Range: 1-5/10/18 performance in the presence of Atmosphere (even if Skill: Starship gunnery • All Z-95 models have a inherent ease of use and refit.
Atmosphere Range: 100-500m/1/1.8 km it’s low orbit). Atmosphere speed is converted to 11 Fire Control: 1D Reduce all modification and repair tests by 3 points of
Damage: 60 (6D) Space Units in this case and the craft possesses X- Space Range: 1-5/10/18 difficulty. Even “destroyed” models have a greater
Ammo: 1,000 (167 Shots) Wing level performance. Atmosphere Range: 100-500m/1/1.8 km than usual chance of being salvaged for parts (2 in 6
Damage: 40 (4D) chance).
2 Ventral Ported Concussion Missile Launchers • The AT models diverge from the stock Z-95 in a Ammo: 1,000 (167 Shots) • The Z-95-AT models all possess exceptional
(Fire-Linked) number of minor tweaks and refits. performance in the presence of Atmosphere (even if
Fire Arc: Fore Light Twin Auto Blaster Turret (Fire-Linked) it’s low orbit). Atmosphere speed is converted to 11
Skill: Starship Gunnery Fire Arc: Aft Space Units.
Fire Control: 2D Skill: Starship gunnery
Space Range: 30 units
442 443
Zebra II “Space Master” Ammo: 5 before Barrel Melting / Detonation HWK-290 Light Freighter Damage: 60 (6D)
Explosion = 160 Points of Damage to the Zebra II Concussion Missile Launcher
Craft: Hyrotii Vehicle Works Zebra II Mods: Craft: CEC HWK-290 light freighter Fire Arc: Fore
Affiliation: General 1. Heavy Shot Package: 500 Credits (+5 Shots) Affiliation: General / Rebel Alliance / Mercenaries Skill: Starship Gunnery
Era: Rebellion+ Era: Clone Wars (Discontinued) Fire Control: 1D
2. Linkage Smoothing: 500 Credits (3D Fire Control & + Space Range: 60 Units; Atmosphere Range: 60 km
Type: Short Range Death Box Type: Heavy Courier
10 Shots) Damage: 80 (8D)
Scale: Snubfighter Scale: Transport, Maneuvers as Snubfighter
Length: 8 meters 3. Heavy Shot Counter: 250 Credits (+5 Shots) Length: 19 meters Ammo: 8 Seeker Missiles
Skill: Starship Piloting All arguments aside, the Rebel Alliance is just the sort of Skill: Space transports: HWK-290 light freighter The HWK-290 is a less known starship design that closely
Crew: 1 desperate group of individuals Hyrotii was really Crew: 1 to 2 (Can Coordinate) resembles the performance characteristics of a Courier
Crew Skill: Typically 1D+2 marketing the craft for. It’s selling like hot-cakes to the Crew Skill: Typically 3D ship. It’s a cramped, utilitarian ship. The Hawk Light
Cargo Capacity: (100): 30 kilograms available poor Rebels, who deploy it on a lot of their Bulk Cruisers Passengers: 2 (maximum, cramped) Freighter is a capable vessel that is a rare sight in the
Consumables: 4 days (40 Credit Refuel) for short range carrier defense. Criminals, likewise are Cargo Capacity: (5): 5 metric tons galaxy.
Cost: 69,000 (New); 52,000 (Used) huge customers of Hyrotii. No one is really sure how Consumables: 2 months (2,800 credit refuel)
Maneuverability: +8 (+2 in Atmosphere 2D+2/+2) Cost: 171,360 (New); 128,520 (Used Only) A relic of a bad marketing campaign, released at the wrong
they’re selling the Zebra II so cheaply. I picked up one of time during a war. It saw some sales though typically at
Space: 10 these just to throw in the garage. Upon tinkering with it Hyperdrive Multiplier: x2
Atmosphere: 1,150 Km/H; 1,595 MPR Hyperdrive Backup: x12 the “used” price on showroom floors. Those that did pick
and getting under the hood I noticed a lot of rough metal one up weren’t dissatisfied. It’s a damned good ship that
Hull: 44 (3D+1) work around the serial numbers on the guns, my guess is Nav Computer: Yes
Armor: 25; Ablative: 15 (1D) Maneuverability: +3 (2D) was ahead of it’s time. Old models are still available for
the guns and most of the other parts are stolen from KDY sale, though incredibly rare.
Shields: 22 (1D+1) and “re-branded”, kind of gives me a warm fuzzy feeling. Space: 8
Sensors: Atmosphere: 850 Km/H; 1,800 MPR Notes:
Passive: 17/-2 Notes: Hull: 101: 2 Locs: Fore & Aft; (4D+1) • Armor is +2 Points per D; Double Durability
Scan: 28/+3 (1D) • Hull Fragility reduces soak by 1 point. Armor: 70; Ablation: 25 (1D) • The HWK-290 has performance characteristics more
Search: 56/+12 (4D) Shields: 30 (2 Generators, 1D) in line with a Snubfighter, while not actually having
Focus: 3.5/+4 (1D+1) • Shield’s are modified, damaged, surplus generators (-3 Sensors:
to total). that level of engineering complexity. It’s just a damn
Maximum: 112/-28 Passive: 25/+2 good design.
Weapons: • Sensors are substandard, and hodgepodge, slapped Scan: 50/+5 (1D+2)
together in a mass produced, barely functional, suite. Search: 75/+8 (2D+2) • A design (19-29m) should warrant 95-145 Metric Tons
2 Turbolaser Cannons Expect discrepancies across the board. Focus: 3/+11 (3D+2) of space if the ship actually made sense to possess it. I
Fire Arc: Front Maximum: 150/-32 pulled much of the capacity off the craft. I converted
Skill: Starship gunnery • Turbolaser Cannons are Defective, Scaled Down, the performance of the craft to full snubfighter grade
KDY Capital Turbolasers barrels from Imperial I’s. Weapons:
Fire Control: 2D+2 as a result. I also bolstered the armor Ablation and
Space Range: 2-5/20/40 Medium Double Blaster Cannon (Fire-Linked) value (Cut the design down to 19m).
Atmosphere Range: 200-500m/2/4km Fire Arc: Ventral Turret
Damage: 80 (8D) Skill: Starship Gunnery • Auto Chef in bunk cabin and Refresher Booth
Fire Control: 2D • Dual Holo Transmitters on the Bridge (Holo HUDs)
When each and every credit counts, you always go Zebra! Space Range: 1-5/10/18
That is the slogan that leads the way on their current • Suffers Armor Penalty to Maneuverability (-3)
Atmosphere Range: 100-500m/1km/1.8km
product lineup. Mass production has … er… somewhat
helped this older design. It’s popularity among bandits,
pirates and the less reputable and or cheapskates of the
galaxy has, finally, sort of, paid off. The company has
been making gains in the independent systems markets,
however, where the fighter craft has been increasingly
popular.
Some pundits argue that the Turbolasers, while effective,
have the lowest quality standards and highest maintenance
cycles of any weapon in their class. However, the people
that have already died due to weapons malfunctions are
the true losers here. I once knew a guy that worked on
Zebra maintenance… He’s dead from routine maintenance.
.. This is likely due more to the Zebra’s “perfect fire
control” package which is little more than a bare bones
targeting package that has been poorly modified to the
maximum. The package has been known the interrupt the
timing of the weapon linkage and do one of two things, one
cannon will fire, followed up by a late shot from the other,
or a buildup of hyperbarides will occur on the first trigger
pull, and on the second a double power blast rolls out of
the guns. The flaw is actually being marketed as a good
thing and optional mod packages have been released to
control it.
Double Power Shot: (1FA to Activate)
Damage: 160
444 445
Ghtroc 720 The Ghtroc 720 transport was designed and sold by Ghtroc apart and more chaff is thrown in all directions around the The Transport Version is the backbone of the Alliance
Industries, a corporation that went out of business as the Freighter so as to make locking onto the Snubfighter Haulers. Capable of being retrofitted to carry up to 35
Craft: Ghtroc Industries class 720 Freighter Empire rose to prominence just after the Clone Wars. The almost impossible. This will typically allow the pilot of Troops in addition to it’s Crew and Passengers.
Affiliation: Rebel Alliance+ corporation’s assets would languish in bankruptcy for a the Snubfighter to jump into hyperspace. The Shroud Notes:
Era: Rise of Empire (still produced) number of years until an investment firm acquired them package is effective on all Snubfighters under 15 meters. • Suffers Maneuverability penalty from Armor (-3)
Type: Light freighter and re-launched the corporation in the early days of the
Scale: Transport New Republic. They capitalized on the decentralization
that came when the Empire disintegrated and turned into Ghtroc Freighter with Ferry/Covert Shroud System
Length: 35 meters
Skill: Starship Piloting warlords and opened up the galaxy to another light
transport boom. The Ghtroc 720 is also notably one craft Cockpit
Crew: 1, 2-3 can coordinate
Crew Skill: Typically 1D+2 of many associated with both the Rebel Alliance as a troop
transport and as a covert transport for high profile Rebel 1
Passengers: 0 (12 No Covert Shroud)
Cargo Capacity: (75): 75 MT; (175: No Shroud) operatives in both the Rebel Alliance and New Republic.
Consumables: 2 months Luke Skywalker possessed a Ghtroc 720 with his X-Wing
(10,500 credit refuel standard/2,100 Shroud) snubfighter installed via the Covert Shroud package during
Cost: Standard 49,000; Covert Shroud: 67,000 the Thrawn Crisis. Utilciading
(Used only) Covert Shroud M-1. Proton Gate
Hyperdrive Multiplier: x2 Torpedo Ferried N•wing
Snubfighter Concealment Suite Srriall Cargo Cargo
Hyperdrive Backup: x15 Function: Replaces Cargo with masked Snubfighter Launcher Modified Breakaway Irprllrfnrli lt Shunt
Bay
Nav Computer: Yes Deployment: Destroys Freighter Hull Section Gen eralor
Maneuverability: -12 (-6 No Shroud; 1D) Jamming: (Freighter detonates on Snubfighter deployment) Thrwn Trilogy Sourctbook p. 237.00
Space: 2 (3 No Shroud) +4DR penalty to opposed Tractor Beams, Fire Control and
Atmosphere: 800 Km/H; 1,110 MPR Sensor Suites to lock onto the deployed Snubfighter.
Hull: 90: 3 loc(s); (3D+2) Fore, Mid, & Aft
Armor: 25 / Ablation: 15 (1D)
Space Range: 3 Unit Radius around Freighter
• Proton Torpedo Launcher
Ghtruc Industries class I square = 1.5 meters
Shields: 30 (1D, 3 Generators) Fire Arc: Aft
Sensors:
Passive: 15/0 (No Shroud +1)
Skill: Starship Gunnery
Fire Control: 3D
720 Freighter
Scan: 20/0 (No Shroud +2) Space Range: 10 units
Search: 40/+3 (No Shroud +6/2D) Atmosphere Range: 20 km
Focus: 2/+9 (3D) Damage: +90 difficulty for up to three tractor beams
Maximum: 80/-30 (120/-30 No Shroud) Ammo: 3 Chaff Torpedoes
Weapons:
Double Laser Cannon (Fire-Linked) The Covert Shroud package is meant to obscure high
Fire Arc: Turret; Forward Dorsal priority targets in the employ of the Rebel Alliance / New
Crew: 1 Republic. It completely hides a fighter in a scanner
Skill: Starship gunnery resistant hold (Base target 90 to detect). Just prior to
Fire Control: 1D+2 (+2 if fired by the Pilot) deployment the aft mounted torpedo launcher 1 Filet motion
Space Range: 1-3/12/25 automatically fires deploying chaff based torpedoes into a 2 Ca-Fitot
Atmosphere Range: 100-300/1.2/2.5 km tractor beam(s), adding layers of disruption to any re- Srggrn ['pewee
Damage: 40 (4D) acquisition of tractor lock and breaking any active lock(s). 4 gurtnery Staiien
Upon deployment, shaped explosive charges break the ship
IJKIdei Well
Pert Lrepirke /inmm
7 Uirlvaril Frigirie Rom
13 Ivy eriffs
N Reh-nhe r
Id LoEtrigellart
II Part Carp lift
Pert Carlo HaId
13 !larboard Cargo lilt
14 Starboard Ceres Hold
15 Empanel-log Simian
13 Repair EltrOliaind Shop
I? Part Cheops Fad Arms
18 Siarbard Escape Pei AECISI
13 Part [nape Fad
20 Starboard Escape Pd
21 !loran 11
22 Dorm 02
23 hour Core
El ii Raanitiljrlack
446 447
GR-75 Medium Transport attacks, but not so small that they aren't tempting targets MC60D Battle Cruiser The MC60D’s armament gives an Imperial I a run for it’s
for capable warships. The best thing that can be said about money. What it lacks in raw armament, it makes up for in
Craft: Gallowfree Yards: GR-75-Series them is that they are cheap. The Alliance got most of its Craft: Mon Calamari MC60D Star Cruiser redundant systems, armor and backup shields.
Affiliation: General / Rebel Alliance / New Republic medium transports direct from the manufacturer, Affiliation: Rebel Alliance
Gallowfree Yards Inc., buying through third-party agents Weapons:
Era: Rise of the Empire Era: Old Republic+ 52 Quad Turbolaser Batteries
Type: Bulk Transport for well below suggested retail price when Gallowfree Type: Mon Cal Warship
went bankrupt several years back. Rebel spacers insist the Fire Arc: 13 Fore, 13 Port, 13 Starboard, 13 Aft
Scale: Corvette Scale: Battleship Crew: 2
Length: 90 meters Empire was fully aware the Alliance was buying the Length: 1,000 meters
transports, but they let them purchase them anyway Skill: Capital ship gunnery
Skill: Starship Piloting / Capital Skill: Capital Ship Piloting Fire Control: 3D+1
Crew: 6, gunners: 4, skeleton: 3/+6 because they thought the ships would cause more grief Crew: 3,600, gunners: 150, skeleton: 2,250/+6
than good. Space Range: 3-15/35/75
Crew Skill: Typically 1D+1 Crew Skill: Typically 3D Atmosphere Range: 6-30/70/150 km
Cargo Capacity: (2,500*): 5,000 metric tons available Notes: Passengers: 3,600 (troops) Damage: (50) 5D
Consumables: 6 Months (21K credit Refit cost) • Corvette Crew, Passengers, Snubfighters & 3 Months Cargo Capacity: (10,000): 61 metric tons available
Cost: 482,800 (New); 362,100 (Used) of Fuel converted to Cargo (1,400 to 2,500). Consumables: 4 years (113 Million Refit cost) 20 Quad Ion Cannon Batteries
Hyperdrive Multiplier: x4 Cost: 101 Million Credits (New); 75.8 Million (Used) Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
• Use of modular cargo containment modules in the Crew: 2
Hyperdrive Backup: x20 Fore of the ship through the Midship allows the craft Hyperdrive Multiplier: x1
Nav Computer: Yes Hyperdrive Backup: x7 Skill: Capital ship gunnery
to effectively double it’s cargo capacity. Loading a Fire Control: 5D
Maneuverability: -22 (1D) Transport in this capacity can take days (between ½ - Nav Computer: Yes
Space: 2 Maneuverability: -21 (3D) Space Range: 1-10/25/50
12+ depending upon cargo load: ½ day = 200 MT Atmosphere Range: 2-20/50/100 km
Atmosphere: 650 Km/H; 905 MPR using load lifters and cranes) as the Gallowfree Space: 7
Hull: 220: 4 Locs (2D) Hull: 2,110: 4 Locs (7D) Damage: 40 (4D)
Transport does not possess it’s own tractor beams to
Armor: 50/Loc; Ablation: 15 (L1) load the cargo. Using Tractor Beams, this process can Armor: 350/Loc; Ablation: 60 (4D) 6 Tractor Beam Projectors
Shields: 105/Loc (1D) be cut down to hours (96,000 cr of tractor beams req = Shields: 1,510/Loc (5D) Fire Arc: 1 Fore, 2 Port, 2 Starboard, 1 Aft
Sensors: Eight 2D/2D Snubfighter Grade Tractor Beams). *MC60D star cruisers have 3,010 Points of back-up Crew: 1
Passive: 10/0 shields (10D). When shields are depleted they can shield Skill: Capital ship gunnery
Scan: 25/+3 (1D) • Guns reflected at Snubfighter prices, no markup instantly divert up to 300 points per round to bolster lost Fire Control: 3D
Search: 40/+6 (2D) • Sensors = Transport Grade, reflected in the price. shielding (requires a 1FA Command to do so). Space Range: 1-5/15/30
Focus: 2/+9 (3D) • Armor plating of the craft is intentionally deficient, Sensors: Atmosphere Range: 2-10/30/60 km
Maximum: 80/-34 this was a design choice of Gallowfree Yards to cut Passive: 50/+6 (2D) Damage: 50 (5D)
Weapons: material costs for the design and ease mass Scan: 70/+9 (3D) Tractor Defense: 5 Fore/10 Port&Starboard/5 Aft
4 Twin Laser Cannon Turrets (Fire-Linked) production. Effectively, the craft is easier to produce Search: 150/+12 (4D)
Fire Arcs: 1 Fore, 1 Port, 1 Starboard, 1 Aft Focus: 6/+15 (5D) Hangar Space: 48 Snubfighters & 10 other craft
taking only ¾ the time to assemble compared to other (transports, support ships, etc.)
Crew: 1 fully re-enforced craft. There is also a design cost Maximum: 300/-28
Skill: Starship Gunnery savings of 6 points. Ground Compliment: 1 Prefab Base, 12 T-47’s, 6 Hover
Fire Control: 1D These are hand built warships were designed for battle
• With the resurgence of the Gallowfree Yards brand unlike the MC70’s and 80’s which are converted civilian Tanks, 2 Landing Barges
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km from an investor in the Tapani sector the corporation cruise liners. The MC60 is a venerable Mon Cal design Notes:
Damage: 40 (4D) has resumed sales of the craft new at the used price. that has operated in the capacity of sector defense for their
home system for decades. It might be old but it’s quite a • The Craft is Ion Shielded at an equivalent rating to it’s
These transports are just large enough to be useful for The Rebel Alliance has yet to purchase even one, as Armor Rating (L4) 200/Loc, which must be depleted
some fleet replenishment tasks - medicine, clothing, small they produce them in house without Gallowfree bit better than their current lineup of warships. The
designer of the ships has long since expired, though the prior to ionization of the craft or any of it’s systems.
arms, light equipment, food or fuel. Unfortunately, as the consent. The resurgent Gallowfree yards is
supposedly pursuing legal actions against the Rebel craft are still in limited production. The issue is getting the • The craft’s atmosphere is maintained at a “moist” level
Alliance hasn't got many large craft, they are forced to for the Mon Calamari crew. This can be
push these transports to their limits. Though not Alliance / New Republic. The Lawsuit has gained high grade weaponry necessary for the craft’s main
little traction, regardless of the era and legitimacy of batteries is incredibly difficult. It’s why you see the MC 70 uncomfortable and even unsettling for many races
specifically designed as such, medium transports can also (it’s akin to swimming through high humidity).
carry passengers. A few have been converted into the New Republic. and 80’s paltry armaments, using whatever weapons the
miniature hospitals, communications centers, and so forth. Mon Cals could reasonably procure with Imperial lock-
Medium transports are virtually helpless in battle. They downs in place on high tech and high lethality weaponry.
are slow, unwieldy, and very lightly armed and shielded.
They are small enough to be vulnerable to Snubfighter
448 449
Rebel Assault Frigate Mk VI superstructure. The Rebel Alliance was able to make the Neutron Star-class Bulk Cruiser marginal engine refit. Along with a handful of the most
craft incredibly efficient (50% reduction in crew over an easily acquired Capital Weapons from the old Dreadnought
Craft: Rendili / Republic Engineering: Assault Frigate inefficient craft and then some) and arm it appropriately. Craft: Rendili Star Drive’s Neutron Star Bulk Cruiser series Cruisers. The durability of the ships have been
Affiliation: Rebel Alliance / New Republic Earlier revisions suffered a rate of fire penalty on their Affiliation: Rebel Alliance elevated to Dreadnought standards as well. These ships
Era: Rebellion+ weapons due to insufficient power cores. This was Era: Clone Wars (Obsolete, still produced) would come to be the mainstay of Rebel Resistance
Type: Bulk Freighter/Frigate/Patrol Vessel corrected by the Mark V and VI designs. The craft Type: Bulk Freighter/Frigate/Patrol Vessel Operations in the galaxy, often operating independently in
Scale: Cruiser resembles a Nebulon B2 Design. The Mark VI was in Scale: Cruiser Imperial held sectors and supporting Rebel cells and
Length: 700 meters many respects modeled after the Nebulon B2 refit for a Length: 600 meters destabilization efforts.
Skill: Capital Ship Piloting myriad of reasons, the foremost of them being the parts Skill: Capital Ship Piloting
between the two designs could be interchanged for the Weapons:
Crew: 1,883, gunners: 119, skeleton: 1,217/+6 Crew: 1,883, gunners: 119, skeleton: 1,217/+16 40 Quad Laser Cannons
Crew Skill: Typically 2D+2 consumables and hangar sections of the craft. Crew Skill: Typically 1D+2 Fire Arc: 10 Fore, 10 Port, 10 Starboard, 10 Aft
Passengers: 1,782 (troops) Notes: Passengers: 1,782 (troops) Crew: 1
Cargo Capacity: (7,000): 48 metric tons available • For the sake of simplicity I have removed the other Cargo Capacity: (6,000): 48 metric tons available Skill: Starship Gunnery
Consumables: 2 years (29 Million Refit cost) designs. Please feel free to remove functionality as Consumables: 2 years (29 Million Refit cost) Fire Control: 2D+2
Cost: 19 Million (New); 10.5 Million (Used) you see fit. I will list some nuances from the previous Cost: 18.9 Million (New); 10.4 Million (Used) Space Range: 1-3/12/25
Hyperdrive Multiplier: x2 revisions here. Hyperdrive Multiplier: x2 Atmosphere Range: 100-300m/1.2/2.5 km
Hyperdrive Backup: x12 • The Mark V is provisioned 35 craft to be docked at Hyperdrive Backup: x12 Damage: 50 (5D)
Nav Computer: Yes any given time, however, it cannot enter into Nav Computer: Yes
Maneuverability: -19 (1D+2) hyperspace with any craft docked (don’t ask, just what Maneuverability: -21 (1D) 25 Turbolaser Batteries
Space: 6 the fluff said). Space: 5 Fire Arc: 6 Fore, 7 Port, 7 Starboard, 5 Aft
Hull: 1,135: 4 Locs (5D) Hull: 1,285: 4 Locs (5D+2) Crew: 3
• The Mark I-IV have a rate of fire penalty on it’s Skill: Capital ship gunnery
Armor: 275/Loc; Ablation: 45 (3D) Turbolaser Batteries due to insufficient power Armor: 200/Loc; Ablation: 30 (2D)
Shields: 535/Loc (2D+1) Shields:535/Loc (2D+1) Fire Control: 3D
distribution (again this didn’t make much sense to me Space Range: 3-20/40/80
Sensors: because Turbolasers are essentially ammunition based, Sensors:
Passive: 40/+3 (1D) Passive: 40/+3 (1D) Atmosphere Range: 6-40/80/160 km
firing by using Hyperbarides… Just referring to canon Damage: 50 (5D)
Scan: 80/+6 (2D) fluff). The Weapons have a RoF: 1/3. I would say that Scan: 80/+6 (2D)
Search: 125/+9 (3D) the MK I-II would have a RoF: 1/3 and the MK III-IV Search: 125/+9 (3D) 4 Tractor Beams
Focus: 5/+11 (3D+2) would suffer a RoF: ½ (to show advancement). Focus: 5/+11 (3D+2) Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Maximum: 250/-31 Maximum: 250/-31 Crew: 1
• The Mark V only has 20 points of Armor Ablation, the
Weapons: Mark VI is a bit more shielded. Skill: Capital ship gunnery
15 Laser Cannons These ships were based off the aging Old Republic Fire Control: 3D
Fire Arc: 2 Fore, 5 Port, 5 Starboard, 3 Aft • Reduce the Space Speed of all Mark I-IV designs by 1 Dreadnought Cruisers (much like how Lucherhulks Space Range: 1-5/15/30
Crew: 1 • The 20 Mon Cal Turbolaser Batteries were first added became Trade Fed Battleships, just in reverse) and as such Atmosphere Range: 2-10/30/60 km
Skill: Starship Gunnery on the Mark V. any such Cruisers found could be scrapped to refit these Damage: 40 (4D)
Fire Control: 2D+2 • The Mark I should retain the Starship Hangar of the of “Freighters”. The stats reflect the Rebel Alliance refit of Tractor Defense: 4 Fore/4 Port&Starboard/4 Aft
Space Range: 1-3/12/25 the standard Dreadnought. these craft using older Dreadnought components that were
Atmosphere Range: 100-300m/1.2/2.5 km widely available due to the sheer quantity of Dreadnoughts Snubfighter Compliment: 36 Snubfighters, 3 Transports
• All Models lose 1D of Armor that exist in the galaxy (many sitting in mothball yards and
Damage: 50 (5D) Ground Compliment: 2 Landing Barges, Small Prefab
• All models lose 800 Metric Tons of Cargo Space due listing in space from countless battles over the millennia).
20 Mon Cal Turbolaser Batteries to the design. Base, 12 T-47’s, 6 Hover Tanks.
The Rebels have added 10 Quad Laser cannons to fill in a
Fire Arc: 6 Fore, 7 Port, 7 Starboard, 5 Aft deficiency of point defenses on the Aft arc of the ship. The • Model has ½ the Armor that the Dreadnought has.
Crew: 3 hangar has been expanded to house of to 36 Snubfighters Thought it is capable of supporting it. There is a cost
Skill: Capital ship gunnery and 3 Transports. Consumables have been brought in line savings of 108K (and can be re-added for the same).
Fire Control: 2D with the Dreadnoughts of old and they have received a
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 40 (4D)
15 Heavy Turbolaser Batteries
Fire Arc: 6 Fore, 7 Port, 7 Starboard, 5 Aft
Crew: 3
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 70 (7D); RoF: 1
Snubfighter Compliment: The Mark VI’s have a small
Internal hangar for 8 Snubfighters, 2 Assault Shuttles and 2
Transport Shuttles
The Rebel alliance came into to the possession of a number
of Dreadnought Cruisers and could not crew them, thus
they engineered themselves a way around the problem by
reducing the technical complexities of the craft & updating
them to modern standards at a loss of armor and
450 451
Quasar Fire-class Bulk Cruiser 2 Dual Heavy Turbolaser Turrets Corellian CR90 Corvette 6 Double Laser cannons
Fire Arc: 2 Fore, 1 Port/Starboard (Chin Turret) Fire Arc: 1 Fore, 2 Port, 2 Starboard, 1 Aft
Craft: Modified SoroSuub Quasar Fire Bulk Cruiser Crew: 1 Craft: Corellian Engineering Corporation CR90 Crew: 1
Affiliation: Rebel Alliance Skill: Starship Gunnery Affiliation: Rebel Alliance/General/Empire Skill: Starship Gunnery
Era: Old Republic (Refit) Fire Control: 3D Era: Rise of Empire+ Fire Control: 3D
Type: Snubfighter Carrier Space Range: 2-5/15/30 Type: Mid-sized multi-purpose vessel Space Range: 1-3/12/25
Scale: Frigate Atmosphere Range: 200-500m/1.5/3 km Scale: Corvette Atmosphere Range: 100-300m/1.2/2.5 km
Length: 350 meters Damage: 80 (8D) Length: 150 meters Damage: 50 (5D)
Skill: Capital Ship Piloting 5 Tractor Beams Skill: Capital Ship Piloting Escape Craft:
Crew: 236, gunners: 27, skeleton: 157/+6 Fire Arc: 2 Fore, 1 Port, 1 Starboard, 1 Aft Crew: 51, gunners: 18, skeleton: 34/+3 Faberstien-Lago 37s emergency escape pods
Crew Skill: Typically 1D Crew: 1 Crew Skill: Typically 2D (8, ventral)
Passengers: 140 (techs); 70 (troops) Skill: Capital ship gunnery Passengers: 45 (troops) Armed Faberstien Maximum capacity life ships
Cargo Capacity: (3,500): 36 metric tons available Fire Control: +15 (3D) Cargo Capacity: (1,500): 1,422 metric tons available (4, dorsal)
Consumables: 1 year (1.8 Million Refit cost) Space Range: 1-5/15/30 Consumables: 6 Months (24K Credit Refit cost)
Cost: 3.2 Million (New); 2.4 Million (Used) Atmosphere Range: 2-10/30/60 km Cost: 2.2 Million (New); 1.65 Million (Used) Docking Bays:
Hyperdrive Multiplier: x2 Damage: 40 (4D) Hyperdrive Multiplier: x2 Ventral Snubfighter-scale landing bay, up to 4 Snubfighters
Hyperdrive Backup: x12 Tractor Defense: 8 Fore / 4 Port&Starboard/ 4 Aft Hyperdrive Backup: x12 can be carried and launched one at a time. Also possesses
Nav Computer: Yes Nav Computer: Yes 2 Universal docking collars, 1 Port and 1 Starboard.
Maneuverability: -15 (1D) Snubfighter Compliment: 48 Snubfighters, 3 Transports Maneuverability: -9 (2D)
Space: 6 Space: 7 The galactic standard for a counselor’s ship. It can
Hull: 505: 4 Locs (3D+2) These ships are Rebel Alliance refits of SoroSuub Quasar Atmosphere: 950 Km/H (can land on planet); 1,320 MPR perform well as a screening vessel, a light combatant vs
Armor: 75/Loc; Ablation: 15 (1D) Fire Bulk Cruisers that were clandestinely donated to the Hull: 430: 4 Locs (4D) pirates (many of these ships are owned by pirates) and a
Shields: 235/Loc (1D+2) Rebel Alliance by the SoroSuub Corporation (after Armor: 80/Loc; Ablation: 30 (2D) heavy courier. The Rebel Alliance fields several custom
Sensors: introduction of their Mark II models). The Rebels refit Shields: 210/Loc; Mitigation: 10 (2D) models of this ship. Some of the modifications expand
Passive: 40/+4 (1D+1) them to act as carriers and armed them with whatever their Sensors: upon the mid section of the hull structure and formalize
Scan: 80/+6 (2D) power systems could handle. Seeing as there was little Passive: 40/+3 (1D) either 1 or 2 Snubfighter launch bays (Port or Starboard or
Search: 120/+7 (2D+1) actual space and hull area to place defenses, they opted for Scan: 80/+6 (2D) both depending upon the resources available at the time of
Focus: 5/+10 (3D+1) a pair of Ultra Heavy Turbolasers that were salvaged from Search: 100/+9 (3D) construction), turning the ship into a micro carrier. Each
Maximum: 240/-33 Trade Federation ships and placed a heavy chin turret, just Focus: 5/+12 (4D) launch bay adds an additional 1,000 Metric Tons of Cargo
under the bridge for it’s only, meager, point defense. The Maximum: 200/-31 space to the vessel and each additional raises the Hull code
Weapons: craft relies heavily upon it’s Snubfighter compliment for of the ship by 1D. Each hangar allows the ship to carry 4
defense overall. This is an effective carrier, that is cheap to Weapons: additional Snubfighters (Each Hangar costs 120,000 credits
2 Ultra Heavy Turbolaser Cannons 6 Double Turbolaser Batteries
maintain and field overall. It’s limited armament is and subtracts 400 Metric tons from cargo). As with most
Fire Arc: 1 Fore/Port; 1 Fore/Starboard Fire Arc: 2 Fore/Port/Starboard, 1 Fore/Port, 1 Fore/
formidable enough to deter pirates and smaller Imperial Corellian vessels, this ship is rather modifiable and flexible
Crew: 8 Starboard, 1 Aft/Port, 1 Aft/Starboard
craft, however, any prolonged engagement will surely see for multiple roles. Apply the standard bonuses that
Skill: Capital Ship Gunnery Crew: 2
the craft destroyed. Corellian Freighters receive to this ship for the purposes of
Fire Control: 2D+2 Skill: Capital Ship Gunnery customization and repair.
Space Range: 4-20/47/98 • ½ Armor on Civilian Capital Ships Fire Control: 3D
Atmosphere Range: 8-40/94/196 km Space Range: 3-15/35/75
Damage: 150 (ea) Atmosphere Range: 600m-30/70/150 km
Ammo: 80 per gun Damage: 44 (4D+2)
452 453
Corellian Gunship 8 Quad Laser cannons (Fire-Linked) Liberator Cruiser Damage: 50 (5D)
Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Crew: 1 20 Concussion Missile Launchers
Craft: Corellian Engineering Corporation DP20 Craft: SoroSuub Liberator Fire Arc: 5/Arc
Affiliation: Rebel Alliance/General/Empire Skill: Starship Gunnery Affiliation: Empire / Rebel Alliance / New Republic
Fire Control: 3D+2 Crew: 2
Era: Rebellion+ Era: Rebellion+ Skill: Capital ship gunnery
Type: Mid-sized screening warship Space Range: 1-3/12/25 Type: Line Warship
Atmosphere Range: 100-300m/1.2/2.5 km Fire Control: 3D
Scale: Corvette Scale: Battleship Space Range: 120 Space Units
Length: 120 meters Damage: 60 (6D) Length: 1,040 meters Atmosphere Range: 240 km
Skill: Capital Ship Piloting 4 Concussion Missile Tubes Skill: Capital Ship Piloting Damage: 90 (9D)
Crew: 40, gunners: 36, skeleton: 27/+3 Fire Arc: 2 Fore, 2 Aft Crew: 4,680, gunners: 190, skeleton 3,120/+15; Ammo: 15 Missiles/Launcher (3 reloads in storage)
Crew Skill: Typically 1D Crew: 3 Crew Skill: Typically 3D Flack Defense: -20 Ammo = 28 Units Destroyed
Passengers: 36 (troops) Skill: Capital Ship Gunnery Passengers: 3,744 (troops)
Cargo Capacity: (1,200): 872 metric tons available Fire Control: 3D Cargo Capacity: (10,400): 20 metric tons available 24 Quad Laser Cannons (Fire-Linked)
Consumables: 5 Months (20K Refit cost) Space Range: 120 Space Units Consumables: 4 Years (132.7 Million Refit cost) Fire Arc: 6/Arc
Cost: 4.5 Million (New); 3.4 Million (Used) Atmosphere Range: 240 km Cost: 101 Million (New); 75.8 Million (Used) Crew: 1
Hyperdrive Multiplier: x2 Damage: 90 (9D) Hyperdrive Multiplier: x1 Skill: Starship Gunnery
Hyperdrive Backup: x12 Ammo: 15 per Launcher (3 Reloads in storage) Hyperdrive Backup: x10 Fire Control: 3D+2
Nav Computer: Yes Nav Computer: Yes Space Range: 1-3/12/25
Maneuverability: -8 (2D+1) Escape Craft: Maneuverability: -26 (1D+1) Atmosphere Range: 100-300m/1.2 km/2.5 km
Space: 8 Faberstien-Lago 37s emergency escape pods Space: 7 Damage: 50 (5D)
Atmosphere: 1,000 Km/H (can land); 1,390 MPR (8 ventral, 4 dorsal) Atmosphere: 1,000 Km/H (can land); 1,390 MPR
Armed Faberstien Maximum capacity life ships 6 Tractor Beam Projectors
Hull: 430: 4 Locs (4D) Hull: 2,110: 4 Locs (7D) Fire Arc: 3 Fore, 1 Port, 1 Starboard, 1 Aft
Armor: 90/Loc / Ablation: 35 (2D) (2 dorsal, 2 ventral) Armor: 350/Loc / Ablation: 60 (4D) Crew: 1
Shields: 255/Loc (2D+1) Docking Bays: Shields: 1,110/Loc (3D+2) Skill: Capital ship gunnery
Sensors: 2 Universal Docking Collars & a small ventral craft bay Sensors: Fire Control: 3D
Passive: 40/+3 (1D) capable of housing 4 Snubfighters & 2 Shuttles, deploy- Passive 50/+3 (1D) Space Range: 1-5/15/30
Scan: 80/+6 (2D) able 1 at a time. Scan 100/+6 (2D) Atmosphere Range: 2-10/30/60 km
Search: 100/+9 (3D) Search 150/+9 (3D) Damage: 40 (4D)
Focus: 5/+12 (4D) These ships are pure military vessels. Capable of directly Focus 5/+11 (3D+2) Tractor Defense: 12 Fore/4 Port&Starboard/4 Aft
Maximum: 200/-31 acting as screening & picket ships, pocket warships and Maximum 300/-31
sector patrol vessels. Very few of these have fallen into Weapons: Expanded Fighter Complement: 72 Snubfighters, 4
Weapons: pirate hands due to their effective and deadly nature. 60 Quad Turbolaser Batteries Transports/Assault Ships, 4 Shuttles
8 Double Turbolaser Batteries These small ships are quite formidable for their size. They Fire Arc: 20 Fore, 20 Fore/Port/Aft, 20 Fore/Starboard/Aft
Fire Arc: 2 Fore/Port/Starboard, 1 Fore/Port, 1 Fore/ lack the Ventral docking bay that their Cousin the Corellian Standard Ground Compliment: 12 T-47’s, XT-130’s, 1
Crew: 1 Prefab Garrison, 6 Light Artillery Emplacements, 3
Starboard, 1 Aft/Port, 1 Aft/Starboard, 2 Aft/Port/Starboard Corvette has, having only a universal docking collar in it’s Skill: Capital ship gunnery
Crew: 2 place. The interior tends to be a bit more cramped than the Landing Barges
Fire Control: 4D
Skill: Capital Ship Gunnery Corellian Corvettes and are more akin to being a crewman Space Range: 3-25/50/75 The Liberator is designed to be a match for an Imperial I
Fire Control: 4D on a 20th Century submarine. Atmosphere Range: 6-50/100/150 km Star Destroyer. This is one of the most formidable craft
Space Range: 3-15/35/75 Damage: 60 (6D) that the Rebels have managed to acquire for their war
Atmosphere Range: 6-30/70/150 km Notes:
efforts. Sullust tends to sneak one of these ships to the
Damage: 50 (5D) • Additional Armor +1 Pip 60 Quad Ion Cannon Batteries Rebel Alliance every year. In addition to the ships that
Fire Arc: 20 Fore, 20 Fore/Port/Aft, 20 Fore/Starboard/Aft other conglomerates purchase on behalf of the Rebels.
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
454 455
Nebulon-B Frigate Atmosphere Range: 100-300m/1.2 km/2.5 km Mon Calamari MC80 Star Cruiser Damage: 40 (4D)
Damage: 40 (4D)
20 Ion Cannon Batteries
Craft: Alliance Engineering: Nebulon-B (KDY) 2 Tractor Beam Projectors Craft: Mon Calamari MC80 Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Affiliation: Empire / Rebel Alliance / General Fire Arc: 2 Fore/Port/Starboard (turrets) Affiliation: Rebel Alliance Crew: 2
Era: Rise of Empire+ Crew: 1 Era: Rebellion+ Skill: Capital ship gunnery
Type: Escort Starship Skill: Capital ship gunnery Type: Star cruiser Fire Control: 4D
Scale: Frigate Fire Control: +15 (3D) Scale: Battleship Space Range: 1-10/25/50
Length: 300 meters Space Range: 1-5/15/30 Length: 1,200 meters Atmosphere Range: 2-20/50/100 km
Skill: Capital Ship Piloting Atmosphere Range: 2-10/30/60 km Skill: Capital Ship Piloting Damage: 33 (3D+1)
Crew: 405, gunners: 54, skeleton: 270/+20 Damage: 40 (4D) Crew: 5,400, gunners: 142, skeleton: 3,600/+9
Crew Skill: Typically 2D Tractor Defense: 8 Fore, Port & Starboard Crew Skill: Typically 3D 6 Tractor Beam Projectors
Passengers: 180 (troops) Passengers: 4,320 (troops) Fire Arc: 1 Fore, 2 Port, 2 Starboard, 1 Aft
Cargo Capacity: (3,000): 44 metric tons available Snubfighter Complement: 1 Squadron + 2 Other Craft + Cargo Capacity: (12,000): 36 metric tons available Crew: 1
Consumables: 1 year (2.5 Million Refit cost) 1 Universal, External Dock (Anything up to, and including Consumables: 4 years (152 Million Refit Cost) Skill: Capital ship gunnery
Cost: 5 Million (New); 2.84 Million (Used) a Corvette can dock) Cost: 34.3 Million (New); 25.7 Million (Used) Fire Control: 3D
Hyperdrive Multiplier: x2 Hyperdrive Multiplier: x1 Space Range: 1-5/15/30
Ground Compliment: 8 Military Air Speeders, 1 small Atmosphere Range: 2-10/30/60 km
Hyperdrive Backup: x12 prefab base, 4 Med Hover Tanks, 4 Armed Speeders, 1 Hyperdrive Backup: x9
Nav Computer: Yes Nav Computer: Yes Damage: 40 (4D)
Landing Barge Tractor Defense: 4 Fore/8 Port&Starboard/4 Aft
Maneuverability: -12 (1D + Stripped Hull +3) Maneuverability: -24 (2D)
Space: 4 The Nebulon-B Frigate that the Rebel Alliance fields is Space: 6 Hangar Space: 60 Snubfighters, 4 Transports, 8 Support
Atmosphere: 800 Km/H (cannot land); 1,105 MPR actually a castoff hull from the failed prototype run of craft Hull: 1,810: 4 Locs (6D) Ships
Hull: 510: 102/102/102/102/102; 4 Locs (3D+2) that lead to the development of the Imperial Nebulon B Armor: 200/Loc; Ablation: 30 (2D) Ground Compliment: 2 Prefab Bases, 20 Fixed Artillery,
Armor: 60/Loc; Ablation: 5 (L1) Model. The initial design was plagued by a design flaw Shields: 910/Loc (3D)
Shields: 280/Loc; Mitigation: 10 (2D) that made it’s primary magazine susceptible to detonation. *MC80 star cruisers have 1,820 Points of back-up shields 24 Air Speeders, 8 Medium Hover Tanks, 12 Speeder
Sensors: This was remedied by removing the hangar section that (6D). When shields are depleted they can shield instantly Bikes, 3 Landing Barges
Passive 40/0 made up a large part of the “neck” of the craft. These divert up to 455 points per round to bolster lost shielding
defective, cast off designs eventually made it into Rebel These are converted luxury liners and it shows…
Scan 75/+3 (1D) (requires a 1FA Command to do so). Completely refit and eventually formalized as a warship
Search 150/+9 (3D) Alliance hands either from directly raiding KDY or from Sensors:
being dumped on the black market by KDY themselves. line with the MC80B much later. These ships are mass
Focus 4/+14 (4D+2) Passive: 40/+3 (1D) produced about as fast as the Mon Cal shipwrights can spit
Maximum 300/-31 A number of the Imperial Nebulon-B designs also made Scan: 60/+6 (2D)
their way into the possession of the Rebel Alliance as well. them out. They’re big, so they can take some punishment
Search: 120/+9 (3D) and even more so thanks to Mon Calamari Backup Shield
Weapons: This is due to the Empire not fielding enough of their, Focus: 4/+12 (4D)
12 Turbolaser Batteries specific, re-design of the craft and KDY having over technology. They need all the durability they can get,
Maximum: 240/-31 because they are quite weak for line ship combatants in the
Fire Arc: 6 Fore, 3 Port, 3 Starboard produced in expectation of the craft being purchased in
Crew: 1 accordance with Imperial contracts that were cut in favor Weapons: firepower department. The weapons were designed to be
Skill: Capital ship gunnery of enhanced production of Imperial Star Destroyers. These 48 Light Turbolaser Batteries easily procured and assembled, an important thing with the
Fire Control: 2D craft would be discovered stripped down to bare Fire Arc: 12 Fore, 12 Port, 12 Starboard, 12 Aft Empire locking down the galaxy and cutting off trade
Space Range: 3-25/50/75 superstructure and completely cannibalized of many ship Crew: 2 routes that would otherwise provide them with the proper
Atmosphere Range: 6-50/100/150 km systems. The Rebel Alliance’s enterprising engineering Skill: Capital ship gunnery components to arm them better. All components are built
Damage: 40 (4D) division would then refit these craft to Rebel Standards. Fire Control: 3D and assembled at their home shipyard.
The Rebels would actually end up building the craft as Space Range: 3-15/35/75 • Civilian Capital Ships have ½ Armor
12 Laser Cannons (Fire-Linked) Atmosphere Range: 6-30/70/150 km
pictured here and revising it over it’s life cycle.
Fire Arc: 3/Arc
Crew: 1 Notes:
Skill: Starship gunnery • Stripped Hull: Chassis carries 1D Armor only
Fire Control: 2D
Space Range: 1-3/12/25
456 457
Rebel Landing Barge
Craft: Alliance Engineering: Drop Shuttle
Affiliation: Rebel Alliance
Era: Rebellion+
Type: Cargo Barge
Scale: Corvette
Length: 100 meters
Skill: Capital ship piloting
Crew: 4, skeleton: 2/+9
Crew Skill: Typically 2D
Passengers: 165 (troops)
Cargo Capacity: (1,000): None available
Consumables: 5 Days (8.5K Refit cost)
Cost: 36K (New); 27K (Used)
Hyperdrive Multiplier: None
Hyperdrive Backup: None cruiser. The Rebels used the Interdictor’s deployed gravity
Nav Computer: None well cone to launch and position the cargo pods, opening
Maneuverability: -15 them their contents of repulsor tanks opened fire on the
Space: 2 unsuspecting Interdictor cruiser and destroyed the bridge.
Atmosphere: 200 Km/H (can land); 280 MPR While the troop contingent pods latched onto the
Hull: 115: 4 Locs (1D) Interdictor’s hull and disgorged scores of armored space
Armor: 50; Ablation: 15 (1D) troopers that took the ship via boarding operations. This is
Shields: 115 (1D) a rare instance where the Rebels actually captured an intact
Sensors: Imobilizer Interdictor Cruiser more or less in tact. While
Passive: 20/0 the example is an extreme one it is a testament to the
Search: 40/+3 (1D) flexibility that the Rebel Landing Barge possesses. In
Maximum: 80/-37 many operations these barges are simply dropped in
Barge Size: 4 Units per barge system and make their way to their target stellar body and
Barge Capacity: 4 Units of ground forces & 165 deploy safely due to their visual similarities to bulk
Troops/ea freighters. Savvy crew members can use comm and sensor
spoofing electronic warfare to make the craft more closely
The Rebel Landing Barge is an interesting craft, highly resemble a standard bulk freighter at range. The tactic
modular and generally sits in hangars disassembled. The often works, though when it does not it generally spells
Barge breaks into 5 pieces, the core of the ship and 4 stack- disaster for the crew and troopers contained within.
able cargo containers and can be stowed vertically to Notes:
maximize space on any ship. It heavily resembles a Bulk • Striking visual similarities to a standard Bulk freighter
Freighter, that’s no surprise as it essentially copied the core (even though it is roughly 200 meters too short).
design and adapted it to a much smaller ship. The cargo Visual inspections are likely to see the ship as a
pods themselves have four integral repulsorlift units to civilian hauler and nothing more. +3 DR to all visual
allow them to detach and deploy forces in the presence of scans to determine the military nature of the craft.
any gravity well. They do not require atmosphere to • +3 to all Sensor Spoof tests to make the craft appear
deploy, merely the presence of any gravity well. In one (on sensors) as a civilian Bulk Freighter (based off the
instance a Rebel landing barge was in proximity to an craft’s own Search Suite Bonus and range).
Imperial Interdictor Cruiser with no support ships, it was • ½ Armor on Civilian Vessels
deployed well out system and the craft lumbered in on
sublight drives. The Imperials mistook the craft for a bulk
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One Man’s Rebellion pilots and material to field a full seventy two
craft, just not all TIE craft. He would be fielding
disrepair and disarray over the thousands of
years of it’s existence and fragmented into
The enemy was fully routed, the Alliance to a number of recovered Alliance craft in his final squabbling political entities that could barely
Restore the Republic’s remaining warship had push into the system. They would require every elevate the sector out of it’s nearly perpetual
disintegrated under the withering fire of Captain trick they could field to prevail, alone. decline into irrelevance. That’s what the
Rial’s Imperial I Star Destroyer. He watched Empire’s official doctrine would have you
from the command deck of the bridge as his In these “early” days of the Empire, when the believe. While Rial had lived and fought for the
adversary fell back, deeper in system, in total regime still had a number of old guard from the Core Worlds for longer than he could recall, his
disarray. “Status Report” he called out, Republic fighting for them, there were still family’s descendants had come from the area and
moments later the XO of his ship responded. lingering sentiments of the Galactic Republic. they had raised him on a very different set of
Most Republic officers instantly received a wondrous tales. They were stories that had
“Sir, it’s not good. The Alliance forces managed commission in the fledgling Galactic Empire, driven him to become a naval officer and see the
to shatter our sector fleet. Reports are still some retired, others rose against it and were galaxy. The tales of Xim the Despot and other
compiling but it appears that we are the last crushed. Captain Rial was hardly old, having cut whispers of something deeper, gathering in the
intact Star Destroyer.” Pausing for a moment to his teeth on command during the Clone Wars and darkness of space and the hearts and minds of
tally data that just appeared on his data pad. “It being promoted from an Ops officer to the people of the sector. Rumors of a movement to
looks like we might have a couple picket ships position of XO when the XO of his old command reunite the sector under a common banner and
left out there. died in a gruesome engagement that destroyed ideology, like the days of old.
one of the bridge sections of the Venator he was
Captain Rial didn’t waste time “scramble rescue stationed on. He was young, maybe no more He had no doubt that the rumors were true,
teams, lets get as many of our people into that than eighteen. At the beginning of the Galactic however, the Alliance would find no safe harbor
battlefield as we can and start providing aid to Empire Rial was no more than twenty seven here. That dream of re-unification was a long
survivors... On both sides.” years old. Promoted to command his own Star game. It might not even happen in his lifetime.
Destroyer due to distinguished service and The Alliance would be easy to track through the
“Sir, our orders specify...” The XO began unflinching loyalty during the regime change. sector, as traffic here was minimal due to the
Now, at thirty two he still held onto a few things decline of the region by Imperial doctrine and
“Damn those orders. I am the sector fleet generators time to recharge before re-engaging. that had made him a controversial choice for any directives. The Imperials have a sector garrison
commander now, I am countermanding the assignment. His compassion and overall sense here and the sector is patrolled, more so around
standing orders. Launch rescue teams “The med bays are overflowing with Alliance of decency. Not to mention his decisions to the heavily guarded Lianna system where Sienar
immediately. Let us salvage what we can, save scum.” The XO began right before Rial cut him deploy all tools available to him at any given Fleet Systems (the creators of the TIE Series
who we can and we will be extending triage and off. time. among other warships) is based. The overall
decency to any prisoners of war we pull in as system was, possibly, less actively patrolled than
well.” He was a Republic XO during the Clone “Do I need to relieve you of command? Almost any other Imperial Commander he was it should be. It consisted of hundreds of systems
Wars and he’d never seen such a wanton Commander Mason, those people in our med aware of would have let good men and women in it’s expanse, many of them had been deemed
disregard for the value of life. This Empire bays are no different than you and I. They just die in the cold of the battlefield around him. inhabitable from eons old battles. Patrolling that
might very well be the death of him. happen to be on the wrong side of the political Most would have immediately pursued the territory would be nothing short of a nightmare
fence. Had they been closer to the core worlds, Alliance forces and finished the engagement, but nonetheless, the Alliance forces would keep
After several hours of scouring the battlefield the like Coruscant, they could very well be related to possibly to their own demise. While Rial took away from populous centers and they would
Imperial I’s Triage crews managed to save more us. We could be fighting our relatives. Treat the time to lead his damage crews to patching his likely flee to the “Ash Worlds”, a massive slice
Alliance personnel than Imperials. The fighting them accordingly, or at the very least, keep your ship, repairing relays and weapons and salvaging of space that had been bombarded with primitive
had been savage with the Alliance employing opinions to yourself.” The New Order’s doctrine the battlefield of anything functional. Including nuclear weaponry when the Hutt Empire pushed
over a dozen vintage Trade Federation Warships for dealing with traitors was to offer no quarter. a squadron of Z-95 and other snubfighters that back against Xim the Despot’s. There were
in addition to a smattering of other craft. That However, the Imperial doctrine also advocated could still be fielded with minimal repairs, the countless civilizations there, locked in perpetual
hodgepodge fleet that they had managed to leaving one’s own troops to die in favor of pilots had been either cooked in their seats with nuclear winter and ash clouds that never cleared
assemble had been formidable enough to pursuing and crushing the opposition. There capital Ion Cannon fire or had taken cockpit the skies. Once again, that was not the case for
essentially destroy an entire Imperial Sector Fleet would be time enough for that, the Alliance damage. all the worlds in the area. It had been some thirty
consisting of no less than five Imperial I and forces had a stricken MC-75 that Rial had holed thousand years since they had been bombarded
seven Victory II star destroyers. Rial had himself. The craft was bleeding fire and The Allied Tion sector was hardly what Rial and many systems likely began recovering or had
managed to survive the grinder by effective use personnel, limping deeper into the Allied Tion would call Allied, and definitely not affiliated already recovered. Either their local populace
of tactics and good decisions, in addition to using Sector and taking with it a smattering of with the Alliance to Restore the Republic. It was was alive or they were inhabited by stragglers,
the “terrain” of the battle to his advantage. snubfighters and battered picket ships. an ancient sector located in the outer rim that pirates and anyone wishing to flee organized
Using his tractor beams to pull a number stricken was barely holding it together. One that had a tyranny...er...governance.
vessels and debris to shield his fire arcs from Rial’s decision paid off, due to his compassion long and storied history that reached back across
incoming ordinance and allowing his shield for saving lives he was able to recover enough over thirty millennia. Having falling into “Repairs are done, sir. We have provided
460 461
medical attention to all the captives and our own pursued and eradicated the Alliance forces?” “Of course I’m not going to kill unarmed With a smug look on his face Mason said “You
forces. We have a pair of Corellian Corvettes for “No problem at all, sir. We are about to do just combatants. But we are fucked. Miriam, I want wanted to see me Captain.”
point duty, one Alliance vessel that’s actually that right before you called.” Rial responded you to gather all the crew loyal to us. The ones
been retrofitted as a light carrier and one of our comfortably. that you know are disgusted with what’s going Rial shook his head, the sharp report of a heavy
own. There is also a Carrack Cruiser that we on. Quietly. I want you to begin a troop rotation blaster resounded twice. Both of his XO’s
were able to restore to power and patch up, it’s “It has come to my attention that you are not with the Carrack Cruiser and replace their crew bodyguards dropped to the floor, one shot in the
crew was largely intact and it is ready to get following the directives of the Sector Admiral.” with our people. You will go over to assume the groin and the other the gut. Rial had fired from
underway. The local Imperial Garrison has also Yularen stated flatly. XO position and await me, or assume command under his desk, and the holo imagery concealed it
lent us a pair of Bayonet Cruisers to help us, they if I don’t make it.” It was a tense delivery, all. The XO was horrified, the shock so evident
should be here in a few hours.” The Second “You are correct, and the reason for that is two carrying with it all the weight and circumstance that he was fumbling to draw his sidearm.
Officer responded from her ops station. fold. One, Sector Admiral Ry’Wal is dead. His between two officers of the line that implicitly
flagship was nearly the first to be destroyed due trusted one another. Yes, this was treason and “You’re insane! Guards! You will be executed
Rial looked around, his XO was nowhere to be to poor tactical placement and overall mutiny. However, he could see the decision for this!” Finally pulling the safety off his
found. “Second, locate the XO” Rial called out. uninspiring leadership. Two, I am the sole resonate within her as well. Without a word she holster clasp.
ranking member of the fleet left and I took saluted him, spun on heel and left the room on
Moments passed “Sir, Commander Mason is in command of the battle. We defeated a superior task as ordered. Loyalty such as that was a rare Rial stood, walked over to both downed men and
the Holo Communication Chamber. Outgoing Alliance fleet group. One that was outnumbering sight in this new Empire. placed a shot into each of their heads at close
communication to Imperial Command.” His our remaining forces until I afforded us the time range. Finishing off the second right as his XO
Second Officer responded. to repair, salvage and rescue survivors of the Rial had served with Miriam, she was with him fired. Rial grimaced, then twisted and responded
battle. Have I been relieved of command sir?” near the end of the Clone Wars. Having served in kind. Mason’s blaster slipped from his hand
“Communication to my terminal, number two.” Rial stated and then asked at the last. in some of the fiercest battles of the time. She as he began grabbing his stomach and dropping
He stated as he moved to his command chair and was his choice for XO, but he was to the floor. “Mason, you need to understand the
pulled up the feed. “Not yet, Captain. However, serious charges countermanded by Mason’s political positioning death sentence that you have condemned our
have been levied against you for your treatment in the Empire. The XO that he received was a prisoners to, as well as, a sizable part of our
“Aye, Sir.” She responded of Alliance forces.” Yularen responded hard line, New Order, prick. A no talent hack crew. I want you to know that fear.” Rial placed
that preferred to push his importance around and his foot over his XO’s hand that had moved to
The transmission that played out was something “I assure you, Admiral, my treatment of them came as a package deal with a pair of civilian reclaim his weapon and stomped down hard, the
Rial had expected. His XO was an official upholds the highest standards for the capture and bodyguards. The bodyguards were used as bones in his hand snapping audibly as he
member of the New Order. Someone’s child that treatment of prisoners of war. They have been Mason’s personal terror squad to get outcomes screamed again...
was playing at war, promoted into that position afforded all the standard attention that our station he wanted. That would end today.
without the knowledge or functional experience and duty requires. Not to mention I have “Guards!!!” The XO screamed and then began to
to warrant it. He was outing the Captain as a captured several valuable officers that will The carrack was his choice because he could whimper.
Traitor to the New Order. “The Death of Me...” provide intelligence that we would not otherwise crew the ship, in it’s entirety with crew he
Rial shook his head have obtained.” Rial was holding down his trusted. The Imperial I would end up being their “In space, no one can hear you scream. It’s the
disgust, his second remained silent while grave if if they attempted to retain power on it. same here our ready room, I have the sound
“Sir?” his Second asked, he didn’t respond. “Sir, clenching her hands at her back. He needed to get his people out, and the means dampening at maximum and a white noise field
there is an urgent message from Imperial to do that would be no less treasonous than what operating at a wavelength that neutralizes audio
Command for you” She stated moments later. Yularen studied Rial for a moment “Very well, he had already been accused of. He and most of beyond a couple meters in the room. You can
you have new orders. You are to hunt down the those loyal to him would either be executed or scream all you want, no one is coming for you.
“Of Course there is... In my ready room, Number Alliance forces, destroy them and then shell any eventually locked away in a black site No one cares.” Rial responded coldly.
Two, accompany me.” She rose from her world they take refuge on from orbit. Leave somewhere where the Empire would
position and looked at the command chair and none alive. Interrogate your prisoners, then” he conveniently write them off. “You, your family and all you hold dear will...”
then Rial spoke up “Tactical, you have the Con”. paused for a moment “publicly execute them or The statement was cut short by the report of
She followed him to his ready room without a space them.” “Bridge, XO to my ready room.” It took a bit Rial’s heavy blaster pistol. Mason dropped, his
word. and while his XO delayed, Rial arrayed the forehead bearing a smoking hole through it.
“Affirmative Admiral, is that all?” Rial was chamber with a number of artifacts from the
In his ready room he called up the holo boiling over and barely containing it. Tionese Cluster in the holo display. Also all the “My family died in the Clone Wars, idiot. The
transmission. The image of Admiral Wullf information the Empire had about the sector on only family I have are those loyal to me... And
Yularen flickered and then snapped into “Yes, Captain, that is all.” Yularen said and then full display in the room, easily concealing what neither you, nor the Empire, will be taking them
existence. The ready room was fully provisioned faded from the holo as her terminated the Rial was doing, with his hands. The door opened from me today.” Rial walked past Mason’s body,
to be a tactical planning holo chamber and connection. and his XO walked in with his personal hit squad staggering to his table and leaning on it heavily.
allowed everyone to see one another as if they of two thugs, Rial closed the door with a flip of a He was bleeding from an abdominal wound from
Moments of silence followed “Sir, you’re not
were standing across from one another. “Is there switch. Mason’s blaster. Thankfully, it wasn’t a heavy
going to..” His Second began
a problem Captain Rial? Why haven’t you blaster like his or he might very well have joined
462 463
the bodyguards on the floor. Grabbing a medpac, Corvette and will handle their transfer orders TIE/In Fighter The Concussion Missile Racks were not seen often. These
he attended to the wound and then pulled on personally.” modifications were typically saved for specific fighter pilots
that had distinguished themselves in battle (elite pilots).
another jacket, discarding the one with the Craft: Sienar Fleet Systems T.I.E. - In
blaster hole in it. Rial’s final task was a grim one. One in which Affiliation: Empire / General The TIE/In would be the most recognizable symbol of
Era: Rise of the Empire+ power in the Galactic Empire. Few other craft as more
he had to use all his vast training to access. Scale: Snubfighter Iconic than the TIE Fighter. While the Imperial Star
He paused for a moment, fully letting the events Passing between decks on a private Turbolift, he Length: 6.3 meters Destroyer is a projection of Imperial Might and Power in
of his life hit him. There was a slight shudder to reached the computer access terminals that few Skill: Starship piloting the galaxy at large, the TIE is a symbol of the reach of the
his frame, as he allowed himself a half choked up in the Empire were aware existed. He had Crew: 1 Empire. Always fielded in numbers no less than 4, these
sob to roll forth. He had a brother who was discovered the same kind of access terminal on Crew Skill: Typically 2D craft tend to be agile enough and carry ample firepower to
Cargo Capacity: (79): 39 kilograms Available be threat to almost anyone. In engagements, the TIE was
taken from him during their child hood. One he the Venator he once was posted to. It was a Consumables: 2 days (10 Credit refuel cost) thrown at Imperial Adversaries with little regard to the
had reconnected with over the years of the Clone place where his command codes could detonate Cost: 63,600 (New); 47,700 (Used) pilots lives. Pilots would find little recognition and regard
Wars. He had become a Jedi and that act had the ship. If they were going to escape, this was Maneuverability: +6 (0 in Atmo); (2D/0D) for their survival unless they were serving directly under
elevated his family and allowed him to rise out the only way. Punching in the codes and sending Space: 10 the few imperial commands that valued life and took a
of the poverty they grew up in, to attend the the command override, he locked the terminal Atmosphere: 1,200 Km/H; 1,665 MPR more finesse based approach to warfare, which, was rare.
Hull: 30: (2D) The Imperial Doctrine favors a brute force approach.
Cardiaan Naval Academy. His brother was and made his way to the Corvette. Without a Armor: 0; Ablative: 0 (L0) The TIE/In was rapidly outclassed in combat capability,
brutally executed for being a “Traitor” against word he boarded the ship, and left with it. Shields: No Combat Shields this didn’t stop most Imperials from fielding it. It’s high
the Republic. Joining the Carrack Cruiser, the two ships pulled Sensors: cost effectiveness just meant that Imperial commands
away from the battle site. Passive: 20/0 could throw more snubfighters at a problem and
In the chaos of the final shots of the Clone Wars, Scan: 40/+3 (1D) overwhelm it to make it go away. While the core systems
Search: 60/+6 (2D) were easily outclassed by many other snubfighters the
the actual news would not reach his eyes and His orders had the Imperial Corvette Dock for Focus: 3/+9 (3D) thing to remember here is that the TIE’s systems are small,
ears until it was too late. He had pieced together refit and to pull the Bayonet Cruisers in close. Maximum: 120/-34 thus while many systems might out pace the craft in many
the events that led to the death of his brother, The Bayonets, having just arrived, did as ordered regards, nothing came close to the micronized size of a
Weapons:
over the years. None of it made sense until now. right as the Imperial I lit up like a festival of 2 Laser Cannons (Fire-linked) Sienar Fleet System’s components. It is arguable that
He felt that the Empire had killed him because he lights and then detonated, taking all three of the Fire Arc: Fore these systems remain some of the most advanced
was a threat to the New Order, he just couldn’t ships with it. The Carrack and the Corvette Skill: Starship gunnery engineering designs ever produced for all time, as a result
of their incredibly small size.
prove it. It just hadn’t really registered until the entered the Tionese Cluster never to be seen or Fire Control: 2D
events of the past day. He had locked those heard from again. Space Range: 1-3/12/25 Around the time of the Battle of Yavin a field refit came
Atmosphere Range: 100-300/1.2/2.5 km down the line which allowed the TIE fighters to mount 4
memories away, until now. In the years that would follow, some Imperial Damage: 50 (5D) Concussion missiles on racks, two per wing. They were
officers serving in the Tionese Cluster would 2 Concussion Missile Racks (Optional) slaved to the fire control of the main guns and only weapon
His brother had told him once that the only thing system could be fired in that round and gain the benefit of
speak of a ghost ship that would hunt and destroy Fire Arc: Fore
necessary for the triumph of evil is for good men that fire control.
unwary commands. Most say it’s an old spacer’s Skill: Starship gunnery
to do nothing... And he had done nothing for too Fire Control: 2D* Uses Cannon FC Notes:
tale. The actual number of lost Imperial
long. So very many in the galaxy had done Space Range: 30 Units • The TIE/In has no armor, a cost savings of 3 points.
Commands that have been committed to hunting Atmosphere Range: 30 Km
nothing to save the Jedi, to restore the republic The Mainstream TIE Fighter, lacking in all refinements
this ghost, might speak volumes to the contrary, Damage: 7D; Nominal Damage: 6 (42) and creature comforts. No ejection seat, no atmosphere,
and to denounce the emperor. It was time to were they still alive to recount their stories. Ammo: 2 Missiles per rack limited inertial dampers, limited repulsorlift assist for
change that, he only wished that he had come to Cost: 1,500 Credits per rack atmospheric flight and the most advanced sensors and
this decision sooner. Weight: 2.5 Kg/Rack; 2.5 Kg/Missile weapons package in the galaxy, because it’s all micronized.
464 465
TIE/SA Bomber Skill: Starship gunnery TIE/Gt Fighter
Fire Control: 3D+2
Craft: Sienar Fleet Systems T.I.E. - SA Space Range: Varies per Ordinance Type Craft: Sienar Fleet Systems T.I.E. - Gt
Affiliation: Empire Atmosphere Range: Varies per Ordinance Type Affiliation: Empire
Era: Rise of the Empire+ Damage: Varies per Ordinance Type Era: Rise of the Empire+
Scale: Snubfighter Ammo: Varies per Ordinance Type Scale: Snubfighter
Length: 7.8 meters Concussion Missile Magazines hold 42, 8D+ Missiles. Length: 6.8 meters
Skill: Starship piloting Proton Torp Launchers hold 42, 9D+ Torpedoes. Skill: Starship piloting
Crew: 1 (up to 6 Passengers*) Space Bomb Launchers hold 42, 12D+ Bombs. Crew: 1
Crew Skill: Typically 2D Rocket Launchers hold 42, 10D+ Rockets. Crew Skill: Typically 2D
Cargo Capacity: (195): Full (85 Kg on Shuttle) Cargo Capacity: (127.5): 50 kilograms available
This is the mainstay bomber of the Imperial forces. It has
Consumables: 2 days (10 Credit Refuel cost) Consumables: 2 days (10 Credit Refuel cost)
all the drawbacks that the TIE/In has in addition to being a
Cost: 99,000 (New); 74,000 (Used) Cost: 85,000 (New); 64,000 (Used)
lumbering brick with even less maneuverability than the
Maneuverability: 0 (-6 in Atmo); (0D/-2D) Maneuverability: +3 (0 in Atmo); (1D/0D)
TIE/In fighter.
Space: 6 Space: 7
Atmosphere: 950 Km/H; 1,320 MPR Notes: Atmosphere: 950 Km/H; 1,320 MPR
Hull: 50 (4D) Hull: 30 (2D) can also handle other specially packed payloads, 12 air-
Armor: 25; Ablative: 15 (1D) • If they were carrying advanced ordinance the values Armor: 25; Ablative: 15 (1D) deployed mines, 20,000 plastic leaflets.
Shields: No Combat Shields change (Like seeker missiles, Advanced Missiles or Shields: No Combat Shields Essentially, the TIE/Gt is a smaller version of the TIE
Sensors: Torpedoes, Advanced Space bombs or Heavy Rockets) Sensors: Bomber. The craft is rarely seen on the battlefield, even
Passive: 20/0 The launcher can also handle other specially packed Passive: 20/0 though it was widely adopted in the inception stages of the
Scan: 35/+3 (1D) payloads, 27 air-deployed mines, 30,000 plastic Scan: 40/+3 (1D) Galactic Empire. The GT benefits from an enhanced and
Search: 50/+6 (2D) leaflets. Search: 60/+6 (2D) slightly elongated fuselage, allowing t he craft to carry
Focus: 3/+8 (2D+2) Focus: 3/+9 (3D) 50% more than it’s rated cargo capacity. There are a few
Maximum: 100/-34 • The Bomb Bay doubles the craft’s Cargo Capacity. Maximum: 120/-34 points of note that most of the casual crowd misses about
the GT series.
Weapons: • There is a refit of this chassis called the TIE Shuttle. Weapons:
2 Laser Cannons (Fire-linked) It strips out the bomb bay and adds Atmosphere and 2 Laser Cannons First, the craft has more robust repulsor lift engines
Fire Arc: Fore seating for six passengers. Also increases the Fire Arc: Fore compared to those of other TIE designs, only losing what
Skill: Starship gunnery Maneuverability by +3 (1D), Space speed by 1 and the Skill: Starship gunnery little maneuverability it has in space, in the atmosphere. In
Fire Control: 2D consumables by 1 day (3 day, 105 credit refuel). The Fire Control: 2D fact, the maneuvering provisioning is the same as the
Space Range: 1-3/12/25 Shuttle costs 35,000 Credits less (64,000 New/48,000 Space Range: 1-3/12/25 standard TIE/Ln and as such drop in maneuvering thrusters
Atmosphere Range: 100-300/1.2/2.5 km Used). Atmosphere Range: 100-300/1.2/2.5 km is a viable option. Furthermore, the craft is actually
Damage: 50 (5D) Damage: 40 (4D) compatible with the power sub system of the TIE
Multi-Ordinance Launcher • All TIE fighters enjoy efficient solar panels that cut Interceptor, Republic TIE & TIE Advanced x1. The
Multi-Ordinance Launcher design, minus the bomb bays, was the chassis that the
Fire Arc: Fore, Aft & Below (Ventral Turret) refuel costs by ½.
Fire Arc: Fore, Aft & Below (Ventral Turret) Interceptor was based off of. Any of the above TIE
Skill: Starship gunnery designs can, literally be swapped into the craft for an
Fire Control: 3D+2 equivalent consumable count. The engines, however, are
Space Range: Varies per Ordinance Type only based off the Republic TIE design.
Atmosphere Range: Varies per Ordinance Type
Damage: Varies per Ordinance Type • All TIE fighters enjoy efficient solar panels that cut
Ammo: Varies per Ordinance Type refuel costs by ½.
Concussion Missile Magazines hold 24, 8D+ Missiles. • Bomb Bay adds 50% to the TIE/Gt’s Cargo Capacity
Proton Torp Launchers hold 24, 9D+ Torpedoes. • The TIE/Gt is typically grotesquely under utilized, this
Space Bomb Launchers hold 24, 12D+ Bombs. is evidenced by the ample amount of cargo space
Rocket Launchers hold 24, 10D+ Rockets. remaining on the craft.
If they are carrying advanced ordinance the values change • Some intrepid individuals have taken advantage of this
(Like seeker missiles, Advanced Missiles or Torpedoes, amazing cargo capacity and turned TIE/Gt’s into fully
Advanced Space bombs or Heavy Rockets) The launcher functional, long range, snubfighters. After Market
refits add 2 days of consumables at no penalty to the
craft, add atmosphere and climate controls to the ship,
an ejection system, enhance the maneuvering thrusters
(standard TIE package 2D/+6 which can be modified
from there), add a Class 3 hyperdrive and combat
shields (1D/25) for a cost of 20 Kg of space and
19,000 Credits. It’s a pretty great way to refit the craft
and a number of systems have been buying up
TIE/Gt’s as surplus and doing just that.
• Often seen as the worst craft to be assigned to pilot, it
has combat armor like the TIE Bomber, an often
overlooked fact.
• Original stats depict the craft with 1 Gun, however,
Fractal Sponge’s art is amazing, this is an excellent
visual upgrade.
466 467
TIE/Fc Fire Control TIE/Rc Reconnaissance TIE Advanced x1 TIE Interceptor
Craft: Sienar Fleet Systems T.I.E. - Fc Craft: Sienar Fleet Systems T.I.E. - Rc Craft: Sienar Fleet Systems T.I.E. Advanced Craft: Sienar Fleet Systems T.I.E. Interceptor
Affiliation: Empire Affiliation: Empire Affiliation: Empire Affiliation: Empire
Era: Rise of the Empire+ Era: Rise of the Empire+ Era: Rise of the Empire (Obsolete, not produced) Era: Rise of the Empire+
Scale: Snubfighter Scale: Snubfighter Scale: Snubfighter Scale: Snubfighter
Length: 6.3 meters Length: 6.3 meters Length: 7.8 meters Length: 6.6 meters
Skill: Starship piloting Skill: Starship piloting Skill: Starship piloting Skill: Starship piloting
Crew: 1 Crew: 1 Crew: 1 Crew: 1
Crew Skill: Typically 2D Crew Skill: Typically 2D Crew Skill: Typically L6 Crew Skill: Typically L5
Cargo Capacity: (79): 59 kilograms Cargo Capacity: (79): 59 kilograms available Cargo Capacity: (196*): 136 kilograms available Cargo Capacity: (83): 23 kilograms available
Consumables: 2 days (10 Credit Refuel cost) Consumables: 2 days (10 Credit Refuel cost) *Based off the Republic TIE Consumables: 3 days (15 Credits Refuel cost)
Cost: 73,600 (New); 55,200 (Used) Cost: 81,600 (New); 61,200 (Used) Consumables: 4 days (20 Credits Refuel cost) Cost: 77,600 (New); 58,200 (used)
Maneuverability: +9/+3 (3D / 1D in Atmosphere) Maneuverability: +10/+4 (3D+1 / 1D+1 in Atmosphere) Cost: 97,000 (New); 73,000 (Used) Maneuverability: +11 (+6 in Atmo); (3D+2/2D)
Space: 10 Space: 11 Hyperdrive Multiplier: x2 Space: 11
Atmosphere: 1,050 Km/H; 1,455 MPR Atmosphere: 1,200 Km/H; 1,665 MPR Nav Computer: Limited to 10 Jumps Atmosphere: 1,250 Km/H; 1,735 MPR
Hull: 30: (2D) Hull: 30: (2D) Maneuverability: +10 (+7 in Atmo); (3D+1/2D+1) Hull: 40 (3D)
Armor: 0; Ablative: 0 (L0) Armor: 0; Ablative: 0 (L0) Space: 11 Armor: 0; Ablative: 0 (L0)
Shields: No Combat Shields Shields: No Combat Shields Atmosphere: 1,250 Km/H; 1,735 MPR Shields: No Combat Shields
Sensors: Sensors: Hull: 51: (4D) Sensors:
Passive: 30/0 Passive: 30/+3 (1D) Armor: 25; Ablative: 15 (1D) Passive: 25/+3 (1D)
Scan: 40/+3 (1D) Scan: 60/+6 (2D) Shields: 30 (2D) Scan: 40/+6 (2D)
Search: 80/+11 (3D+2) Search: 90/+12 (4D) Sensors: Search: 60/+6 (2D)
Focus: 6/+12 (4D) Focus: 8/+15 (5D) Passive: 20/0D Focus: 4/+11 (3D+2)
Maximum: 160/-29 Maximum: 180/-28 Scan: 40/+3 (1D) Maximum: 120/-34
Weapons: Weapons: Search: 60/+6 (2D) Weapons:
1 Laser Cannon 2 Laser Cannons Focus: 3/+9 (3D) 4 Laser Cannons (Fire-linked)
Fire Arc: Fore Fire Arc: Fore Maximum: 120/-34 Fire Arc: Fore
Skill: Starship gunnery Skill: Starship gunnery Weapons: Skill: Starship gunnery
Fire Control: 2D Fire Control: 2D 2 Heavy Laser Cannons (Fire-linked) Fire Control: 3D
Space Range: 1-3/12/25 Space Range: 1-3/12/25 Fire Arc: Fore Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km Atmosphere Range: 100-300/1.2/2.5 km Skill: Starship gunnery Atmosphere Range: 100-300/1.2/2.5 km
Damage: 40 (4D) Damage: 50 (5D) Fire Control: 3D Damage: 60 (6D)
The TIE/Rc is a capable short range scout. These craft are Space Range: 1-3/12/25
The TIE/fc improves the fire control of another capital ship Atmosphere Range: 100-300/1.2/2.5 km (Can Mount Concussion Missiles on Racks like the TIE\In)
or snubfighter by their Fire Control Package (+10). They typically distinguished by their tendency to travel alone.
Closer visual inspection reveals the extended sensor dish at Damage: 70 (7D) The TIE Interceptor is the Imperial Response to the Rebel
need only make a successful “Search” test to grant this
bonus. This does not apply to just a single gunner, it the ventral center of the chassis. The craft is almost the X-Wing. While the craft does not possess shields until the
equal of the TIE Interceptor in terms of raw performance. The TIE Advanced is a more robust fighter craft Thrawn Campaign, it was designed as a mass producible
applies to all targeting for the ship against a singular commissioned for Lord Vader, personally. It is based off
target. snubfighter that could nearly outrun or run down anything
the Republic TIE. Furthermore, the craft would live on as the Rebel Alliance could field. Only the A-Wing would
a shuttle for a number of individuals throughout the truly give the craft a run for it’s money. However, the
Empire. It is notable that the craft possesses atmosphere, sheer volume of TIE Interceptors vs A-Wings typically
and can easily be utilized by pilots not in vac suits. The turned the tide in the favor of the Empire. The craft is
TIE Advanced x1 would become the technological basis widely deployed to all commands after the Battle of Yavin.
for the TIE Interceptor (while the TIE/GT was the base Typically, at least one squadron is found on most line
chassis) and a proving platform for systems that would ships. On smaller craft the fighter can appear in limited
later be incorporated into the TIE Avenger and Defender quantities as a platform for flight leaders.
models.
468 469
TIE/Sk x1 Striker The experimental TIE Atmospheric fighter is an early Gamma Assault Shuttle the command crew cockpit, where a crew of five controls
attempt to deliver high end atmospheric performance to the the shuttle & monitors its space troopers as well. The
Craft: Sienar Fleet Systems T.I.E. Striker - Sk x1 TIE lineup. TIE fighters typically suffer in Gravity Wells Craft: Telgorn Corp Gamma-class Assault Shuttle second section, the main body, is where the space troopers
Affiliation: Empire and Atmosphere due to poor repulsorlift engines and a Affiliation: Empire are carried. There are forty holding compartments for
Era: Rise of the Empire+ general ascetic of the craft that gives them little aerospace Era: Rise of the Empire+ space trooper armor. While being stored in the assault
Scale: Snubfighter performance and almost no lift from their wings. The TIE Type: Assault shuttle shuttle, the space troopers' power armor is constantly being
Length: 12.8 meters Striker corrects this and expands on the overall Scale: Transport recharged. Each compartment is equipped with a fold-
Skill: Starship piloting maneuverability of the craft in the Atmosphere and Gravity Length: 30 meters away door, allowing the shuttle to quickly launch its
Crew: 1 + (optional gunner) Wells of planets due to more robust repulsorlift units. Skill: Starship Piloting troopers into space. To protect its valuable cargo of elite
Crew Skill: Typically L6 Crew: 2, gunners: 3, skeleton: 1/+6 space troopers, assault shuttles are very well shielded.
Notes: Unlike most combat ships, which devoted 25% of their
Cargo Capacity: (196): 71 kilograms available Crew Skill: Typically 4D
*Based off the TIE Advanced x1 / Republic TIE Passengers: 35 (space troopers) power to shields, the shields of a Gamma-class assault
• The Original Schematic cites the TIE Striker with shuttle took up a full 62% of its power, with over half of
Consumables: 6 days (30 Credit Refuel cost) Blaster Cannons, thus you see that reflection here. Cargo Capacity: None
Cost: 130,000 (Prototype); 104,000 (New, non Prototype); Consumables: 1 week (2,000 Credit Refuel cost) that directed to the ship's front arc. This allows assault
Other reports say it has Heavy Cannons and regular shuttles to withstand heavy damage as they pull up near
78,000 (Used) ones all facing on the same fire arc... That’s dumb. Cost: 338,000 (New); 275,000 (Used)
Maneuverability: +3 (+10 in Atmo); (1D/3D+1) Hyperdrive Multiplier: x2 hostile ships.
Space: 10 Hyperdrive Backup: x18 What they don’t list on the space trooper recruitment
• The Proton Bomb chute has been added, consider this poster is that this ship is a death-trap. If you lose life
Atmosphere: 1,500 Km/H; 2,080 MPR a low cost version of a typical launcher. While it Nav Computer: Limited to 3 jumps
Hull: 30 (2D) Maneuverability: -6 (2D) support in the main cabin (which happens more often than
might carry Proton Torpedoes if necessary, as one might suspect) the main hold is neither pressurized nor
Armor: 25; Ablative: 15 (L1) configured, the ordinance is lower end. Reducing Space: 8
Sensors: Atmosphere: 800 Km/H; 1,110 MPR does it contain atmosphere. Poor space troopers have to
costs associated with the initial (craft cost) weapon live in their armor for up to 1 Week. Can you imagine
Passive: 20/+3 (1D) pricing by 50%. Hull: 80 (3D+2)
Scan: 40/+6 (2D) Armor: 40; Ablative: 30 (2D) shitting in your suit for a week prior to deployment?
Search: 60/+9 (3D) Shields: 500: Fore, Mid, Aft (4D+2 Corvette; 1 Generator) Nasty!
• Conflicting reports have craft reported to be between
Focus: 2/+11 (3D+2) 5-9 Space Units in speed. The craft is said to be able Sensors: Probably one of the smallest craft available with a
Maximum: 120/-31 to pace Standard TIE Fighters in Space... So, that is a Passive: 40/+3 (1D) reasonably small and advanced shield generator. It’s one
Weapons: Space of 10. With better Atmospheric performance. Scan: 80/+5 (1D+2) of the most valuable pieces on this flying coffin. That and
4 Blaster Cannons (Fire-linked) Search: 130/+9 (3D) the micronized Concussion Missile Launcher. While the
Fire Arc: Fore • Official reports say the craft is 17.18 Meters in length. Focus: 4/+9 (3D) warheads are small they are also 1/3rd the size and mass,
Skill: Starship gunnery This is very inaccurate, as an X-Wing at 12.5 meters Maximum: 260/-31 and the launcher itself is ¼ the standard size of a Capital
Fire Control: 3D in length is essentially the same length. Shortened the Missile Battery. The weapon has 8 missile ports and can
Space Range: 1-5/10/18 Weapons:
craft to 12.8 meters. fire up to 8 missiles simultaneously. That’s a damned
Atmosphere Range: 100-500/1/1.8 km 4 Heavy Blaster Cannons impressive engineering feat. Even modern batteries lack
Damage: 60 (6D) • Included standard armor in the design. Fire Arc: Turret the ability to fire in that level of volume. Now all one has
Ammo: 1,000 (250 Shots) Crew: 2 guns are handled by “gunner 1,” two guns are to do is find a decent fire linkage package and you have an
Proton Bomb Chute • Going off the assumption that the craft has an handled by “gunner 2” incredible ship killer at an affordable price.
Fire Arc: Below atmosphere. As it is often used for ferrying goods to Skill: Starship Gunnery
Skill: Starship gunnery and from orbit. Fire Control: 3D
Fire Control: 2D Space Range: 1-5/10/18
Space Range: 10 Units • Reduced the Space Maneuverability of the craft, it’s a Atmosphere Range: 100-500/1.0/1.8 km
Atmosphere Range: 10 Km prototype focusing on atmospheric performance after Damage: 60 (6D)
Damage: 90 (9D) all.
Ammo: 24 Proton Bombs (60 Kg) 2 Tractor Beam Projectors
Fire Arc: Front
Crew: 1 (gunner 3)
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 100-500m/1.5/3 km
Damage: 60 (6D)
Concussion Missile Launcher
Fire Arc: Front
Crew: 1 (gunner 3)
Skill: Capital Ship Gunnery
Fire Control: 2D+1
Space Range: 120 Units
Atmosphere Range: 240 Km
Damage: 40 (4D); Ammo:30
In a standard operation, a Gamma-class assault shuttle
pulls up near an enemy ship and take hold of it with its
tractor beam harpoon. It then launches its space troopers
to seize control of the vessel, sometimes crippling the ship
beforehand with a few well-placed missile shots. These
ships are composed of three sections. The first section is
470 471
Skypray Blast Boat Fire Control: 4D • Savvy Imperial
Space Range: 1-5/15/30 Commanders will
Craft: Sienar Fleet Systems GAT-12g Skypray Atmosphere Range: 100-500m/1.5/3 km deploy these craft as
Affiliation: Empire / General Damage: 60 (6D) “force multipliers” when
Era: Rise of the Empire+ Tractor Defense (Snubfighter ordinance): 12 Fore (or 2 facing overwhelming
Type: Defense and patrol blastboat Capital) odds. It is another craft
Scale: Transport, ½ Maneuvering Penalty like the XG-1 Starwing
Sienar Fleet Systems is well known for their TIE line of that can, very easily,
Length: 25 meters snubfighters. However, they actually design and
Skill: Starship Piloting startle the Rebel Flight Deck
manufacture a number of other vessels that have been Alliance and almost any
Crew: 2, 1 can coordinate, gunners: 2; Skeleton: 1/+3 fielded for generations. The Skypray Blast Boat is one
Crew Skill: Typically 2D other adversary when
such vessel that came into being in the Imperial Era. The one small ship becomes
Passengers: 0 Blast Boat combines a capital grade power plant with a
Cargo Capacity: (5): 4.8 metric tons available a series of targets Ancillary Controls11110
military transport chassis. This allows the craft to carry operating in screening
Consumables: 1 Month (1,400 Credit Refuel cost) Capital Grade Shields and Weaponry. The principal role of
Cost: 181,000 (New), 135,750 (Used) and additional combat
the craft is to be used as a defensive craft that can act as a support.
Hyperdrive Multiplier: x2 limited screening vessel and even as a strike craft to
Nav Computer: Limited to 4 Jumps • Tactical Incompetents, Micro Hrgienyl
supplement warships like the Imperial Star Destroyer when 11E1
Maneuverability: -6 (-4 in Atmo); (1D/1D+2) the larger craft are acting independently. however, will leave the
craft languishing in their Stowage
Space: 8 111111 1
Atmosphere: 1,200 Km/H; 1,665 MPR Never fielded in numbers, these craft tended to sit unused stowage bays. Which
was the case for most Secure Corn Autochef
Hull: 60; 2 Locs (2D+1) on their flight decks in most warships for the entirety of the
Armor: 40; Ablative: 30 (2D) Imperial Regime. Perhaps this was due to Imperial commanders in the
Shields: 220: Fore & Aft (2D Corvette; 2 Generators) Doctrine, however, the reality of the situation is a bit more Empire. Many of these
Sensors: disturbing. Most commanders were so out of touch with officers were political
Passive: 35/+3 (1D) their commands that they didn’t realize they had the craft appointments that saw
Scan: 60/+5 (1D+2) on board. When hyperspace capable strike craft were commanders with next
Search: 100/+6 (2D) called for the XG-1 Assault Gunboats were typically to no knowledge of what
Focus: 3/+8 (2D+2) deployed in formations and this is actually due to a they had at their
Maximum: 200/-34 marketing campaign that Cignus SpaceWorks launched on disposal.
Weapons: brand recognition. That tells you something about how • In a post Imperial Era
Double Laser Cannon (Fire-Linked) poorly versed the Imperial Commands were. The Skypray many of the craft would
Fire Arc: Turret would not be fielded in significant numbers until Grand hit the open market.
Crew: 1 Admiral Thrawn almost destroyed the New Republic. A These would become
Skill: Starship gunnery few, notable, individuals would eventually come into the defacto system
Fire Control: 1D possession of these craft and use them as personal shuttles patrol craft of many
Space Range: 1-3/12/25 in the New Republic Era. lesser systems, and
Atmosphere Range: 100-300/1.2/2.5 km many of these craft were
Notes: refit with more
Damage: 50 (5D) • Suffers Maneuverability penalty from Armor substantial point defense
3 Medium Ion Cannons (Fire-Linked) weapons.
Fire Arc: Fore • Auto Chef
Crew: 1 • One such craft was even
Skill: Capital Ship Gunnery • Refresher piloted by Mara Jade
Fire Control: 3D and another by Luke
Space Range: 3-6/18/36 Skywalker, among
Atmosphere Range: 6-12/36/72 km others. The craft make
Damage: 60 (6D) for excellent personal
shuttles with exceptional
Proton Torpedo range and endurance. ii ff
Launcher Not to mention
Fire Arc: Fore • 2 Double Bunks deflection shields
Crew: 1 (Same second to none.
gunner as the Ion • 4 Personal lockers • In all eras, the easiest
Cannon) way to acquire a
Skill: Starship • Encrypted Holonet Skypray is to steal it
gunnery Comms device (Epic outright. This is easier
Fire Control: 2D than you might think.
Space Range: 20 Units Encryption, voice and text Since most Imperial
Atmosphere Range: 20 Km only) commanders had little
Damage: 90 (D) recognition for anything
Ammo: 12 Torpedoes Other Comments: other than TIE Fighters.
• Smaller Imperial Sectors
Tractor Beam Projector might simply field 1-2 of
Fire Arc: Fore these craft along side a small
Crew: 1 (same gunner as the Ion Cannon) capital ship like a Gozanti Cruiser or
Skill: Starship gunnery an Action IV converted to combat and patrol. Pilot (For Scale) 35.5 PxI = 1 Meter
472 473
Lambda Shuttle gratefully welcomed (much to their surprise) and a cross facing forward. While many sources seem to claim that under sub-light speed. The lifeboat does not have enough
licensing deal was struck. Former Cygnus design leads the Lambda is protected by a powerful deflector shield, this space for all passengers when the shuttle has its full
Craft: Sienar Fleet Systems Shuttle would even end up working hand in hand with Sienar was more a marketing fabrication than a reality. Certainly, complement and therefore priority is given to the most
Affiliation: Empire engineers to get the design into mass production. the shields are better than your run of the mill Grade 1 senior officers on-board.
Era: Rise of Empire+ Sienar Fleet Systems Lambda-class shuttle is based on a Shield generator, approaching a Grade 2 model. However, Notes:
Type: Lambda-class Shuttle triple-wing design (very similar to the Cygnus Spaceworks this deflection quality is still a far cry from any number of
other models available to both the civilian market, not to • The entire nose section becomes an escape pod for the
Scale: Transport models from the Clone Wars) with a central stationary two crew located there. Unfortunately, the passengers
Length: 20 meters wing flanked by a pair of folding wings. When in flight mention more formidable military shuttles and transports.
While the shields are somewhat lackluster, there are a pair and have no access to safe evacuation. When the
Skill: Space transports: Lambda Shuttle position, the wing configuration resembles an inverted Y. escape pod launches, the entire contents of the bay is
Crew: 2 (can coordinate), gunners: 2, Skeleton: 1/+6 When landing, the lower wings fold upwards. This design of generators (one Fore and one Aft) offering a decent
degree protection to the craft. vented to space. Only the Tail Gunner position has a
Crew skill: Typically 1D+2 feature was implemented as a means to protect the ship's sealed gun-well.
Passengers: 20 occupants as it touches down. The Lambda was designed The Lambda is covered by a heavily reinforced hull
as both a cargo and troop transport that can carry 80 tons capable of deflecting laser fire. Again, another piece of • Suffers Maneuverability penalty from Armor (-3)
Cargo capacity: (10): metric tons available
Consumables: 2 months (16,800 Credit Refuel cost) or more than 20 soldiers. It has a crew of six: a pilot, co- Sienar’s marketing propaganda. The hull rating on the • The communications equipment on the craft is second
Cost: 140,000 (New); 105,000 (Used) pilot, navigator, communications officer, gunner, and craft is nothing to write home about. It is a, standard, to none. This is a byproduct of Sienar’s
Hyperdrive multiplier: x1 engineer. A shuttle can be piloted by a skeleton crew Grade 4 rated hull that appears most commonly on civilian manufacturing prowess and miniaturization
Hyperdrive backup: x10 consisting of a single officer during emergencies. It is also stock light freighters. technologies from the TIE line. The comm suite fits
Nav Computer: Yes equipped with a Class 1 hyperdrive as its mission profile three times the standard electronics into the same
The shuttle class is so well armed that it is able to travel
Maneuverability: -3 (2D) involves traveling across the galaxy. The cockpit is at the design area and as a result the craft has superior
across the galaxy without an escort, thus making it suitable
Space: 6 front of the craft, and the boarding ramp is behind and quality, integral holonet reception (at no additional
for covert operations. One would think it would be safe to
Atmosphere: 850 Km/H; 1,180 MPR under it. Its main drive units are capable of reaching cost) and holonet data / computer access (text and
fly un-escorted in this craft… Yet, it can easily be
Hull: 90; 2 Locs (4D) speeds of 850 kilometers an hour. Air intakes are on the voice only). Thus, while the craft can receive holonet
overwhelmed by snubfighters even taking into account it’s
Armor: 25\Loc / Ablative: 15 (1D) fuselage, and formation lights were at the end of the wings. transmissions in full 3 Dimensional (video) glory, they
“formidable” armament and “amazing shields and hull”.
Shields: 75\Loc (1D+2) cannot send simultaneous video in return. The
The Lambda is reasonably well-armed, with three double There would be more than one independent starship
Sensors: Lambda is only capable of sending voice and text
cannons (one rear-mounted) and two double cannons captain that would fall prey to this nonsense and as a
Passive: 25/+3 (1D) transmissions in return.
forward. Generally, it’s only seen as the military version result many of the craft ended up in the hands of pirates
Scan: 50/+6 (2D) armed with ten laser cannons. However, there is a civilian and even the Rebel Alliance (outright stealing/ • Single refresher standard
Search: 60/+6 (2D) version of the craft that completely forgoes the wing overwhelming the military versions). • All crew and passengers are limited to sleeping in
Focus: 3/+9 (3D) mounted double blaster canons, drops the rear firing their seats. The bridge seats are considered to be a
Maximum: 120/-34 Additionally, the shuttle is equipped with a state-of-the art
double blaster to a single and downgrades the paired communications grid. In an emergency the cockpit can be grade or two below luxury (still much better than run
Weapons: double laser cannons to paired (single) blaster cannons jettisoned from the main body and travel a short distance of the mill, just no significant bonuses).
2 Double Laser Cannons (Fire-linked)
Fire arc: Fore
•
Crew: 1
Skill: Starship gunnery
Sienar Fleet Systems
Fire control: 3D+1
Space range: 1-3/12/25 I Lambda-class Shuttle Sip J
Atmosphere range: 100-400/1.2/2.5 km
Damage: 40 (4D) l
2 Double Blaster Cannons
Fire arc: 1 Fore/Port, 1 Fore/Starboard, 1 Aft I square = 15 meters
Crew: 1 (Pilot & Co-Pilot each crew 1 guns)
Skill: Starship gunnery
Fire control: 2D
Space range: 1-5/10/18
Atmosphere range: 100-500/1.0/1.8 km I. Pilot Station
Damage: 40 (4D) Z En-Pilot Station
The Lambda shuttle was designed with 3. System Op Station
Cygnus Spaceworks, in a cross licensing 4. gunnery Station
agreement. Cygnus was notable for having .-. 5' Auxiliary Station #1
designed high line luxury shuttles that the B. Auxiliary Station •7
would be Emperor favored. However, the 7. Entry Ramp
Cygnus design was incredibly cost ineffective, S. Lower Laval Maintenance Hatch
sporting better than a Class1 Hyperdrive and (mergency Life Soppari Eahmeis
dozens of other luxury features. Sienar Fleet 10. Equipment Storage
Systems won the bidding, against Cygnus
Passenger flockai Seats
Spaceworks, for a standardized shuttle for
officers, small strike teams and diplomats for 12.Port Bench Seating
the Galactic Empire. While Sienar may have 13.Starboard Bench Staring
won the bidding that didn’t mean that they 14.Refresher
wanted to re-invent an effective shuttle. They 15_ Weapons/Storage Locker
reached out to Cygnus Spaceworks and were 1E_ Cargo Holds laccessible to lower lave
474 475
YT-1760 small refresher, locker and desk in addition to their bed. E-9 Heavy Explorer governments take notice. The E-9 sports all the luxury of
Even the chairs at every duty station are covered in high the 1760, in fact designers took note of it’s popularity and
Craft: CEC YT-1760 quality Nerf Hide seat leathers that are supple and Craft: Loronar E-9 Explorer incorporated competitive products. Naturally one of the
Affiliation: Empire, Licensed Couriers comfortable. Even the galley is comfortable and well Affiliation: Empire, Licensed Explorers, General main complaints of long deep space scouting missions was
Era: Rise of Empire+ equipped with the latest in Caf Shoppe Brewing with a Era: Rise of the Empire+ the overall outcry for creature comforts. The E-9 provides
Type: Light freighter variety of universal reloads for no less than 16 different Type: Long-range scout all of these. From the spacious Galley, to the larger crew
Scale: Transport brews. The main table is fully holo equipped and can be Scale: Heavy Scout Transport cabins sporting Desks with computer terminals, a Vid
Length: 20 meters used for a variety of games as well as full holo Length: 45 meters Viewer on the wall opposite the Bed, a full refresher,
Skill: Space transports: YT-1760 communications. It’s med bay is unparalleled in a ship of Skill: Starship Piloting Expansive gear lockers, and room for personalization. The
Crew: 1, gunners: 2 this class, it sports a full dual Med bunk system and an Crew: 4, gunners: 2, skeleton: 2/+3 Vid Viewer is holo cross compatible and will project holo
Crew Skill: Varies widely Emergency Bacta Tank with provisions for 2 uses. The Passengers: 8 video (not 2 way). The Med Bay sports a 2-1B Droid and
Passengers: 3 only thing out of place here is the Vintage FX Medical Cargo Capacity: (225): 223 metric tons available 9 Extra Bacta charges.
Cargo Capacity: (100): 99.9 metric tons available droid hard wired next to the tank. It’s about the only place Consumables: 1 Year (53,900 Credit Refit cost)
where the designers went “cheap”. It is modestly One of the best selling points is that the designers took
Consumables: 2 Months (4,200 Credit Refuel cost) Cost: 404,200 (New); 303,150 (Used) care to make certain the ship is legal in every way. No
Cost: 210,800 (New), 159,000 (Used) equipped with both a Dorsal and Ventral turret. These Hyperdrive Multiplier: x1
turrets may be fired from on remote the bridge with no Fire other ship in service can fly the space lanes with standard
Hyperdrive Multiplier: x1 Hyperdrive Backup: x2 Class Three shielding and not get hassled. Nothing about
Hyperdrive Backup: x8 Control (full remote control). All modifications to the Nav Computer: Yes
vessel are at one difficulty level lower, as is typical with the main guns is illegal, however they sport Military Grade
Nav Computer: Yes Maneuverability: -10 (3D) Fire control and can be fired from two bridge stations at a
Maneuverability: -3 (2D) most Corellian Engineering Corporation ships. Space: 8 minor +5 penalty if the ship is operating with limited crew.
Space: 8 Notes: Atmosphere: 950 Km/H; 1,320 MPR In the event of an emergency where the hyperdrive fails…
Atmosphere: 1,100 Km/H; 1,530 MPR • 6 Cabins with Refresher Booth, Locker, Desk & Bed Hull: 110: 3 Locs: Fore, Mid & Aft (5D) Most people would die before they were able to limp back
Hull: 70; 2 Locs: Fore & Aft (3D) Armor: 75; Ablative: 45 (3D) to civilized space, not on the E-9. She has a tried and true,
Armor: 25; Ablative: 15 (1D) • Luxury Seating Shields: 70: (3D, 3 Generators) Ion Shielded hull & Class 2 Hyperdrive. Often overlooked
Shields: 50 (2D, 2 Generators) • Galley, Lounge, Auto Chef & Advanced Holo Table Sensors: but making a comeback is the inclusion of good old
Sensors: • Holo Communicator Passive: 40/+3 (1D) standard armor plating. The ship is designed for the long
Passive: 25/0 Scan: 80/+6 (2D) tour, and comes with a full set of repair plates (10 Metric
Scan: 50/+3 (1D) • Med Bay w/ Bacta Tank & FX Medical Droid Search: 120/+11 (3D+2) tons of cargo on new purchase).
Search: 70/+6 (2D) • Suffers Maneuverability penalty from Armor (-3) Focus: 4/+13 (4D+1)
Focus: 2/+9 (3D) Civillian versions of the craft sell for a bit less and are Maximum: 240/-29 Notes:
Maximum: 140/-34 distinguished by a couple key factors: • Luxury Seating & Beds 48
Weapons: Weapons:
• Space 6 2 Dual Laser Cannons • Galley, Lounge, Auto Chef, Bar 9
2 Laser Cannons
Fire Arc: Dorsal & Ventral Turrets • Two 1D Shield Generators Fire Arc: 1 ventral turret, 1 dorsal turret • Advanced Holo Table & Holo Communications 26
Skill: Starship gunnery • A single Dorsal Turret Crew: 1
Skill: Starship gunnery • Basic Vid / 1 Way Holo Viewers in quarters 14
Fire Control: 2D • Selling Price: 26,000 Less to New & Used Pricing
Space Range: 1-3/12/25 Fire Control: 3D • 14 Full Refreshers, one in each stateroom
Atmosphere Range: 100-300/1.2/2.5 km The Imperial Smugglers tend to give away their allegiance Space Range: 1-3/12/25 • Med Bay, Bacta Tank & 2-1B Droid
Damage: 40 (4D) unknowingly because savvy smugglers and underworld Atmosphere: 100-300m/1.2/2.5 km
types will recognize the performance differences between Damage: 40 (4D) • Ion Shielding Equivalent to L3 Armor Rating
Designed as a light courier and fast luxury transport it the civilliand and Imperial versions. Any model • Full Set of Armor Plates (full repair for L3 Armor)
approaching the imperial standards is met with heavy Carried Craft: CS-1 cargo sled
sacrifices cargo space for pervasive luxury and spacious • Science Lab: +3 to Skill Tests
cabins. All passengers receive one discrete cabin with a scruitny. Designers at Loronar have truly outdone themselves with
this vessel. While some may simply look at the price tag • Suffers Maneuverability penalty from Armor (-9)
and scoff, turning to other ships like the YT-1760 which is
appointed just as comfortably corporations and
476
MRX-BR Pacifier Skill: Starship Gunnery The Pacifier is equipped with some of the most powerful as if the Sensor operator or Commander was standing
Fire Control: 3D sensor arrays built in its era. Its sensors are capable of next to the object targeted. The sensors will generate
Craft: Sydon Vehicle Works: MRX-BR Pacifier Space Range: 20 units counting the number of leaves on a particular tree from 3 dimensional holograms of targets, in real time that
Affiliation: Empire, Licensed Explorers, General Atmosphere Range: 20 km orbit. The New Republic considers this craft too can be recorded and studied later with no loss to
Era: Rise of the Empire+ Damage: 200 (9D/10D x2) provocative for encounters with frightened primitives and detail.
Type: Combat/First Contact Vessel Ammo: 24 Torpedoes each Launcher, 24 Shots discontinued use of it. • Maximum Sensor Enhancement: Maximum Sensor
Scale: Transport Carried Craft: 3 Speeder Bikes (Generally Mil-Spec) The craft is well provisioned for extended deep space range only suffers from ½ the normal penalties.
Length: 25 meters probes and scouting operations. As such, it has even been • Full Holo Suite
Skill: Starship Piloting Sydon Vehicle Works was awarded a grant by the Galactic used as an espionage ship for tracking targets and
Empire as a result of no small amount of political • AutoChef & Lounge
Crew: 1; 1 can coordinate, skeleton: 1/+0 pinpointing facilities. It carries enough raw firepower to
wrangling. They promised to deliver a functional product deliver considerable damage to anything up to and • Machine Shop & Science Station: +2 to tests
Passengers: 3
Cargo Capacity: (25): 24.9 metric tons available in an insanely short time frame that the newly minted including a Capital Ship. The ship features a full holo • Refresher Booth
Consumables: 1 Year (53,900 Credit Refit cost) Galactic Empire required, one standard year. The suite for nearly instantaneous communication and data • Triple Bunk
Cost: 196,000 (New & Used) company was, essentially, an unknown quantity in the transfer to command. It’s suite directly interfaces with it’s
terms of starship production. Sydon Vehicle Works was sensor suite, providing the most detailed holo recorded • Storage Locker: 150 Kg of storage, in addition to
Hyperdrive Multiplier: x1 standard gear and 5 Heavy EVA suits & 3 Scout
Hyperdrive Backup: x8 founded, almost overnight, by the enterprising schemes of images ever encountered from a sensor suite. It’s standard
a number of disenfranchised employees from Horesch and year of consumables allows unprecedented flexibility and Trooper Suits.
Nav Computer: Yes
Maneuverability: -3/+3 in Atmosphere (1D/3D) Kessel Drive Systems. Sydon delivered on their promises, the ability to operate independently for an enormous • Small Arms Locker: Typically houses 5 Blaster
Space: 7 well under the time frame the Empire required. The stretch of time. Internal amenities are top of the line, with Pistols and 3 Blaster Carbines with 16 additional
Atmosphere: 1,200 Km/H; 334 MPR prototype to production phase completed in less than a the full holo suite allowing the replication of any number power packs.
Hull: 50; 2 Locs: Port & Starboard (2D) standard year. Six months to be precise, not only did they of entertainment applications in addition to send/receive
reap the benefit of a completed grant payment, they nearly • Two 12.5 Metric Ton, hermetically seal-able & climate
Armor: 90; Ablative: 35 (2D) communications. The craft lacks in bunk space, where it controlled storage pods w/Carbon Freezing Units.
Shields: 50: (2D, 2 Generators) instantly, began mass production and deployment of the can only allow 3 people to sleep. The tandem command
Sensors: craft. Imperial command was so impressed by the craft chairs on the bridge act as reclining acceleration couches • 3 Military Speeder bikes in Ventral Fuselage Bay
Passive: 30/+3 (1D) that they placed immediate orders for no less than 1,000 for additional personnel. The 3 passengers typically • Bridge Escape Pod: The craft is limited to a single
Scan: 60/+6 (2D) units. double as gunners and are usually Scout Troopers. It’s Escape mechanism. The Bridge will eject from the
Search: 120/+9 (3D) Thus the Pacifier became the Galactic Empire's scout cargo containers are capable of capturing, sustaining and craft in the event of catastrophic hull integrity failure.
Focus: 10/+11 (3D+2) vessel of choice, almost overnight. It is designed to act as isolating any form of biological life. Each is equipped It has repulsors, maneuvering thrusters and a quartet
Maximum: 240/-16 either a high-tech contact vessel or as a powerful assault with a carbon freezing apparatus for long term cold of small drives that will propel it at a Space of 1. It
vessel and it is an incredibly successful in both roles. The storage. can enter and even emerge from a planetary gravity
Weapons: well. There are three fold down emergency seats to
3 Dorsal Laser Cannons Empire employs this craft to seek out new worlds and if Notes:
necessary, deliver a devastating strike to them. Though it • Enhanced Armor: at the cost of Cargo Space with no secure the 3 passengers of the craft as well as the pilot
Fire Arcs: 3 Fore & Aft, 1 Port & Starboard and co-pilot (if there is one).
Crew: 1 normally holds three gunners, powerful computer- performance loss for the core vessel. +1 Pip (to total
Skill: Starship gunnery controlled weapons enable the craft to inflict maximum armor), Double Durability Rating. • Cargo Pods can be jettisoned to be recovered due to
Fire Control: 3D destruction with minimal effort with a single pilot. The • Capital Grade Sensor Suite: Affords all the benefits unforeseen events. They possess light repulsors and
Space Range: 1-3/12/25 controls for the weapons systems of the craft are tied to a Capital Ship is capable of from it’s sensors landing chutes to enter and land safely on a planetary
Atmosphere: 100-300m/1.2/2.5 km tandem seats on the bridge of the craft. In lesser designs (including Sensor Ghosting, ECM, etc). body. The pods themselves only hold 6.25 Metric
Damage: 30 (3D) this would diminish the fire control of the systems, Tons.
however, in this implementation there is no loss to • Sensor Clarity: The Sensor suite is so advanced that
2 Proton Torpedo Launchers (Fire-Linked) targeting resolution. Only a loss to dedicated gunners. it can draw details otherwise inaccessible from scans
Fire Arc: Fore and active observation. +3 to all base Perception tests
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478
XG-1 Assault Gunboat Rebel Alliance, Thrawn and a number of elite pilots Strike Cruiser Damage: 40 (4D)
thwarted his efforts. The XG-1 was fielded prominently
from Thrawn’s Victory II Class Star Destroyer the 10 Tractor Beam Projectors
Craft: Cignus SpaceWorks Alpha Class Star Wing Craft: Loronar Strike-class Cruiser Fire Arc: 2 Fore, 3 Port, 3 Starboard, 2 Aft
Affiliation: Empire “Chimera”. The XG-1 performed admirably, exceeding all Affiliation: Empire / General / Rebel Alliance
mission parameter and even proving itself to be a decent Crew: 3
Era: Rise of the Empire+ Era: Rise of Empire (Prototype: Late Clone Wars) Skill: Capital ship gunnery
Type: Assault fighter/gunboat dog-fighter. The craft excels as a heavy gunboat with a Type: Modular Multipurpose Warship
sole pilot. It fills in the deficiencies in early Imperial Fire Control: 2D
Scale: Transport; ¼ Maneuverability Penalty Scale: Destroyer Space Range: 1-5/15/30
Length: 15 meters doctrine and tactics. While the TIE designs lacked Length: 450 meters
endurance and hyperspace capability the XG-1 fills this Atmosphere Range: 2-10/30/60 km
Skill: Starship Piloting Skill: Capital Ship Piloting Damage: 40 (4D)
Crew: 1 niche and exceeds it. More akin to the role of a heavy Crew: 628, gunners: 140, skeleton 405/+9;
bomber, the XG-1 proved to be surprisingly versatile and Tractor Defense: 8 Fore/12 Port&Starboard/8 Aft
Crew Skill: Typically 2D Crew Skill: Typically 2D
played a pivotal role in bringing down Admiral Zarrin. Expanded Snubfighter Complement: 24 TIE Craft, 6
Cargo Capacity: (5): 5 metric tons available Passengers: 446 (troops)
Assault Gunboats, 6 Skypray Blastboats
Consumables: 1 Month (350 Credit Refuel cost) The XG-1 sells well, and has a place on every ship of the Cargo Capacity: (6,000*): 1,570 metric tons available
Cost: 168,000 (New); 121,000 (Used) the line for the Galactic Empire. While the craft exists in Consumables: 2 years (9.3 Million Refit cost) Ground Compliment: Small Imperial Garrison (Low
Hyperdrive Multiplier: x1 quantity on these vessels, it is rarely fielded. The Cost: 12.1 Million (New); 9.1 Million (Used) Orbit deploy-able), 1 Landing Barge, 2 AT-AT, 4 AT-ST, 5
Nav Computer: Yes competency to effectively pilot the craft requires a pilot Hyperdrive Multiplier: x2 Military Speeder Bikes.
Maneuverability: +0 (-3 Base, 2D) with a multi talented skill set (more like how the Rebel Hyperdrive Backup: x12 Loronar’s Strike cruiser was designed as a cost effective
Space: 8 Pilots are trained). Thus the lack of fielding the craft is Nav Computer: Yes warship that delivers ample firepower and capability for
Atmosphere: 1,050 Km/H; 1,460 MPR more attributed to the lack of skilled pilots in the Empire, Maneuverability: -9 (2D; +6 for lack of armor) it’s small size. The design is modular, easily allowing the
Hull: 90; 2 Loc (3D+2) Fore & Aft than any flaw in the craft itself. Of the thousands fielded, Space: 6 craft to be refit for different roles. The interior storage
Armor: 25; Ablative: 15 (1D) few would see active service. Hull: 1,090: 4 Locs (6D) space of the Strike-class can be modified for different
Shields: 50 (2D, 2 Generators) Armor: 100/Loc; Ablation: 15 (1D) missions. The most common sets were designed for
Sensors: Notes: Shields: 490/Loc (2D+2) planetary garrison, space superiority and planetary assault.
Passive: 30/0 The XG-1 has more in common with a personal combat Sensors: Early models of the ship have a tendency to suffer cascade
Scan: 50/+3 (1D) capable Transport than a pure combat craft. The craft Passive 30/0 failures when they sustain damage due to a lack of
Search: 75/+6 (2D) features a number of little known amenities that do not Scan 50/+3 (1D) redundancy and poor systems compartmentalization. Later
Focus: 4/+13 (4D+1) factor into the cost. Very few, except the actual pilots even Search 100/+6 (2D) models lessened the chances of this occurring, though the
Maximum: 150/-34 know these amenities exist. Focus 4/+9 (3D) flaw remains. In circumstances where the Strike has been
Maximum: 200/-34 configured as a pure warship, with it’s modular capabilities
Weapons: • Refresher Booth Weapons: removed, the craft looses a substantial amount of cargo
2 Medium Laser Cannons (Fire-linked) • A sleeping bunk for the pilot 10 Heavy Turbolaser Batteries space (1,500 Metric Tons). However, in these rare
Fire Arc: Front Fire Arc: 10 Fore, 5 Port/Starboard, 4 Aft configurations the craft no longer suffers from the Cascade
• Auto-chef Crew: 4 failure flaw. Furthermore, the craft carries 3D Armor
Skill: Starship gunnery
Fire Control: 3D • Cut out 70 Metric tons for Maneuverability boon, +1 Skill: Capital ship gunnery (45/220 Points per location) as a pure warship without
Space Range: 1-3/12/25 to Space Speed, Atmosphere & 2 Combat Shield Fire Control: 2D modular compartments.
Atmosphere Range: 100-300m/1.2/2.5 km Generators. Space Range: 3-25/50/75 Notes:
Damage: (60) 6D • Small Cargo Compartment (5 MT) Atmosphere Range: 6-50/100/150 km • The modular nature of the craft reduces the production
Damage: 70 (7D) cost of the vessel by 25%.
2 Ion Cannons (Fire-linked) • Can Carry up to 1 additional passenger at no penalty
Fire Arc: Front 20 Medium Turbolaser Batteries • Non Modular, pure warship variants (rare) have
• Suffers Maneuverability penalty from Armor (-3) Fire Arc: 5/Arc standard production costs (25% reduction is removed).
Skill: Starship gunnery
Fire Control: 4D Crew: 2 • The Strike Cruiser is poorly armored due to it’s
• Can be modified to seat 2 (cost is 1,000 credits and Skill: Capital ship gunnery modular nature. This allows for the craft to be
Space Range: 1-6/18/36 doubles consumables costs)
Atmosphere Range: 100-600m/1.8/3.6 km Fire Control: 3D reconfigured for different roles quite easily. This lack
Damage: (40) 4D Space Range: 3-25/50/75 of resilience adds 1,500 Metric Tons to the craft’s
• Can hold up to 3 people in a pinch, one must strap Cargo Capacity(*).
Atmosphere Range: 6-50/100/150 km
2 General Purpose Warhead Launchers (Fire- into the Bunk (triples consumable costs). • Any hull damage exceeding 25% of the hull rating to
Damage: 50 (5D)
Linked) earlier versions of the craft have a 1 in 6 chance of
Fire Arc: Front • Cattle Hauling: The 5 MT cargo can cram 5 people 10 Double Ion Cannon Batteries causing a cascade failure: entire ship powers down for
Skill: Starship gunnery into it in absolutely ZERO comfort. Fire Arc: 4 Fore, 3 Port, 3 Starboard, 2 Aft 1-3 rounds.
Fire Control: 3D+2 Crew: 3 • Later versions only suffer this after their hull has
Space Range: Varies Skill: Capital ship gunnery sustained at least 50-75% damage (roll a D6: 1-3 =
Atmosphere Range: Varies Fire Control: 4D 50%, 4-6 = 75%).
Damage: 9Dx2 Missile, 10Dx2 The XG-1 is a high theft item. In many Space Range: 1-10/25/50
Torpedo, 11Dx2 Rocket, 13Dx2 cases these languish inside their respective Atmosphere Range: 2-20/50/100 km
Space Bombs assignments. The theft is committed by Imperials
Ammo: 36 units/ea against their own organization as many
launcher commanders of Star Destroyers have a
tendency to be approached by less
The XG-1 has been a part of reputable types and their
Imperial warship arsenals corruption and greed
since the introduction of the Imperial outweighs common
I Star Destroyer. However, the craft made it’s debut sesne. The craft have a relatively
for the Galactic Empire (in a service role) with Vice abundant presence on the Black
Admiral Thrawn against Admiral Zarrin. Admiral Zarrin Market as a result. There they sell for the
was attempting to steal the TIE Defender and defect to the used price with no additional markup!
480 481
Carrack Light Cruiser Skill: Capital Ship Gunnery Carrack Cruiser II 8 Tractor Beam Projectors
Fire Control: 2D Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Craft: Damorian Manufacturing’s Carrack-S-class Space Range: 1-5/15/30 Craft: Damorian Manufacturing’s Carrack-II-class Crew: 3
Affiliation: Empire / General / Rebel Alliance Atmosphere Range: 2-10/30/60 km Affiliation: Empire / General / Rebel Alliance Skill: Capital Ship Gunnery
Era: Rise of the Empire (Obsolete, still produced) Damage: 40 (4D) Era: Rise of the Empire Fire Control: +10 (2D)
Type: Picket Ship Tractor Defense: 4 Fore/8 Port&Starboard/4 Aft Type: Picket Ship Space Range: 1-5/15/30
Scale: Frigate Snubfighter Complement: 4 TIE/Rc / 12 V-Wings Scale: Frigate Atmosphere Range: 2-10/30/60 km
Length: 350 meters Length: 350 meters Damage: 40 (4D)
The Carrack-S-class Light Cruiser was designed by the Tractor Defense: 8 Fore, Port, Starboard & Aft
Skill: Capital Ship Piloting Damorian Manufacturing Corporation in space above the Skill: Capital Ship Piloting
Crew: 315, gunners: 88, skeleton 210/+6; planet Esseles. It is an advanced version of the Carrack-I- Crew: 315, gunners: 98, skeleton 210/+3; Standard Snubfighter Complement: 4 TIE/Rc, 12
Crew Skill: Typically 2D class used by the Republic Navy towards the end of the Crew Skill: Typically 2D additional TIE Craft & 2 TIE Shuttles. Only 4 can be
Passengers: 210 (troops) Republic era, and saw service on nearly every front of the Passengers: 201 (troops) deployed at a time. (18 total)
Cargo Capacity: (3,500): 2,156 metric tons avail Clone Wars. The Imperial Navy contracted with Damorian Cargo Capacity: (3,500): 2,116 metric tons avail The Carrack II is a engineering re-design of the core
Consumables: 1 year (2.4 Million Refit cost) Manufacturing to address the flaws in the original Carrack Consumables: 1 year (2.4 Million Refit cost) elements of the original Carrack Class starships. The
Cost: 8.2 Million (New); 6.1 Million (Used) design, namely that it had proven vulnerable to direct Cost: 8.4 Million (New); 6.3 Million (Used) redesign was drafted approximately two years into the
Hyperdrive Multiplier: x1 starfighter attack. It replaced its Ion Cannons with point Hyperdrive Multiplier: x1 New Order, as the sales for the Carrack-S had been
Hyperdrive Backup: x12 defense guns. This resulted in the Carrack S-class refits Hyperdrive Backup: x12 faltering. After receiving some insider information, the
Nav Computer: Yes that were quickly integrated into Imperial Formations. It's Nav Computer: Yes engineering team was tasked with retaining the core
Maneuverability: -12 (2D) designers included several new safety features like Maneuverability: -13 (1D+2) durability of the vessel, the armament and adding a
Space: 8 reinforced bulkheads and separate self-contained life- Space: 8 functional hangar to the mix. Initial designs looked too
Hull: 1,028: 4 Locs (5D x 1.5) support systems for different parts of the ship. The Hull: 1,095: 4 Locs (5D+1 x 1.5) similar to the old chassis. It was strongly suggested that
Armor: 135/Loc; Ablation: 35 (2D+1) Carrack can survive attacks that would cripple most capital Armor: 120/Loc; Ablation: 30 (2D) the redesign should impose a “dagger” like shape on the
Shields: 325/Loc (2D+1) ships. Within two years of the establishment of the Shields: 370/Loc (2D+2) craft. Thus, it might fall into a greater uniformity with
Sensors: Empire, the Carrack S would fall by the wayside and be Sensors: other Imperial designs.
Passive 30/0 supplanted by it’s refit, the Carrack II. Passive 25/0
Scan 50/+3 (1D) Scan 45/+3 (1D) The latter suggestion came from Sate Pestage, while he
Search 100/+6 (2D) • A “Kill result” on any location of a Carrack Light Search 90/+6 (2D) was touring the facilities of the Damorian Manufacturing.
Focus 4/+9 (3D) Cruiser has a 55% chance of converting into an “inert Focus 3/+9 (3D) It was a suggestion that was well received and was
Maximum: 200/-34 location”. The location still provides pressurized life Maximum: 200/-34 immediately acted upon, given his station. There are
Weapons: support in sections allowing the crew to survive for Weapons: rumors of substantial “bribes” flowing to Pestage’s estate.
10 Heavy Turbolaser Batteries weeks until rescue crews can arrive. 10 Heavy Turbolaser Batteries Regardless, of whatever behind the scenes dealings
Fire Arc: 5/Arc Fire Arc: 5/Arc occurred, the sales of the Carrack II to the Empire tripled
• The Carrack Cruiser has no internal hangar, it is only the sales of the original Carrack and it became something
Crew: 3 provisioned for 4 Snubfighters on external, hull Crew: 4
Skill: Capital ship gunnery Skill: Capital ship gunnery of a rarity in Imperial fleet groups. The Carrack-S found
mounted racks. The fighters can be reached via new life being marketed and sold to smaller provisional
Fire Control: 1D crawlspaces that lead directly to the docking points. Fire Control: 1D+1
Space Range: 3-25/50/75 Space Range: 3-25/50/75 governments that were distant from the galactic core.
These docking points are universal, and can actually
Atmosphere Range: 6-50/100/150 km support ships up to 35m (even in hyperspace). Atmosphere Range: 6-50/100/150 km • I’ve never cared for the original carrack art. I always
Damage: 70 (7D) Originally mounting trios, per dock point, of V-Wing Damage: 70 (7D) believed it looked too derivative of the Dreadnought
20 Medium Laser Cannons Interceptors (some can be found on older versions). 20 Medium Laser Cannons Cruiser. Eventually, I found Fractal Sponge's renders
Fire Arc: 5/Arc Fire Arc: 5/Arc of a “new” carrack and fell in love with it.
• All hull repairs are effected in ½ the time (x2). Crew: 2
Crew: 2 • A “Kill result” on any location of a Carrack Light
Skill: Starship gunnery • Damorian supposedly has popular Bulk Cruisers & Skill: Starship gunnery
Fire Control: 2D+2 Cruiser has a 40% chance of converting into an “inert
Fire Control: 3D Snubfighters too... Though no other material refers to location”. The location still provides pressurized life
Space Range: 1-3/12/25 this. Feel free to shoehorn in some craft of your own Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km support in sections allowing the crew to survive for
Atmosphere Range: 100-300m/1.2/2.5 km here to fill out their portfolio. days until rescue crews can arrive.
Damage: 50 (5D) Damage: 50 (5D)
The Carrack Light Cruiser still retains the legendary
6 Tractor Beam Projectors reputation of the Damorian Engineering Group and the
Fire Arc: 1 Fore, 2 Port, 2 Starboard, 1 Aft “title”on overall durability between the two craft (Carrack
Crew: 2 and Carrack II). The original design is unsurpassable.
482 483
Imperial Interdictor Cruiser Skill: Starship Gunnery Lancer Frigate Bay: 1 Skypray Blastboat, 2 Assault Gunboats, 12 TIE
Fire Control: 2D+2 Craft, 2 TIE Shuttles, 1 Universal docking collar (Fore
Craft: Sienar Fleet Systems: Immobilizer 418 Space Range: 1-3/12/25 Craft: Kuat Drive Yard’s Lancer-class Frigate Starboard)
Affiliation: Empire Atmosphere Range: 100-300m/1.2/2.5 km Affiliation: Empire
Damage: 40 (4D) Initial Imperial Doctrine had no belief that the Rebel threat
Era: Rise of the Empire Era: Rebellion was in any way a credible one. However, the extent by
Type: Interdictor-class heavy cruiser 4 Gravity Well Generators Type: Anti-Snubfighter screening vessel which the Alliance of Free Worlds and later, the Rebel
Scale: Cruiser Fire Arc: Turret Scale: Frigate Alliance, was using snubfighters to target and destroy
Length: 600 meters Crew: 1 Length: 250 meters Imperial ships and shipping had acquired the notice of
Skill: Capital Ship Piloting Skill: Starship gunnery Skill: Capital Ship Piloting many officials in the Imperial War machine. Rather than
Crew: 3,766, gunners: 28, skeleton: 2,430/+12; Fire Control: 3D Crew: 225, gunners: 24, skeleton: 150/+6; outfit their line ships with point defenses, the Imperials
(High Maintenance) Space Range: Projects150 Space Unit cone from each Crew Skill: Typically L4 designed a number of ships dedicated to the role of either
Crew Skill: Typically 3D blister. Width of cone starts out small and expands: Short Passengers: 150 (troops) carrying fighters as escorts or, in the case of the Lancer
Passengers: 1,782 (troops) 5, Medium 75, Long 150 Units. Cargo Capacity: (2,500): 2,476 (Stock); 2,404MT (L2) Frigate, as a dedicated escort ship with the sole purpose of
Cargo Capacity: (6,100): 68 metric tons available Damage: (Special) Blocks Hyperspace Travel Consumables: 1 Month (140K Refit cost) engaging and eliminating snubfighter formations before
Consumables: 2 Years (43 Million Refit cost) Cost: 6.5 Million (New); 4.9 Million (Used) they became a threat to their line warships.
Cost: 18.4 Million (New); 13.8 Million (Used) 2 Tractor Beam Projectors Hyperdrive Multiplier: x2
Hyperdrive Multiplier: x2 Fire Arc: Ventral Turrets Hyperdrive Backup: x15 The craft really began to shine under the command of
Hyperdrive Backup: x8 Crew: 2 Nav Computer: Yes Grand Admiral Thrawn. A tactician that understands the
Nav Computer: Yes Skill: Capital Ship Gunnery Maneuverability: -24 (2D) value of units and despises wastefulness. A tactical
Maneuverability: -21 (1D) Fire Control: 2D Space: 4/6 position that was all too often ignored in Imperial
Space: 6 Space Range: 1-5/15/30 Hull: 550: 4 Locs (4D) Doctrine. Thrawn fielded the Lancer with each task force
Hull: 1,135: 4 Locs (5D) Atmosphere Range: 2-10/30/60 km Armor: 120/Loc; Ablation: 30 (2D) at his disposal. The Lancer is very effective at screening
Armor: 200/Loc; Ablation: 30 (2D) Damage: 40 (4D) Shields: 370/Loc (2D+2) snubfighters. While lightly armed*, it’s weapon arcs allow
Shields: 685/Loc (3D) Tractor Defense: 8 in Any Direction (Total) Sensors: for maximum fire arc coverage. While many would
Sensors: Passive 35/+3 (1D) dispute the fact, the Lancer does possess smaller internal
Snubfighter Complement: 12 TIE Craft, 6 Assault hanger bay that carries up to a dozen TIE fighters among
Passive 30/+3 (1D) Gunboats, 6 Skypray Blast Boats, 5 Lambda Shuttles Scan 60/+3 (1D)
Scan 75/+6 (2D) Search 100/+6 (2D) other craft. Typically, the Lancer carries a mixture of
Search 150/+9 (3D) • Traded in 1 unit of fighters for 100 Tons Focus 3/+7 (2D+1) TIE/FC (Fire Control) and TIE/RE (Recon) snubfighters
Focus 5/+12 (4D) Maximum: 200/-34 that effectively bolster the ship’s inherent capabilities.
• The Classic craft didn’t possess capital weaponry... Other craft include a Skypray blastboat and a pair of
Maximum: 300/-31 that’s just dumb. Armed it with some token weaponry, Weapons:
Weapons: Assault Gunboats giving the craft a secondary and often
added 12 Turbolaser Batteries. 12 Double Turbolaser Batteries unexpected punch in encounters. The Lancer is available
12 Double Turbolaser Batteries Fire Arc: 8 Fore, 6 Aft, 7 Port & Starboard
Fire Arc: 12 Fore, 6 Port & Starboard , 4 Aft • -2D Armor to make room for Gravity Well Generators after the Battle of Yavin, though initial variants only
Crew: 1 possess a Space of 4. It isn’t until the battle of Hoth that
Crew: 2 Skill: Capital ship gunnery
Skill: Capital ship gunnery • Gravity Well Generators can be used for a number of the craft receives an engine refit to make it more attractive
other applications like blocking Hyperspace Fire Control: 3D to Imperial Commands.
Fire Control: 3D Space Range: 3-25/50/75
Space Range: 3-25/50/75 Torpedoes. Hyperspace torpedoes lose effectiveness if
they are ripped out of hyperspace, allowing the local Atmosphere Range: 6-50/100/150 km • Lancer’s are typically configured for only a month of
Atmosphere Range: 6-50/100/150 km Damage: 50 (5D) contiguous operation. They can, however, stock up to
Damage: 50 (5D) ships to easily target the hyperspace torpedo.
Naturally, you have to either have Hyperspace 1 year of consumables (1.54 Million Refit).
24 Quad Laser Cannons (Fire-Linked)
24 Quad Laser Cannons (Fire-Linked) Telemetry sensors, get lucky with gravity well • The Quad lasers are lighter, precursor variants of the
Fire Arc: 10 Fore, 12 Port & Starboard, 8 Aft
Fire Arc: 6/Arc placement or block all fire arcs with them (if you TIE Interceptor’s weapons. A simple refit swaps the
Crew: 1
Crew: 1 somehow know you’re being targeted...). cannons with those from the TIE Interceptor (60: 6D).
Skill: Starship Gunnery
Fire Control: 4D • *12 Double Turbolasers were removed on the main
Space Range: 1-3/12/25 production run for the Empire, yet retained on models
Atmosphere Range: 100-300m/1.2/2.5 km sold to independent systems to make the craft more
Damage: 40 (4D) attractive to smaller entities as a system defense
vessel. Imperial models sporting them are called the
Standard Snubfighter Complement: Ventral Landing Lancer II (L2: its an easy refit = 330,000 Credits).
484 485
Imperial Nebulon-B Frigate that was not often fielded by Imperial Naval Command. Ascendant Class Patrol Cruiser 16 Turbolaser Cannons
Initially, the Empire placed an order for a Frigate Class Fire Arc: 4/Arc
Craft: Kuat Drive Yards' Nebulon-B Frigate escort that could keep pace with Star Destroyers and even Craft: KDY Ascendant-class Patrol Ship Crew: 1
Affiliation: Empire / Rebel Alliance / General operate independently. The design would go through a Affiliation: Independent/Empire Skill: Starship gunnery
Era: Rise of Empire+ number of prototype stages, with the Type A variant being Era: Rise of Empire Fire Control: 1D
Type: Escort Starship produced in some quantities prior to being relegated to Type: Light Patrol Cruiser Space Range: 2-5/15/30
Scale: Frigate mothball yards due to a flaw in the design that led to Scale: Frigate Atmosphere Range: 200-500m/1.5 km/3 km
Length: 300 meters frequent explosions in the forward ammunition magazine. Length: 325 meters Damage: 30 (3D)
Skill: Capital Ship Piloting This model was scrapped after a production run of no less Skill: Capital ship piloting: Arquitens / Ascendant Cruiser
than twenty four, stripped for parts and systems that would 4 Tractor Beam Projectors
Crew: 270, gunners: 52, skeleton: 180/+6 Crew: 220, gunners: 64, skeleton: 98/+3 Fire Arc: 1/Arc
Crew Skill: Typically 2D make their way back into the B variant (pictured here), all Crew Skill: Typically 2D
of which would fall into the hands of the Rebel Alliance Crew: 1
Passengers: 180 (troops) Passengers: 268 (troops) Skill: Capital ship gunnery
Cargo Capacity: (3,000): 74 metric tons available and later be produced by Alliance Engineering as their Cargo Capacity: (3,250): 1 metric ton available
“Medical & Escort Frigates”. Naturally, they would do all Fire Control: 1D
Consumables: 1 year (1.9 Million Refit cost) Consumables: 5 Years (5.3 Million Refit cost) Space Range: 1-5/15/30
Cost: 6.9 Million (New); 5.2 Million (Used) of this without license and never pay homage to KDY just Cost: 4.2 Million (New); 3.15 Million (Used)
as they stole the R-22 Spearhead design and evolved it into Atmosphere Range: 2-10/30/60 km
Hyperdrive Multiplier: x1 Hyperdrive Multiplier: x2 Damage: 30 (3D)
Hyperdrive Backup: x8 the A-Wing. Hyperdrive Backup: x12 Tractor Defense: 3 Fore/3 Port/3 Starboard/3 Aft
Nav Computer: Yes Officially speaking, Imperial Command threw billions of Nav Computer: Yes
Maneuverability: -15 (1D) credits at KDY to develop an escort starship capable of Maneuverability: -12; (2D) Standard Snubfighter Complement: 10 TIE Fighters, 2
Space: 6 deploying snubfighters en-masse to combat the Space: 6 TIE/Rc & 1 TIE Shuttle, 2 Skypray & 2 Assault Gunboats
Atmosphere: 800 Km/H (cannot land); 1,110 MPR Rebel Snubfighter threat. It was a Atmosphere: 875 Km/H (can land); 1,215 MPR Ground Compliment: 12 TIE/Gt, 1 small prefab base, 1
Hull: 640: 4 Locs (4D+2) hasty, yet, measured Hull: 685: 4 Locs (5D) Landing Barge, 4 Med Hover Tanks, 3 AT-ST
Armor: 120/Loc; Ablation: 30 (2D) decision after Armor: 75/Loc; Ablation: 15 (1D)
Shields: 415/Loc (3D) numerous battles Shields: 415/Loc (3D) The Ascendant Class Patrol Cruiser is a re-engineered
Sensors: with the Alliance of Sensors: Arquitens. The biggest changes are the internal hangar and
Passive 40/0 Free Worlds. A decision which, Passive 45/+0 it’s full ground compliment. The Ascendant bristles with
Scan 75/+3 (1D) ultimately, would be largely ignored until Scan 70/+6 (2D) point defenses & possesses adequate weapons.
Search 150/+9 (3D) well after the Battle of Endor. Search 150/+9 (3D) • There is a Capital Weaponry Blind Spot: Aft
Focus 4/+13 (4D+1) Focus 2/+12 (4D)
Maximum 300/-31 The Imperial Nebulon-B Frigate is a formidable craft for Maximum 300/-31 • Theater Conflict Consumables: The craft matches the
Weapons: it’s size. It is both durable and more functionally capable Weapons: endurance of other Battleship class vessels.
12 Turbolaser Batteries of carrying strike craft. Due to it’s internal rack 16 Light Turbolaser Batteries • Equipped with ½ Armor: -12 BP Savings: 3/Loc
Fire Arc: 6 Fore, 3 Port, 3 Starboard mechanism, the Imperial Nebulon-B can carry up to 24 Fire Arcs: 16 Fore, 8/Port, 8/Starboard
Snubfighters. However, the typical compliment is 12. It • The Ascendant is very efficient, +3 to skeleton
Crew: 3 Crew: 2
Skill: Capital ship gunnery would not be until the Fall of the Empire that the Imperial Skill: Capital ship gunnery • Refurbished Arquitens Line: 15% Production Discount
Fire Control: 4D Nebulon B would see heavy utilization as a combat Fire Control: 2D+1 • Micro Refinery (25 MT): The Ascendant is outfitted
Space Range: 3-25/50/75 capable carrier and warship. The craft could be easily and Space Range: 3-15/35/75 with a small molecular furnace and fabrication plant.
Atmosphere Range: 6-50/100/150 km quickly mass produced, all for a fraction of the cost of an Atmosphere Range: 6-30/70/150 km It can process and refuel all it’s support craft, ground
Damage: 50 (5D) Imperial Star Destroyer (thus warlords could field several Damage: 40 (4D) assets and even a part of it’s own consumables almost
and police large stretches of territory more easily than only indefinitely. The Micro Refinery is an offshoot the
12 Laser Cannons fielding a single Star Destroyer, which many warlords did 12 Double Laser Cannons
Fire Arc: 3/Arc Fire Arcs: 6 Port, 6 Starboard, 6 Aft internal production center on the prototype re-design.
and failed to effectively police their territories). The craft’s It was so successful in form and function that it was
Crew: 1 complexity is much more manageable than that of the Crew: 1
Skill: Starship gunnery Skill: Starship gunnery integrated into the design. There was negligible cost
grossly inefficient Imperial Star Destroyers. added by it’s inclusion. It is, possibly, the most
Fire Control: 2D+2 Fire Control: 2D+1
Space Range: 1-3/12/25 • The Type A Model reached production prior to Space Range: 1-3/12/25 underrated but amazing design feature of the craft. It
Atmosphere Range: 100-300m/1.2 km/2.5 km discovery that there was a flaw in the Hyperbaride Atmosphere Range: 100-300m/1.2 km/2.5 km cuts the 5 Year Refit cost of the vessel in half.
Damage: 50 (5D) magazine. A well placed shield penetrating hit could Damage: 40 (4D) • A simple modification adds 1D of Armor: 120,000 Cr
destroy the ship. At least two dozen ships were
4 Tractor Beam Projectors produced prior the flaw’s discovery.
Fire Arc: 2 Fore/Port/Starboard (turrets); 2 Aft
Crew: 1 You can see the Rebel Nebulon-B pictured below,
Skill: Capital ship gunnery compared to the more formidable and armored Imperial
Fire Control: 3D version. Very few Rebel versions would ever be refit to this
Space Range: 1-5/15/30 standard. https://www.artstation.com/artwork/PmVd2o
Atmosphere Range: 2-10/30/60 km
Damage: 40 (4D)
Tractor Defense: 8 Total Fore/Port/Starboard, 8 Aft
Snubfighter Complement: 1 Squadron of TIE Craft, 2
Assault Gunboats, 1 Skypray Blast Boat, 1 TIE Shuttle,
External Dock (Anything up to a Corvette can dock)
Ground Compliment: 8 TIE/Gt, 1 small prefab base, 1
Landing Barge, 2 Med Hover Tanks, 3 Speeder Bikes
The Imperial Nebulon-B Frigate is an interesting design
486
Arquitens Light Cruiser Skill: Starship gunnery Measuring 325 meters in length, it has several subtle extensive that the commander of the vessel can
Fire Control: 4D updates in its design despite appearing to be a simple coordinate battles from the bridge with real time data
Craft: KDY Arquitens-class Command Refit Space Range: 1-3/12/25 repaint of its predecessor; in reality they share few displayed in a 360 degree field of display, centering on
Affiliation: Independent/Pirates/Empire/Galactic Republic Atmosphere Range: 100-300m/1.2 km/2.5 km characteristics besides the basic hull shape, kite-shaped the Arquitens. Thus the commander can fluidly direct
Era: Clone Wars (Obsolete, no production, refits only) Damage: 40 (4D) hulls with two forward spars and the class name. forces where appropriate: +1 to Free Actions for the
Type: Light Patrol Cruiser Structural changes included an enclosed horizontal housing Commander & XO.
4 Concussion Missile Launchers on the three powerful main engines, as well as the shape of
Scale: Frigate Fire Arc: 4 Fore • While the Holo Suite is active consider the Arquitens
Length: 325 meters its bridge tower. The Republic variant's side-mounted to have a Maneuverability penalty -18 due to the
Crew: 2 turbolaser batteries were removed and replaced with eight
Skill: Capital ship piloting: Arquitens Cruiser Skill: Capital ship gunnery ability to react to any threat rapidly and with
Crew: 293, gunners: 29, skeleton: 146/+6 escape pods and lateral entry ways near the bow allows the knowledge of how, exactly, to maneuver the ship to
Fire Control: 2D deployment of Imperial jump-troopers. The vessel also
Crew Skill: Typically 2D Space Range: 120 avoid enemy fire.
Passengers: 65 (troops) features a detention block.
Atmosphere Range: 240 km • While the craft is woefully under-armed, it has had it’s
Cargo Capacity: (1,625): 1,557 metric tons available Damage: 90 (9D) The Arquitens-class is armed with four turbolaser batteries, 4 primary turbolaser batteries upgraded to those found
Consumables: 1 Year (1.5 Million Refit cost) Ammo: 65 Per Launcher eight quad laser batteries, four forward-mounted on Imperial I Star Destroyers.
Cost: 4.82 / 5.34 (Hangar) Million (New & Used) concussion missile launchers and a tractor beam projector.
Hyperdrive Multiplier: x2 1 Tractor Beam Projector It is protected by deflector shields and equipped with a • The Point Defense weapons of the Arquitens are those
Hyperdrive Backup: x12 Fire Arc: Fore class 2 hyperdrive with a class 12 backup. found on the Lancer Frigate.
Nav Computer: Yes Crew: 1 Several years prior to 4 BBY, the Imperial Navy recalled • It’s four concussion missile launchers have had their
Maneuverability: -12; (2D) Skill: Capital ship gunnery all of the Arquitens-class light cruisers still in service to Fire Control packages substantially boosted (2D).
Space: 6 Fire Control: 3D Kuat Drive Yards, where they were refitted as part of a • The craft is relatively efficient, possessing only a +6
Atmosphere: 875 Km/H (cannot land); 1,210 MPR Space Range: 1-5/15/30 service life extension program. The result was the penalty to operate it with a skeleton crew.
Hull: 685: 4 Locs (5D) Atmosphere Range: 2-10/30/60 km Arquitens-class command cruiser, featuring radically
Damage: 40 (4D) • Drop Ship Capability: Arquitens Refits can carry up
Armor: 165/Loc; Ablation: 45 (3D) improved speed, agility, combat ability, power output, and to 1 Imperial Drop Ship if all shuttle bays are
Shields: 415/Loc (3D) Tractor Defense: 4 Fore other systems, in line with the navy's order of battle. converted to house it. The craft can always swap one
Sensors: Standard Snubfighter Complement: 3 Snubfighters Notes: or more snubfighters for TIE Shuttles. Even with the
Passive 45/+0 docked to forward mandibles, 1 Universal Docking Collar loss of a pair of snubfighters, the craft still maintains
Until I discovered that (from an alternate source) the refit
Scan 70/+6 (2D) for anything up to a Sentinel Shuttle. the ability to carry 13 snubfighters (with the mandible
model actually had point defense guns I considered this
Search 150/+9 (3D) docks). In the rare instance where a Drop Ship is
Ground Compliment: None craft to be complete garbage. It still is, thus I have added a
Focus 2/+12 (4D) carried the vehicles loaded into the Drop Ship do not
number of it’s “fluff text abilities” to make it suck less.
Maximum 300/-31 Hangar Refit: count against the cargo loss that the Arquitens suffers
The Imperial Nebulon-B makes this starship look like hot
Weapons: garbage otherwise. With the addition of the below bonuses (however, the Arquitens has no room to disgorge these
4 Quad Turbolaser Batteries • Expanded Internal Hangar: 12 Snubfighters & 4 ground units for refit / repairs).
the craft actually begins to make some sense.
Fire Arcs: 4 Fore, 2/Port, 2/Starboard Shuttles / Gunships can be carried (+ the above
(2 Ventral Turrets, 2 Dorsal Turrets) capabilities) • Hangar Refits: are rare. These light cruisers are • A typical refit/modification removes the escape pods
Crew: 3 typically refit and issued to minor sector moffs and that were added with the removal of the sponson
The Arquitens-class command cruiser entered service as a Imperial Politicians that don’t warrant anything more mounted gun-wells on the port and starboard sides of
Skill: Capital ship gunnery
refit of the Arquitens-class light cruiser which had served substantial. This refit costs 15% of the Used price. the craft and then replaces them with additional Quad
Fire Control: 4D
with the Republic Navy. The multipurpose light cruiser • Layered Armor: The Arquitens is equipped with Turbolaser Batteries (Bonus Fire Arcs: 4 Additional
Space Range: 3-15/35/75
design served in a variety on roles, protecting remote Layered Armor, thus +50% of it’s 2D (3D). Forward Turbolasers, 2 Port & Starboard)
Atmosphere Range: 6-30/70/150 km
Imperial assets, performing detached patrol duties in the • The Arquitens has a blind spot, directly aft the vessel
Damage: 50 (5D) • Communications Net: The Arquitens is equipped
Outer Rim Territories, acting as support to larger battle that extends out roughly 5 space units. Only the two
8 Quad Laser Cannons with a Full Holo Net Suite, a throwback to Clone Wars
groups, serving as an armed transport, and as a aft point defense guns can fire into that “blind spot”.
Fire Arc: 2/Arc Era vessels. This suite allows the Arquitens to create
communications ship. However, even these point defense guns lose
Crew: 1 it’s own holonet in areas that are devoid of holonet
buoys and relay stations. The craft generates a field or effectiveness and suffer a -10 penalty to hit (-2D).
“net” of encrypted communication that extends 360 • The two Dorsal Mounted Turbolaser Batteries on the
Space Units out from the craft in every direction Arquitens can, actually, fire aft. Though they suffer
(typically more than enough to allow the craft to degraded Fire Control doing so (-3D).
blanket a standard system). This communications
field allows anyone in that system (with access) to • The Arquitens has a poorly designed internal layout
connect to any local assets and, on a more limited and thus has ½ it’s potential Cargo Capacity & can
level, connect to the galactic holonet due to the only carry 1/3 the amount of Troops / Passengers.
Arquitens ability to establish a tight beam encrypted
send and receive data tunnel to holonet networks up to
10 Light Days, at Class 2, away (essentially the same
as 5 Days at x1 Hyperdrive Speeds). The Arquitens
must position itself roughly in line with the nearest
holonet relay and use it’s hyperdrive motivators to
establish the connection. While active, the craft
cannot engage it’s primary or backup hyperdrives and
must remain motionless with station keeping thrusters
only (-45 to maneuverability for purposes of targeting)
Consumes 15 Units of Space: 1,500 Metric Tons.
• Command Ship: The Arquitens has advanced
command and coordination capabilities thanks to it’s
extensive communications suite. It’s holo suite is so
488 489
Victory I Star Destroyer Crew: 2 Victory II Star Destroyer 30 Ion Cannon Batteries
Skill: Capital ship gunnery Fire Arc: 15 Fore/Port/Aft & 15 Fore/Starboard/Aft
Craft: Rendili Star Drive’s Victory I Fire Control: 4D Craft: Rendili Star Drive’s Victory II Crew: 2
Affiliation: Empire / Republic / Rebellion Space Range: 1-5/15/30 Affiliation: Empire Skill: Capital ship gunnery
Era: Old Republic+ (Obsolete, no production) Atmosphere Range: 2-10/30/60 km Era: Rise of Empire+ Fire Control: 4D
Type: Victory-class Star Destroyer Damage: 50 (5D) Type: Victory-class Star Destroyer Space Range: 6-20/40/60
Scale: Cruiser Tractor Defense: 20 Fore, 10 Port & Starboard, 10 Aft Scale: Cruiser Atmosphere Range: 12-40/80/120 km
Length: 900 meters Expanded Snubfighter Complement: 4 squadrons TIE Length: 900 meters Damage: 40 (4D)
Skill: Capital ship piloting: Star Destroyer Craft, 4 Assault gunboats, 4 Skypray Blastboats, 1 Orbital Skill: Capital ship piloting: Star Destroyer 12 Tractor Beam Projectors
Crew: 2,825, gunners: 250, skeleton: 1,822/+5 Night Cloak Crew: 2,825, gunners: 228, skeleton: 1,822/+5 Fire Arc: 4 Fore, 3 Port, 3 Starboard, 2 Aft
Crew Skill: Typically 3D Ground Compliment: 2 AT-AT, 2 AT-ST, 12 AT-PT, 2 Crew Skill: Typically 3D Crew: 2
Passengers: 2,673 (troops) Floating Fortress, 4 Military Speeder Bikes, 4 Medium Passengers: 2,673 (troops) Skill: Capital ship gunnery
Cargo Capacity: (9,000): 65 metric tons available Hover Tanks, 1 Pre Fab Garrison (Imperial Standard), 3 Cargo Capacity: (9,000): 3 metric tons available Fire Control: 2D
Consumables: 4 Years (88.5 Million Refit cost) Landing Barges Consumables: 4 Years (87.7 Million Refit cost) Space Range: 1-5/15/30
Cost: 52 Million (New); 39 Million (Used) The Victory Star Destroyer is the brainchild of Walex Cost: 43.5 Million (New); 32.6 Million (Used) Atmosphere Range: 2-10/30/60 km
Hyperdrive Multiplier: x1 Blissex. The craft was designed for the Galactic Republic Hyperdrive Multiplier: x1 Damage: 60 (6D)
Hyperdrive Backup: x15 as a peace keeping vessel, meant to stand as a symbol of Hyperdrive Backup: x7 Tractor Defense: 24 Fore, 18 Port & Starboard, 12 Aft
Nav Computer: Yes peace and justice. It’s armament is anything but peaceful, Nav Computer: Yes
Maneuverability: -21 (-18 in Atmo); (1D/2D) being one of the most heavily armed warships of it’s class. Maneuverability: -18 (2D) Expanded Snubfighter Complement: 4 squadrons TIE
Space: 4 Walex believed firmly that during times of peace one must Space: 6 Craft, 6 Assault gunboats, 6 Skypray Blastboats, 1 Orbital
Atmosphere: 800 Km/H (can land); 1,110 MPR remain vigilant. Originally, the craft was designed as a Hull: 1,510: 4 Locs (6D+2) Night Cloak
Hull: 1,360: 4 Locs (6D) platform from which to break sieges and support ground Armor: 350/Loc / Ablation: 60 (4D) Ground Compliment: 4 AT-AT, 6 AT-ST, 4 Military
Armor: 1,300/Loc; Ablation: 120 (8D) forces. After the ship’s first encounter with a numerical Shields: 835/Loc / Ablation: 55 (3D+2) Speeder Bikes, 1 Pre Fab Garrison, 2 Floating Fortresses, 3
Shields: 760/Loc (3D+1) disadvantage it’s 80 Concussion missile tubes more than Sensors: Landing Barges, 8 Heavy Hover Tanks
Sensors: compensated for it’s lack of raw gun batteries. Allowing Passive 50/+3 (1D)
Passive 40/+3 (1D) the craft to engage it’s adversaries well beyond turbolaser Scan 85/+7 (2D+1) While the Victory I was well ahead of it’s time in both
Scan 70/+6 (2D) range and cut them apart before they even entered into Search 175/+11 (3D+2) efficiency and functionality (and never used properly in
Search 150/+9 (3D) range. The craft would fall into disuse in the time period Focus 5/+12 (4D) any time period) the Victory II sought to retain all that
Focus 4/+11 (3D+2) that it was introduced with a number of the vessels being Maximum 350/-29 made the original great and also bring the craft’s speed up
Maximum 300/-31 mothballed and stripped of parts after a service period of Weapons: to modern standards. Walex Blissex, once again, outdid
Weapons: eighty years. It’s ion engines were inferior to most other 30 Heavy Turbolaser Batteries himself. While the craft has never been seen in massive
10 Quad Turbolaser Batteries vessels at the onset of the Clone Wars and the craft was Fire Arc: 15 Fore/Port/5 Aft & numbers it continues to serve in the fleets of the galaxy
Fire Arc: 5 Fore/Port/2 Aft & 5 Fore/Starboard/2 Aft relegated to policing backwater sectors regardless of it’s 15 Fore/Starboard/5 Aft well into the Legacy Era. The Victory II is so highly
Crew: 3 effectiveness. Scores were sold to the Corporate Sector Crew: 3 regarded that very few Imperial commanders will willingly
Skill: Capital ship gunnery after sitting in mothball yards for almost two decades. Skill: Capital ship gunnery leave their posting even to be promoted to the larger
Fire Control: 4D While advancements in modern tactics have reduced the Fire Control: 1D Imperial Class ships. The Victory II was designed with
Space Range: 3-15/35/75 threat from missile cruisers, there are ways to defeat Space Range: 3-15/35/75 traditional ship to ship combat in mind. One might think
Atmosphere Range: 6-30/70/150 km Tractor Defense and Point Defense Systems. The craft is Atmosphere Range: 6-30/70/150 km that the age of the ship is a detriment. Not in the slightest,
Damage: 50 (5D) one of the most durable designs in existence and it has yet Damage: 70 (7D) the technology basis for the craft is up to the height of the
to be eclipsed in it’s primary role, heavy bombardment. Clone Wars. Carrying a full Holo Suite, state of the art
40 Double Turbolaser Batteries 30 Turbolaser Batteries turbolasers & Ion Cannons. However, the craft sheds the
Fire Arc: 10 Fore, 10 Port, 10 Starboard, 10 Aft Notes: Fire Arc: 15 Fore/Port/Aft & point defense guns and atmospheric capability the Victory
Crew: 1 • 2x Armor & Durability: Ablation ½ after depletion. 15 Fore/Starboard/Aft I possesses.
Skill: Starship Gunnery • Main Drive Systems can easily be refit to Victory II Crew: 2 • Possesses Hard Shields
Fire Control: 4D Standards, with Victory II engines. Dry-dock time Skill: Capital ship gunnery
Space Range: 2-5/15/30 required for the refit is two months and the additional Fire Control: 4D • The Victory II is a true command ship in almost every
Atmosphere Range: 200-500m/1.5/3 km power generated bolsters it’s shield generators to the Space Range: 3-15/35/75 sense. It’s holo suite is so extensive that the
Damage: 56 (5D+2) same level as the Victory II. The refit replaces the it’s Atmosphere Range: 6-30/70/150 km commander of the vessel can coordinate battles from
two Ion Engines with three and the Victory II’s more Damage: 50 (5D) the bridge with real time data displayed in a 360
80 Concussion Missile Launchers robust reactor core. degree field of display, centering on the Victory II.
Fire Arc: 20 Fore, 20 Port, 20 Starboard, 20 Aft Thus the commander can fluidly direct forces where
Crew: 2 • Will accept a Victory II’s Backup Hyperdrive.
appropriate: +1 to Free Actions for the Commander,
Skill: Capital ship gunnery Dry-dock time 2 weeks, or it can be replaced
XO and pilot of the Victory II. If in range of a
Fire Control: 2D at the same time as the main drives at
Holonet Buoy add an additional +1 to Free Actions for
Space Range: 120 no penalty.
the Commander of the ship.
Atmosphere Range: 240 km • While the Holo Suite is active consider the Victory to
Damage: 90 (9D) have a Maneuverability penalty -24 due to the ability
Ammo: 165 Per Launcher to react to any threat rapidly and with knowledge of
Flack Defense: -80 Ammo = 144 Units Destroyed how, exactly, to maneuver the ship to avoid enemy
10 Tractor Beam Projectors fire.
490 491
Imperial I Star Destroyer Ground Compliment: 20 AT-AT, 20 AT-ST, 12 TIE/Gt, Imperial II Star Destroyer Space Range: 1-5/15/30
12 Speeder Bikes, 20 Heavy Hover Tanks, 2 Pre Fab Atmosphere Range: 2-10/30/60 km
Craft: Kuat Drive Yards' Imperial I Garrisons (Imperial Standard), 5 Landing Barges Craft: Kuat Drive Yards' Imperial II Damage: 60 (6D)
Affiliation: Empire A number of corporations bid on creating Star Destroyers Affiliation: Empire Tractor Defense: 24 Fore, 12 Port & Starboard, 12 Aft
Era: Rise of Empire for the Galactic Empire after the Republic was dissolved. Era: Rebellion Snubfighter Complement: 6 squadrons of TIE Craft, 3
Type: Ship of the Line KDY was at the forefront of the race due to having fielded Type: Ship of the Line Assault gunboats, 2 Skypray Blastboats, 2 Gamma Assault
Scale: Battleship thousands of Venator Class Star Destroyers (Often Called Scale: Battleship Shuttles, Orbital Night Cloak
Length: 1,600 meters Jedi Venators) during the Clone Wars. Where the Venator Length: 1,600 meters
Skill: Capital ship piloting: Star Destroyer lacked overall armament the Imperial Class Star Destroyer Skill: Capital ship piloting: Star Destroyer Ground Compliment: 12 AT-AT, 12 AT-ST, 12 TIE/Gt,
Crew: 11,520, gunners: 260, skeleton: 7,460/+12 made up for this in wildly capable overlapping fields of fire Crew: 11,520, gunners: 310, skeleton: 7,460/+12 12 Speeder Bikes, 12 Heavy Hover Tanks, 2 Pre Fab
Crew Skill: Typically 3D with an impressive armament of weapons. Due to the Crew Skill: Typically 3D Garrisons (Imperial Standard), 5 Landing Barges
Passengers: 8,952 (troops) angular shape of the craft and has staggered gun batteries Passengers: 8,952 (troops)
Cargo Capacity: (16,000): 70 metric tons available the craft could fire most of it’s weaponry into it’s forward Cargo Capacity: (16,000); 70 metric tons available With KDY firmly in control of the vast majority of starship
Consumables: 6 years (478.9 Million Refit Cost) arc, thus allowing the craft to focus and finish off Consumables: 6 years (480 Million Refit Cost) production, they were approached for a design that was
Cost: 69.3 Million (New); 52 Million (Used) adversaries in record time (a design lesson learned directly Cost: 78.2 Million (New); 58.7 Million (Used) functionally similar to the popular Imperial I. Even though
Hyperdrive Multiplier: x2 from the Victory I and II Star Destroyer of Rendili Star Hyperdrive Multiplier: x1 KDY held the leading position in the empire a number of
Hyperdrive Backup: x8 Drive). Hyperdrive Backup: x8 other firms, the Tagge Co among them also bid for the
Nav Computer: Yes Nav Computer: Yes contract. Tagge Co’s design was a 2,200 meter Star
The craft’s sheer imposing size and capabilities were what Destroyer that was exorbitantly expensive. KDY won the
Maneuverability: -27 (1D) secured the contract for KDY. While many of the other Maneuverability: -27 (1D)
Space: 6 Space: 6 contract for the Imperial II based on price and proposed
designs were impressive, KDY promised the Imperial I in performance. Few contractors had the capability of
Hull: 2,110: 4 Locs (7D) numbers that seemed impossible. All of this was, actually, Hull: 2,210: 4 Locs (7D+1)
Armor: 350/Loc; Ablation: 60 (4D) Armor: 350/Loc; Ablation: 60 (4D) delivering warships with Class 10 damage output,
deliverable by KDY and they continued to hold the most however, KDY already had developed the weapons for the
Shields: 910/Loc (3D) ship building contracts as a result. The Imperial Class of Shields: 910/Loc (3D)
Sensors: Sensors: Super Star Destroyer lineup for the Empire. These
Star Destroyers is grossly inefficient, due to the craft being weapons were backed up with the heavy guns from the
Passive 50/+3 (1D) rushed into production and produced at an incredibly hasty Passive 50/+3 (1D)
Scan 100/+9 (3D) Scan 100/+9 (3D) Victory II, KDY entered into a cross licensing agreement
pace. The Design was laid down by Lira Blissex, the with Rendili to add the weapons to the Imperial II. Lira
Search 200/+12 (4D) Daughter of Wessex Blissex. Where her father’s designs Search 200/+12 (4D)
Focus 6/+14 (4D+2) Focus 6/+14 (4D+2) Blissex had little to do with the design, notably it was
implemented efficiency and style, Lira’s were brutally because KDY didn’t want to pay out royalties to her for the
Maximum: 400/-28 capable, and ultimately deliverable in short order. The Maximum: 400/-28
design. Thus a new team came in and changed little in the
Weapons: trade off of meeting Imperial demand was high crew count, Weapons: Imperial II design. Of the few changes were a more robust
60 Turbolaser Batteries and systems that required constant maintenance cycles in 50 Quad Heavy Turbolaser Batteries reactor core and an enhanced Hyperdrive and backup. As
Fire Arc: 30 Fore/Port/ 15 Aft & order to function without issue. Fire Arc: 25 Fore/Port/12 Aft & a result of mounting heavier guns the design picked up a
30 Fore/Starboard/15 Aft It is said that if even a single maintenance cycle is skipped 25 Fore/Starboard/12 Aft bit of mass and would possess a small edge in resilience
Crew: 2 on an Imperial Star Destroyer, key systems begin to break Crew: 3 over the Imperial I.
Skill: Capital ship gunnery down almost immediately. Skill: Capital ship gunnery
Fire Control: 4D Fire Control: 0D • The Imperial II Star Destroyer is functionally identical
• Skeleton Crewed Star Destroyers lose internal Space Range: 3-15/35/75 to the Imperial I design. No telltale visual differences.
Space Range: 3-15/35/75 functionality. Choose two systems and cripple them
Atmosphere Range: 6-30/70/150 km Atmosphere Range: 6-30/70/150 km • Skeleton Crewed Star Destroyers lose internal
until the ship returns to full crew and maintenance Damage: 100 (10D)
Damage: 50 (5D) cycles: one Band of Sensors, personal Turbolifts, functionality. Choose two systems and cripple them
Cargo Lifts, an entire weapons system’s Fire Control, 50 Heavy Turbolaser Batteries until the ship returns to full crew and maintenance
60 Ion Cannon Batteries cycles: one Band of Sensors, personal Turbolifts,
Fire Arc: 30 Fore/Port/ 15 Aft & Launch Control for TIEs, Maneuverability (Increase Fire Arc: 25 Fore/Port/ 12 Aft &
penalty by 6 on top of loss), -2 Space Units to Speed, 25 Fore/Starboard/12 Aft Cargo Lifts, an entire weapons system’s Fire Control,
30 Fore/Starboard/15 Aft Launch Control for TIEs, Maneuverability (Increase
Crew: 2 Backup Hyperdrive, Main Hyperdrive, Nav Computer, Crew: 2
etc. Skill: Capital ship gunnery penalty by 6 on top of loss), -2 Space Units, Backup
Skill: Capital ship gunnery Hyperdrive, Main Hyperdrive, Nav Computer, etc.
Fire Control: 2D+2 • The Computer Cores of all the Imperial Class Fire Control: 1D
Space Range: 1-10/25/50 Starships are so advanced that twenty years after the Space Range: 3-15/35/75 • The Computer Cores of all the Imperial Class
Atmosphere Range: 2-20/50/100 km fall of the Empire, the New Republic had yet to fully Atmosphere Range: 6-30/70/150 km Starships are so advanced that twenty years after the
Damage: 30 (3D) access all their secrets. Difficulty to Hack: 360 Damage: 70 (7D) fall of the Empire, the New Republic had yet to fully
access all their secrets. Difficulty to Hack: 360
10 Tractor Beam Projectors • Quarters on an Imperial Star Destroyer are some of 20 Quad Ion Cannon Batteries
either the most elegant or inhospitable Fire Arc: 10 Fore/Port/5 Aft & • Another facet of the cross licensing agreement with
Fire Arc: 4 front, 2 left, 2 right, 2 back Rendili brought over most of the advanced Holo Suite
Crew: 2 places you might ever find yourself. 10 Fore/Starboard/5 Aft
Crew: 2 that the Victory II possesses. It confers excellent
Skill: Capital ship gunnery command coordination of military assets in real time.
Fire Control: 4D Skill: Capital ship gunnery
Fire Control: 4D It’s holo suite robust and the commander of the vessel
Space Range: 1-5/15/30 can coordinate battles from the bridge with real time
Atmosphere Range: 2-10/30/60 km Space Range: 6-20/40/60
Atmosphere Range: 12-40/80/120 km data displayed in a 360 degree field of display,
Damage: 60 (6D) centering on the Imperial II. Thus the commander can
Tractor Defense: 24 Fore, 12 Port & Starboard, 12 Aft Damage: 40 (4D)
fluidly direct forces where appropriate: +1 to Free
Snubfighter 10 Tractor Beam Projectors Actions for the Commander, XO and pilot and sensor
Fire Arc: 4 front, 2 left, 2 right, 2 back operator of the Imperial II.
Crew: 2 • Most Imperial II Star Destroyers are outfitted with the
Complement: 6 Skill: Capital ship gunnery best gear. You will typically see Gunnery Helmets on
squadrons of TIE Craft, 3 Assault gunboats, 2 Skypray Fire Control: 4D all gunners (+3 to Gunnery Skill).
Blastboats, 2 Gamma Assault Shuttles, Orbital Night Cloak
492 493
Super-Class Star Destroyer Atmosphere Range: 2-10/30/60 km Imperial Landing Barge fledged, small military transport. While not incredibly
Damage: 60 (6D) durable, it is formidable enough to defend it’s occupants.
Craft: KDYs' Sector Command Ship: SSD-SC Tractor Defense: 60 Fore, 60 Port & Starboard, 60 Aft Craft: Imperial Engineering: Landing Barge Other craft like Sentinel Shuttles are often utilized in a
Affiliation: Empire Affiliation: The Empire direct support role for the Landing Barge and generally
Snubfighter Complement: 30 squadrons of TIE Craft, 12 flank the craft on approach to a target, increasing overall
Era: Rebellion Assault gunboats, 12 Skypray Blastboats, 4 Lambda Era: Rise of Empire+
Type: Command Ship Type: Cargo Barge defensive fields of fire.
Shuttles, 12 Gamma Assault Shuttles
Scale: Super Capital Scale: Corvette The only other craft that truly approaches the Imperial
Length: 8,000 meters Ground Compliment: 60 AT-AT, 60 AT-ST, 36 TIE/Gt, Length: 120 meters Landing Barge’s overall effectiveness is the Haor Chall
Skill: Capital ship piloting 48 Speeder Bikes, 32 Med Hover Tanks, 30 Heavy Hover Skill: Capital ship piloting Engineering C-9979 Trade Federation Landing Craft.
Crew: 105,000, gunners: 1,790, skeleton: 60,000/+10 Tanks, 4 Pre Fab Garrisons, 10 Floating Fortresses, 20 Crew: 4, gunners: 5; skeleton: 2/+9 However, it is just over three times the size of the Imperial
Crew Skill: Typically 4D Landing Barges, 16 LAAT/II Crew Skill: Typically 2D Landing Barge and has less actual interior space with
Passengers: 90,000 (troops) The standard Super Class vessel to be designed by Lira Passengers: 200 (troops); 13 Technicians which to deploy troops and support units (even considering
Cargo Capacity: (80,000): 65 metric tons available Blissex. The craft is roughly five times the size of an Cargo Capacity: (1,200): None available it’s droid stacking capabilities).
Consumables: 31 Years (23.5 Billion Refit cost) Imperial Star Destroyer. It combines incredible firepower Consumables: 90 Days (200K Refit cost)
Cost: 1.32 Billion (New); 1 Billion (Used) Cost: 472K (New); 354K (Used) • The Point Defense guns mounted on the craft would
to allow it to be capable of taking on dozens of ships if not eventually become the basis for the main anti
Hyperdrive Multiplier: x2 entire sector fleets alone. The craft was designed to Maneuverability: -15 (-12 Atmo); (0D/1D)
Hyperdrive Backup: x10 Space: 3 snubfighter armament of the Lancer Class Frigate.
operate as a symbol of terror and absolute power.
Nav Computer: Yes Atmosphere: 300 Km/H (can land); 415 MPR
Maneuverability: -45 • Skeleton Crewed SSDs lose internal functionality. Hull: 185: 2 Locs: Fore & Aft (1D+2) • The Landing barge Carries Heavy Armor (L4) to allow
Space: 4 Choose four systems and cripple them until the ship Armor: 50/Loc; Ablation: 15 (1D) the craft to survive assault insertion and deploy it’s
Hull: 6,010: 8 Locs (10D) returns to full crew and maintenance cycles: one Band Shields: 185/Loc (1D+2) compliment of troops and vehicles.
Armor: 510/Loc; Ablation: 75 (5D) of Sensors, personal Turbolifts, Cargo Lifts, an entire Sensors:
Shields: 4,810/Loc (8D) weapons system’s Fire Control, Launch Control for Passive: 20/0 • Due to the Barge’s stacked (internal) hangar storage
Sensors: TIEs, Maneuverability (Increase penalty by 10 on top Scan: 30/+3 (1D) you can consider all light vehicles (Speeders under
Passive 75/+5 (1D+2) of loss), -2 Space Units to Speed, Backup Hyperdrive, Search: 40/+6 (2D) 10m) can be carried at an 8 to 1 ratio (8 Military
Scan 150/+11 (3D+2) Main Hyperdrive, Nav Computer, etc. Focus: 2/+9 (3D) Speeder Bikes per Unit).
Search 300/+15 (5D) • The SSD-SC is a true command ship in every sense. Maximum: 80/-34
Focus 8/+20 (6D+2) Weapons: • Small Walkers like the AT-ST and the AT-PT can be
It’s holo suite is so extensive that the commander of carried at a ratio of 4 to 1 (4 per unit).
Maximum: 600/-25 the vessel can coordinate battles from the bridge with 6 Quad Laser Cannons
Weapons: real time data displayed in a 360 degree field of Fire Arc: 4 Fore/Port/Starboard, 2 Aft/Port/Starboard
500 Quad Heavy Turbolaser Batteries Crew: 1 • The craft is not hyperspace capable, these are
display, centering on the SSD. Thus the commander dedicated landing craft that act as refit &
Fire Arc: 200 Fore, 125 Port, 125 Starboard, 50 Aft can fluidly direct forces where appropriate: +1 to Free Skill: Starship Gunnery
Crew: 2 Fire Control: 4D replenishment bays for the troop compliments they
Actions for the Commander, XO, Main Pilot, Main carry.
Skill: Capital ship gunnery Sensor Operator and Main Communications Officer of Space Range: 1-3/12/25
Fire Control: 1D the SSD. If in range of a Holonet Buoy add an Atmosphere Range: 100-300m/1.2/2.5 km
• Consider all field refits, repairs and battlefield triage to
Space Range: 3-15/35/75 additional +1 to Free Actions for the Commander and Damage: 40 (4D)
benefit from a -1 DR if performed at the Barge itself.
Atmosphere Range: 6-30/70/150 km XO of the ship.
Damage: 100 (10D) Barge Size: 4 Units per barge
• The suite allows the Commander to offload tasks that • The craft are so heavily used in Imperial Service that
250 Ion Cannon Batteries Barge Capacity: 4 Units of ground forces & 213
would otherwise consume their Free Actions at a rate it’s impossible to find one with full consumables. The
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft Troops/ea
of 1 command per station. Thus the Comm Officer craft reflects ½ that value (180 Days Max)
Crew: 2
Skill: Capital ship gunnery can actively Jam communications merely on the The Barge folds up neatly, folding its wings, compacting
request of the Commander; the Sensor Operator can • Possesses Civilian Armor Values (-1D): 12 Unit
Fire Control: 4D nose section and retracting it’s tail engine array, and can be
employ Active Countermeasures to jam incoming Savings
Space Range: 6-20/40/60 stacked inside a warship for easy storage. It heavily
Atmosphere Range: 12-40/80/120 km ordinance; while the pilot focuses on maneuvering or resembles a Bulk Freighter, that’s no surprise as it
Damage: 40 (4D) something like Speed Defense. essentially copied the core design and adapted it to a much
250 Concussion Missile Launchers • The suite also allows the XO to completely direct an smaller ship. It’s armed, unlike the Rebel Landing Barge,
Fire Arc: 50 Fore, 75 Port, 75 Starboard, 50 Aft entire aspect of battles (Command Snubfighter wings, carrying decent forward firepower and a pair of quad
Crew: 1 local capital ships, Interdictor Cruisers micro jumping turrets aft. Overall, it’s a superior, military, craft. A fully
Skill: Capital ship gunnery in support ships, etc). This frees up the commander of
Fire Control: 2D the ship to focus on Tactics, Command Coordination
Space Range: 120 Units and overall direct an entire Sector Fleet or more
Atmosphere Range: 240 km (which would be nearly impossible otherwise).
Damage: 90 (9D) • While the Holo Suite is active consider the SSD to
Ammo: 480 Per Launcher have a Maneuverability penalty -30 due to the ability
Flack Defense: -250 Ammo = 450 Units Destroyed to react to any threat rapidly and with knowledge of
40 Tractor Beam Projectors how, exactly, to maneuver the ship to avoid enemy
Fire Arc: 10/Arc fire.
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
494 495
Live Free or Die Trying skills they didn’t possess. He strengthened his
command core with Super Tactical Droids that
The separatist forces were in full retreat shortly were a step below sentient and modified their
after Order 66 was issued. With simultaneous parameters so they could think on their feet and
deactivation codes being issued to ships and were no longer specifically loyal to the Separatist
Droids alike, effectively crippling the separatist movement. That last set of deactivated directives
war machine. However, there were holdouts. would be the saving grace of the units under his
Parts of the galaxy that either didn’t receive the command.
signal or fleet groups that were effectively
immune to it. Those that were immune were late He had heard of a movement called the Alliance
model Battle Droids that didn’t possess the to Restore the Republic and would have
“baked in” circuitry that would deactivate them. ordinarily been disgusted at the thought of
This namely occurred in groups of Droids that pursuing any level of communication with the
had been designed with independent thought in failed government that he had warred against for
mind. Contrary to popular belief, the run of the over two decades. However, when it became
mill battle droid was capable of independent apparent that the Galactic Empire was the true
thought. Late model runs of them became enemy he found no other avenue to keep his fleet
increasingly more capable. Other Droids like the operating. Now, that is before he came to see the
Tactical Droid and the Super Tactical Droid were fruits of liberating his Droid ship compliments.
incredibly capable of independent thought.
Commander Wit had refused to wipe any of his
The galaxy had changed and for the Neimoidian Droid retinue to being with, and they had been
commander Net Wit’Ray the evidence to this fighting and learning for over twenty years at his
change was evident. Those working with him side. These Droids were as sentient as you or I
understood his grasp of tactics and only outsiders are, at this point. They responded in fashions
called into question his familial name... In similar to their organic counterparts and in many
Republic military circles he was referred to as cases exceeded the performance of biological
“Commander Nitwit”, however, aside from the troops.
coincidence of his name lining up with a
common slang term for fool he possessed no Commander Wit had been on the run for nearly a
shortage of intelligence and tactical brilliance. decade, having fought countless battles against
His tactics had kept his fleet group alive and well the Galactic Empire and never in a position to
throughout the entirety of the Clone Wars. Now, join the Alliance to Restore the Republic. In
at the end, that brilliance was keeping his people fact, that movement had long since crumbled/
alive as this new, Galactic Empire, bore down on reformed into, simply, the “Rebel Alliance”.
him and his troupe of capital ships. Commander Most in Alliance Command considered him to be
Wit lead from his command ship, a Trade a myth, even though he had reached out many
Federation Battleship. His fleet group consisted times to join their cause. The Rebels saw it as a
of no less than four Recusant cruisers and a possible Imperial trap and never managed to
sextet of Munificent Class warships. He also had connect with his forces.
a supply line of three Trade Federation Freighters
and an Armory ship. He had a very particular way of starting
conversations with his commanders, who all
He was at an Outer Rim refitting yards facility happened to be Droids. First he would address
when everything fell apart for the vast majority them with sentient names he chosen based off
of the Separatist war effort. While in dry dock their original designations and then he would say
he studied the holonet traffic and what was going “Kel-Two, What have you learned today?”
on and hardened his Droids and vessels against
the shut down signal. He took the liberty of The routine never really had much impact other
stripping all military assets out of the system he than to confuse his commanders, who never
was in and replaced most of his run of the mill knew how to respond. That is, until some time
Droids personality matrices with late model units after the fifth year he was asking it. Subtle
that were more akin to heuristic processors, changes had been happening among his Droid
allowing them to think outside the box and use crews. Ones that you wouldn’t notice from
497
within. Or at least any other individual than The Droid pondered the statement for a moment Venator-class Star Destroyer Crew: 3
Commander Wit. When his first officer with true sentient inflection “It is better to live Skill: Capital ship gunnery
Fire Control: 2D
responded with what it had learned Wit simply free or die in the pursuit of that goal.” Keltwo Craft: Kuat Drive Yards Venator-class
Space Range: 2-12/30/60
launched into a conversation with the Droid. responded Affiliation: Empire / Republic / Rebel Alliance
Era: Clone Wars+ Atmosphere Range: 4-24/60/120 km
Type: Heavy Carrier Damage: 90 (9D)
“Sir, I learned that I wish I had an appreciation “Very good” Wit’s eyes watered “My friend, you Scale: Battleship Ammo: 180 Per Launcher
for the Tea you enjoy.” Kel-Two responded one have proven to be as astute a learner as you were Length: 1,137 meters 8 Tractor Beam Projectors
day. a tactical commander in the beginning. Excellent Skill: Capital ship piloting: Star Destroyer Fire Arc: 3 Fore, 2 Port, 2 Starboard, 1 Aft
on all accounts and very much as sentient as any Crew: 5,472, gunners: 232, skeleton: 3,420/+15 Crew: 3
Crew Skill: Typically L4 Skill: Capital ship gunnery
“Keltwo, you’re not missing much. The tea I biological life form I have ever had the pleasure Passengers: 4,104 (troops) Fire Control: 3D
have been drinking on these ships these past of knowing.” He was touched Cargo Capacity: (11,370): no metric tons available Space Range: 1-5/15/30
years is watered down and barely passable. Consumables: 4 Years (151 Million Refit cost) Atmosphere Range: 2-10/30/60 km
Certainly, it’s no comparison to the luxury you “Should we reach out to the Rebel Alliance?” Cost: 34.6 Million (New); 26 Million (Used) Damage: 50 (5D)
enjoy from getting an Oil Bath and that’s one Keltwo asked again Hyperdrive Multiplier: x1 Tractor Defense: 15 Fore, 10 Port & Starboard, 5 Aft
Hyperdrive Backup: x15
commodity we are in no short supply of here.” Nav Computer: Yes Expanded Snubfighter Complement: 72 Fighters, 3
Wit responded naturally “Why would we? We have lived free and on our Maneuverability: -26 (1D+1) Shuttles
own terms, choosing our battles and forging our Space: 8 Ground Compliment: 24 LAAT Gunships, 24 AT-TE, 6
The banter continued over the years, as Wit own path. This past decade is among the most Atmosphere: 975 Km/H (can land); 1,355 MPR Military Speeder Bikes, 8 SPHA-T Artillery, 1 Prefab
continued to elude and out smart the Empire. memorable of any I have ever lived through and Hull: 1,610: 4 Locs (5D+1) Garrison, 9 XT-130’s
Armor: 200/Loc / Ablation: 30 (2D)
One Day Wit was muttering to himself “Dammit, a fitting end to my journey.” Wit sated with a Shields: 1,010/Loc (3D+1) The Venator Class Star Destroyer was rushed to market
the losses we have suffered is unconscionable. sort of finality “Yet, it is not the end of yours my Sensors: due to KDY winning the principal bidding for a warship
How long will be be able to maintain this fight good friend.” Wit feebly reached over and laid a Passive 40/+3 (1D) capable of carrying several squadrons of fighters into
and flight...” He wondered hand on Keltwo’s arm. Scan 70/+6 (2D) combat. KDY beat out Rendili and Rothana Heavy
Search 150/+9 (3D) Industries for the contract due to political clout. The craft
Focus 4/+11 (3D+2) is rather lightly armed and less durable than the Rendili
Kel-Two, his head Super Tactical Droid, Keltwo looked down at him, “What do you mean Maximum 300/-31 designs (which were still fielded in some numbers). The
overhearing his musings walked over to lend the end of your journey?” Keltwo continued “I Weapons: design of the vessel more closely resembles the Rothana
“his” commentary to the mix “Commander Wit, have much to learn from you, my friend.” 8 Heavy Turbolaser Batteries Acclamator designs. Less durable for ship to ship actions,
any commander having sustained a task force for Fire Arc: 4 Fore/Port/2 Aft & 4 Fore/Starboard/2 Aft and capable of landing on a planet’s surface. Designed to
over a decade would have taken losses. It’s “Ah, I think you have learned all that I can teach Crew: 5 be mass produced, KDY delivered them in the thousands,
Skill: Capital ship gunnery as the Clone Wars intensified. It sports point defense
amazing we are still here, more or less intact. you except one thing. The value of a life well Fire Control: 1D weaponry, a feature that was nearly eliminated in future
Though I do think that the Empire considers us led. That is something you will only discover at Space Range: 3-15/35/75 KDY designs.
little threat at this point. Did you hear the latest the end of yours if you have lived well, and you Atmosphere Range: 6-30/70/150 km • Supposedly, the Venator can carry an insane amount
news about an older CIS fleet group joining the have. However, your journey is just beginning Damage: 70 (7D) (300+) of fighters. This is not accurate. Even interior
Rebel Alliance? Do you think they will accept and there is no expiration date on that journey.” 2 Ultra Heavy Double Turbolaser Turrets views of the ship (from the Clone Wars Cartoon)
us into their fold now?” He said thoughtfully “The choice to join or not to Fire Arc: Fore/Port/Starboard: Dorsal & All: Ventral support the fact that this is improbable. Adjusted the
join the Rebel Alliance rests with you, (Turret) fighter capacity in line with an Imperial I.
That commentary from his trusted “friend” Commander Keltwo.” Wit’s hand slipped from Crew: 30
Skill: Capital ship gunnery • The craft has ½ the Armor it normally should have.
snapped Commander Wit out of his reverie. Wit Keltwo’s arm just as the life peacefully slipped Fire Control: 4D This was no design flaw, this was a design choice that
was old, at the beginning of the Clone Wars, from his body. Space Range: 4-20/47/98 saved a lot of money and made someone incredibly
even for Neimoidian standards. He had an Atmosphere Range: 8-40/94/196 km rich (because the cost of the ship does not reflect the
effective lifetime of service in the Trade Later after a ceremony that Keltwo performed in Damage: 300 loss of the armor).
Federation fleets as a Captain of over a dozen the honor of their late and great commander, in Ammo: 160 Shots each
• The Dual Bridge allows the craft to entirely lose one
ships and had actually seen warfare, unlike so traditional Neimoidian. The newly promoted 32 Point Defense Laser Cannons bridge section and continue to operate flawlessly.
many of his brethren that were appointed to commander addressed his fleet, all Droids at this Fire Arc: 8 Fore, 8 Port, 8 Starboard, 8 Aft
command positions from political station. At point. “We are free to forge our own destiny and Crew: 3
Skill: Starship Gunnery
this point, he was positively ancient, almost 142 our liberator was once our master. We have Fire Control: 3D
years old. Having lived well beyond the core life learned much from his tutelage, now it is time for (4D with Gunnery Helmet)
expectancy of most sentients in the galaxy us to find answers ourselves.” Space Range: 1-3/12/25
without any sort of longevity. He realized that Atmosphere Range: 100-300m/1.2/2.5 km
his mind, like his physique, was slipping. He “What are your orders commander?” His first Damage: 30 (3D)
had already been confined to a hover chair for officer asked.
almost six years now. -2,t • Jr'-- cqi .•
“We will live free or die trying. Lets head out
“Keltwo, what else have you learned?” Wit asked into wild space, second star on the right.” 4 Proton Torpedo Launchers
Fire Arc: 4 Fore
498 499
Acclamator II-class Assault Ship 6 Tractor Beam Projectors Aethersprite When it ejects (contrary to popular belief it cannot extract)
Fire Arc: 3 Fore, 1 Port, 1 Starboard, 1 Aft itself from the fighter the R4 can then perform repairs on
Craft: Rothana Heavy Engineering Acclamator-class Crew: 3 Craft: Kuat Systems Engineering: Delta-7-Class the craft as necessary, while in flight repairs are limited to
Affiliation: Empire / Republic / Rebel Alliance Skill: Capital ship gunnery Affiliation: Galactic Republic the Port side of the vessel. However, the R4 only
Era: Clone Wars+ (no longer produced) Fire Control: 2D Era: Clone Wars (discontinued) possesses roughly half it’s mass and it’s form of
Type: Assault ship Space Range: 1-5/15/30 Scale: Snubfighter locomotion is a repulsor unit located in the base of it’s
Scale: Cruiser Atmosphere Range: 2-10/30/60 km Length: 8 meters chassis along with magnetic grapples if in space (it’s not a
Length: 752 meters Damage: 50 (5D) Skill: Starship piloting full sized R4 and rather unique and expensive).
Skill: Capital ship piloting Tractor Defense: 15 Fore, 5 Port & Starboard Crew: 1 Aside from the hyperdrive ring there is one, other, known
Crew: 3,139, gunners: 156, skeleton: 2,025/+9 Snubfighter Compliment: Crew Skill: Typically 3D refit kits.
Crew Skill: Typically L4 12 V-19 Torrents, 12 Y-Wing, 12 V-Wings, 2 Transports Cargo Capacity: (100): 10 kilograms Available
Passengers: 2,228 (troops) Consumables: 5 days (50 credit refuel) • It has heavy Armor for a Snubfighter, 2x.
Cargo Capacity: (7,520): 0 metric tons available Ground Configuration: Cost: 60,000 (Used Only)
12 LAAT Gunships, 12 AT-TE, 6 Military Speeder Bikes, 6 • It has a storage bay that can be opened remotely from
Consumables: 3 Years (63.8 Million Refit cost) Maneuverability: +9 (+11 in Atmo); (3D/3D+2) the cockpit. It typically carries spare parts and a
Cost: 17.7 Million (New); 13.4 Million (Used) SPHA-T Artillery, 5 Heavy Walkers, 1 prefab Garrison, 2 Space: 8
Landing Barges, 2 74-A’s toolkit (+3) for the fighter.
Hyperdrive Multiplier: x.75 Atmosphere: 1,050 Km/H; 1,460 MPR
Hyperdrive Backup: x10 The Acclamator II isn’t so much a massively divergent Hull: 40 (3D) • The Delta 7 Carries an additional week of
Nav Computer: Yes ship from the Acclamator I, it’s just a enough of a Armor: 40; Ablation: 30 (2D) consumables for the craft in it’s storage compartment
Maneuverability: None reorganization of materials, space and weaponry that it Shields: 30 (2D) standard (5 days). In order to access it, however, the
Space: 7 qualifies as it’s own class of vessel. The Type II Sensors: craft must not be in operation and refueled with the kit
Atmosphere: 1,000 Km/H (can land); 1,390 MPR Acclamator carries approximately 36 Combat craft, Passive: 25/+3 (1D) via standard means (5-10 minutes on the ground).
Hull: 760: 4 Locs (3D+1) roughly half the compliment of a Venator. It was deployed Scan: 45/+6 (2D) • Curich Engineering Maneuvering Tail Fin
Armor: 200/Loc; Ablation: 30 (2D) primarily into combat sectors earlier in the war prior to the Search: 65/+8 (2D+2) Cost: 3,200
Shields: 535/Loc (2D+1) release of the Venator Star Destroyer. Later in the conflict Focus: 3/+10 (3D+1) Maneuverability: +3 (1D)
Sensors: the Acclamator II still saw deployment sporadically as the Maximum: 100/-32 Weight: 7.5 Kg
Passive 40/+3 (1D) initial production run of the craft was so high that the Weapons: This can be added, similar to the Cloak Shape fighter.
Scan 70/+6 (2D) Acclamator II still plugged holes in military deployment 4 Laser Cannons It adds a pair of extended struts that come off of the
Search 150/+9 (3D) and would eventually go on to serve the Galactic Empire, Fire Arc: Fore fighter out of either wing and extend just past the
Focus 4/+11 (3D+2) while craft like the Acclamator I would be depreciated and Skill: Starship gunnery cockpit.
Maximum 300/-31 mothballed with a number of the Type I models falling into Fire Control: 2D+2
Alliance of Free Worlds hands. Space Range: 1-3/12/25 • TransGalMeg Industries Hyperdrive booster ring
Weapons: Atmosphere Range: 100-300/1.2/2.5 km Cost: 26,000
12 Quad Turbolaser Batteries It’s is a capable light carrier, especially considering the Damage: 60 (6D) Hull: 2D
Fire Arc: 6 Fore/Port/2 Aft & 6 Fore/Starboard/2 Aft lightning fast response times to places of crisis. The Hyperdrive Multiplier: x1
Empire initially fielded the craft as an instant response The craft is assumed to have been exclusively Nav Computer: Uses R4 unit, up to 10
Crew: 4 Commissioned specifically for the Jedi, however, this is
Skill: Capital ship gunnery warship, typically sending them out in pairs due to their Jumps
overall lack of toughness. When fielded as a pair of not necessarily the case. The fighter became known as
Fire Control: 1D the “Jedi Snubfighter” due to it’s heavy use by their
Space Range: 3-15/35/75 vessels, however, they can be formidable adversaries
especially with the speed at which the craft can react to organization during the clone wars. At the time of it’s
Atmosphere Range: 6-30/70/150 km introduction the fighter was considered to be highly
Damage: 70 (7D) galactic events (25% faster in Light Speed than almost any
other response craft). As time went on the craft was advanced. The fighter actually became somewhat scarce,
24 Point Defense Laser Cannons relegated to patrolling backwater sectors of the Outer Rim. as it was never produced in large quantities. Thus many
Fire Arc: 6 Fore, 6 Port, 6 Starboard, 6 Aft Only falling out of out of service after the Pentastar Jedi began utilizing the Eta-2 Actis Interceptor as a direct
Crew: 3 Alliance fell. A number of the vessels ended up in the result. In most instances the Aethersprite is a superior
Skill: Starship Gunnery possession small systems and even mercenary groups. design. While lacking the overall speed of the Eta-2,
Fire Control: 3D With a number of pirate bands operating them as well. the design was commissioned based upon some
Space Range: 1-3/12/25 Ultimately, the craft would fall out of favor and it’s role level of durability. Ben Kenobi’s surviving his
Atmosphere Range: 100-300m/1.2/2.5 km replaced largely by Rendili’s Neutron Star Bulk Hauler . A encounter with Jango Fett is a clear example
Damage: 30 (3D) modern ship with lower crew requirements, more of this.
6 Assault Concussion Missile Launchers durability, easily procured and refit with better weaponry. The fighter has an impressive
Fire Arc: 4 Fore, 1 Port, 1 Starboard • The ship was heavily mass produced, corners were communications array with it’s
Crew: 3 cut. Hull armor is ½ rating on the entire line. The own Holonet Transceiver
Skill: Capital ship gunnery savings is reflected in the price. allowing it to send and
Fire Control: 3D receive simultaneous
Space Range: 120 Units holonet
Atmosphere Range: 240 km communications.
Damage: 90 (9D) Furthermore, the
Ammo: 75 Per Launcher comes standard
Flack Defense: -5 Ammo with an R4
• The Athersprite will also accept a hyperdrive sled
co-pilot that
from the Cloakshape or similar snubfighter at no loss
exists to monitor
to cargo space.
=9 communications,
Units Destroyed maintenance levels and even
operate a handful of core systems like
limited piloting navigation & shield operation.
500 501
V-Wing • Weak main armament: Allegedly, 3D Cannons but Actis Interceptor
… it’s 4 Barrels, I bumped them up to 1D Each, that’s
Craft: Kuat Systems Engineering: Nimbus-Class weak enough.
Affiliation: Galactic Republic • Substandard hull plating (3D design)
Era: Clone Wars (Obsolete, discontinued)
Scale: Snubfighter • Poor atmospheric performance: Loss of 4 points of
Length: 7.9 meters maneuverability in the Atmosphere.
Skill: Starship piloting • Unreliable top speeds: The craft was actually
Crew: 1 designed to move at a space Speed of 17 and an
Crew Skill: Typically 2D atmosphere speed of 1,450 Km/H.
Cargo Capacity: (98): 78 kilograms Available
Consumables: (4 days): 15 Hours* (40 credit refuel) • While in service it remained in the Prototype phase.
Cost: 69,000 (Used Only) • The Cannons can flip orientation and target aft.
Maneuverability: +13 (+9 in Atmo)*; (4D+1/3D)
Space: (17)* 8 • Holonet Transceiver
Atmosphere: (1,450)* 1,150 Km/H; 1,600 MPR
Hull: 30: (2D*) • The V-Wing Possesses a Droid Socket that gives the
Armor: 25; Ablation: 15 (1D) companion co-pilot droid access to the entire engine
Shields: 20 (1D) array (for full in-flight repairs). The Droid can even
Sensors: reach the cannon assembly from it’s perch just above
Passive: 20/0 and behind the cockpit.
Scan: 30/+3 (1D) • The craft was intended for Hyperspace travel and, as
Search: 50/+6 (2D) such, can utilize any Trans Gal Meg Hyperdrive rings
Focus: 3/+9 (3D) used for Athersprites or Actis Interceptors (though the
Maximum: 100/-34 Droid must be present to jump into hyperspace, either
Weapons: as a navigator or as a 10 jump nav buffer).
2 Twin Laser Cannons (Fire-Linked)* • A number of these craft have fallen into the hands of
Fire Arc: Fore & Aft (if flipped) engineers existing in shadow ports and on the Black
Skill: Starship gunnery Market. These enterprising engineers have, in some
Fire Control: 2D+1 cases, managed to unlock the potential that the V-
Space Range: 1-3/12/25 Wing was intended for all along. It’s possible to Craft: KSE/Sienar Fleet Systems: Eta-2 Actis-Class
Atmosphere Range: 100-300/1.2/2.5 km unlock the full potential of the fighter, just requires the Affiliation: Galactic Republic 2 Light Ion Cannons (Fire-Linked)
Damage: 40 (4D) right engineer. Unlocked fighters represent a potential Era: Clone Wars (Obsolete, discontinued) Fire Arc: Fore
treasure trove of high performance combat craft Scale: Snubfighter Skill: Starship gunnery
The Clone War saw some massively experimental and Fire Control: 2D
mass produced designs emerge. The V-Wing is one such should the right person stumble across mothball yards Length: 5.47 meters
of hundreds of these fighters. Skill: Starship piloting Space Range: 3-9/18/36
design. Not an incredibly rugged Snubfighter, nor well Atmosphere Range: 300-900m/1.8/3.6 Km
armed, due to rushed production. It was effective, to a • Without correcting the design flaws, these craft require Crew: 1
Crew Skill: Typically 3D+ Damage: 40 (4D)
degree. After the Clone Wars the design would be extensive maintenance to field. Add 25% to repair and
scrapped and the engineering details buried, that is until modification times & +1 DR to all maintenance, mods Cargo Capacity: (70): 0 kilograms Available The Clone Wars saw some massively experimental and
Sienar Fleet Systems purchased the engine design and and repairs. Consumables: (4 days): 2 Days* (40 credit refuel) mass produced designs emerge. The Eta-2 is another
incorporated it directly into it’s Advanced TIE Fighter Cost: 75,600 (Used Only) design. Rushed into production it is still formidable. Co-
program, the end result being the TIE Defender with a Hyperdrive Multiplier: x1* produced by Kuat Systems Engineering and Sienar Fleet
nearly identical pair of engines. KDY would incorporate Nav Computer: None, uses Astromech: 10 Jumps Systems, this would later be evolved into the TIE
the cannon rotation design into their R-22 Spearhead Maneuverability: 4D+2 Advanced & Avenger Programs.
design (later the A-Wing). Space: (15)*: 13
Atmosphere: 1,350 Km/H; 1,875 MPR *Notes:
A number of design flaws would creep into portions of Hull: 35: (2D+1*) The Eta-2 was rushed into production as a Prototype and as
active engineering development for the TIE program at Armor: 25; Ablation: 15 (1D) such it suffers from a number of design flaws not limited
Sienar Fleet Systems. The largest part of the design flaw Shields: 0 (3D*) to:
creep was the loss of Atmospheric performance that seems Sensors: • Low consumables/high refuel cost (4 Days)
to plague the entire line of TIE fighters. It would even Passive: 10/0 • Non functional shields
appear that Sienar fleet systems was borrowing design Scan: 15/+3 (1D) (3D generator actually present and disabled)
elements from the craft even before the acquisition, with Search: 20/+6 (2D)
their Republic TIE design. Though, the more likely • Roomy Cockpit, Luxury Seating
Focus: 2/+7 (2D+1) • Poor space performance (Space of 15 Design)
scenario is that that craft was designed independently and Maximum: 40/-34
the flaw in the atmospheric performance in that craft Weapons: • Weak sensor suite
compounded with the design flaws from the acquired V- 2 Laser Cannons (Fire-Linked) • Substandard hull plating (3D+1 Design)
Wing design to burden the overall TIE lineup. Fire Arc: Fore • It can use a Hyperdrive Ring for Jumps.
*Notes: Skill: Starship gunnery • Droids are fully electable from their sockets (above or
Fire Control: 2D below).
The V-Wing was rushed into production as a Prototype and Space Range: 1-3/12/25
it suffers from a number of design flaws not limited to: • Holonet Transceiver standard
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 50 (5D) • While in service it remained in the Prototype phase.
• Low consumables/high refuel cost (4 Days)
502 503
ARC-170 Proton Torpedo Launcher Clone Wars Z-95-R Due to the Z-95’s popularity and durability the Republic
Fire Arc: Fore contracted with Subpro to create an exclusive, high
Craft: Incom/Subpro: Aggressive Reconnaissance Skill: Starship Gunnery Craft: Subpro: Z-95 Republic Snubfighter performance, variant to Republic standards. The craft fills
Affiliation: Galactic Republic Fire Control: 2D Affiliation: Galactic Republic a role as a single pilot fighter / bomber slotting neatly in
Era: Clone Wars (Obsolete, discontinued) Space Range: 20 Units Era: Clone Wars (Obsolete, discontinued) place between the V-19 Torrent and the expensive ARC-
Scale: Snubfighter Atmosphere Range: 20 Km Scale: Snubfighter 170. Often invalidating the necessity of the Koensayer Y-
Length: 14.5 meters Damage: 90 (9D) Length: 12.5 meters Wing’s involvement in military operations.
Skill: Starship piloting Ammo: 18 Torpedoes Skill: Starship piloting Notes:
Crew: (3): 1 pilot, 1 gunner, 1 commander The ARC-170 is a purpose built, force reconnaissance, Crew: 1 • Holonet Transceiver standard
Crew Skill: Typically 4D snubfighter. The abbreviation “ARC” stands for Crew Skill: Typically 4D • The Clone Wars Z-95 models are not modifications of
Cargo Capacity: (182): 2 kilograms available Aggressive Reconnaissance. The ARC-170 shares more Cargo Capacity: (156.25): 54.25 kilograms available the Z-95 line. They are specific, custom built, combat
Consumables: 8 days (240 credit Refuel cost) similarity with a bomber than an actual reconnaissance Consumables: 6 days (60 credit Refuel cost) craft designed with all the money and bells and
Cost: 90,000 (Used Only) fighter. The main difference in that role is that true Cost: 92,400 (Used Only) whistles that the Galactic Republic had. Thus, some
Hyperdrive Multiplier: x1.5 bombers tend to have Multi Ordinance Launchers capable Hyperdrive Multiplier: x1 performance characteristics are different / better.
Nav Computer: None, uses Astromech: 10 Jumps of Ventral discharge of ordinance. The ARC-170 only has Nav Computer: None, uses Astromech Brain: 10 Jumps
• Incorporates Subpro Armor Design, +2.
Maneuverability: +9 (3D) a singular proton Torpedo launcher and is less suitable for Maneuverability: +8 (+11 in Atmo); (2D+2/3D+2)
Space: 8 heavy bombing details (as a number of other craft like the Space: 8 • The Clone Wars Z-95-R was not produced by joint
Atmosphere: 1,150 Km/H; 1,600 MPR Z-95 of the era carry fire-linked torpedo launchers for Atmosphere: 1,200 Km/H; 1,670 MPR partnership with Incom. This is an “in house” Subpro
Hull: 60 (5D) heavy, precision, targeting). Hull: 50 (4D) design. Elements of this design would be incorporated
Armor: 30; Ablation: 20 (1D) Armor: 35; Ablation: 25 (1D) into the ARC-170.
Shields: 30 (1D+2) Instead, the ARC-170 is designed to have a longer Shields: 20 (1D) • Models that survive the Clone Wars can be found to
Sensors: operational cycle (8 days) and carries eighteen Torpedoes, Sensors: carry Droid Sockets in many instances (it’s a very
Passive: 25/0 theoretically, more than enough to cover any precision Passive: 20/0 simple modification that takes up: 10 Kg of Space).
Scan: 50/+3 (1D) targeting and remote target elimination that a recon fighter Scan: 40/+3 (1D) • Other modifications allow the command chair to fully
Search: 70/+6 (2D) might happen upon in an 8 day sortie. The three crew of Search: 60/+6 (2D) recline and expand crew comfort on long hyperspace
Focus: 3/+10 (3D+1) the vessel affords for a dedicated and spread out skill Focus: 2/+9 (3D) jumps. Yet others use that flexibility to add a second
Maximum: 140/-34 burden. While the typical snubfighter will force a lone Maximum: 120/-34 passenger (Consumables: 4 Days; 80 Credit Refuel
pilot to shoulder the burden of operating all the systems on Weapons: Cost).
Weapons: their fighter, alone, the ARC-170 has three crew that all 2 Medium Laser Cannons (Fire-Linked)
2 Medium Laser Cannons (Fire-Linked) shoulder a part of the burden of control. That makes for a Fire Arc: Fore
Fire Arc: Fore craft that can multitask and multi target more effectively Skill: Starship gunnery
Skill: Starship gunnery than a lone pilot. It is well armored, with a tough hull that Fire Control: 2D
Fire Control: 2D isn’t seen in line vessels until the advent of the E-Wing Space Range: 1-3/12/25
Space Range: 1-3/12/25 (another singular Torpedo craft that shares a lot in common Atmosphere Range: 100-300m/1.2/2.5 Km
Atmosphere Range: 100-300m/1.2/2.5 Km with the ARC-170 while being a single crewed fighter). Damage: 60 (6D)
Damage: 60 (6D)
Note: 2 Proton Torpedo Launchers (Fire-Linked)
2 Laser Cannons (Fire-Linked) Fire Arc: Fore
Fire Arc: Turret: Aft/Port/Starboard • Holonet Transceiver
Skill: Starship Gunnery
Skill: Starship gunnery • Incorporates Subpro Armor Design, +1. Fire Control: 2D
Fire Control: 2D Space Range: 20 Units
Space Range: 1-3/12/25 Atmosphere Range: 20 Km
Atmosphere Range: 100-300m/1.2/2.5 Km Damage: 200 (9D/10Dx2)
Damage: 50 (5D) Ammo: 8 Torpedoes / each (8 Shots)
*.ft
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504 505
Banking Clan Communications Crew: 2 Commerce Guild Support Ship Atmosphere Range: 8-40/94/196 km (Sensor Range*)
Skill: Capital ship gunnery Damage: 200
Frigate Fire Control: +19 (3D+2) Ammo: 320 Shots
Craft: Hoersch-Kessel Drive’s Recusant-class
Space Range: 3-15/35/75 Affiliation: Separatists / Pentastar Alignment
Craft: Hoersch-Kessel Drive Munificent-class Atmosphere Range: 6-30/70/150 km 10 Quad Turbolaser Batteries
Affiliation: Separatists / Pentastar Alignment Era: Clone Wars+ Fire Arc: 2 Fore, 3 Port, 3 Starboard, 2 Aft
Damage: 30 (3D) Type: Heavy Screening Warship
Era: Clone Wars+ Crew: 4
Type: Holonet Broadcast Ship 38 Point Defense Laser Cannons Scale: Battleship Skill: Capital ship gunnery
Scale: Cruiser Fire Arc: 9 Fore, 10 Port, 10 Starboard, 9 Aft Length: 1,187 meters Fire Control: 3D
Length: 825 meters Crew: 3 Skill: Capital ship piloting Space Range: 3-15/35/75
Skill: Capital ship piloting Skill: Starship Gunnery Crew: 1,425, gunners: 296, skeleton: 891/+3 Atmosphere Range: 6-30/70/150 km
Crew: 864, gunners: 341, skeleton: 557/+3 Fire Control: +10 (2D) Crew Skill: Typically 2D Damage: 80 (8D)
Crew Skill: Typically 2D Space Range: 1-3/12/25 Passengers: 4,274 (troops)
Atmosphere Range: 100-300m/1.2/2.5 km Cargo Capacity: (11,870): 12 metric tons available 42 Dual Laser Cannon Batteries
Passengers: 2,451 (troops) Fire Arc: 10 Fore, 11 Port, 11 Starboard, 10 Aft
Cargo Capacity: (8,250): 25 metric tons available Damage: 30 (3D) Consumables: 4 Years (92.3 Million Refit cost)
Cost: 39.8 Million (New); 29.8 Million (Used) Crew: 3
Consumables: 3 Years (42.2 Million Refit cost) Hyperwave Jammer Skill: Starship Gunnery
Cost: 24.7 Million (New); 18.6 Million (Used) Hyperdrive Multiplier: x2
Fire Arc: All Hyperdrive Backup: x12 Fire Control: 3D
Hyperdrive Multiplier: x1 Crew: 10 Space Range: 1-3/12/25
Hyperdrive Backup: x10 Nav Computer: Yes
Skill: Communications Maneuverability: -22 (2D+2) Atmosphere Range: 100-300m/1.2/2.5 km
Nav Computer: Yes Space Range: 150 Unit Radius Damage: 50 (5D)
Maneuverability: -16 (2D+2) Space: 8
Damage: The powerful communications arrays can also be Hull: 1,310: 4 Locs (4D+1)
Space: 7 used to jam enemy craft in nearby space, causing a penalty 60 Point Defense Laser Cannons
Hull: 1,060: 4 Locs (4D+2) Armor: 350/Loc; Ablation: 60 (4D) Fire Arc: 10 Fore, 20 Port, 20 Starboard, 10 Aft
on sensors and communications rolls (+2DR for Shields: 910/Loc (3D)
Armor: 275/Loc / Ablation: 45 (3D) Snubfighters/Transports, +1DR for capital ships). The Crew: 1
Shields: 760/Loc (3D+1) Sensors: Skill: Starship Gunnery
same penalty is applied to the Fire Control of any weapon Passive 30/+3 (1D)
Sensors: fired at the communications frigate. The jammer is Fire Control: 2D
Passive 40/+3 (1D) Scan 60/+6 (2D) Space Range: 1-3/12/25
selective enough not to affect friendly ships, and it effects Search 90/+11 (3D+2)
Scan 70/+6 (2D) everything within it’s radius (Weighs 15 Units). Atmosphere Range: 100-300m/1.2/2.5 km
Search 100/+9 (3D) Focus 6/+12 (4D) Damage: 30 (3D)
Focus 4/+11 (3D+2) • Also Establishes it’s own Holonet, effectively linking Maximum: 180/-29
with other ships or Holonet Relay Stations to allow Weapons: Snubfighter Complement: 72 Droid Fighters, 4 Shuttles
Maximum 200/-31
Weapons: near simultaneous communications across vast Ultra Heavy Quad Turbolaser Battery Ground Compliment: 24 AAT-2’s, 6 Hailfire Droids, 6
Ultra Heavy Double Turbolaser Battery distances (½ Sector of coverage per Comm Frigate). Fire Arc: Fore / Port / Starboard (Turret) Droid Walkers, 24 Air Support, 7 Landing Barges, 5
Fire Arc: Fore / Port / Starboard (Turret) • Possesses large gaps in the Armor plating (3D) Crew: 35 STAP/H
Crew: 35 Skill: Capital ship gunnery
Snubfighter Complement: 48 Droid Fighters, 3 Shuttles Fire Control: 3D+1 The H&K Commerce Guild Support ship is garbage (with
Skill: Capital ship gunnery Ground Compliment: 12 AAT-2, 6 Droid Walker, 12 Air effective slave rigging). It’s mass produced, Battleship
Fire Control: +14 (2D+2) Space Range: 4-20/47/98 (Sensor Range*)
Support, 6 Landing Barges, 7 STAP/H, 6 Hailfire Droids Atmosphere Range: 8-40/94/196 km (Sensor Range*) grade, junk. Meant to be cheap enough to field in numbers
Space Range: 4-20/47/98 (Sensor Range*) that would overwhelm the Republic. The craft sees a
Atmosphere Range: 8-40/94/196 km (Sensor Range*) The Communications Frigate is a formidable craft capable Damage: 400
Ammo: 160 Shots service deployment that lasts well into the legacy era,
Damage: 200 of creating it’s own, encrypted, holonet network. It never likely due to it’s inexpensive nature and the sheer quantity
Ammo: 320 Shots goes out of style, serving well into the Legacy Era. Ultra Heavy Double Turbolaser Battery of them that exist in the galaxy after the clone wars.
Ultra Heavy Double Ion Cannon Battery • The Ship is Slave Rigged Fire Arc: Fore / Port / Starboard (Turret) Dozens of them fell into the hands of the Corporate Sector
Fire Arc: Fore / Port / Starboard (Turret) Crew: 35 & Rebel Alliance.
Crew: 20 Skill: Capital ship gunnery
Fire Control: 2D+2 • The Craft has numerous weak points (2-3D Armor)
Skill: Capital ship gunnery
Fire Control: +12 (2D+1) Space Range: 4-20/47/98 (Sensor Range*)
Space Range: 1-14/34/67 (Sensor
Range*)
Atmosphere Range: 2-28/68/134 km
(Sensor Range*)
Damage: 200
Ammo: 320
26 Dual Turbolaser Batteries
Fire Arc: 1 Fore, 11 Port, 11 Starboard,
3 Aft
Crew: 2
Skill: Capital ship gunnery
Fire Control: +20 (4D)
Space Range: 3-15/35/75
Atmo Range: 6-30/70/150 km
Damage: 50 (5D)
20 Light Triple Turbolaser Batteries
Fire Arc: 1 Fore, 11 Port, 11 Starboard,
3 Aft
506 507
Trade Federation Battleship 168 Quad Turbolaser Batteries Providence Battleship Space Range: 1-3/12/25
Fire Arc: 42 Fore, 42 Port, 42 Starboard, 42 Aft Atmosphere Range: 100-300m/1.2/2.5 km
Craft: Hoersch-Kessel Drive’s Lucrehulk-class Crew: 4 Craft: Pammant Docks Providence-class Damage: 50 (5D)
Affiliation: Separatists / Pentastar Alignment Skill: Capital ship gunnery Affiliation: Separatists / Pentastar Alignment / Rebel
Fire Control: 3D 12 Point Defense Laser Cannons
Era: Clone Wars+ Alliance Fire Arc: 3 Fore, 3 Port, 3 Starboard, 3 Aft
Type: Invasion / Sector Command Ship Space Range: 3-15/35/75 Era: Clone Wars (Obsolete, no production)
Atmosphere Range: 6-30/70/150 km Crew: 1
Scale: Dreadnought Type: Command Ship Skill: Starship Gunnery
Length: 3,170 meters Damage: 60 (6D) Scale: Battleship Fire Control: 2D
Skill: Capital ship piloting 44 Point Defense Laser Cannons Length: 1,088 meters Space Range: 1-3/12/25
Crew: 5,231, gunners: 1,002, skeleton: 3,170/+3 Fire Arc: 11 Fore, 11 Port, 11 Starboard, 11 Aft Skill: Capital ship piloting Atmosphere Range: 100-300m/1.2/2.5 km
Crew Skill: Typically 3D Crew: 1 Crew: 1,306, gunners: 468, skeleton: 816/+3 Damage: 30 (3D)
Passengers: 16,484 (troops) Skill: Starship Gunnery Crew Skill: Typically 3D
Cargo Capacity: (31,700): 56 metric tons available Fire Control: 2D Passengers: 3,917 (troops) 8 Tractor Beam Projectors
Consumables: 12 Years (1 Billion Refit cost) Space Range: 1-3/12/25 Cargo Capacity: (10,880): 18 metric tons available Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Cost: 125 Million (New); 92.1 Million (Used) Atmosphere Range: 100-300m/1.2/2.5 km Consumables: 4 Years (87.7 Million Refit cost) Crew: 3
Hyperdrive Multiplier: x1 Damage: 30 (3D) Cost: 102.9 Million (New); 74.3 Million (Used) Skill: Capital ship gunnery
Hyperdrive Backup: x10 Hyperdrive Multiplier: x1 Fire Control: 4D
Nav Computer: Yes Snubfighter Complement: 192 Droid Fighters, 5 Shuttles Hyperdrive Backup: x10 Space Range: 1-5/15/30
Maneuverability: -33 (1D) Nav Computer: Yes Atmosphere Range: 2-10/30/60 km
Ground Compliment: 40 AAT-2’s, 30 Hailfire Droids, 30 Damage: 60 (6D)
Space: 5 Droid Walkers, 36 Air Support, 15 Landing Barges, 11 Maneuverability: -27 (1D)
Hull: 2,410: 6 Locs (6D) Space: 8 Tractor Defense: 12 Fore, 12 Port & Starboard, 12 Aft
STAP/H
Armor: 320/Loc; Ablation: 30 (2D) Hull: 1,810: 4 Locs (6D) Expanded Snubfighter Complement: 72 Droid Fighters,
Shields: 1,610/Loc (4D) The Trade Federation Battleship is a dreadnought class Armor: 350/Loc; Ablation: 60 (L4) 4 Shuttles
Sensors: vessel that began life as a massive bulk hauler. It Shields: 1,110/Loc (3D+2)
possesses so much capability that it acted as an effective Ground Compliment: 20 AAT-2’s, 4 Hailfire Droids, 8
Passive 45/+3 (1D) Sensors: Droid Walkers, 12 Air Support, 6 Landing Barges
Scan 90/+6 (2D) command and control ship for the Separatists throughout Passive 45/+3 (1D)
Search 120/+11 (3D+2) the Clone Wars. It carries a staggering array of weapons, Scan 90/+6 (2D) The Providence Battleship is a deadly vessel that
Focus 8/+12 (4D) snubfighters and invasion craft. The craft would see a Search 120/+11 (3D+2) effectively became extinct after the Clone Wars. A few of
Maximum: 240/-29 service live long after the Clone Wars, being fielded as a Focus 8/+12 (4D) the vessels would fall into the hands of the Alliance to
sector command ship in the arsenal of the Pentastar Maximum: 240/-29 Restore the Republic, a couple were acquired by the
Weapons: Alignment. The sheer cost of refit is what would see the Weapons: Corporate Sector and later a mothball yard of them would
42 Quad Heavy Turbolaser Batteries ships eventually scrapped as the refit cost is so prohibitive 14 Quad Turbolaser Batteries be discovered by the Pentastar Alignment.
Fire Arc: 10 Fore, 11 Port, 11 Starboard, 10 Aft that governments could build a brand new fleet of warships Fire Arc: 4 Fore, 5 Port, 5 Starboard • Proton Cannons: Tractor Defense is only ½ as
Crew: 5 or refit the craft. Most chose the former option. Crew: 4 effective. SPD & CPD are likewise ½ effective. They
Skill: Capital ship gunnery Skill: Capital ship gunnery also have standard range categories.
Fire Control: 2D • This is a civilian ship converted for war, ½ Armor Fire Control: 2D
Space Range: 3-15/35/75 Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km Atmosphere Range: 6-30/70/150 km
Damage: 80 (8D) Damage: 80 (8D)
Ultra Heavy Double Ion Cannon Battery
Fire Arc: Fore / Port / Starboard (Turret)
Crew: 20
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-14/34/67 (Sensor Range)
Atmosphere Range: 2-28/68/134 km (Sensor Range)
Damage: 300
Ammo: 320
124 Proton Cannons
Fire Arc: 20 Fore, 50 Port, 50 Starboard, 4 Aft
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 4-24/60/120
Atmosphere Range: 8-48/120/240 km
Damage: 90 (9D)
Ammo: 120 Torpedoes Per Launcher
Flack Defense: -120 Ammo = 216 Units Destroyed
36 Dual Laser Cannon Batteries
Fire Arc: 9 Fore, 9 Port, 9 Starboard, 9 Aft
Crew: 3
Skill: Starship Gunnery
Fire Control: 3D
508 509
Tri-Fighter What truly makes the Tri-Fighter unique among its other Vulture Snubfighter Droid Bomber
varied droid snubfighter counterparts is the fact that the
Craft: Colla Designs: Tri-Fighter craft has three droid brains controlling the functions of the Craft: Xi Char Variable Geometry: Vulture-Class Craft: Xi Char Variable Geometry: Vulture-Class
Affiliation: Separatists craft. The three brains allows the Tri-Fighter to ignore Affiliation: Separatists Affiliation: Separatists
Era: Clone Wars (Obsolete, discontinued) multiple action penalties until it’s 5th action (1st action is Era: Clone Wars (Obsolete, discontinued) Era: Clone Wars (Obsolete, discontinued)
Scale: Snubfighter free). Thus the craft performs on a professional level Scale: Snubfighter Scale: Snubfighter
Length: 5.4 meters almost all the time, in any circumstance. Other droid Length: 3.5 meters Length: 6.9 meters
Skill: Starship piloting snubfighters typically only have 1-2 droid brains (the Skill: Starship piloting Skill: Starship piloting
Crew: Droid Brains (3) bomber has 2). The only other instance of multiple droid Crew: Droid Brain (1) Crew: Droid Brains (2)
Crew Skill: 3DA/3D All Skills/3 FA (x3) brains, realistically, is the heavy ground support droid in Crew Skill: 3DA/2D All Skills/1 FA Crew Skill: 2DA/2D All Skills/2 FA (Pilot & Gunner)
Cargo Capacity: (73): 0 kilograms available the vehicle section with it’s four droid brains. Cargo Capacity: (44.5): 0 kilograms available Cargo Capacity: (87): 0 kilograms available
Consumables: 4 days (20 credit refuel) Consumables: 3 days (15 credit refuel) Consumables: 4 days (20 credit refuel)
Cost: 63,280 (Used Only) Other Notes: Cost: 51,000 (Used Only) Cost: 79,300 (Used Only)
Maneuverability: +7 (2D+1) • *Medium Laser Cannon can fire once per round as a Maneuverability: +7 (2D+1) Maneuverability: +4 (1D+1)
Space: 8 Free Action. The weapon is limited to only one shot Space: 10 Space: 7
Atmosphere: 1,050 Km/H; 1,455 MPR per round. Atmosphere: 1,200 Km/H; 1,665 MPR Atmosphere: 1,350 Km/H; 1,875 MPR
Hull: 55 (4D+1) Hull: 50 (4D) Hull: 59 (4D+2)
Armor: 35; Ablation: 25 (1D) • The 3 Light Laser Cannons are not limited in the Armor: 25; Ablation: 15 (L1) Armor: 25; Ablation: 15 (1D)
Shields: No Combat Shields amount of times they can fire per round. Shields: No Combat Shields Shields: No Combat Shields
Sensors: • Typical configuration has one Droid Brain fire the Sensors: Sensors:
Passive: 20/0 Light Laser Cannons and one fire the Buzz Droid Passive: 20/0 Passive: 20/0
Scan: 45/+3 (1D) Missile Launcher. Scan: 40/+3 (1D) Scan: 35/+3 (1D)
Search: 60/+7 (2D+1) Search: 60/+6 (2D) Search: 50/+6 (2D)
Focus: 3/+9 (3D) • In the event that any droid brain is disabled any other Focus: 3/+9 (3D) Focus: 3/+7 (2D+1)
Maximum: 120/-33 can fulfill the tasks of the others (all have the same Maximum: 120/-34 Maximum: 100/-34
skills, including piloting for the gunnery brains). Weapons:
Weapons: Weapons: 2 Blaster Cannons (Fire-Linked)
• Consider the craft to always be performing a Full
Medium Laser Cannon Action Starship Dodge. The piloting droid brain is 2 Blaster Cannons (Fire-Linked) Fire Arc: Fore
Fire Arc: Fore dedicated to it’s task. Fire Arc: Fore Skill: Starship gunnery
Skill: Starship gunnery Skill: Starship gunnery Fire Control: 1D
Fire Control: 2D • The Tri-Fighter lacks combat shields, however, it Fire Control: 0D Space Range: 1-5/10/18
Space Range: 1-3/12/25 possesses heavier than normal armor plating +2. Space Range: 1-5/10/18 Atmosphere Range: 100-500m/1/1.8 km
Atmosphere Range: 100-300/1.2/2.5 km Atmosphere Range: 100-500m/1/1.8 km Damage: 50 (5D)
Damage: 50 (5D) Damage: 50 (5D) 2 Energy Torpedo Launchers (Fire-Linked)
RoF: 1* See Notes Fire Arc: Fore
2 Energy Torpedo Launchers (Fire-Linked) Skill: Starship Gunnery
3 Light Laser Cannons (Fire-Linked) Fire Arc: Fore Fire Control: 2D+1
Fire Arc: Fore Skill: Starship Gunnery Space Range: 20 units
Skill: Starship gunnery Scale: Speeder Atmosphere Range: 20 km
Fire Control: 2D+1 Fire Control: 0D+1 Damage: 200 (9D/10x2)
Space Range: 1-3/12/25 Space Range: 20 units Ammo: 8 Torpedoes/Launcher (8 Total Shots)
Atmosphere Range: 100-300/1.2/2.5 km Atmosphere Range: 20 km Proton Bomb Launcher
Damage: 40 (4D) Damage: 200 (9D/10Dx2) Fire Arc: Below
Ammo: 4 Torpedoes/Launcher (4 Shots) Skill: Starship Gunnery
Buzz Droid Missile Launcher
Fire Arc: Fore Fire Control: -2
Skill: Starship Gunnery Space Range: 3/6/9
Fire Control: 1D Atmosphere Range: 300/600/900 m
Space Range: 30 units Damage: 130 (13D)
Atmosphere Range: 30 km Ammo: 24 Proton Bombs
Damage: None, see note.
Ammo: 6 Missiles
Missile Notes: Buzz Droids (4/missile)
have 1D Character Scale Body Strength
and deliver 2 points of Snubfighter Scale
damage per round each. Each Droid has a
25% chance to lock onto any ship in it’s
path (missiles must be fired ahead of the
targeted craft).
Difficulty to hit: -2DR of what it would be
to normally strike the target.
510 511
Trade Federation Landing Ship that they can be stored away easily aboard the massive
battleships. They were bound in place by powerful tensor
Craft: Haor Chall Engineering C-9979 fields to the fuselage when the craft is assembled for use.
Affiliation: Separatists / Independent Bulk Even the strongest metal alloys were unable to bear the
Era: Clone Wars immense cargo weight inside the wings, thus making
Type: Cargo Barge tensor fields essential for the craft.
Scale: Frigate
Notes:
Length: 370 meters
Skill: Capital ship piloting • Fighters converted to cargo, minimalist design.
Crew: 4, gunners: 0*, skeleton: 2/+3 (manually controlled)
Crew Skill: 3DA/3D All Skills/1 FA • Literally, the ship is a Droid. Crew space is provided
Passengers: 832 (troops) in the event it is used as a person shuttle for oxygen
Cargo Capacity: (5,600): 2 metric tons avail based life forms. It can, however, be piloted by droids
Consumables: 10 Days (84K Refit cost) or life forms, the droid pilot can be disabled easily at
Cost: 610K (New); 457K (Used) the main control console.
Hyperdrive Multiplier: None • All weapons are controlled by independent droid
Hyperdrive Backup: None brains.
Nav Computer: None
Maneuverability: -6 (3D) • Instead of giving the craft an artificially inflated hull
Space: 2 code it has been reduced to it’s normal value.
Atmosphere: 600 Km/H (can land); 835 MPR • If the Shield Generators are disabled (not just blown),
Hull: 280: 4 Locs (2D) and the craft is in flight, it begins to break apart in 1D6
Armor: 120/Loc; Ablation: 30 (2D) Rounds (The Generators must be destroyed, ionized or
Shields: 415/Loc (3D) crippled). For Example the Port Generator is
Sensors: destroyed, in 1D6 Rounds the Port side wings will rip
Passive 10/0 off the craft!
Scan 20/0
Search 40/+3 (1D) • Reduce Space by Atmosphere by 150 Km/H for each
Focus 2/+6 (2D) wing that “falls off”. Craft can be rendered incapable
Maximum: 80/-35 of flight.
Weapons: • The Space Engines are Center Mass and exempt from
failure.
5 Double Laser Cannons
Fire Arc: 4 Fore, 1 Port, 1 Starboard, 3 Aft • Cost is calculated based off a 2D, 2 location hull due
Crew: 1 to the modular nature of the craft, however, it is
Skill: Starship Gunnery actually 4 locations in combat.
Fire Control: 2D
Space Range: 1-3/12/25 • Guns & Sensors are Snubfighter Cost.
Atmosphere Range: 100-300m/1.2/2.5 km • Droid Repairs and Damage Refits all occur at a -1 DR
Damage: 40 (4D) while at the Barge.
Barge Size: 4 Units per barge • All repair times are ½ while at the Barge (for
Barge Capacity: 12 Units of ground forces & 832 battlefield assets).
Troops/ea
The Trade Federation Landing ships are designed to
transfer cargo from their cargo vessels to
planetary surfaces, and are adapted to
transfer troops and military vehicles in the
same manner. The adaptations made are
fairly minimal, with the installation of shields,
weapons and facilities for the fast unloading once
the ship reached the planets surface. As non-
combatant vessels Landing Ships mainly survived the
battles of the Clone Wars, and were sold off in the years
following the destruction of the Trade Federation.
512
Dreams Die Hard some Imperials defecting, yet most forming their
own little galactic kingdoms so to speak (some
their support to the Coruscant Jedi Council, there
was no Council left to ask for help. Nor did the
mattered. Like, not all ex-Imperial commands
they were after were dictators and emperors.
were incredibly large). powers that be, like Mon Mothma, Garm Bel Take for example, Charity Sector, one whose
Iblis and hundreds of others... Ever attempt to Female Admiral had liberated. She instituted
It all started with the Alliance of Free Worlds, the ask for their help. It’s not that they didn’t know reforms that allowed beings of every race and
next logical step toward the Republic. It was a that Jedi Knights and Masters had survived, it’s creed to be part of the sector and the sector itself
charter that formally signed on systems that were because, in their Hubris they thought that they was an amazing success. She even reached out
willing to defect, permanently, to the side of the could do it better without the Jedi. They, in some across the galaxy calling any and all Jedi willing
Rebels. That government entity was a short sense, blamed the Jedi for failing to identify to champion a free sector to her banner. This
lived, proving ground to see if it was actually good old Sheev Palpatine as the mastermind actually worked, they gained a number of Jedi
viable to try to put together a new Republic behind the fall of the Republic... Even though looking for a home that became the core of their
charter. We started to dream big and after just they were the ones who had failed, the Jedi were governmental checks and balances and dispute
shy of two years we had already drafted articles non political. Their only interest was to breakers and internal paragons of justice. The
of the New Republic, named for the old republic minimize casualties to the galactic whole and New Republic locked down the sector and
just with the “new” slapped to the front of it. keep civilians safe. Those damn politicians interdicted it, attempting to choke the sector to
should have thanked the Jedi for discovering death. Yet it did not die. It wasn’t until the
We didn’t have enough support to warrant such a Palpatine, but instead they were cast aside Admiral made a run for representation in the
bold title, which incidentally invoked a mad rush without a single thought of consideration. You New Republic, to reach a holonet buoy to get
from citizens of the galaxy to all become see, the Jedi Orders of the galaxy might have their story out that they received recognition.
members with representation to hear their been few and far between but they were like the One of the great excesses of the New Republic,
plights. This was the first point of failure for this fabric of reality for the Old Republic. Paragons in their overzealous prosecution of “War
New Republic. In the Old Republic, member of Justice and Stability. Remove that from the Criminals”, individuals that would have been
The thought of the New Republic was quite the systems were all given the ability to have a seat equation and you had squabbling on day one of executed under Imperial Command had they not
dream. For those of us in the Rebel Alliance, at the table and to be able to air their experiences the New Republic. Petty rivalries instantly followed orders, became the targets of galactic
every day was a blessing because you never and issues freely. Anyone in the Old Republic emerged, the government meant to replace the crusades that the New Republic would justify as
really knew if the Alliance was going to survive could openly request aid and generally speaking, Empire was instantly quagmired under it’s own “freeing the galaxy” when it was nothing short of
the next encounter with the Empire. The aid was granted in one form or another. The thoughtless inconsideration of past lessons. In the same level of tyranny that these sectors had
Imperials had 20,000 Star Destroyers... Yes, you Jedi, peacekeepers of the Old Republic had been fact, the large bulk of surviving senators had faced under the control of the Empire.
read that correctly, twenty thousand of them. there to settle disputes, put down conflicts and forgotten what it was to be a democracy.
Now that number consisted of anything from a quell any sort of Dark Side / Sith uprising for When I was speaking about the hundreds of
Victory II to an Imperial II, Tector or generally over a thousand generations. While the Jedi Now, for a time the cracks in the system didn’t systems that received almost no support... those
anything that was nine hundred to sixteen were never more than 20,000 in number they appear and that is because of forces of nature. were the lucky ones. The rest of the galaxy
hundred meters in length. That’s not even provided a level of stability and decent justice for Those massively influential people that carried didn’t even get a seat at the table. Systems and
considering all the Super Class Star Destroyers the quintillions of individuals in the known with them such a strength of purpose that the even entire sectors of space had to petition for
they had, and all the ships of the line, support galaxy. So, while the Old Republic might lend New Republic itself existed only because of their acceptance into the New Republic Senate for
and picket vessels and planetary garrisons. So, aid in the form of economic sanctions or sheer, seemingly inexhaustible, willpower. Mon months and possibly even years. With thousands
any thought of anything beyond the Rebel economic relief to lesser powers and some level Mothma was one such leader, Garm Bel Iblis of systems being ignored, denied or misplaced
Alliance was more of a dream than a possible of military, peace keeping fleet support to larger another. After those two, the only person who for membership. In a sense, the New Republic
reality. No one really knew what it would take to entities, the Jedi were always there as an even had a chance of holding it all together was perpetuated the Imperial holdouts as much as it
get the Empire to a point that they might be independent wild card to check the politics of the Princess Leia Organna. Aside from those three, fought to eradicate them.
defeat-able. republic. At times they were used and other everyone else was incompetent (Cal Omas was
times they provided oversight to the Old actually sort of a visionary, but he took power When we look back at the nature of the conflicts
Possibly the largest point in our favor was that Republic. The point here is that they were when the New Republic was circling the drain). that surrounded the New Republic we see a
the Empire and by extension, the Emperor around and established, respected and even Self important individuals that couldn’t be series of incidents that were spurred into
himself, never took the Rebel Alliance seriously. feared by their enemies. When we put together bothered over petty squabbles and only cared existence due to gross incompetence of the ruling
Yes, they showed up to kick our asses repeatedly the New Republic Charter, the Jedi Order, as a about their own power and maintaining it. They bodies. New Republic intelligence was always a
and that generally eclipsed most of their defeats peace keeping force, was largely extinct. cared more about the shoes they wore and their formidable entity, and they always provided
at the hands of Rebels because those wins for us formal attire than actual, effective, governance. incredible levels of detail on tracked entities.
were so rare. However, we got to this point that Sure, you might ask where the Saber Rakes That is, when they were actually dispatched to do
something more was possible. With the death of were? Those Tapani Nobles and their children Hundreds of systems received next to zero so (which was rare). If it didn’t concern the core
the Emperor at the Battle of Endor the tides that survived the shelling of the Pelagian Jedi support from the New Republic. Often left to worlds, of whatever the core of the New
shifted substantially. Decades old animosities Academy. Well, they were busy with Tapani fend for themselves. The New Republic, in the Republic was at that time (before Coruscant was
emerged and all the corruption that existed in the Sector affairs. Their order was always more early years was so hellbent on eradicating the liberated), it essentially didn’t exist. The New
Empire fragmented it along political lines. With Grey than anything else. While they always lent Empire that they missed the little nuances that Republic had a tendency to set it’s sights on
514 515
“targets”. These targets were typically shipyards, Most people I talk to say that it’s better that there CEC ZA-8050 This was Corellian Engineering Corporation’s initial
ship designs, economic boons, bread basket was a New Republic than no republic at all... The response to the re-introduction of the Ghtroc 720. The ship
is smaller and sacrifices passenger space compared to the
worlds, etc. If you weren’t one of those funny thing is that even though I was a hardcore Craft: CEC ZA-8050 light freighter
other vessel, however, in it’s own right the craft is still very
mentioned above you were largely overlooked. Rebel Spec Ops officer, sometimes I think the Affiliation: General
Era: New Republic capable. Sporting many stock Corellian systems at a base
Now, if you were one of those systems galaxy was better off with the Empire in charge. Type: Light freighter level. Even the Fire Control on the guns is basic until you
mentioned above there was a good chance that That’s not to say I agree with any of their ideals Scale: Transport consider the volume of fire coming off the emplacement
the New Republic was putting together a or that I condone the Empire’s cruelty and rule Length: 23 meters itself. It was meant as an inexpensive ship to release fast,
and fill in gaps where the CEC was loosing financial
“Liberation Force” to free you. Even if you had by fear tactics. It’s to say that the galaxy would, Skill: Space transports: ZA-8050
ground to the Ghtroc 720. It incorporates a multi deck
no desire to be freed from your current ruling likely, never have fragmented as much as it did Crew: 1 & 1 can coordinate, gunners: 2; can be fired from
Bridge at -6 (-2D) cargo system similar to the Ghtroc series with a pair of
governance. The New Republic justified under New Republic control. The New Republic Crew Skill: Varies Wildly cargo elevators in addition to the main boarding ramp.
corporate takeovers and land grabs with the failed in almost every major conflict it ever had Passengers: 4 Notes:
headline “Liberation Fleet” which was nothing to participate in. This all culminated with the Cargo Capacity: (115): 114.9 metric tons available
more than what the Imperials used to call galactic conflict against the Yuuzhan Vong. The Consumables: 2 Months (5,600 Credit Refuel cost) • The ship is easy to maintain in addition to the
Cost: 117,000 (New); 88,000 (used) standard Corellian designs which make it easy to
“Nationalization” by force. New Republic failed so hard that they allowed modify. -1DR to all repairs and modifications.
Hyperdrive Multiplier: x2
Ithor to be destroyed, Coruscant fell and was Hyperdrive Backup: x12
Any conflict that we study, where the New forcibly terraformed, countless worlds were • Refresher & Auto Chef
Nav Computer: Yes
Republic eventually became embroiled, has them sundered and their moons were pulled into them Maneuverability: -6 (1D) • Captains Cabin features Small Sink, Mess Kit and
responding at the last and worst possible turning the worlds into a shattered hell-scapes. Space: 5 Desk with Computer / Entertainment Screen.
moment. The Heroes of the Rebellion were One such incident claimed the life of Chewbakka Atmosphere: 800 Km/H; 1,110 MPR • 2 Faberstein-Lago PES-550 One Man Escape Pods
Hull: 90/Loc: 2 Locs: Fore & Aft; (4D)
typically involved, waging their own personal the famous Wookiee companion of Han Solo. Armor: 25/Loc; Ablation: 15; 2 Locations (1D) • Bridge Acts as an Escape pod for 4
wars of political maneuvering, peace keeping Shields: 30/Loc (2 Generators, 1D)
The New Republic is gone, the Yuuzhan Vong • Insufficient Escape Pods for a full crew (2 under)
and even fighting for their lives with any friends Sensors:
conflict was it’s Death Knell. Around 28 ABY
and troops they could scrounge for months if not Passive: 25/0 • Suffers Maneuverability penalty from Armor (-3)
(that’s After Battle of Yavin for those not in the Scan: 50/+3 (1D)
years before the New Republic ever got know) a new galactic governance was formed. Search: 70/+6 (2D) Here’s another little gem I literally stumbled across the
involved. These Heroes were not simply the big The New Republic only managed to survive for Focus: 2/+9 (3D) first day it hit the showroom floor. I bought the floor model
ones we all know like Han Solo, Luke Skywalker Maximum: 140/-34 after some maneuvering and got it for the “used” price.
about 24 years... However, some sources claim
and Princess Leia. They were anyone who had One hell of a deal. Quite the upgrade from my old Ghtroc
the New Republic lingered on until 34 ABY. Weapons:
been discarded by the New Republic, branded 2 Light Quad Laser Cannons 720 since I couldn’t find one of the new ones… They’re in
obsolete and unnecessary. Placed into The Galactic Federation of Free Alliances, also Fire Arc: Turret (Dorsal & Ventral) demand, and now, these are too. Just that they’re
impossible situations by the rise of the new, known as the Federal Galactic Republic, but Crew: 1 available. CEC is a huge company. I have to note that I
was surprised how readily the parts from my old 720 drop
stagnant, republic. These were Rebel Spec Ops most commonly the Galactic Alliance, was the Skill: Starship Gunnery
into this baby. It’s clear CEC engineered it that way. I
visionaries that commanded rogue fleet groups galactic government directly following the New Fire Control: 3D
Space Range: 1-3/12/25 dropped the cockpit guns right on this baby, there were
that never stopped fighting for justice and Republic. Incorporating most of the known Atmosphere Range: 100-300/1.2/2.5km power conduits pre run to a modular port… I stripped my
freedom when the New Republic stopped. galaxy, the Galactic Alliance was the first Damage: 40 (4D) old 720 to bitch this baby out.
Always re-defining the map in favor of free government to achieve this since the Galactic - Dugeor “Blind Eye” Spirro
systems than oppressed ones. Rebel Spec Ops Empire.
was one of the casualties of the “Legitimacy” of "A peaceful Galactic Alliance is the strongest
the New Republic. Essentially, these radical and pillar of a peaceful galaxy."
utterly devout followers of the Rebel Alliance ―Luke Skywalker
were unflinching in their duty and never stopped
executing their operations without support from Thanks Luke, any more words of wisdom? No?
their government. They were disavowed at first, Please shut up then. The term New Order was
though some were even supported in clandestine applied to the Alliance for a short period of time.
fashion. Other’s were hunted like common I think they figured that was a bad omen, since
criminals. A few of these groups could easily be the Galactic Empire used to refer to itself as the
called radicalized terrorists on a good day, and “New Order”. The rest of the time, after that
they generally didn’t help the cause. They were political faux-pass it was referred to as the Old
people like Saw Guerra who never stopped Order... For no particular reason. This one
fighting and the Rebel Alliance and the fledgling manages to survive for about eighty years before
New Republic owed a debt to that was so great it going tits up. That, however, is another story
could never be repaid. Yet the New Republic entirely. I will leave the ruin of the rest of
essentially turned their back on these patriots. It galactic history to someone who actually gives a
was a clear sign that the New Republic was shit.
already rotting from within. -Disenchanted Armchair Historian
516 517
A-9 Vigilance Interceptor the process of developing the A-10 interceptor, which A-10 Vigilance II Republic who was fielding them. Unbeknownst to all the
would address the problems with the A-9. In the Second parties involved, there were telemetry sensors all over the
Craft: Kuat Drive Yards A-9 Vigilance Interceptor Galactic Civil War, a number of them were in the Corellian Craft: Kuat Drive Yards A-10 Vigilance II A-9 that reported directly back to KDY on specific metrics.
Affiliation: Empire, New Republic, Independent Defense Force. Affiliation: Corellia. Independents, Imperial Warlords It was a design choice that they realized they would be
Era: New Republic/Dark Empire (9ABY) Era: New Republic (11 ABY) caught for and likely be held accountable for. However,
The integrated sensors that KDY has scattered all over the the data provided by the field “spying” was deemed too
Scale: Snubfighter A-9 were never discovered. The sensor connections were Scale: Snubfighter
Length: 7.4 meters Length: 7.5 meters valuable to ignore. Even if those parties did level suit
severed from high G maneuvers and the sensors against KDY the data from using multiple superpowers as
Skill: Starship Piloting themselves disintegrated under the stress. However, Skill: Starship Piloting
Crew: 1 Crew: 1 Beta Testers would vastly outstrip any and all fees.
eventually, engineers would discover that the A-9 was
Crew Skill: Typically 2D outfitted with a Holonet Transceiver that could send and Crew Skill: Typically 3D After they had incorporated all the data they could intro the
Cargo Capacity: (92.5): 38.5 kilograms receive information. Most techs that found this device Cargo Capacity: (93.75): 8.75 kilograms new design (or re-design), they had no need to include the
Consumables: 4 Days (40 Credit Refuel cost) either took it for themselves or sold it for a small fortune! Consumables: 4 Days (40 Credit Refuel cost) holonet transceiver in the new design. Thus that
Cost: 90,400 (New); 67,800 (Used) Cost: 146,400 (New); 109,800 (Used) component would not be carried forward, however, it
Maneuverability: +13 (4D+1) Notes: Maneuverability: +14 (4D+2) would be an optional add-on a the time of purchase. The
Space: 12 • Easy controls: +1 to Free Actions for the Pilot Space: 13 beauty of their design being so similar to the A-9 would
Atmosphere: 1,300 Km/H; 1,805 MPR Atmosphere: 1,300 Km/H; 1,805 MPR yield other benefits like being able to use all the
Hull: 39 (2D+2) • Training Boost: The A-9 is easy to pilot and even Hull: 40 (3D) aftermarket parts for the A-9 on the A-10 and largely being
Armor: 25; Ablation: 15 (1D) easier to learn how to fly it. Afford trainees in the A-9 Armor: 25; Ablation: 15 (1D) compatible with most (if not all) of the A-9’s parts as well
Sensors: an additional Character Point per session while Shields: 30 (2D)
Passive: 10/+3 (1D) training in the craft. This benefit ends after the Sensors: The biggest difference between the A-9 and the A-10 is the
Scan: 35/+7 (2D+1) individual has gained 5. Passive: 15/+3 (1D) fact that the wings were extended, allowing for the Turret
Search: 60/+10 (3D+1) Scan: 45/+7 (2D+1) to fire in all directions without being impeded. That was
• Missing Launchers: The design has a pair of wing the largest architectural change and the shifting of the
Focus: 3/+12 (4D) ports, that have nothing in them. It’s speculated that Search: 60/+13 (4D+1)
Maximum: 120/-30 Focus: 3/+12 (4D) engines require the craft to be elongated by .1 Meters.
the fighter could have been provisioned with a pair of The engine performance increase is an engineered
Weapons: Concussion Missile Launchers or Proton Torpedo Maximum: 120/-27
2 Medium Laser Cannons (Fire-linked) Weapons: enhancement that is made available to all A-9 owners for
Launchers. 1,000 Credits.
Fire Arc: Fore Heavy Pulse Laser Turret & Targeting Laser
Skill: Starship gunnery Fire Arcs: All KDY deployed a brand new Heavy Pulse Laser as the main
Fire Control: 1D+1 There are several modifications for the craft: Skill: Starship gunnery armament, the gun is designed to fire 15 round bursts and
Space Range: 1-3/12/25 • Turret: The most prominent of which allows the A- Fire Control: 4D* + Targeting Laser: 5D deliver maximum damage to any location. The additional
Atmosphere Range: 100-300m/1.2/2.5 km 9’s main cannon array to operate as a Turret. This Space Range: 2-6/16/32 of the Targeting Laser was a late addition where KDY
Damage: 63 (6D+1) allows it to fire down and aft, and can actually fire Atmosphere Range: 200-600m/1.6/3.2 km reached out to Slayn and Korpil and licensed some of their
over and under the port and starboard engines. The Damage: 90 (9D)* Full Burst targeting IP. For a small cut of the profits, Slayn and
Designed by Kuat Drive Yards, famous for its Imperial- modification costs 3,500 Credits and adds +1D (not a
class Star Destroyers, the A-9 was an attempt to enter the Targeting Laser Korpil was more than happy to outfit them with an
mod) to the Fire Control Package as well. Fire Arcs: All accuracy and range booster. This elevated the Pulse Laser
very profitable Imperial starfighter market. Though KDY
was a major manufacturer of fighters for the Galactic • HyperDrive: Class 1: 24,000 Credits Skill: Starship gunnery to a level just beyond the standard ranges for a Turbolaser.
Republic during the Clone Wars, the Imperial market was • Shield Generator Class 1: 1D; 3,000 Credits Fire Control: +1D (to above cannon) The first customer was the Corellian Sector, who updated
largely dominated by Sienar Fleet Systems, makers of the Range: Short x2 / Medium + 25% / Long + 22% their planetary fighter wings and capital based fighters with
TIE Series. The A-9 was intended to fulfill the Imperial • Shield Generator Class 2: 2D; 6,000 Credits
2 Light Concussion Missile Launchers (Fire-Linked) the A-10 after seeing a test first hand. A number of
Starfighter Corps' desperate need for a faster, more • 2 Torpedo Launchers: 2D Fire Control; 9D Damage; Fire Arc: Front Imperial Warlords lined up to purchase the
maneuverable fighter to deal with the New Republic A- Range: 20 Units; Ammo: 2 Each. 60,000 Credits Skill: Missile weapons: concussion missiles snubfighter and the rest went to independent
wing interceptor. Released almost six years after the Battle Fire Control: 3D+1 + Targeting Laser: 4D+1 systems.
of Endor, shortly after the defeat of Grand Admiral Space Range: 60 units
Thrawn, the vessel the Empire received did not fully CockpII Notes:
Atmosphere Range: 60 km
meet these requirements. In true Imperial fashion, Damage: 140 (6D/7Dx2) • The A-10 accepts all the
the craft had no shields or hyperdrive, requiring the Ammo: 6 Advanced Missiles per Launcher (6 aftermarket modifications that
craft to operate from a fixed base or starship. Like Wing Shots) the A-9 has available.
TIE series craft, A-9s were generally deployed in Laser Cannons
large numbers to compensate for their shortcomings Thrust Engine Kuat Drive Yards engineers went back to the
and replaced as required. drawing board with the A-9. The A-9 was not
considered a loss to the engineering team or
After Norval II rebelled against its governor Abam Thrust Nozzle
the company. It had been decades since they
Power Generator
Tev and successfully removed its government, the Cockpit Pod had actively competed in the
New Republic gained access to the new A-9 Cockpit
Snubfighter market and they
interceptors. This proved to be a boon to the considered the lessons learned
beleaguered New Republic military after the fall of • The Easy Controls & Training
Sensor Arrays from the A-9 to be an Boost from the A-9 also apply
Coruscant, as the A-9, along with the new E-wing excellent initial foray
fighter, helped to even the odds when Emperor to the A-10.
into the market.
Palpatine's forces attacked the ocean world of Dac. Servo Driver • 2 Foreward mpunted Search Lights
Laser Cannons (with modification While actively working on the (+2 to search tests 6 Space Units
While it was never widely adopted because of its an—i— to fire independently)
follow up model to the A-9, KDY
technical shortfalls, the A-9 continued to show up in Servo Driver and under)
paid very close attention to the
Imperial Remnant fleets, as well as in New Republic/ Thrust Engine
performance characteristics of the A-
Power Generator
Galactic Alliance squadrons years after its 9 an it’s combat performance. They worked
introduction. It was often rumored that KDY was in Side View closely with the Empire, Independents and the New
518 519
YT-1300 right in! Yes, this is the entrepreneur's dream come true! HWK-300 Heavy Courier design that saw limited exposure and poor sales. It was
Sporting updated bantha hide surfaces, holo table, holonet completely unpopular as it looked nothing like their typical
Craft: CEC YT-1300S (Sport Model) transceiver, and a Captain's cabin to die for, complete with Craft: Corellispace HWK-300 light freighter designs and was poorly received as a result. The design sat
Affiliation: General gravity controlled hot tub! Affiliation: General / New Republic / Mercenaries for decades prior to being acquired by Corelli Space. The
Era: New Republic Era: Early New Republic+ most notable instance of the HWK-290 is the Moldy Crow,
Corellian Engineering Corporation is proud to reintroduce that is piloted by Kyle Katarn and Jan Ors.
Type: Light Freighter you to the ship design that became a legend in the hands of Type: Armored Transport
Scale: Transport it’s owners, one last time. For a limited time only, the YT- Scale: Transport, Maneuvers as Snubfighter The HWK-300 represents a bit of a departure from the
Length: 25 meters 1300 will be sold at it’s original factory price. Length: 20 meters original craft (which Corellispace has since renewed
Skill: Space transports: YT-1300 Skill: Space transports: HWK-290/300 light freighter production). However, it’s become an enthusiast sensation
Crew: 1, 1 can coordinate, gunners: 2 • All repairs & modifications to the vessel are at two Crew: 1 to 2 (Can Coordinate) at its outselling more capable transports with more
Crew Skill: Varies widely difficulty levels lower (-6). Crew Skill: Varies Wildly capacity as people are re-defining what they are after and
Passengers: 4 • Suffers Maneuverability penalty from Armor (-3) Passengers: 2 willing to deal with.
Cargo Capacity: (150): 149.9 metric tons available Cargo Capacity: (10): 10 metric tons
Consumables: 2 months (5,600 credit refuel cost) Consumables: 2 months (2,800 credit refuel) The craft has the handling of a Snubfighter and the
• The Cockpit acts as a 4 seat escape pod; Space: 1; performance of one as well. It sports enhanced engines
Cost: 92,000 (new); 69,000 (used) Atmo: 100Km/H, 2 Weeks Consumables, Emergency Cost: 156,800 (New); 313,600 (Used Only)
Hyperdrive Multiplier: x2 Hyperdrive Multiplier: x1 from it’s progenitor, this vessel is highly sought after by
Beacon. Mercenaries, Race pilots, Enthusiasts and even fighter
Hyperdrive Backup: x12 Hyperdrive Backup: x6
Nav Computer: Yes Nav Computer: Yes pilots. It’s bigger brother has become a more common
• Vented Engine Array: Allows for short duration
Maneuverability: -3 (2D) Maneuverability: +6 (3D) sight in the space lanes, while the HWK-300 is typically
SLAM operations at double Space Units (12). It can
Space: 6 Space: 9 seen only in the hands of experts and those lucky few that
effectively vent all the additional heat of pushing the
Atmosphere: 900 Km/H; 1,250 MPR Atmosphere: 900 Km/H; 1,250 MPR have managed to get a hold of one.
engine array well beyond spec; 4 Round Operation.
Hull: 110/Loc; 2 Locs: Fore & Aft (5D) +6 to all maintenance routines for 1 month after Hull: 120/Loc; 2 Locs: Fore & Aft (5D+1) Good luck getting one of these babies for cheap. The
Armor: 25 / Ablation: 15 (1D) engaging it. Armor: 80; Ablation: 30 (2D) resale on used ones is almost double what the company is
Shields: 30 (2 Generators, 1D) Shields: 50 (2 Generators, 2D) selling them for. The interior is even sportier, than the
Sensors: • Refresher Booth Sensors: original. I’ve been on their official wait list for over 3
Passive: 10/0 Passive: 30/+3 (1D) years now…
Scan: 25/+3 (1D) • Auto Chef Scan: 60/+6 (2D)
Search: 40/+6 (2D) Search: 90/+9 (3D) • The HWK-300 possesses double the advanced armor
Focus: 2/+9 (3D) • Basic Machine Shop Focus: 10/+12 (4D) that the 290 had, stock.
Maximum: 80/-34 Maximum: 180/-31 • The design gained 1 meter that was designed to
Weapons: • Basic Med Bunk Weapons: maximize cargo capacity and it actually stretch the
Corellian Quad Laser Cannon interior just enough to add a third bunk row, that
Fire Arc: Dorsal Turret • Captain’s Cabin has a Display / Entertainment screen, Double Heavy Turbolaser Cannon (Fire-Linked)
Fire Arc: Ventral Turret extends into the main cabin when used for 2
Skill: Starship gunnery Private Conventional Shitter, Sonic Shower and Sink occupants.
Fire Control: 3D Skill: Starship Gunnery
Space Range: 1-3/12/25 • Game Table Fire Control: 3D • Auto Chef in bunk cabin and Refresher Booth
Atmosphere Range: 100-300/1.2/2.5 km Space Range: 2-5/15/30
Atmosphere Range: 200-500m/1.5km/3km • Dual Holo Transmitters on the Bridge (Holo HUDs)
Damage: 50 (5D) • Lounge
Damage: 80 (8D) • Holo Transmitters each double as Enhanced
The Legendary YT-1300 returns! The design that inspired I was walking into a local CEC store to pickup some parts Entertainment devices.
over five decades of galactic citizens to leave the safety of for my YT-2400 and when I saw this, I traded the old bird The HWK-300 is a less known starship design that closely
their worlds and reach out into the stars. Now with newly • 2 Fold down seats in on the bridge.
in, on the spot. They even gave me a fair trade, I paid resembles the performance characteristics of a Courier ship
re-engineered cargo bays, engines, flight endurance, hull nothing, and they brought her up to the 2400’s specs for and has some amenities of a yacht. It’s seating and bunks • Bridge acts as a fully featured Lifeboat / Escape Pod
strength, armament, agility and more! brand loyalty. Repairs are effortless, Solo is going to be so are of better than normal quality while still remaining supporting 4 individuals for up to 2 months.
There is nothing quite like a YT-1300. Pictured is the sport pissed when he sees my ship! rugged enough to qualify the interior as “sporty”. • Suffers ½ the Maneuver penalty from Armor (-3)
model, with centralized cockpit. No other starship in the -Dash Rendar The craft originally debuted as the, HWK-290 a CEC
galaxy can match her wide availability of after marked
modifications that are readily available and ready to drop
520 521
Z-95-AF5 Headhunter Ammo: 8 per Launcher (8 Shots) TIE/LN-S Inability to repair easily coupled with lack of combat
durability have led way to some notable enhancements for
The Z-95 Headhunter, a legend reborn! the venerable fighter.
Craft: SubPro Corp Z-95-AF5 Based off the legendary durability of the old Z-95 designs Craft: Sienar Fleet Systems TIE/Ln-S
Affiliation: Any and created an evolutionary craft. SubPro has cunningly Affiliation: Empire One notable tweak to the design that was heavily field
Era: New Republic integrated maximum armor plating into the superstructure. Era: Late Rebellion+ tested with during the crisis with Admiral Zarrin. When
Scale: Snubfighter (Transport Upscale) Designed with easily replaceable armor tiles. They Type: Space superiority fighter the fighter was outfitted with 4 Concussion missiles, slaved
Length: 13 meters increased the magazine capacity for the missiles by 1 per Scale: Snubfighter to the fire control of the main guns. This allows for
Skill: Starship Piloting bay and added a robust standard armament. The new Length: 6.3 meters additional flexibility to give the fighter added punch and
Crew: 1 or 2 (Co-pilot can coordinate) design shares more of the look of Old Republic fighter Skill: Starship Piloting allows it to operate in a similar capacity to most Rebel
Crew Skill: Varies Wildly craft like the ARC-170. Her maneuverability was updated Crew: 1 fighters, as a limited bomber.
Cargo Capacity: (162.5): 22.5 kilograms to modern standards and speed was increased to exceed the Crew Skill: Typically 2D
Consumables: 14 Days (280 Credit Refuel cost) X-Wing and compete directly with other cutting edge Cargo Capacity: (79): 9 kilograms Twenty years of research at Maw Installation yielded a
Cost: 158,600 (New); 119,200 (Used) heavy fighters. She retains her atmospheric performance Consumables: 3 days (15 Credit Refuel Cost) couple notable improvements that were able to be
Hyperdrive Multiplier: x2 edge as well. Cost: 84,000 (New); 63,000 (Used) incorporated into the basic design at no additional cost. By
Nav Computer: Yes Maneuverability: +8 (+2 in Atmo; 2D+2/-2D in Atmo) tweaking the ion engines coupled with a slight refinement
Notes: to the mass production process has yielded an increase in
Maneuverability: +9 (+12 in Atmo / Grav Wells; 3D/4D) • It targets as a Snubfighter, however, it’s hull durability, Space: 11
Space: 10 Atmosphere: 1,250 Km/H; 1,735 MPR performance. The fighter now equals the base speed of the
engines and power systems are Transport Scale. No interceptor.
Atmosphere: 1,350 Km/H; 1,875 MPR Armor performance penalty. Hull: 35 (2D+1)
Hull: 90 (4D) Armor: 20; Ablation: 10 (+2) Another notable feature much sought after from various
Armor: 50; Ablation: 40 (2D) • +2 to Armor for SubPro Design Shields: 30 (2D) commanders includes an ejection couch. This is a request
Shields: 30 (2D) • +3 Difficulty to all repairs and mods w/o SubPro Tools Sensors: that comes from Grand Admiral Thrawn, who has in recent
Sensors: I haven’t been so excited to see more legitimate Passive: 20/0 months, made a very compelling argument that pilots
Passive: 25/0 competition enter the market place. Apparently, a Scan: 40/+3 (1D) should not be wasted and that a pilot who survives multiple
Scan: 40/+3 (1D) disgruntled group of Frei-Tek, Incom & Sienar Fleet Search: 60/+6 (2D) engagements is going to be a pilot that will more
Search: 55/+6 (2D) Systems engineers left their respective companies and Focus: 3/+9 (3D) effectively deal with future threats.
Focus: 2/+6 (2D) pooled their capital together to purchase the defunct Maximum: 120/-34
Maximum: 110/-34 Weapons: The benefits of this new development trickled down the
SubPro Corporation. They hit the ground running with
Weapons: 2 Laser Cannons (Fire-linked) line to other (New Republic Era) TIE Models as well.
this baby. This fighter will give an E-Wing a run for it’s
2 Medium Laser Cannons (Fire-linked) money. I bought mine the moment it hit the market. It has Fire Arc: Front Don’t let the enhancements fool you, this craft is still a
Fire Arc: Fore a “vintage” high tech HUD not seen since the days of Old Skill: Starship gunnery deathtrap. I have it on good authority that occasionally
Skill: Starship gunnery Republic. The second seat even converts into a full sized Fire Control: 2D+2 the overtaxed reactors on these babies have unpredictable
Fire Control: 3D double bed. Chicks dig it! Space Range: 1-4/16/33 results, especially now with shields. Pilots have been
Space Range: 1-3/12/25 - Jak Hob “SubPro Super Fan” Atmosphere Range: 100-400/1.6/3.3 km cooked in their acceleration couches, literally…
Atmosphere Range: 100-300/1.2/2.5 km Damage: 56 (5D+2)
Damage: 60 (6D) What people don’t realize is that the engineering geniuses • All TIE craft enjoy a solar panel efficiency bonus of
2 Concussion Missile Launchers (Fire-Linked) over at SubPro actually used their heads. They built this 2 Missile Racks (Considered 1 Launcher)
Fire Arc: Front 50% reduced refuel costs.
Fire Arc: Front baby out of civilian transport grade materials. It yielded a
Skill: Missile weapons: concussion missiles much more rugged space frame that’s easier to work with Skill: Starship gunnery
Fire Control: (Slaved to Main Fire Control) • Light Armor Plating: +2
Fire Control: 2D and much cheaper to mass produce. I can use almost any
Space Range: 30 units ship scrap to repair it. Space Range: 30 Units
Damage: 80 (8D) • Poorly Maintained TIE/LN-S fighters will manifest
Atmosphere Range: 30 km issues gradually, over time. Per day after roughly a
Damage: 180 (8D/9Dx2) -Wedge Antillies Ammo: 4 Units
month that the main drive system has been neglected
Due to numerous field trials and over 2 decades of service there is a 1 in 6 chance (stacks) of a system on the ship
the fighter has finally begun to show its deficiencies. going haywire (even cooking a pilot to death).
522 523
Scimitar Assault Bomber Fire Arc: Ventral & Fore (Concussion Missile Ports) TIE Interceptor II Damage: 90 (9D)
Skill: Starship gunnery Ammo: 2 Missiles each rack
Craft: Sienar Fleet Systems T.I.E. - Scimitar Fire Control: 3D+2 Craft: Sienar Fleet Systems T.I.E. Interceptor Refit
Space Range: Varies per Ordinance Type TIE Interceptors were always lethal, this just makes them
Affiliation: Empire Affiliation: Empire competitive in the times of the New Republic on almost
Era: Thrawn Trilogy (New Republic) Atmosphere Range: Varies per Ordinance Type Era: Thrawn Trilogy
Damage: 90 (Concussion Missiles); Varies per Type every level. The TIE Interceptor benefits directly in line
Scale: Snubfighter Scale: Snubfighter with the advancements coming out of the Maw Installation
Length: 13.8 meters Ammo: 24 Concussion missiles + one other type Length: 7.2 meters
Proton Torp Launchers hold 48, 90+ Torpedoes. Super TIE design program. Eventually, this information
Skill: Starship piloting Skill: Starship piloting fell into the hands of Sienar Fleet Systems after being
Crew: 1 Space Bomb Launchers hold 48, 120+ Bombs. Crew: 1
Rocket Launchers hold 48, 100+ Rockets. apprised of the Maw Installation and it’s programs by the
Crew Skill: Typically 4D Crew Skill: Typically 4D New Republic after encountering Admiral Daala. Sienar
Cargo Capacity: (172.5): 7.5 kilograms If they were carrying advanced ordinance the values Cargo Capacity: (90): No space available vetted the design advancements and incorporated them into
Consumables: 6 days (30 Credit Refuel cost) change (Like seeker missiles, Advanced Missiles or Consumables: 4 days (20 Credit Refuel cost) their existing lineup. Another notable feature much
Cost: 131,000 (New); 98,000 (used) Torpedoes, Advanced Space bombs or Heavy Rockets) The Cost: 118,000 (New); 88,000 (used) sought after from various commanders includes an ejection
Maneuverability: +9 (+6 in Atmo; 3D/2D) launcher can also handle other specially packed payloads, Maneuverability: +12 (+9 in Atmo); (4D/3D) couch. This is a request that comes from Grand Admiral
Space: 10 27 air-deployed mines, 30,000 plastic leaflets. Space: 12 Thrawn, who has in recent months, made a very
Atmosphere: 850 Km/H; 1,640 MPR Atmosphere: 1,400 Km/H; 1,945 MPR compelling argument that pilots should not be wasted and
Hull: 60 (5D) The Scimitar is designed to carry 16 Concussion Missiles Hull: 49 (3D+2) that a pilot who survives multiple engagements is going to
Armor: 40 / Ablation: 30 (2D) (8 per Forward launch tube) in addition to a secondary Armor: 20; Ablation: 10 (+2) be a pilot that will more effectively deal with future threats.
Shields: 40 (3D) payload for the Ventral deployment mechanism. Shields: 40 (3D)
Sensors: Sensors: • All TIE craft enjoy a solar panel efficiency bonus of
• All TIE craft enjoy a solar panel efficiency bonus of 50% reduced refuel costs.
Passive: 20/0 50% reduced refuel costs. Passive: 25/+3 (1D)
Scan: 40/+3 (1D) Scan: 40/+6 (2D) • Light Armor Plating inherited from the TIE/LN-S: +2
Search: 60/+6 (2D) Search: 60/+6 (2D)
Focus: 3/+9 (3D) Focus: 4/+11 (3D+2) • The ejection couch is equipped with a controllable
Maximum: 120/-34 Maximum: 120/-34 repulsor landing system (and a parachute). Standard
The brainchild of Grand Admiral Thrawn, specifically Survival Pack Attached, 2 Weeks Condensed Rations,
designed to compete with the ever evolving New Republic Weapons:
2 Weeks of Water. Doubles as a flotation device and
Snubfighter threat. 4 Laser Cannons (Fire-linked) the materials of the chair will break down to form a
Weapons: Fire Arc: Fore single occupant shelter that will resist temperatures
2 Laser Cannons (Fire-linked) Skill: Starship gunnery and remain environmentally sealed for 1 month
Fire Arc: Fore Fire Control: 3D+2 (powered off the fusion generator in the survival
Skill: Starship gunnery Space Range: 1-4/16/33 pack).
Fire Control: 2D+1 Atmosphere Range: 100-400/1.6/3.3 km
Space Range: 1-4/16/33 Damage: 70 (7D) • The cabin is capable of holding atmosphere, in a
Atmosphere Range: 100-400/1.6/3.3 km departure from the standard TIE designs and the older
Damage: 60 (6D) 2 Missile Racks (Considered 1 Weapon) Interceptor. This is more of a creature comfort for
Fire Arc: Front veteran pilots. However, suitability in pilots of the
Multi-Ordinance Launcher(s) Skill: Starship gunnery craft has increased as a result. Increase all Survival
Fire Control: (Slaved to Main Fire Control) & endurance tests by +1 for the pilot as long as they
Space Range: 30 Units are wearing standard TIE flight suits.
Atmosphere Range: 30 km
524 525
Belarus Medium Cruiser Space Range: 1-3/12/25 E-Wing-A/B/C/D • Jettisoning a Cannon reduces the Damage by -10
Atmosphere Range: 100-300m/1.2/2.5 km Points, and the Fire Control by -3.
Craft: Loronar Belarus-class Medium Cruiser Damage: 70 (7D)* Craft: Frei'Tek Inc. E-wing Starfighter: Type A What they’re not telling you is almost worse than the tale
Affiliation: New Republic / Independent / Spec Ops *Light Burst Incorporated Affiliation: New Republic of the Zebra II... In the initial instances of the fielding the
Era: Early New Republic 12 Tractor Beam Projectors Era: A: New Republic, B: Dark Empire, C: Black Fleet craft the flaw with the cannons hadn’t been discovered due
Type: Medium Line Cruiser Fire Arc: 3 Fore, 3 Port, 3 Starboard, 3 Aft Crisis, D: Yuuzhan Vong Era to poor quality control at Frei’Tek. The cannon’s weren’t
Scale: Destroyer Crew: 1 Scale: Snubfighter jettison-able... Furthermore, you didn’t even realize
Length: 400 meters Skill: Capital ship gunnery Length: 11.2 meters something was wrong until just moments prior to the gun
Skill: Capital Ship Piloting Fire Control: 3D Skill: Starship piloting “lighting off” as it would begin to glow white hot.. More
Crew: 558, gunners: 192, skeleton: 360 /+6; Space Range: 1-5/15/30 Crew: 1 & Astromech Droid (can coordinate) than one pilot died when their E-Wing’s Tibanna Gas
Crew Skill: Typically 3D Atmosphere Range: 2-10/30/60 km Crew Skill: Typically 4D Tanks exploded, vaporizing the fighter & the pilot...
Passengers: 396 (Troops) Damage: 50 (5D) Cargo Capacity: (140): 45 kilograms
Tractor Defense: 15 Per Arc Proton Torpedo Launcher
Cargo Capacity: (4,000): 70 metric tons available Consumables: 6 days (60 Credit Refuel cost) Fire Arc: Fore
Consumables: 3 Years (13.3 million refit cost) Expanded Snubfighter Complement: 24 Snubfighters, 12 Cost: 181,000 (Prototype); 135,750 (Used) Skill: Starship Gunnery
Cost: 36 Million (New); 27 Million (Used) Gunships, 4 Transports Hyperdrive Multiplier: x2 Fire Control: 2D
Hyperdrive Multiplier: x1 Ground Compliment: 12 Combat AirSpeeders, 4 Speeder Nav Computer: No, uses Astromech Droid Space Range: 20 units
Hyperdrive Backup: x10 Bikes; 3 Light, 3 Medium & 3 Heavy Hover Tanks Maneuverability: +10 (3D+1) Atmosphere Range: 20 km
Nav Computer: Yes Space: 11 Damage: 90 (9D)
Maneuverability: -13 (2D+2) The Belarus-class cruiser was one of the earliest starship Atmosphere: 1,250 Km/H; 1,735 MPR
designs approved by the New Republic, and was produced Ammo: 8 Torpedoes
Space: 7 Hull: 60 (5D)
Atmosphere: 850 Km/H (can land); 1,180 MPR in limited numbers. The Belarus-class was originally Armor: 40; Ablation: 30 (2D) After the initial growing pains and, effectively, having the
Hull: 1,270: 4 Locs (7D) designed by the Loronar Corporation as an improvement Shields: 20 (1D) New Republic act as test pilots during what should have
Armor: 220/Loc / Ablation: 45 (3D) over the corporation's successful Strike-class cruiser and Sensors: been an internal prototype phase, the notoriety that the E-
Shields: 730/Loc (4D) was rushed into production by the New Republic. The Passive: 30/0 Wing received was enough to relegate the craft to
Sensors: design was implemented by reducing the turbolaser Scan: 55/+3 (1D) backwater sectors and specific commands that came to
Passive 50/+3 (1D) emplacements and settling on a single design for modular Search: 85/+7 (2D+1) swear by the craft’s overall solid performance and multi-
Scan 75/+6 (2D) construction. It was moderately more efficient in terms of Focus: 5/+12 (4D) role capabilities. The issues with the cannons were largely
Search 150/+9 (3D) its crew complement but less adaptable. Although the Maximum: 170/-33 hammered out by the time of the Black Fleet Crisis and the
Focus 15/+11 (3D+2) class is derived from the earlier Strike class cruiser, the Weapons: E-Wing performed with distinction in that period. It’s
Maximum: 300/-31 Belarus lacks the earlier ships conformity. The Belarus 3 Medium Auto Blaster Cannons (Fire-Linked) what won hearts and minds in fleet command. But that
Weapons: Class are generally deployed in line formation, with less Fire Arc: Fore wasn’t enough for the New Republic who defaulted back
40 Quad Turbolaser Batteries powerful ships covering the forward and rear of the fleet's Skill: Starship gunnery to the Incom X-Wing as the “Symbol” of the New
Fire Arc: 10/Arc deployment. A number of them guarded Mon Calamari at Fire Control: 4D+2* Republic. The E-Wing would never truly recover from it’s
Crew: 3 the end of the Yuuzhan Vong War. Space Range: 1-5/10/18 early snafu, regardless of how good it became.
Skill: Capital ship gunnery • Retooled Strike Production Lines 10% Discount Atmosphere Range: 100-500m/1/1.8 km Craft: Frei'Tek Inc. E-wing Starfighter: Type B
Fire Control: 4D • Incorporates some modular equipment 5% Discount Damage: 70* (7D*) Era: Dark Empire
Space Range: 3-25/50/75 • Light Command Ship: +1 Free Actions to Commander Ammo: 3,000 Shots; +10 Kg (200 Bursts) Cargo Capacity: (140): 25 kilograms
Atmosphere Range: 6-50/100/150 km *Light Burst already factored in, no action penalty Cost: 148,000 (New); 111,000 (Used)
Damage: 80 (8D) Notes:
The only official image of the Belarus-class cruiser is Notes: Type A only: When a pilot rolls a mishap while Shields: 29 (1D+2)
20 Ion Cannon Batteries firing the blaster cannon, roll a D6 on the table below: Sensors:
Fire Arc: 10 Port & Starboard found in the RPG sourcebook Cracken's Threat Dossier.
Like the pictures of the New Class ships, this picture • 1-3 Blaster cannon functions normally. Scan: 60/+3 (1D)
Crew: 2 • 4 Blaster cannon shorts out for 1 round but can be Search: 85/+8 (2D+2)
Skill: Capital ship gunnery contradicts information from the Black Fleet Crisis novels,
on which Cracken's Threat Dossier is based. The Belarus- repaired by a Very Easy
Fire Control: 4D starship weapon repair roll
Space Range: 1-10/25/50 class cruiser bears no resemblance to the Strike-class, even
though it is supposed to be an improved version of that by the Astromech unit.
Atmosphere Range: 2-20/50/100 km • 5 Blaster cannon burns out.
Damage: 40 (4D) class. Because of this, the picture has been labeled as
erroneous and dismissed as non-canon by many fans. Cannot be repaired in
20 Twin Pulse Laser Batteries battle. With replacement
Fire Arc: 5 Per Arc • The Image I chose from AdamKop comes from a parts, starship weapon
Crew: 1 commission he did for Shoguneagle on DeviantArt. repair takes one hour.
Skill: Starship Gunnery His ship is a Loronar derivative, so it works. I sliced • 6 Blaster cannon will
Fire Control: 6D* off the bottom tower, to make it resemble the Strike. explode in 1D rounds
doing 6D Static damage.
In the event of catastrophic
cannon malfunction, the pilot
can choose to jettison the
affected cannon(s). This
requires a Free Action (1FA)
and must be declared by the
pilot.
• A warning will display on
the Pilot’s HUD and it’s
not specific if the Gun will
detonate in 1 round or 6.
526 527
Maximum: 170/-32 Search: 90/+10 (3D+1) X-Wing-C filled the vacancy that Incom provided after being
Weapons: Maximum: 180/-30 nationalized by the Empire. Republic Engineering was
2 Medium Auto Blaster Cannons (Fire-Linked) Weapons: Craft: Incom T-65C X-Wing Snubfighter already mass producing the Defender Series of short range
Fire Control: 4D+2* 2 Heavy Auto Blaster Cannons (Fire-Linked) Affiliation: Early New Republic fighters internally, there was the E-Wing, the Zebra II in
Space Range: 1-5/10/20 Fire Control: 6D* Era: New Republic+ service, the Z-95 models, The T-Wing & T-Wing II. Then
Atmosphere Range: 100-500m/1/2 km Space Range: 1-6/12/24 Scale: Snubfighter there was the T-65F (a Frei’Tek Knockoff) that had been
Damage: 73* (7D+1*) Atmosphere Range: 100-500m/1/2 km Length: 12.5 meters fielded since Incom was nationalized... Finally, there was
Ammo: 3,000 Shots; +10 Kg (300 Bursts) Damage: 84* (8D+2*) Skill: Starship piloting the Z-95 S-S-R-1 produced by SubPro, Shobquix and
*Light Burst already factored in, no action penalty Ammo: 5,000 Shots; +20 Kg (250 Bursts) Crew: 1 & Astromech Droid (can coordinate) Rendili that Incom would ultimately end up competing
2 Proton Torpedo Launchers (Fire-Linked) *Medium Burst already factored in, no action penalty Crew Skill: Typically L5 with in the same market segment.
Damage: 200 (9D/10Dx2) 2 Light Ion Cannons (Fire-Linked) Cargo Capacity: (157): 51.25 kilograms available
Ammo: 8 Torpedoes Each (8 Shots) Fire Arc: Fore: Fore Incom actually pulled in a lot of attention with an active
Consumables: 7 days (70 credit refuel) marketing campaign that sought to discredit the E-Wing
Skill: Starship gunnery Cost: 132,800 (New); 99,600 (Used)
Craft: Frei'Tek Inc. E-wing Starfighter: Type C Fire Control: 4D while touting the (undeserved) performance of the T-65C
Hyperdrive Multiplier: x1 based off all the the derivative craft that came out (listed
Era: Black Fleet Crisis Space Range: 2-6/18/36 Nav Computer: No, uses Astromech Droid 10 Jumps above) and used them as the basis upon why the T-65 was
Cargo Capacity: (140): 20 kilograms Atmosphere Range: 200-600/1.8/3.6 km Maneuverability: +10 (3D+1) superior. The “design that outlived the Empire” became
Consumables: 7 days (70 Credit Refuel cost) Damage: 40 (4D) Space: 9 the initial slogan. The next slogan was “The symbol of the
Cost: 158,560 (New); 118,920 (Used) 2 Proton Torpedo Launchers (Fire-Linked) Atmosphere: 1,100 Km/H; 1,530 MPR New Republic and the Alliance before it”. Their
Hyperdrive Multiplier: x1.5 Fire Control: 3D Hull: 55 (4D+1) marketing teams had struck proverbial gold mines with
Maneuverability: +11 (3D+2) Space Range: 40 units Armor: 25; Ablation: 15 (1D) their slogans and marketing campaigns. They eventually
Space: 12 Atmosphere Range: 40 km Shields: 29 (1D+2) outstripped the sales of all other competitors combined.
Shields: 30 (2D) Damage: 260 (12D/13Dx2) Sensors:
Weapons: Ammo: 8 Advanced Torpedoes Each (8 Shots) In reality, Incom was back at it again in their dirty back
Passive: 30/0D
2 Heavy Auto Blaster Cannons (Fire-Linked) 9 External Ordnance Hard Points room deals. It’s definitely something the nationalized
Scan: 60/+3 (1D)
Fire Control: 5D* company became good at while under Imperial control.
During the Yuuzhan Vong era, the E-Wing served with Search: 80/+6 (2D)
Damage: 76 (7D+2*) They just leveraged it with no oversight, as the New
distinction and excellence in each and every conflict. It Focus: 3/+12 (4D)
Ammo: 3,000 Shots; +10 Kg (300 Bursts) Republic extended them none with their liberation from
was far from the first combat craft to make contact with the Maximum: 160/-2D
*Light Burst already factored in, no action penalty Imperial control. Filling the pocket books of corruptible
2 Proton Torpedo Launchers (Fire-Linked) Yuuzhan Vong. If it had been, hundreds if not thousands of Weapons:
lives might have been saved. This is due to the fact that senators and delivering free home defense squadrons to
9 External Ordnance Hard Points anyone they could bend the ear of. Eventually, the
Yuuzhan Vong Void Based (Black Hole) Technology is 4 Laser Cannons (Fire-Linked)
Craft: Frei'Tek Inc. E-wing Starfighter: Type D severely crippled when faced with burst fire weaponry. Fire Arc: Fore political body of the New Republic officially adopted the
Era: Yuuzhan Vong Era Entire flight groups were obliterated in discovering and Skill: Starship gunnery Incom X-Wing as the standard fighter of the New
Cargo Capacity: (140): 0 kilograms circumventing the Void Barrier Technology. The E-Wing Fire Control: 3D Republic, even though there were many fighters that were
Cost: 184,000 (New); 138,600 (Used) obliterated Yuuzhan Vong snubfighters as easily and the Space Range: 1-3/12/25 far better choices.
Hyperdrive Multiplier: x1 pilot could pull the trigger on his main armament. The Atmosphere Range: 100-300/1.2/2.5 km
Maneuverability: +12 (4D) addition of the Ion Weaponry allows the E-Wing to strip Damage: 66 (6D+2)
Space: 13 raw performance off the living vessels as the Ion Cannons
Shields: 40 (2D+2) 2 Proton Torpedo Launchers (Fire-Linked)
interfere with the Vong based tech’s bio chemical electrical
Sensors: Fire Arc: Fore
/ neural impulses. If more had been fielded in that era, the
Passive: 35/0 (0) Skill: Starship Gunnery
Yuuzhan Vong might not have done anywhere near as
Scan: 65/+7 (2D+1) Fire Control: 3D
much damage as they were able to.
Space Range: 20 units
Atmosphere Range: 20 km
Damage: 220 (10D/11Dx2)
Ammo: 3 Enhanced Torpedoes/Launcher (3 Shots)
The Incom T-65C sought to recapture market share after
the fall of the Galactic Empire. They met stiff resistance in
the form of all the other companies that had stepped in and
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B-Wing II unfamiliar to it’s controls. From enhanced Hull Design to K-Wing Bomber hyperdrive capability,
Sensors, Weaponry, Performance and even crew comforts, and is always deployed
Craft: Slayn & Korpil B-Wing II the B-Wing II is an incredible advancement. One that was Craft: Koensayr BTL-S8 K-wing from a capital ship.
Affiliation: New Republic very poorly received and rarely fielded. You can thank Affiliation: New Republic The Mark II SubLight
Era: New Republic+ Incom for that. Era: New Republic+ Acceleration Motor,
Scale: Snubfighter • Complete Hull re-design: Increases Cargo Capacity Scale: Snubfighter abbreviated SLAM2, is
Length: 16.9 meters by 33%, adds an additional seat behind the main Length: 16 meters an overdrive system
Skill: Starship piloting cockpit adds a layered “double” security hull, Skill: Starship piloting that allows the K-Wing
Crew: 1 + 1 can coordinate increasing overall hull resistance (+1 condition Crew: 1 + 1 Can Coordinate + 2 Gunners to double its sublight
Crew Skill: Typically 3D Monitor). The Craft is Ion Shielded by default as Crew Skill: Typically L5 speed. By drawing
Cargo Capacity: (282): 27 kilograms available well. This also applies to the armor plating, which is Cargo Capacity: (200): 120 kilograms available energy on a pair of
Consumables: 14 days (280 credit refuel) doubled. Consumables: 1 day / 8 days ( 40 / 320 credit refuel) Transport grade
Cost: 278,000 (New); 218,000 (Used) Cost: 97,500 (New); 73,125 (Used) batteries, SLAM2
Hyperdrive Multiplier: x1 • All systems in the craft are redundant, thus either the Hyperdrive Multiplier: None provides a burst of
Nav Computer: Yes Pilot or the co-pilot can pilot and fire as necessary. Maneuverability: +6 (2D) acceleration from the
Maneuverability: 3D (+1 DR penalty until familiar) • The cockpit is two locations, Fore and Aft: The craft Space: 10; 20 SLAM2 ion engines to enhance
Space: 8 can still function normal losing either the Fore or aft Atmosphere: 1,250 Km/H; 1,735 MPR the K-Wing’s combat
Atmosphere: 1000 Km/H; 1,390 MPR section of the cockpit. Hull: 45 (3D+1) capabilities. SLAM2
Hull: 75; 2 Locs: Fore & Aft (5D) Armor: 40; Ablation: 30 (2D) allows the K-Wing to
Armor: 40/Loc; Ablation: 30 (2D: Ion and Standard) • The Cockpit acts as a Lifeboat / Escape Pod at Shields: 60 (2D+1) unleash its massive warhead load against a capital ship,
Shields: 70/Loc (2 Generators, 3D) standard Hull resilience. Sensors: and then flee any enemy starfighters or anti-starfighter
Sensors: Passive: 20/+0 concussion missiles.
• The extra 500 Shots of Tibanna Gas per gun well is
Passive: 35/+3 (1D) actually a common Tibanna Gas reservoir Scan: 35/+3 (1D) The K-Wing has exceptional endurance, which allows the
Scan: 60/+6 (2D) modification, not an engineering design (adding 250 Search: 40/+6 (2D) craft to operate in extended sorties after being dropped off
Search: 80/+9 (3D) shots per 1,000). Focus: 2/+9 (3D) by a carrier. The craft has the luxury of lingering in system
Focus: 5/+14 (4D+2) Maximum: 80/-34 and even acting in the capacity of a patrol boat. It is rarely
Maximum: 160/-31 • Transport Grade, miniaturized, Shield Generators Weapons: used in this configuration, however, as standard New
Weapons: Quad Turbolaser Turret (Fire-Linked) Republic doctrine tends to limit the craft to a mere day of
2 Advanced Heavy Laser Cannons (Fire-Linked) • 5 Days Extended Fuel: ½ Day 5 Kg Fire Arc: Ventral Chin Turret: Fore/Port/Starboard/Aft operational capability. Due to its large weapons load-out,
Fire Arc: Fore Skill: Starship gunnery the K-wing requires a bombardier. The pilot and gunner sit
Skill: Starship gunnery (Pilot or Co-Pilot) Gunners: 1 in cockpits on either side of the command section. In case
Fire Control: 3D Fire Control: 3D of emergency, this module is able to detach from the rest of
Space Range: 2-6/18/36 Space Range: 2-5/15/30 the ship to serve as an escape pod.
Atmosphere Range: 200-600m/1.8/3.6 km Atmosphere Range: 200-500m/1.5/3.0 km
Damage: 80 (8D) Damage: 50 (5D) • SLAM2 will sustain doubled Sublight performance for
2 Proton Torpedo Launchers (Fire-Linked) Medium Double Laser Turret (Fire-Linked) 8 rounds. It must be recharged with Auxiliary Power
Fire Arc: Fore Fire Arc: Dorsal Turret: Fore/Port/Starboard/Aft at a rate of 1 round per Full D of Auxiliary power.
Skill: Starship Gunnery (Pilot or Co-pilot) Skill: Starship gunnery • Stats for the ship say it only has a 2D+1 Hull and 1D
Fire Control: 3D Gunners: 1 Shields... That’s ridiculous. I increased them by +1D.
Space Range: 40 units Fire Control: 1D+1 • Applied another 5% discount for Mass Production.
Atmosphere Range: 40 km Space Range: 1-3/12/25
Damage: 260 (12D/13Dx2) Atmosphere Range: 100-300m/1.2/2.5 km • Transport Grade, Miniaturized, Shield Generators
Ammo: 12 Advanced Torpedoes ea, 12 Shots Damage: 50 (5D) • Extended Endurance: 1 Day / 10 Kg (up to +12)
2 Heavy Ion Cannons (Fire-Linked) 18 External Ordnance Hard Points
Fire Arc: Fore Fire Arc: Fore
Skill: Starship gunnery (Pilot or Co-Pilot) Skill: Starship gunnery
Fire Control: 4D Gunners: 1
Space Range: 2-6/18/36 Fire Control: 0D+2
Atmosphere Range: 200-600m/1.8/3.6 km Space Range: Varies
Damage: 60 (6D) Atmosphere Range: Varies
2 Double Auto Blasters (Fire-Linked) Damage: Varies
Fire Arc: Fore (chin turret) & Aft Turret K-wings were first deployed in
Skill: Starship gunnery (Pilot or Co-pilot) combat by the New Republic during
Fire Control: 5D* the Black Fleet Crisis. Throughout
Space Range: 1-5/10/18 their service years, they were
Atmosphere Range: 100-500m/1.0/1.8 km generally deployed in outsize
Damage: 70* (7D*) squadrons, with three flights of six
Ammo: 3,500 ea +5 Kg (135 Bursts Each) bombers a piece. An additional
*Extended Burst, already factored in, no action penalty, 1 engine mounted along the center-line
Extended burst per Round. on the aft dorsal section of the
stabilizer allowed the fighter to
The B-Wing II or B2 Wing in an awesome tribute to the accelerate rapidly in short bursts,
original craft that doubles down on the initial B-Wing and much like the SLAM system found
improves the craft in almost every conceivable way. on the Imperial Missile Boat.
Including making the craft more capable to those Unfortunately, the K-wing has no
530 531
CRF-156T Fast Courier Skill: Starship Gunnery After Katarn started his search for Desann, Master • The Seating is Luxurious and durable.
Fire Control: 2D Skywalker promised him to take care of the Raven's Claw • The main hold has a drop ramp in the aft of the ship
Craft: CEC CRF-156T Fast Courier Space Range: 20 units during his search. After Desann's death on Yavin 4, Katarn that also doubles as a cargo elevator.
Affiliation: General / New Republic / Mercenaries Atmosphere Range: 20 km and Jan Ors continued to fly this ship. During the time of
Damage: 200 (9D/10D x2) the Disciples of Ragnos, Jaden Korr was the co-pilot of the • The complex and advanced Class .5 Hyperdrive
Era: Early New Republic+ engine is no modification. It is an Engineered
Type: Courier Ship Ammo: 6 Torpedoes each Launcher, 6 Shots Raven's Claw with Katarn. Together, they flew to Corellia,
Tatooine (twice), Nar Kreeta, Vjun, Byss and Taspir III. Hyperdrive from CEC that is top of the line. It has
Scale: Transport, Maneuvers as Snubfighter (Below adapted from CEC Compendium, Wamp Rat Press) standard maintenance cycles (which is to say, don’t
Length: 26 meters Craft Amenities: touch it and it will function flawlessly).
Skill: Space transports: HWK-290/300 light freighter The CRF-156T is a descendant of the HWK-290, a design t
Crew: 1 to 2 (Can Coordinate) hat would ultimately be sold off to recoup losses due to it’s • Dual Holo Transmitters on the Bridge (Holo HUDs) • Bunk Space Doubles as Fully Functional Med Bay:
Crew Skill: Varies Wildly poor marketing campaign and introduction. The CRF- • Holo Transmitters each double as Enhanced Integrated Droid Brain and limited Surgeon:
Passengers: 2 156T, similarly to the HWK-290, doesn’t offer as good a Entertainment devices. Attribute: 2D: First Aid: 4D, Medicine: 2D+2
Cargo Capacity: (10): 10 metric tons cargo capacity. However, this vessel is a far superior • Craft Ships with a full set of Custom Starship Tools
combat vessel. It was designed and prototyped before the • 2 Fold down emergency seats in on the bridge (spare).
Consumables: 2 months (2,800 credit refuel) Specific to the CRF-156T (+6 / 2D)
Cost: 343,200 (New & Used) initial fall of the Empire, however, it only became • Bridge acts as a fully featured Lifeboat / Escape Pod
available after the Battle of Endor. It had been banned by supporting 4 individuals for up to 2 Weeks Undocumented Features:
Hyperdrive Multiplier: x½
Hyperdrive Backup: x6 Imperial restrictions, on what they called 'combat vessels' • The craft can “Run Silent”: That is on batteries alone
(and they were correct). Sales of the CRF-156T are • Suffers no Maneuverability penalty from Armor
Nav Computer: Yes with the main reactor core disengaged. It moves at
Maneuverability: +9 (3D) monitored by the New Republic, as this vessel seems Space: 6.5 in this mode, with Passive Only Sensors.
• A design (26m) should warrant dozens of Metric Tons
Space: 13 certain to attract the attention of those whose activities are Endurance: 2 Days; Detection Penalty: -15. This
of space if the ship actually made sense to possess it. I
Atmosphere: 1,650 Km/H; 2,290 MPR somewhat nefarious and illegal. A number of these ships gives the craft the incredible ability to slip in and out
pulled much of the capacity off the craft, converting
Hull: 80; 2 Locs Fore & Aft; (3D+1) have actually been put to their named purpose, and act as of most systems undetected.
the performance of the craft to full snubfighter grade
Armor: 25; Ablation: 15 (1D) message carriers and courier vessels to a number of
as a result. • Plasto-Carbon infused Hull: This essentially shields
Shields: 90 (2 Generators, 4D) reputable companies which stops this vessel from
becoming a recognizably criminal vessel. • Second Generation Auto Chef in bunk cabin is capable the craft with the equivalent of Level 1 Ion Armor;
Sensors: Rating 1D: Ablation: 15 / Durability: 25.
Passive: 35/+4 (1D+1) of creating meals that nutritious and have exceptional
It became Kyle Katarn’s ship of choice flavor. It’s not perfect, but it’s much better than • Plasto-Carbon plating also has other unique properties
Scan: 70/+7 (2D+1)
Search: 100/+11 (3D+2) After the Moldy Crow crashed on Ruusan during the battle standard shipboard food processors. in the department of sensor deflection. This makes
Focus: 12/+14 (4D+2) against Jerec, Jan Ors and Kyle Katarn continued their • Refresher Booth the craft 3 points more difficult to detect on sensors.
Maximum: 200/-29 career as mercenaries and fought their battles against the • Combine the Unique Hull Properties of the vessel with
• Locked, concealed, personal lift to ground level
Weapons: Imperial Remnant flying this ship. Jan Ors was apparently the “Running Silent” mode of the craft and you have
Difficulty: 50 to notice (almost noiseless).
4 Enhanced Laser Cannons (Fire-Linked) the pilot, who was said to be a better pilot than her something that is nearly the equivalent of a New
Concealed Wingtip Cannons companion. It was Jan's job, when she was not following • Main Hold has special provisions bays for a pair of Republic Prowler.
Fire Arc: Fore mission objectives with Katarn, to ensure that he could be Speeder Bikes (one on the Port and Starboard Sides)
pulled out as quickly as possible should the operation turn or 2.5 Metric Tons of additional Storage Each. • Provisioned for mid chassis, drop-down: ventral, Auto
Skill: Starship gunnery Blaster Cannon for anti personnel work. The gun is
Fire Control: 2D desperate. This tactic almost cost Jan Ors her life, when • The Engines are surprisingly easy to access, their
Desann and Tavion Axmis found and abducted her, not provided stock. An engineer added the bay and it
Space Range: 2-5/15/30 chassis housing are robust and leave ample room for was cut due to Imperial restrictions, stricken from the
Atmosphere Range: 200-500/1.5/3.0 km compelling Katarn to take up his abandoned Force powers access for repairs and modifications. (+3 bonus to
and return to the Valley of the Jedi on Ruusan. schematic / but never removed from the design.
Damage: 60 (6D) Tests vs Repair or Modification)
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Fore
532 533
Endurance Fleet Carrier Atmosphere Range: 100-300m/1.2/2.5 km Bothan Assault Cruiser Damage: 40 (4D)
Damage: 50 (5D) 4 Tractor Beam Projectors
Craft: Republic Engineering Corp: Endurance-Class 8 Ion Cannon Batteries Craft: Bothawui Shipyards: Assault Cruiser Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Affiliation: New Republic Fire Arc: 4 Fore/Port/2 Aft & 4 Fore/Starboard/2 Aft Affiliation: Late Rebellion / New Republic / Bothans Crew: 1
Era: New Republic Crew: 1 Era: New Republic Skill: Capital ship gunnery
Type: Fleet Carrier Skill: Capital ship gunnery Type: Heavy Carrier Fire Control: 1D
Scale: Battleship Fire Control: 4D Scale: Cruiser Space Range: 1-5/15/30
Length: 1,040 meters Space Range: 1-10/25/50 Length: 850 meters Atmosphere Range: 2-10/30/60 km
Skill: Capital ship piloting: Star Destroyer Atmosphere Range: 2-20/50/100 km Skill: Capital ship piloting: Star Destroyer Damage: 60 (6D)
Crew: 4,992, gunners: 72, skeleton: 3,120/+6 Damage: 40 (4D) Crew: 1,779, gunners: 78, skeleton: 1,148/+0 Tractor Defense: 6 Fore, 6 Port & Starboard, 6 Aft
Crew Skill: Typically 3D Crew Skill: Typically 4D 20 Proton Torpedo Launchers
Passengers: 2,311 (troops) 16 Tractor Beam Projectors Passengers: 4,000 (troops)
Fire Arc: 4 Fore, 4 Port, 4 Starboard, 4 Aft Fire Arc: Turret: All (10 Fore, 5 Port & Starboard / Aft)
Cargo Capacity: (10,400): 0 metric tons available Cargo Capacity: (4,250*): 56 metric tons available Crew: 1
Consumables: 4 Years (113.6 Million Refit cost); Limited Crew: 1 Consumables: 4 Years (45.1* Million Refit cost)
Skill: Capital ship gunnery Skill: Starship gunnery
to Five Months due to New Republic Doctrine Cost: 30.4 Million (New); 22.8 Million (Used) Fire Control: 2D
Cost: 37.8 Million (New); 28.4 Million (Used) Fire Control: 3D Hyperdrive Multiplier: x1
Space Range: 1-5/15/30 Space Range: 40 Units
Hyperdrive Multiplier: x1 Hyperdrive Backup: x8 Atmosphere Range: 40 km
Hyperdrive Backup: x10 Atmosphere Range: 2-10/30/60 km Nav Computer: Yes
Damage: 40 (4D) Damage: 120 (12D)
Nav Computer: Yes Maneuverability: -18 (2D) Ammo: 640 Advanced Torpedoes/Launcher
Maneuverability: -24 (2D) Tractor Defense: 16 Fore, 16 Port & Starboard, 16 Aft Space: 6 Flack Defense: -20 Ammo = 48 Snubfighter Units
Space: 7 Expanded Snubfighter Complement: 24 E-Wing-B, 48 Hull: 3,170; 4 Locs (7Dx2) Destroyed or 4 Capital Units Destroyed
Atmosphere: 1,000 Km/H (can land); 1,385 MPR X-Wing-C, 48 Z-95-AF5, 24 B-Wing II, 1 Transport Armor: 350/Loc; Ablation: 60 (4D)
Hull: 2,410; 4 Locs (8D) Shields: 1,060/Loc (4D+2) Snubfighter Complement: 12 E-Wing-C/D, 12 K-Wing,
Armor: 350/Loc; Ablation: 60 (4D) Ground Compliment: 4 Landing Barges, 4 Floating Sensors: 12 A-Wing III’s, 2 Transports, 6 X-Wing-XJ, 1 Shuttle
Shields: 910/Loc (3D) Fortresses, 24 T-47’s, 24 TX-130’s, 12 LAAT/I’s1 Standard Passive 50/+7 (2D+1)
Prefab Base, 2 Small Prefab bases Ground Complement: 12 Combat Air Speeders, 1 Light
Sensors: Scan 100/+10 (3D+1) Garrison, 4 Heavy Repulsor Tanks, 2 Landing Barges
Passive 50/+3 (1D) Notes: Search 200/+13 (4D+1)
Scan 100/+6 (2D) Focus 6/+15 (5D) Quite Possibly the best thing the Bothan species have ever
• The Endurance fleet carrier might be capable of
Search 150/+9 (3D) Maximum 400/-27 produced. The Bothan Assault Cruiser is robust and
carrying four years of consumables, however, standard
Focus 5/+11 (3D+2) Weapons: bizarre at the same time. It’s point defense weapons are
New Republic doctrine only fields these vessels with 5
Maximum 300/-31 20 Heavy Turbolaser Batteries twenty Advanced Proton Torpedo Launchers. While they
months of fuel, food, air and ammo. This is possibly
Weapons: Fire Arc: 8 Fore, 4 Port & Starboard, 4 Aft are incredibly effective at dispatching Yuuzhan Vong
one of the most asinine decisions of the new republic,
12 Quad Turbolaser Batteries Crew: 1 snubfighters, the craft was designed in an era that didn’t
because no ship of the line carries over six months of
Fire Arc: 12 Fore/Port/4 Aft & 12 Fore/Starboard/4 Aft Skill: Capital ship gunnery require this kind of forward thinking. The craft’s
consumables save for the Republic Star Destroyer
Crew: 2 Fire Control: 3D armament is somewhat of a marvel and one of the reasons
(Victory III) which is still carrying about half what it
Skill: Capital ship gunnery Space Range: 3-15/35/75 the Yuuzhan Vong didn’t overrun the galaxy in their initial
should at two years.
Fire Control: 4D Atmosphere Range: 6-30/70/150 km push into the known regions.
Space Range: 3-15/35/75 Damage: 70 (7D) • Incredibly resilient hull: Double the hull of the craft.
Atmosphere Range: 6-30/70/150 km This has the unfortunate effect of reducing the cargo
Damage: 70 (7D) 24 Heavy Double Turbolaser Batteries
Fire Arc: 4 Fore, 8 Port & Starboard, 4 Aft capacity of the craft by ½ (*4,250 instead of 8,500
CPD 1: L5 + 4 + 5 = 14% x12 = 168 / 100 = 1.68 Metric Tons). The 1st (outer) hull is totally destroyed
Crew: 1
24 Corellian Quad Laser Cannons Skill: Capital ship gunnery before the craft takes any penalties from hull damage.
Fire Arc: 6/Arc Fire Control: 3D+1 • Battlefield Endurance: Craft has standard
Scale: Snubfighter Space Range: 3-15/35/75 consumables and is not limited by New Republic
Crew: 1 Atmosphere Range: 6-30/70/150 km Doctrine. It is capable of fighting long engagements
Skill: Starship Gunnery Damage: 80 (8D) and even has facilities on-board for fabrication of
Fire Control: 3D replacement parts and limited refining capabilities for
Space Range: 1-3/12/25 10 Ion Cannon Batteries refitting snubfighters and their own reaction mass.
Fire Arc: 2 Fore, 3 Port & Starboard, 2 Aft *Can perform battlefield refits at ½ cost w/o a dry
Crew: 1 dock! (45.1 Mil Refit / ½ Snubfighter refuel)
Skill: Capital ship gunnery
Fire Control: 2D • High Efficiency: It utilizes an ultra advanced super
Space Range: 1-10/25/50 mainframe that controls semi autonomous drones.
Atmosphere Range: 2-20/50/100 km Consider the craft to be “Slave Rigged” for crew #’s.
534 535
Mon Calamari Assault Frigate Space Range: 3-15/35/75 Nebula Star Destroyer Damage:70 (7D)
Atmosphere Range: 6-30/70/150 km
Damage: 50 (5D) 20 Ion Cannon Batteries
Craft: Mon Calamari Republic Engineering: MC-AF Craft: Republic Engineering Corp: Nebula-Class Fire Arc: 10 Fore/Port/5 Aft & 10 Fore/Starboard/5 Aft
Affiliation: Late Rebellion / New Republic 4 Tractor Beam Projectors Affiliation: New Republic Crew: 1
Era: New Republic Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft Era: New Republic Skill: Capital ship gunnery
Type: Heavy Carrier Crew: 1 Type: Battleship Fire Control: 4D
Scale: Cruiser Skill: Capital ship gunnery Scale: Battleship Space Range: 1-10/25/50
Length: 700 meters Fire Control: 2D Length: 1,040 meters Atmosphere Range: 2-20/50/100 km
Skill: Capital ship piloting: Star Destroyer Space Range: 1-5/15/30 Skill: Capital ship piloting: Star Destroyer Damage: 40 (4D)
Crew: 1,780, gunners: 78, skeleton: 1,148/+0 Atmosphere Range: 2-10/30/60 km Crew: 4,992, gunners: , skeleton: 3,120/+6
Crew Skill: Typically 3D Damage: 40 (4D) Crew Skill: Typically 3D 8 Tractor Beam Projectors
Passengers: 2,526 (troops) Tractor Defense: 4 Fore, 4 Port & Starboard, 4 Aft Passengers: 3,511 (troops) Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Cargo Capacity: (7,000): 0 metric tons available Cargo Capacity: (10,400): 66 metric tons available Crew: 1
Consumables: 1 Year (67.5 Million Refit cost) 20 Heavy Laser Cannons Consumables: 4 Years (134.5 Million Refit cost); Limited Skill: Capital ship gunnery
Cost: 33.6 Million (New); 25.2 Million (Used) Fire Arc: Turret: 5 Per Arc to Five Months due to New Republic Doctrine Fire Control: 3D
Hyperdrive Multiplier: x1 Crew: 1 Cost: 165.5 Million (New); 124.2 Million (Used) Space Range: 1-5/15/30
Hyperdrive Backup: x12 Skill: Starship gunnery Hyperdrive Multiplier: x1 Atmosphere Range: 2-10/30/60 km
Nav Computer: Yes Fire Control: 1D Hyperdrive Backup: x10 Damage: 40 (4D)
Maneuverability: -18 (2D) Space Range: 1-3/12/25 Nav Computer: Yes Tractor Defense: 8 Fore, 8 Port & Starboard, 8 Aft
Space: 7 Atmosphere Range: 100-300/1.2/2.5 km Maneuverability: -22 (2D+2)
Damage: 70 (7D) 8 Concussion Missile Launchers
Hull: 1,135; 4 Locs (5D) Space: 8 Fire Arc: Turret: All
Armor: 350/Loc; Ablation: 60 (4D) Snubfighter Complement: 12 T-Wing II’s, 12 B-Wing Hull: 2,410; 4 Locs (8D) Crew: 2
Shields: 685/Loc (3D) II’s, 2 Transports, 4 Assault Shuttles, 5 Gunships Armor: 350/Loc; Ablation: 60 (4D) Skill: Capital ship gunnery
Backup Shields: 1,370 points (6D) Shields: 1,510/Loc (5D) Fire Control: 3D
Shield Booster: 460/Loc; Ablation: 30 (2D)* Ground Compliment: 2 Light Garrisons, 12 Combat Air Sensors: Space Range: 240
Sensors: Speeders, 4 Landing Barges, 12 Medium Hover Tanks, 12 Passive 50/+6 (2D) Atmosphere Range: 480 km
Passive 20/+3 (1D) Pieces of Fixed Artillery Scan 100/+9 (3D) Damage: 120 (12D)
Scan 50/+6 (2D) An Early New Republic Initiative to bolster fleet groups Search 150/+12 (4D) Ammo: 150 Advanced Missiles/Launcher
Search 80/+9 (3D) This started as a project to refit Dreadnought Cruisers and Focus 10/+15 (5D) Flack Defense: -5 Ammo = 12 Units Destroyed
Focus 5/+12 (4D) eventually evolved into it’s own design of a new Assault Maximum 300/-28
Maximum 160/-31 Weapons: Snubfighter Complement: 12 E-Wing-B, 24 X-Wing-C,
Frigate, being produced, from scratch, by Mon Cal Yards. 36 Z-95-AF5, 12 B-Wing II, 8 Shuttles
Weapons: 40 Superior Quad Turbolaser Batteries
10 Heavy Turbolaser Batteries • Multiple Conflicting Sources: Every source for the Fire Arc: 12 Fore/Port/6 Aft & 12 Fore/Starboard/6 Aft Ground Compliment: 1 Standard Prefab Base, 4 Landing
Fire Arc: 5 Fore/Port & 5 Fore/Starboard (10 Forward) craft seems to have a different idea as to what it’s Crew: 2 Barges, 24 TX-130’s, 4 Floating Fortresses, 24 T-47’s, 12
Crew: 2 armament actually is. Wookieepedia even manages to Skill: Capital ship gunnery LAAT/I’s, 12 Swift 4’s, 12 74-Z’s
Skill: Capital ship gunnery contradict it’s own statistics column in the descriptive Fire Control: 3D
Fire Control: 1D text... It’s supposed to have multiple hangars, tractor Space Range: 4-20/42/85 • The Nebula Star Destroyer might be capable of four
Space Range: 3-15/35/75 beams and ground forces. Atmosphere Range: 8-40/84/170 km years of consumables, however, New Republic
Atmosphere Range: 6-30/70/150 km Damage: 110 (11D) doctrine only outfits them with 5 months of fuel, food,
• Added Backup Shields along Mon Calamari lines. air and ammo.
Damage: 70 (7D) 40 Quad Turbolaser Batteries
• Retained D6 Holochron’s Shield Booster. Functions Fire Arc: 12 Fore/Port/6 Aft & 12 Fore/Starboard/6 Aft • This began life as the Defender Star Destroyer.
15 Medium Turbolaser Batteries as Backup Shields do, though it layers shielding on all
Fire Arc: 5 Fore, 5 Port & 5 Starboard Crew: 2
Arcs Simultaneously. Adds Hard Shields Effect. Skill: Capital ship gunnery • Command Ship: Full Holonet Suite = +1 Free Actions
Crew: 2 Shielding lasts for 6 rounds. This can be engaged to Commander & XO
Skill: Capital ship gunnery Fire Control: 4D
once per combat, 2nd strains the unit, 3rd burns it out. Space Range: 3-15/35/75
Fire Control: 4D
Atmosphere Range: 6-30/70/150 km
536
Defender “Pocket” Star Destroyer 20 Ion Cannon Batteries Majestic Heavy Cruiser Atmosphere Range: 100-300m/1.2/2.5 km
Fire Arc: 10 Fore/Port/5 Aft & 10 Fore/Starboard/5 Aft Damage: 50 (5D)
Craft: Republic Engineering Corp: Nebula-Class Crew: 1 Craft: Republic Engineering Corp: Majestic-class
Skill: Capital ship gunnery 20 Ion Cannon Batteries
Affiliation: New Republic Affiliation: New Republic Fire Arc: 5/Arc
Era: New Republic Fire Control: 3D Era: New Republic
Space Range: 1-10/25/50 Crew: 1
Type: Pocket Ship Killer Type: Heavy Cruiser Skill: Capital ship gunnery
Scale: Battleship; (Advanced Cruiser Engineering) Atmosphere Range: 2-20/50/100 km Scale: Cruiser
Damage: 40 (4D) Fire Control: 3D
Length: 676 meters Length: 700 meters Space Range: 1-10/25/50
Skill: Capital ship piloting: Defender Star Destroyer 8 Tractor Beam Projectors Skill: Capital ship piloting: Star Destroyer Atmosphere Range: 2-20/50/100 km
Crew: gunners: , skeleton: /+6 Fire Arc: 3 Fore, 2 Port, 2 Starboard, 1 Aft Crew: 4,992, gunners: 232, skeleton: 3,120/+6 Damage: 40 (4D)
Crew Skill: Typically 4D Crew: 1 Crew Skill: Typically 3D
Passengers: 3,511 (troops) Skill: Capital ship gunnery Passengers: 3,511 (troops) 8 Concussion Missile Launchers
Cargo Capacity: (6,760): 0 metric tons available Fire Control: 3D Cargo Capacity: (7,000): 66 metric tons available Fire Arc: Turret: All
Consumables: 2.5 Years (134.5 Million Refit cost); Space Range: 1-5/15/30 Consumables: 3 Years (134.5 Million Refit cost); Limited Crew: 2
Limited to Five Months due to New Republic Doctrine Atmosphere Range: 2-10/30/60 km to Five Months due to New Republic Doctrine. Skill: Capital ship gunnery
Cost: 116.2 Million (New); 87.1 Million (Used) Damage: 40 (4D) Cost: 116.2 Million (New); 87.1 Million (Used) Fire Control: 3D
Hyperdrive Multiplier: x½ Tractor Defense: 12 Fore, 8 Port & Starboard, 4 Aft Hyperdrive Multiplier: x1 Space Range: 240
Hyperdrive Backup: x1 Hyperdrive Backup: x10 Atmosphere Range: 480 km
8 Concussion Missile Tubes Damage: 120 (12D)
Nav Computer: Yes Fire Arc: Turret: All Nav Computer: Yes
Maneuverability: -12 (4D) Maneuverability: -21 (1D) Ammo: 150 Advanced Missiles/Launcher (Seeker)
Crew: 2 Flack Defense: -5 Ammo = 12 Units Destroyed
Space: 10 Skill: Capital ship gunnery Space: 7
Atmosphere: 1,000 Km/H (can land); 1,390 MPR Fire Control: 3D Atmosphere: 1,000 Km/H (cannot land); 1,385 MPR 4 Tractor Beam Projectors
Hull: 2,110; 4 Locs (7D) Space Range: 240 Hull: 1,585; 4 Locs (7D) Fire Arc: 1/Arc
Armor: 350/Loc; Ablation: 60 (4D) Atmosphere Range: 480 km Armor: 350/Loc; Ablation: 60 (4D) Crew: 1
Shields: 1,510/Loc (5D) Damage: 120 (12D) Shields: 685/Loc (3D) Skill: Capital ship gunnery
Sensors: Ammo: 150 Advanced Missiles/Launcher Sensors: Fire Control: 3D
Passive 50/+3 (1D) Flack Defense: -5 Ammo = 12 Units Destroyed Passive 50/+3 (1D) Space Range: 1-5/15/30
Scan 100/+6 (2D) Scan 100/+6 (2D) Atmosphere Range: 2-10/30/60 km
Search 150/+9 (3D) Snubfighter Complement: 12 E-Wing-B, 12 B-Wing II, Search 150/+9 (3D) Damage: 40 (4D)
Focus 10/+11 (3D+2) 12 A-Wing II or III’s (depending on era), 2 Transports (34), Focus 5/+11 (3D+2) Tractor Defense: 4 Fore, 4 Port & Starboard, 4 Aft
Maximum 300/-31 24 Republic Defender Snubfighters Maximum 300/-31
Weapons: Weapons: Snubfighter Complement: 12 E-Wing-B, 24 X-Wing-C,
Ground Compliment: Prefab Garrison, 2: Heavy, 36 Z-95-AF5, 12 B-Wing II, 8 Shuttles
40 Quad Heavy Turbolaser Batteries Medium & Light Hover Tanks, 2 Combat Airspeeders 40 Heavy Turbolaser Batteries
Fire Arc: 20 Fore/Port/10 Aft & 20 Fore/Starboard/10 Aft Fire Arc: 10/Arc Ground Compliment: 1 Standard Prefab Base, 4 Landing
Crew: 2 • The Defender Star Destroyer became the Nebula Star Crew: 2 Barges, 24 TX-130’s, 4 Floating Fortresses, 24 T-47’s, 12
Skill: Capital ship gunnery Destroyer at some point. In this instance we are Skill: Capital ship gunnery LAAT/I’s, 12 Swift 4’s, 12 74-Z’s
Fire Control: 3D including the original Defender as the highly Fire Control: 2D
Space Range: 3-15/35/75 engineered, pocket Star Destroyer it was always meant Space Range: 3-15/35/75 • Cracken’s threat dossier says that the Majestic has
Atmosphere Range: 8-40/84/170 km to be. 65% of the size of the Nebula. It is an instant Atmosphere Range: 6-30/70/150 km point defense guns. They have been added.
Damage: 100 (10D) response, assault craft. Damage: 70 (7D)
40 Heavy Turbolaser Batteries 24 Laser Cannons
Fire Arc: 20 Fore/Port/10 Aft & 20 Fore/Starboard/10 Aft Fire Arc: 6/Arc
Crew: 2 Scale: Snubfighter
Skill: Capital ship gunnery Crew: 1
Fire Control: 2D Skill: Starship Gunnery
Space Range: 3-15/35/75 Fire Control: 3D
Atmosphere Range: 8-40/84/170 km Space Range: 1-3/12/25
Damage: 70 (7D)
538 539
Republic Star Destroyer Skill: Capital ship gunnery Defender Assault Carrier Snubfighter Complement: 12 T-Wing II, 36 E-Wing-B,
Fire Control: 3D 12 B-Wing II, 24 K-Wing Bombers, 12 X-Wing-C, 12 T-
Craft: Rendili Star Drive: Republic-class Space Range: 1-10/25/50 Craft: Republic Eng Corp: Defender-class Assault Carrier 65F, 12 Z-95-AF5, 8 Transports, 8 Assault Shuttles, 8
Affiliation: New Republic (Late Empire) Atmosphere Range: 2-20/50/100 km Affiliation: New Republic Gunships
Era: New Republic Damage: 50 (5D) Era: New Republic
16 Tractor Beam Projectors Ground Compliment: None
Type: Battleship Type: Heavy Carrier
Scale: Battleship; Maneuvers as Cruiser Fire Arc: 4 Fore, 4 Port, 4 Starboard, 4 Aft Scale: Cruiser The Defender-class assault carrier is a snubfighter
Length: 1,250 meters Crew: 1 Length: 700 meters platform, with no heavy guns and only light anti-fighter
Skill: Capital ship piloting: Star Destroyer Skill: Capital ship gunnery Skill: Capital ship piloting: Star Destroyer laser cannons. The Defender carrier is mother ship to one
Crew: 2,250, gunners: 116, skeleton: 1,406/+0 Fire Control: 4D Crew: 4,992, gunners: 232, skeleton: 3,120/+6 wing (+) of snubfighters, sometimes consisting of a single
Crew Skill: Typically 4D Space Range: 1-5/15/30 Crew Skill: Typically 3D class of fighter, sometimes a mixed wing. The majority of
Passengers: 6,000 (troops) Atmosphere Range: 2-10/30/60 km Passengers: 3,511 (troops) the Defender-based wings of the 5th fleet have three E-
Cargo Capacity: (12,500): 66 metric tons available Damage: 60 (6D) Cargo Capacity: (7,000): 40 metric tons available Wing Squadrons, while a few are dedicated to supporting
Consumables: 6 Years (134.5 Million Refit cost); Limited Tractor Defense: 24 Fore, 24 Port & Starboard, 24 Aft Consumables: 3 Years (134.5 Million Refit cost); Limited K-Wing bomber wings. Only a single Defender-class
to 5 months due to New Republic Doctrine. Snubfighter Complement: 24 X-Wing-F, 36 Z-95-AF5, to Five Months due to New Republic Doctrine. carrier actually carries the Defender Snubfighter (the class
Cost: 90.4 Million (New); 113 Million (Used) 12 B-Wing I, 4 Gunships, 2 Transports, 2 Shuttles Cost: 116.2 Million (New); 87.1 Million (Used) of fighter it was designed to carry). In addition to it’s
Hyperdrive Multiplier: x1 Hyperdrive Multiplier: x1 snubfighter berths the Defender has hangar space for
Ground Compliment: 1 Standard Prefab Base, 4 Landing assault shuttles and various personnel transports.
Hyperdrive Backup: x8 Barges, 24 TX-130’s, 4 Floating Fortresses, 24 T-47’s, 12 Hyperdrive Backup: x10
Nav Computer: Yes LAAT/I’s, 12 Swift 4’s, 12 74-Z’s Nav Computer: Yes Notes:
Maneuverability: -19 (-16 In Atmo;1D+2/2D+2) Maneuverability: -21 (1D)
Space: 6 The Republic Star Destroyer is a love letter to the Victory Space: 7 • The design has no tractor beams, that makes no sense
Atmosphere: 1,000 Km/H (can land); 1,395 MPR Line of Star Destroyers. It would be Walex Blissex’s last Atmosphere: 1,000 Km/H (cannot land); 1,390 MPR at all for a primary carrier, 20 have been added.
Hull: 2,110: 4 Locs (7D) design before he succumbs to advanced age. It’s equipped Hull: 1,585: 4 Locs (7D)
to fight a long war and operate independently. The craft is • Point Defense Guns increased from 20 to 40.
Armor: 500/Loc; Ablation: 90 (6D: Ion and Standard) Armor: 350/Loc / Ablation: 60 (4D)
Shields: 910/Loc; Ablation: 45 (3D) often deployed to run down Imperial Warlords that control Shields: 910/Loc (4D) • The books refer to a full wing of fighters as 72, I have
Backup Shields: 1,820 points (6D) entire sectors, alone. It carries the most advanced Sensors: increased this number to 144. At default settings the
Sensors: Turbolaser batteries ever seen, and can engage and kill Passive 50/+3 (1D) craft has 96 Snubfighters & 7 other craft. Adding the
Passive 50/+3 (1D) ships without its targets reaching engagement range. Scan 100/+6 (2D) 41 additional craft.
Scan 100/+9 (3D) • Original 2 years of consumables, bumped to 6. Search 150/+9 (3D)
Search 200/+12 (4D) • Bumped the guns to Match the Imperial II + FC Boost. Focus 5/+11 (3D+2) • The Defender Assault Carrier has an efficient multi
Focus 6/+14 (4D+2) • Enhanced & Advanced Cannons / Battlestation Armor Maximum 300/-31 deck hangar system that allows the craft to carry a full
Maximum 400/-28 • Ultra Heavy Deflection: TRIPLES Ablation vs ship sector wing of 144 ships.
Weapons: killing weaponry: Ultra Heavy, Super Weaponry & Weapons:
40 Enhanced Superior Heavy Turbolaser Batteries Anti-Warship Weaponry does not benefit from Ablation 40 Laser Cannons
Fire Arc: 20 Fore/Port/5 Aft & 20 Fore/Starboard/5 Aft Penetration (Torpedoes & Missiles), etc. Hull & Fire Arc: 10/Arc
Crew: 1 Shields never loose Ablation. Scale: Snubfighter
Skill: Capital ship gunnery • Ion Shielding is also incorporated into the Armor. Crew: 1
Fire Control: 3D • 2x Backup Shield Rating & added Hard Shields Skill: Starship Gunnery
Space Range: 5-25/45/90 • Ultra efficient that there is no skeleton crew penalty, Fire Control: 3D
Atmosphere Range: 10-50/90/180 km extra space converted to additional troops. Space Range: 1-3/12/25
Damage: 120 (12D) • Cost is correct, single Barrel Weapons are vastly more Atmosphere Range: 100-300m/1.2/2.5 km
40 Advanced Turbolaser Batteries cost efficient, most ship designers do not have this Damage: 50 (5D)
Fire Arc: 20 Fore/Port/5 Aft & 20 Fore/Starboard/5 Aft luxury.
Crew: 1 20 Tractor Beam Projectors
Skill: Capital ship gunnery Fire Arc: 5/Arc
Fire Control: 4D Crew: 1
Space Range: 5-25/70/150 Skill: Capital ship gunnery
Atmosphere Range: 10-50/140/300 km Fire Control: 3D
Damage: 60 (6D) Space Range: 1-5/15/30
20 Ion Cannon Batteries Atmosphere Range: 2-10/30/60 km
Fire Arc: 10 Fore/Port/3 Aft & 10 Fore/Starboard/3 Aft Damage: 40 (4D)
Crew: 1 Tractor Defense: 20 Fore, 20 Port & Starboard, 20 Aft
540 541
Sacheen Escort 8 Ion Cannon Batteries Hajen Fleet Tender is a resupply vessel constantly running back and forth from
Fire Arc: 5/Arc battle-group to base to keep the ships well stocked. They
Craft: Republic Engineering Corp: Sacheen-class Crew: 1 Craft: Republic Engineering Corp: Hajen-class are flying warehouses carrying the food, water, fuel, spare
Affiliation: New Republic Skill: Capital ship gunnery Affiliation: New Republic parts, blaster gas, snubfighter replacements, and other
Era: New Republic Fire Control: 3D Era: New Republic supplies needed to keep a battle-group functioning.
Type: Heavy Escort Frigate Space Range: 1-10/25/50 Type: Fleet Tender / In Theater Repair & Refit Vessel Notes:
Scale: Frigate Atmosphere Range: 2-20/50/100 km Scale: Frigate • The official narrative says it’s not a repair ship. This
Length: 375 meters Damage: 30 (3D) Length: 375 meters idiocy essentially invalidates the reason for the ship’s
Skill: Capital ship piloting: Star Destroyer 4 Tractor Beam Projectors Skill: Capital ship piloting: Hajen Fleet Tender existence in the first place. This actually conflicts with
Crew: 338, gunners: 48, skeleton: 225/+6 Fire Arc: 1/Arc Crew: 338, gunners: 16, skeleton: 225/+6 the latter paragraphs they wrote... In the last part of
Crew Skill: Typically 3D Crew: 1 Crew Skill: Typically 3D the official text the craft is apparently a repair and refit
Passengers: 225 (troops) Skill: Capital ship gunnery Passengers: 220 Technicians; 5 Engineers ship...
Cargo Capacity: (3,750): 69 metric tons available Fire Control: 3D Cargo Capacity: (3,750): 75 metric tons available • Think of it as if it as a highly advanced micro yards
Consumables: 1.5 Years (3.5 Million Refit cost); Limited Space Range: 1-5/15/30 Consumables: 2 Years (4.5 Million Refit cost); facility (dry-dock). It is filled to the brim with
to Five Months (1 mil) due to New Republic Doctrine. Atmosphere Range: 2-10/30/60 km Cost: 11.3 Million (New); 113 Million (Used) automation, fabrication facilities on multiple decks
Cost: 5.9 Million (New); 4.4 Million (Used) Damage: 40 (4D) Hyperdrive Multiplier: x1 and even molecular furnaces that break down and
Hyperdrive Multiplier: x1 Tractor Defense: 4 Fore, 4 Port & Starboard, 4 Aft Hyperdrive Backup: x10 fabricate replacement parts out of battlefield salvage.
Hyperdrive Backup: x10 Nav Computer: Yes • Added Advanced Tractor beams to hold a ship
Nav Computer: Yes Snubfighter Complement: 24 New Republic Defenders, 4 Maneuverability: -15 (1D) together while repairs are being performed. The
Maneuverability: -12 (2D) Gunships, 2 Transports, 1 Assault/Boarding Shuttle Space: 7 Tractor beams are so powerful that two used in tandem
Space: 7 Ground Compliment: Light Prefab Garrison, 6 Combat Atmosphere: 1,000 Km/H (can land); 1,375 MPR can grab onto a starship and bend it in two: Damage
Atmosphere: 1,000 Km/H (cannot land); 1,390 MPR Airspeeders, 6 Medium Repulsor Tanks, 1 Artillery Piece Hull: 685; 4 Locs (5D) delivered is 160 points per round, per pair of tractor
Hull: 685; 4 Locs (5D) Armor: 80/Loc; Ablation: 30 (2D) beams employed... Up to 320 points maximum. Does
Armor: 350/Loc; Ablation: 60 (4D) The Sacheen-class light escorts are the smallest vessels in Advanced Shields: 6,010/1 Loc; Ablation: 150 (10D) not ignore shields.
Shields: 415/Loc (3D) the New Class program capable of extended independent Shields (Self): 415/Loc; Ablation: 45 (3D) • Added Advanced Super Capital shields that function
Sensors: operations. They have enough heavy turbolasers to Sensors: on the entire Fire Arc of the ship which they are
Passive 50/+3 (1D) threaten a cruiser or destroy most smaller ships. Also Passive 20/+3 (1D) repairing (750m radius of their repair window at 10D
Scan 100/+6 (2D) possessing anti-snubfighter weapons, Ion Cannons, and a Scan 60/+6 (2D) Super Cap: 750 to 1 location).
Search 150/+9 (3D) light complement of tractor beams complementing it’s Search 100/+9 (3D) • Hull damage repaired per round is a subset of the
Focus 5/+11 (3D+2) hangar that carries a squadron of short range fighters in Focus 4/+11 (3D+2) tractor beams employed to repair the damaged arc.
Maximum 300/-31 addition to other tertiary hangars for direct starship support Maximum 300/-31 The damage repaired is 8 points per hour, per tractor
Weapons: from it’s gunship complement. In fleet formations it Weapons: beam employed (1 point every 7.5 minutes per beam).
10 Heavy Turbolaser Batteries operates in a screening role, typically without internal craft 16 Advanced Tractor Beam Projectors • The hangar’s 19 craft has been bolstered to carry two
Fire Arc: 10/Fore, 3 Port, 3 Starboard support. While alone, it’s hangars are full for patrol duty. Fire Arc: 4/Arc full squadrons of short range fighters for self defense.
Crew: 2 Notes: Crew: 1 • Official sources cite the ship at 1 month of
Skill: Capital ship gunnery • No tail snubfighter guns, balanced all arcs, added 8. Skill: Capital ship gunnery consumables. Extended the 1.5 year consumables to
Fire Control: 2D • Added basic Tractor Beams for it’s support craft. Fire Control: 6D 2, assume that the ship carries enough raw materials to
Space Range: 3-15/35/75 • Heavy Armor: Double Plating & Durability Space Range: 2-10/30/45 refit an entire fleet group to their full 5 month status.
Atmosphere Range: 6-30/70/150 km • Second Hangar Atmosphere Range: 4-20/60/90 km Anything beyond 5 months of carried supplies can be
Damage: 70 (7D) • Added Ground Complement Damage: 80 (8D) fabricated, over time.
Tractor Defense: 32 Fore, 32 Port & Starboard, 32 Aft
16 Laser Cannons
Fire Arc: 4/Arc Snubfighter Complement: 24 New Republic Defenders
Scale: Snubfighter The Hajen-class Fleet Tender is the life line of the New
Crew: 1 Class ships. Hajens keep the Fifth Fleet supplied on
Skill: Starship Gunnery station and extends their running time. With adequate
Fire Control: 3D resupply, the New Class ships can operate indefinitely.
Space Range: 1-3/12/25 The fleet tender is not a repair vessel... A damaged ship is
Atmosphere Range: 100-300m/1.2/2.5 km unlikely to survive long enough to be repaired. The Hajen
Damage: 50 (5D)
542 543
Corona Frigate Space Range: 1-3/12/25 Warrior Gunship Crew: 1
Atmosphere Range: 100-300m/1.2/2.5 km Skill: Capital ship gunnery
Craft: Kuat Drive Yards: Corona-class Frigate Damage: 60 (6D) Craft: Republic Engineering Corp: Warrior-class Fire Control: 3D
Affiliation: New Republic Affiliation: New Republic Space Range: 1-5/15/30
12 Ion Cannon Batteries Atmosphere Range: 2-10/30/60 km
Era: New Republic Fire Arc: 3 per Arc Era: New Republic
Type: Line Frigate Type: Heavy Assault Ship Damage: 30 (3D)
Crew: 1 Tractor Defense: 3 Fore, 3 Port & Starboard, 3 Aft
Scale: Frigate Skill: Capital ship gunnery Scale: Corvette; Reduced Maneuverability Penalty (-10)
Length: 275 meters Fire Control: 2D Length: 190 meters Snubfighter Complement: 2 Gunships; 4 NR Defenders
Skill: Capital ship piloting: Star Destroyer Space Range: 1-10/25/50 Skill: Capital ship piloting: Star Destroyer Ground Complement: Small Prefab Garrison; 2 Combat
Crew: 248, gunners: 88, skeleton: 165/+6 Atmosphere Range: 2-20/50/100 km Crew: 64, gunners: 46, skeleton: 43/+3 Airspeeders, 1 Heavy Repulsor Tank
Crew Skill: Typically 3D Damage: 30 (3D) Crew Skill: Typically 4D Warrior-class gunships are small, dedicated ship
Passengers: 165 (troops) Passengers: 80 (troops) destroyers, with enough firepower to threaten a heavy
Cargo Capacity: (2,750): 39 metric tons available 16 Tractor Beam Projectors Cargo Capacity: (1,900): 72.5 metric tons available
Fire Arc: 4 Per Arc cruiser and with their concussion missile launchers can
Consumables: 1 Year (1.93 Million Refit cost) Consumables: 1 Year (732k Refit cost); Limited to Five even cripple an Imperial Star Destroyer with a little luck.
Cost: 13.2 Million (New); 10.5 Million (Used) Crew: 1 Months (332k) due to New Republic Doctrine.
Skill: Capital ship gunnery These ships are used to punch holes in an enemy’s
Hyperdrive Multiplier: x1 Cost: 5.1 Million (New & Used) formations. The Warrior is expected to contact the enemy
Hyperdrive Backup: x12 Fire Control: 4D Hyperdrive Multiplier: x1
Space Range: 1-5/15/30 ahead of the main force, armed with enough anti-
Nav Computer: Yes Hyperdrive Backup: x10 snubfighter weaponry to brush off fighter attacks, while
Maneuverability: -12 (2D) Atmosphere Range: 2-10/30/60 km Nav Computer: Yes
Damage: 60 (6D) armored beyond a typical snubfighter’s ability to inflict
Space: 6 Maneuverability: -1 (3D) damage. Once Warriors penetrate enemy’s lines, they
Atmosphere: 850 Km/H (cannot land); 1,180 MPR Tractor Defense: 24 Fore, 24 Port & Starboard, 24 Aft Space: 8 destroy what they can then withdraw into hyperspace.
Hull: 550; 4 Locs (4D) Expanded Snubfighter Complement: 12+ New Republic Atmosphere: 1,100 Km/H (can land); 1,530 MPR
Armor: 120/Loc; Ablation: 30 (2D) Hull: 535; 4 Locs (5D) • No tail snubfighter guns, balanced all arcs, added 4.
Defenders; up to 12 X-Wing-C, T-Wing II or any assigned • Added 1 Concussion Launcher for Flack Defense
Shields: 415/Loc (3D) craft up to a maximum of 36; 1 Space Transport / Shuttle Armor: 250/Loc; Ablation: 60* (4D)
Backup Shields: 685 points (5D) Shields: 325/Loc (3D) • Added 4 Light Tractor Beams for salvage and defense.
Sensors: Modeled after the “highly successful” Nebulon-B escort Sensors: • The Warrior has Hardened 2x Armor: heavy
Passive 50/+6 (2D) frigate used by the Rebel Alliance, the Corona line frigate Passive 40/+3 (1D) plating to absorb and or deflect almost any snubfighter
Scan 100/+9 (3D) provides reconnaissance-in-force, close-line fire support & Scan 80/+6 (2D) grade weapon that penetrates it’s shields. Armor
Search 175/+12 (4D) anti-snubfighter cover for cruisers and Star Destroyers. Search 100/+9 (3D) Penetrating Warheads do not lower its Ablation.
Focus 6/+15 (5D) The Corona is designed to carry 36 Snubfighters. Orders Focus 20/+14 (4D+2) • Precision Targeting System: A Warrior on a first
Maximum 350/-28 for the craft have been moderately steady. Maximum 300/-31 pass can select a single warship. It must close to
Weapons: Weapons: Focus Sensor Range, at which point the Focus D Code
• The Nebulon-B Refit in the Starship Expansion is bonus eliminates an equivalent amount of shields on
18 Heavy Turbolaser Batteries better, this has been updated substantially. 10 Turbolaser Batteries
Fire Arc: 6 Fore, 4 Port, 4 Starboard, 4 Aft Fire Arc: 6 Fore, 3 Port, 3 Starboard one fire arc of the targeted craft & also jams an
Crew: 2 Crew: 2 equivalent amount of SPD making SPD effectively
Skill: Capital ship gunnery Skill: Capital ship gunnery worthless: the shields aren’t eliminated, it simply finds
Fire Control: 4D Fire Control: 2D a weak spot between the shield interleaving and allows
Space Range: 3-15/35/75 Space Range: 3-15/35/75 all it’s forward (& aft as it passes) weapons to fire into
Atmosphere Range: 6-30/70/150 km Atmosphere Range: 6-30/70/150 km and through that spot. At this range Void Generators,
Damage: 70 (7D) Damage: 60 (6D) Tractor Defense, Flack Defense, Snubfighter Point
Defense & Capital Point Defense is effectively
24 Laser Cannons 12 Laser Cannons neutralized vs it’s missiles (20 Units and under).
Fire Arc: 6 per Arc Fire Arc: 3/Arc • Null Targeting Baffles: The unique hull structure is
Scale: Snubfighter Scale: Snubfighter honeycombed with target lock disrupting materials:
Crew: 1 Crew: 1 20% of all incoming directed fire misses the ship,
Skill: Starship Gunnery Skill: Starship Gunnery Dumbfire ammo & cannons with no Fire Control
Fire Control: 3D Fire Control: 3D ignore this rule.
Space Range: 1-3/12/25 • Expanded Hangars + Ground Assets for Cargo Space
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 50 (5D)
lll 5 Concussion Missile Tubes (Fire-Linked)
Fire Arc: 3 Fore, 2 Aft / Ventral
Aga
.. Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D Fore/3D+2 Aft
Space Range: 240
Atmosphere Range: 480 km
Damage: 120 (12D)
420 (14Dx3) Fore / 260 (13Dx2) Aft
Ammo: 75 Advanced Missiles/Launcher
Flack Defense: -5 Ammo = 12 Units
Destroyed
4 Tractor Beam Projectors
Fire Arc: 1/Arc
544 545
Authority IRD Assault Fighter series fighters. A modular hyperdrive that uses a droid Ascension Battleship Damage: 120 (12D)
brain and expands the consumables of the craft: Ammo: 120 Advanced Torpedoes Per Launcher
Craft: Authority IRD-AF Craft: Pammant Docks Ascension-class Flack Defense: -120 Ammo = 216 Units Destroyed
• Consumable Expansion: + 2 Days (20 Credit Refuel)
Affiliation: Corporate Sector Authority • Hyperdrive Sled: 2D/3D Droid Navigation assist, 5 Affiliation: Independent / Various Factions 60 Dual Laser Cannon Batteries
Era: Early New Republic Jumps, x1 Hyperdrive; Cargo Cost: 7 kg Era: New Republic (Late Rebellion) Fire Arc: 9 Fore, 9 Port, 9 Starboard, 9 Aft
Type: Multipurpose aerospace fighter Price: 22,500 Credits Type: Command Ship Crew: 1
Scale: Starfighter Scale: Heavy Battleship Skill: Starship Gunnery
Length: 8.5 meters The entire cockpit will jettison in the event of severe man Length: 1,360 meters Fire Control: 4D
Skill: Starfighter piloting: IRD body damage. The cockpit has limited control systems Skill: Capital ship piloting Space Range: 1-3/12/25
Crew: 1 allowing for repulsor assisted re-entry, mild maneuvering Crew: 1,306, gunners: 468, skeleton: 816/+3 Atmosphere Range: 100-300m/1.2/2.5 km
Crew Skill: Typically 3D thrusters and a fair amount of life support. Crew Skill: Varies Wildly, Minimum: 2D Damage: 60 (6D)
Cargo Capacity: (107): 7 kilograms Passengers: 3,917 (troops) 16 Tractor Beam Projectors
Consumables: 4.5 days (45 Credit Refuel cost) Craft: Authority IRD-AF Ejection Capsule Cargo Capacity: (13,600): 18 metric tons available
Type: Life Pod Fire Arc: 4 Fore, 4 Port, 4 Starboard, 4 Aft
Cost: 171,000 (New); 123,000 (Used) Consumables: 5 Years (109.6 Million Refit cost) Crew: 1
Maneuverability: +11 (3D+2) Scale: Starfighter Cost: 214.2 Million (New & Used)
Cargo Capacity: 40 kilograms Skill: Capital ship gunnery
Space: 11 Hyperdrive Multiplier: x1 Fire Control: 4D
Atmosphere: 1,350 Km/H; 1,875 MPR Consumables: 4.5 days (+2 if Consumables Expanded) Hyperdrive Backup: x8
Cost: Not available for sale Space Range: 1-5/15/30
Hull: 50 (4D) Nav Computer: Yes Atmosphere Range: 2-10/30/60 km
Armor: 25; Ablation: 15 (1D) Maneuverability: +3 (1D) Maneuverability: -26 (1D+1)
Space: 2 Damage: 60 (6D)
Shields: 50 (4D) Space: 8 Tractor Defense: 24 Fore, 24 Port & Starboard, 24 Aft
Sensors: Atmosphere: 300 Km/H Hull: 2,310: 4 Locs (7D+2)
Passive: 25/+1) Hull: 50 (4D) Armor: 420/Loc; Ablation: 60 (4D) Expanded Snubfighter Complement: 72 Fighters, 4
Scan: 50/+4 (1D+1) Armor: 25; Ablation: 15 (1D) Shields: 1,400/Loc; Mitigation: 24 (4D+2) Shuttles (68 Base)
Search: 60/+6 (2D) Sensors: Sensors: Ground Compliment: 44 Units, 6 Landing Barges
Focus: 3/+8 (2D+2) Same package as Ship (they’re located in the cockpit) Passive 60/+4 (1D+1)
Maximum: 120/-34 Scan 120/+8 (2D+2) The Ascension Battleship is the successor to the
Don’t let the advancements fool you, as an Authority IRD
Search 150/+15 (5D) Providence Battleship of the Clone Wars. Released in the
Weapons: pilot you’re likely to start in a stock IRD. If you survive
Focus 10/+16 (5D+1) late Rebellion Era, because warship sales had been stifled
your first tour and distinguish yourself you might get
Heavy Twin Laser Cannon (Fire-Linked) Maximum: 300/-25 by the Empire. A number sold to the Rebellion and several
assigned an IRD-A and then after additional distinguished
Fire Arc: Front Weapons: independent systems. It is widely sold in the New
service you might just get promoted to one of these
Skill: Starship gunnery 42 Quad Turbolaser Batteries Republic Era, due to how difficult it is for worlds to gain
babies… More than likely after all your friends are
Fire Control: 3D Fire Arc: 12 Fore, 12 Port, 12 Starboard, 6 Aft membership in the New Republic.
already dead and you don’t have a soul left or the will to
Space Range: 1-3/12/25 live or fight… You get one of these... Crew: 3 • Incorporates Effective Slave Rigging Techniques to
Atmosphere Range: 100-300m/1.2/2.5 km Skill: Capital ship gunnery minimize crew complement. Extra Crew to cargo.
Damage: 70 (7D) Authority IRD-AF’s are entering mainstream production at Fire Control: 4D
Space Range: 3-15/35/75 • Heavy Battleship: Increase Armor Durability by 1x
about the same time as the Battle of Endor.
2 Concussion Missile Tubes (Fire-Linked) Atmosphere Range: 6-30/70/150 km • Proton Cannons don’t function like Proton Torpedoes,
Fire Arc: Front Damage: 100 (10D) they are more akin to Turbolasers and as such Tractor
Skill: Missile weapons: concussion missiles Defense is only ½ as effective. SPD & CPD are
Fire Control: 4D 156 Proton Cannons likewise ½ effective. They also have standard range
Space Range: 60 units Fire Arc: 30 Fore, 57 Port, 57 Starboard, 12 Aft categories (these are not Batteries, FYI).
Atmosphere Range: 60 Km Crew: 2
Skill: Capital ship gunnery • Gaps in Armor provide areas of the ship that have no
Damage: 220 (10D/11Dx2) Armor Protection (Called Shots).
Ammo: 8 Advanced Missiles Per Launcher (8 Shots) Fire Control: 4D
Space Range: 6-36/75/150 • Refurbished Providence Production Lines: 15% Cost
CSA has long fielded their own craft in sector defense. Atmosphere Range: 12-72/150/300 km Savings on production.
Their IRD followed with the IRD-A and now the IRD-AF,
a generational advancement on the base craft. It is reaping
the benefits of mass production refinements and a
substantial armament upgrade. The overall length of the
craft has been reduced by 1 meter at some additional gains
to performance due to mass reduction.
Typical Authority IRD class snubfighters suffered a fairly
severe amount of atmospheric performance penalty. The
IRD-AF bolsters repulsorlift performance and the overall
aerodynamic silhouette of the craft. In several instances
the IRD-AF managed to retain atmospheric control even
under no power:
• Glide: 450 Km/H, Maneuverability: +9 under no
power or Ionized and capable of a controlled landing,
safely, without crashing or sustaining damage;
Missiles can still be fired, manually, under no power
without Fire Control.
There is an optional under chassis attachment for the IRD
546 547
Yevethan Thrustship Fire Control: 5D Yevethan Snubfighter The Yevethans may not have had access to advanced
Space Range: 2-12/30/60 (6 Units Per Round) snubfighter grade shield generators. Downgraded the craft
Craft: Nazfar Metalworks: Armadia-class Thrustship Damage: 240 (24D) Craft: Nazfar Metalworks Guild: Type-D Snubfighter to the book’s 2D rating (from the 3rd Edition’s 4D). This is
Affiliation: Yevetha Ammo: 6 Gravity Bombs/ea; (5 Reloads/ea in Storage) Affiliation: Yevetha likely the weakest part of the Yevethan understanding and
Era: New Republic 12 Quad Ion Cannon Batteries Era: New Republic was likely based off of something like a Mark I Z-95.
Type: Armadia-class Fire Arc: All Type: Escort Snubfighter Now, this, is a snubfighter that could have given the New
Scale: Cruiser: Up-scaled Frigate; Maneuvers as Corvette. Crew: 3 Scale: Snubfighter Republic a run for it’s money.
Length: 360 meters Skill: Capital ship gunnery Length: 12 meters
Fire Control: 5D The Type-D Snubfighter is a lethal blending of a Subpro Z-
Skill: Capital ship piloting: Armadia-class Skill: Starship piloting: Type-D
Space Range: 3-15/35/70 95 Headhunter Mark I & the best Imperial Snubfighter
Crew: 216, gunners: 160, skeleton: 176/+6 Crew: 1
Atmosphere Range: 6-30/70/140 km technology that the Yevethans had access to. The fighter
Crew Skill: Typically 4D Crew Skill: Typically 3D
Damage: 80 (8D) lacks a hyperdrive, however, given time the Yevethans
Passengers: 144 (troops) Cargo Capacity: (200): 55 kilograms available
would have eventually incorporated the units into the core
Cargo Capacity: (3,600): 69 metric tons available 16 Point Defense Quad Laser Cannons Consumables: 9 Days (90 Credit Refuel cost)
Consumables: 1 Year Fire Arc: 4 Fore, 4 Port, 4 Starboard, 8 Aft Cost: 205,600 (New); 154,200 (Used)
Cost: 21.6 Million (New); 16.2 Million (Used) Crew: 1 Maneuverability: +15 (+18 in Atmo; 5D/6D)
Hyperdrive Multiplier: x2 Skill: Starship Gunnery Space: 15
Hyperdrive Backup: x8 Fire Control: 5D Atmosphere: 1,650 Km/H; 2,290 MPR
Nav Computer: Yes Space Range: 1-3/12/25 Hull: 65 (5D+1)
Maneuverability: -6 (3D) Atmosphere Range: 100-300m/1.2/2.5 km Armor: 35; Ablation: 25 (1D)
Space: 8 Damage: 70 (7D) Shields: 30 (2D)
Atmosphere: 950 Km/H (can land); 1,320 MPR Sensors:
Hull: 1,360; 4 Locs (6D) 8 Tractor Beam Projectors Passive: 34/+4 (1D+1)
Armor: 560/Loc; Ablation: 60 (4D) Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft Scan: 54/+8 (2D+2)
Shields: 1,135/Loc (5D) Crew: 1 Search: 80/+8 (2D+2)
Sensors: Skill: Capital ship gunnery Focus: 6/+15 (5D)
Passive 50/+3 (1D) Fire Control: 4D Maximum: 160/-32
Scan 100/+9 (3D) Space Range: 2-7/20/40 Weapons:
Search 200/+12 (4D) Atmosphere Range: 4-14/40/80 km
Focus 5/+14 (4D+2) Damage: 80 (8D) 3 Yevethan Laser Cannons (Fire-linked)
Maximum: 400/-28 Tractor Defense: 16 Fore, 16 Port & Starboard, 16 Aft Fire Arc: Front
Skill: Starship gunnery
Weapons: Snubfighter Compliment: 40 Type-D Snubfighters, 2 Fire Control: 4D
16 Heavy Turbolaser Batteries Lambda Shuttles Space Range: 2-4/16/34
Fire Arc: All, redirect fire to any arc Notes: Atmosphere Range: 2-400m/1.6/3.4 km
Crew: 3 48 Damage: 80 (8D)
Skill: Capital ship gunnery • The original was 240 Meters. These craft couldn’t
Fire Control: 4D+1 have proven even a minor threat to the New Republic. 2 Yevethan Concussion Missile Launchers (Fire-Linked) design at no loss of cargo capacity. There were a number
Space Range: 4-20/45/90 Earlier depictions of the encounters with the craft Fire Arc: Front of experimental models that the New Republic discovered
Atmosphere Range: 8-40/94/196 km showed them to be incredibly capable of taking out a Skill: Starship gunnery after defeating the Yevethans. They were all equipped with
Damage: 120 (12D) New Republic Warship. Fire Control: 4D “primitive” hyperdrive units (x5). These models were
• The size wasn’t capable of carrying much more than Space Range: 40 Units earlier variants of the Type-D, A through C. These models
6 Proton Torpedo Launchers Atmosphere Range: 80 km
Fire Arc: Fore 12 snubfighters (based on my rules), and that’s what I were lower performance designs that more closely
had them at in the 3rd Edition. Took another Damage: 260 (12D/13Dx2) resembled the Subpro Chassis. With the Type-A being an
Crew: 2 Ammo: 8 Yevethan Missiles/ea (8 Shots)
Skill: Capital Ship Gunnery look at the ships and decided to bump the almost exact copy of the Headhunter Mark I, the Type-B
Fire Control: 4D core design up by 50%, adding 120m to the Notes: converted the chassis to a fixed wing and the Type-C
Space Range: 4-24/80/160 craft. To give it a bit more room, then added Yevethans had no technology but Imperial tech to base placed both engines in the central fuselage (like the Type-
Atmosphere Range: 8-48/160/320km 33% to the cargo and fighter capacity of the their craft off of, aside from coming up with their own D). The largest departure with the Type-D is the engine
Damage: 150 (15D) ship. According to Imperial sources during designs and likely having exposure to older craft in the itself, the drive system is a single massive power plant, that
Ammo: 60 Advanced Torpedoes/ea the time of the Empire, anything a Yevethan system (like the Z-95). The D-Type fighter resembles an the New Republic failed to successfully reproduce.
(10 Reloads/ea in storage) engineer touched would receive about a 33% atmospheric fighter like early Z-95’s. According to lore,
performance increase. The Type-D is so advanced that designs wouldn’t truly
24 Concussion Missile Launchers the Yevethans have the ability to take anything the begin to approach it’s level of lethality until closer to the
Fire Arc: All • Increased the craft’s scale from Imperials manufactured and re-engineer it roughly 33% Legacy Era. Had the Yevethans had access to the TIE
Crew: 2 Destroyer to Cruiser and allowing it to better. I am reflecting that below. Advanced/Avenger or the TIE Defender, the New Republic
Skill: Capital ship gunnery maneuver as a Corvette. That would make • Has 33% more Cargo Space might have very well lost against the Yevethans. The New
Fire Control: 5D these craft lethal in the hands of a good pilot. • Has more consumables Republic Engineering core attempted to recruit Yevethan
Space Range: 240 • Doubled all mounted weapons and added • Has 33% more hull than a TIE Bomber Engineers to develop advanced snubfighter designs after
Atmosphere Range: 480 km point defense guns. • Maneuverability 33% better than a TIE Interceptor they locked down the Yevethan star cluster. This proved to
Damage: 140 (14D) • 33% more atmospheric speed than an Interceptor be a mistake, with the Yevethan Engineers murdered an
• Added Tractor Beams because they
Ammo: 30 Advanced Missiles/ea • Armor is roughly 33% better than a Z-95, rounded entire team of New Republic scientists with their
would have had them being micro carriers.
(5 Reloads/ea in storage) down (+2). retractable Dew Claws. After that incident, the Yevethans
• Crew remains unchanged due to • Sensors are 33+% better than an Interceptor were deposited in their home system and the star cluster
8 Gravity Bomb Launchers efficiency, gunners added for new weaponry.
Fire Arc: Fore • Rounded up on speed (14.63) was interdicted. After the New Republic warships shelled
Crew: 2 • Armor Durability increased by 3x. the Yevethan production centers form orbit, making damn
• Atmospheric Performance boost mirrors a Z-95
Skill: Capital Ship Gunnery sure it would be decades, possibly, centuries before the
boosted by roughly 33%.
Yevethans emerged with a xenophobic assault force.
548 549
Hapan Battle Dragon RoF: 1/3 (Archaic Turbolasers) Hapes Nova Battlecruiser Fire Control: 4D
Space Range: 1-5/15/30
40 Hapan Ion Cannon Batteries Atmosphere Range: 2-10/30/60 Km
Craft: Olanji/Charubah: Battle Dragon Fire Arc: Rotational: All Craft: Olanji/Charubah: Hapes Nova-Class
Affiliation: Hapan Affiliation: Hapan Damage: 70 (7D)
Crew: 2 Tractor Defense: 7 per fire arc
Era: Old Republic-New Republic+ Skill: Capital ship gunnery Era: Old Republic-New Republic+
Type: Heavy assault warship Fire Control: 3D Type: Assault warship Snubfighter Compliment: 16 Miy’til Fighters, 6 Miy’til
Scale: Destroyer Space Range: 2-20/50/80 Scale: Destroyer (Maneuvers as Frigate) Bombers, 1 Boarding Shuttle
Length: 500 meters Atmosphere Range: 4-40/100/160 km Length: 400 meters
Skill: Capital Ship Piloting Damage: 30 (3D) Skill: Capital Ship Piloting Ground Compliment: 1 Lading Barge (Imperial
Crew: 698, gunners: 228, skeleton 450/+9 Crew: 558, gunners: 119, skeleton: 360/+9 equivalent)
Crew Skill: Typically 4D 4 Pulse Mass Generator Tubes Crew Skill: Typically 4D+2
Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft • The Turbolaser Batteries are upgraded to New
Passengers: 768 (troops) Passengers: 614 (troops) Republic standards after the Hapans join the New
Cargo Capacity: (5,000): 65 metric tons available Crew: 3 Cargo Capacity: (4,000): 30 metric tons available
Skill: Capital Ship Gunnery Republic (RoF:1, +20 Fire Control, 80 Damage).
Consumables: 2 Years (13 Million Refit cost) Consumables: 2 Years (9.9 Million Refit cost)
Cost: 30 Million (New); 24 Million (Used) Fire Control: 5D Cost: 18 Million (New); 14 Million (Used) • Armor +1D; x2 Additional Durability.
Hyperdrive Multiplier: x2 Space Range: 1-25/75/150 Hyperdrive Multiplier: x1.5
Damage: 240 (24D)* Notes:
Hyperdrive Backup: x14 Hyperdrive Backup: x12 It can be argued that the Hapans should already have
Nav Computer: Yes Ammo: 16 Pulse Mass Mines per Launcher Nav Computer: Yes
*Note: If coming out of Hyperspace due to Pulse Mass modern Turbolaser techniology as of o ABY. Grand
Maneuverability: -18 (1D) Maneuverability: -12 (2D) Admiral Osvald Teshik was sent to the Hapes cluster with
Space: 4 Hyperspace Flack. Blocks hyperspace travel, each mine Space: 5
equals a 30 unit diameter. a fleet and soundly defeated. While he had an insufficient
Hull: 1,390; 276/276/276/276/276; 4 Locs (7D+2) Hull: 910; 4 Locs (5D) and minor fleet, the hapans have sound Ion Cannon
Armor: 420/Loc; Ablation: 60 (4D) 2 Hapan Triple Ion Cannon Batteries Armor: 420/Loc; Ablation: 60 (4D) technology and would likely have captured their ships.
Shields: 550/Loc (3D) Fire Arc: Dorsal & Ventral Turrets: All Shields: 370/Loc (2D) Furthermore, there are many instances referring Imperial
Backup Shields: 1,110 points (6D) Crew: 2 Backup Shields: 740 points (4D) Star Destroyers been desytroyed by the Hapans over the
Sensors: Scale: Snubfighter (Downscaled Capital Guns) Sensors: years. Thus it is highly unlikely that they did not already
Passive 50/0 Skill: Starship Gunnery Passive 40/+3 (1D) possess the technology.
Scan 100/+9 (3D) Fire Control: 2D+1 Scan 75/+9 (3D)
Search 200/+12 (4D) Space Range: 3-9/18/36 Search 150/+12 (4D)
Focus 6/+14 (4D+2) Atmosphere Range: 300-900m/1.8/3.6 Km Focus 5/+14 (4D+2)
Maximum: 400/-28 Damage: 56 (5D+2) Maximum: 300/-20
Weapons: 4 Hapan Tractor Beam Projectors Weapons:
40 Hapan Turbolaser Batteries Fire Arc: Rotational: All 25 Hapan Turbolaser Batteries
Fire Arc: Rotational: All Crew: 3 Fire Arc: 5 Fore, 5 Port, 5 Starboard, 5 Aft, 5 Turret: All
Crew: 3 Skill: Capital ship gunnery Arcs
Skill: Capital ship gunnery Fire Control: 4D Crew: 3
Fire Control: 1D+2 Space Range: 1-5/15/30 Skill: Capital ship gunnery
Space Range: 3-15/35/75 Atmosphere Range: 2-10/30/60 Km Fire Control: 1D+2
Atmosphere Range: 6-30/70/150 km Damage: 70 (7D) Space Range: 3-15/35/75
Damage: 70 (7D) Tractor Defense: Up to 28 in any arc (28 Total); 7/turret Atmosphere Range: 6-30/70/150 km
Snubfighter Damage: 70 (7D)
Compliment: 24 RoF: 1/3 (Archaic Turbolasers)
Miy’til Fighters, 4 10 Hapan Ion Cannon Batteries
Miy’til Bombers Fire Arc: Fore
Crew: 2
Ground Skill: Capital ship gunnery
Compliment: 1 Fire Control: 3D
Landing Barge Space Range: 2-20/50/80
(Imperial Atmosphere Range: 4-40/100/160 km
Equivalent) Damage: 30 (3D)
• The 24 Point Defense Guns
Turbolaser Batteries Fire Arc: 6 Fore, 6 Port, 6 Starboard, 6 Aft
are upgraded to New Crew: 1
Republic standards Scale: Snubfighter
after the Hapans join Skill: Starship Gunnery
the New Republic Fire Control: 3D
(RoF:1, 4D Fire Space Range: 1-3/12/25
Control, 80 Atmosphere Range: 100-300m/1.2/2.5 Km
Damage). Damage: 50 (5D)
• Armor +1D; 4 Hapan Tractor Beam Projectors
x2 Additional Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Durability. Crew: 3
Skill: Capital ship gunnery
550 551
Miy’til Fighter Damage: 40 (4D) Miy'til Assault Bomber Ion Auto Blaster
1 Concussion Missile Launcher Fire Arc: Fore (Bow Mounted)
Craft: Olanji/Charubah: Miy’til Fighter Fire Arc: Fore Craft: Olanji/Charubah: Miy'til Assault Bomber Skill: Starship gunnery
Affiliation: Hapan Skill: Starship Gunnery Affiliation: Hapan Fire Control: 4D*
Era: Rise of Empire-New Republic+ Fire Control: 3D Era: Rise of Empire-New Republic+ Space Range: 3-9/18/36
Scale: Snubfighter Space Range: 30 units Scale: Snubfighter Atmosphere Range: 300-900m/1.8/3.6 Km
Length: 10 meters Atmosphere Range: 3 km Length: 20 meters Damage: 50 (5D)*; RoF: 1 Full Burst / Round
Skill: Starship piloting Damage: 90 (9D) Skill: Starship piloting 2 Concussion Missile Launchers (Fire-Linked)
Crew: 1 & Astromech Droid (can coordinate) Ammo: 10 Missiles Crew: 2, gunners: 1 (turret) & Astromech Droid (can Fire Arc: Fore
Crew Skill: Typically 3D Notes: coordinate) Skill: Starship Gunnery
Cargo Capacity: (125): 20 kilograms available Crew Skill: Typically 4D Fire Control: 5D
The snubfighter was designed primarily based off of the X- Space Range: 60 units
Consumables: 5 days (50 credit refuel) Cargo Capacity: (250): 0 kilograms available
Wing Fighter. Olanji & Charubah (the hapan starship Atmosphere Range: 60 km
Cost: 142,000 (New); 106,000 (Used) Consumables: 10 days (300 credit refuel)
manufacturing guilds who have a long history of working Damage: 280 (13D/14Dx2)
Hyperdrive Multiplier: x1.5 Cost: 209,400 (New); 157,050 (Used)
together) had taken an expeditionary trip past the veil of Ammo: 26 Advanced Missiles/Launcher (13 Shots)
Nav Computer: No, uses Astromech Droid 10 Jumps Hyperdrive Multiplier: x2
their cluster and purchased a T-65A and returned to the
Maneuverability: +9 (+10 in Atmo; 3D/3D+1) Hyperdrive Backup: x12
Hapan Cluster and reverse engineered the fighter. They 2 Laser Cannons (Fire-Linked)
Space: 9 Nav Computer: No, uses Astromech Droid 10 Jumps
copied and improved the fighter where they could. Their Fire Arc: Ventral Turret: All Arcs
Atmosphere: 950 Km/H; 1,320 MPR Maneuverability: +7 (+8 in Atmo; 2D+1/2D+2)
base hull plating was inferior for snubfighters prior to Skill: Starship gunnery
Hull: 60 (5D) Space: 8
taking into account the Rugged Space Frame design. Fire Control: 3D+1
Armor: 25; Ablation: 15 (1D) Atmosphere: 850 Km/H; 1,190 MPR
• The Miy’til Fighter inherits the T-65A’s Rugged Space Space Range: 1-3/12/25
Shields: 25 (1D+1) Hull: 80; 2 Locs: Fore & Aft (6D+2)
Frame: Treat the hull as if it were 50% stronger (Base Atmosphere Range: 100-300m/1.2/2.5 Km
Sensors: Armor: 40/Loc; Ablation: 30 (2D)
Cost, repair, maintenance and modification costs are Damage: 40 (4D)
Passive: 25/0 Shields: 30/Loc (2 Generators, 2D)
Scan: 50/+3 (1D) only derived from the a 3D+1 hull). Sensors: • The Miy’til Bomber inherits the T-65A’s Rugged
Search: 75/+3 (1D) • Cockpit is roomy and comfortable, consider it Luxury Passive: 30/+3 (1D) Space Frame: Treat the hull as if it were 50%
Focus: 3/+6 (2D) Seating. Scan: 60/+3 (1D) stronger (Base Cost, repair, maintenance and
Maximum: 150/-37 Search: 80/+9 (3D) modification costs are only derived from the base
Weapons: • Easy to Maintain and Repair (not mod): -1 DR Focus: 3/+6 (2D) 4D+1 hull).
2 Laser Cannons (Fire-Linked) • Many parts Maximum: 160/-31 • Cockpit is roomy and comfortable for all occupants,
Fire Arc: Fore are Weapons: consider it Luxury Seating
Skill: Starship gunnery interchangeable 2 Medium Laser Cannons (Fire-Linked)
Fire Control: 3D+1 with Incom and Fire Arc: Fore • Cockpit acts as an escape pod
Space Range: 1-3/12/25 Incom copied Skill: Starship gunnery • Easy to Maintain and Repair (not mod): -1 DR
Atmosphere Range: 100-300m/1.2/2.5 Km designs (like Fire Control: 3D+1
the Frei’Tek T- Space Range: 1-3/12/25 • Many parts are interchangeable with Incom and Incom
Damage: 50 (5D) copied designs.
65F). Atmosphere Range: 100-300m/1.2/2.5 Km
3 Light Ion Cannons (Fire-Linked) Damage: 60 (6D) • Internal Astromech Port
Fire Arc: Fore (Bow Mounted)
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: 3-9/18/36
Atmosphere Range: 300-900m/1.8/3.6 Km
552 553
We’re Not All the Same I was not until they reached this galaxy that they
truly encountered a presence and a unified
For Van’Tosh Kraithil, the way of life in the resistance that stopped them dead in their tracks.
Warrior caste of the Yuuzhan Vong had been a For five years that they battled the fragments of
hard one. The physical demands, the training, the Empire, Empire of the Hand, New Republic,
the constant rivalry and the nuances of relations Spec Ops and a myriad of other species’s
between all the various castes of society. All of affiliated organizations and they lost, utterly.
that, became secondary to survival. That’s all Normally the Vong host would move on after
most of the Yuuzhan Vong did, they fought to depleting a galaxy of it’s useful resources or
survive. effectively destabilizing the galaxy they
despoiled with their bio tech abominations. In
The Yuuzhan Vong had been essentially this case, they were broken to the point that they
imprisoned on generational warships that had no choice but to remain in this galaxy.
crawled across the galaxy in search of a new
home. The exodus was one that was spurred on Having been a survivor long enough to see a
by the Yuuzhan Vong having utterly destroyed campaign that destroyed one galaxy and
their entire galaxy by abusing the Force. Their attempted to destroy this one, he had a bad taste
curse was to be forever cut off from it. Though in his mouth about the entire affair. His people,
with the race’s perpetual focus on biological here, had been forced into the shadows. They
engineering they were able to overcome some of were unable to join the galactic whole especially
these limitations by developing Bio Magnetic after the mass level of atrocities they had
Alchemy a hybrid solution that allowed Force delivered against the galaxy. He was fortunate to
like abilities to guide their troops using have a keen mind, he could see the patterns of
genetically created beings called “War failure and the ways that had led his race to
Coordinators”. We will not delve into the nearly complete ruin.
nuances of those monstrosities today. Though “Shaper Keila, I want you to reverse my
many of the Yuuzhan Vong felt that they were, augmentations and ritual scarring.” Van’Tosh,
indeed, monstrosities. stated, now task group commander over a large
For Van’Tosh, survival had it’s price. The part of the Vong survivor host.
Yuuzhan Vong race might have a birth Keila looked at him with horror “Why? You are
appearance similar to humanity and something spitting in the face of our traditions.” She asked,
akin to an elf with some pronounced ridges to the reactionary disgust in her words.
facial bone structure and a robust physique in
general. Van might have started out looking “Yes, traditions that have bowed our entire race
“normal” to the citizens of the New Republic, low. Ones that have ultimately led us to utter
however, by the time he had reached their sectors ruin. We are forced to exist in a sort of
of space he was an abomination by their subservient way and we can never join the
standards. Most Yuuzhan Vong could damn near galactic whole.” Van looked at her with disgust
pass as standard galactic citizens if they shed for reacting and not thinking “Think, before you
their ritualistic scarification practices. Van had speak Keila. Or does that anger you because I
genetic grafts on his head and face to add to his quote the Humans?” A deadly smile touched his
overall imposing appearance, then add to that the lips for a brief moment and then he chased it
use of living weaponry and the entire ensemble away, realizing that he had to fight the instincts
was a fearsome array of genetic manipulation he had learned. The ones that had been “beaten”
that generally terrified almost everyone in the into him, in some cases quite literally. It was
Galaxy. time for the Vong in his group to evolve and he
They had destroyed dozens of civilizations would lead that charge.
before reaching the galaxy of the “Galactic “You overstep your station Commander
Republic”. We refer to it as such because no Van’Tosh Kraithil. This is akin to a social
other entity had so thoroughly explored all the mutiny and the mark of a traitor. Do you invite
territories like the Old Republic. While the death?” She asked, after thinking for a moment.
Empire dabbled at it, expansion effectively “Have you not been paying attention to your
ground to a halt aside from the Corporate daily torture? Keila, we as a species have invited
Sector’s Endeavors to redefine Wild Space. death for centuries. We have prayed to the gods
554 555
for death, to be utterly obliterated by a superior “How do you expect to walk out of here?” Keila Yuuzhan Vong Starship Rules Void Generators can only handle a certain
adversary. Here, in this place, we have found asked “Our people will likely rip you to pieces.” volume of weapons fire, per generator. That’s
that adversary... One that never needed to be an It’s not so much the firepower of their Plasma only partially correct. Void generators
Van continued to take in his appearance in the based weapons that is the real threat. It’s their
adversary in the first place. The death we face is intelligently anticipate Direct Attacks. So
mirror, he looked more “human” than he could characteristics that make them deadly. We list
one of pride. We are a species on the decline, in technically even a squadron of fighters against
have ever imagined. “Is this what our people the main perks the Vong have below.
it’s death throes. We have a clear path out of this even one Coral Skipper most likely wouldn’t get
were meant to embrace?” He thought to himself Detection
madness, yet we do not take it. We cling to the a shot past their Void Generators. Methods that
wistfully. It was not such a bad idea, because by
past and it is one that brought us into ruin. We Yuuzhan Vong craft do not emit technological defeat a Void Generator’s defenses:
all accounts he was rather handsome as a man.
are deeply flawed and we must change in order signals of any kind. As such, they are incredibly • Stutter Fire
to survive. I will be the first.” He said with “I will walk right out the main doors. I have difficult to detect on sensors. There is a Base • AoE-MPD: Area of Effect Munitions Pre-
passion and fire, Van meant every word he explained that this is part of an infiltration of the 120 Difficulty to detect their craft, diminishing Detonation
uttered. Alliance.” He said flatly by 10 per Scale Above Snubfighter. They tend to • Masking fire with a White Current Illusion
“You are quite the dreamer. You seem to believe “No one will believe you” Keila said be nearly undetectable until they are in weapons (Standard Force based illusions have no
that the denizens of this galaxy will accept us if range (+30 Bonus to Spot at 75 Space Units). effect)
“I don’t care what you think, nothing will stop • Burst Fire Weapons
we look more like them. However, once they me because I didn’t forget my training. My The Yammosk
realize that we are the Yuuzhan Vong, we will be • Archaic Weapons like Pulse Wave, Beam
genetics still activate everything and those that The Yuuzhan Vong version of a Jedi employing Tubes, Auto-Cannons & Rail Guns
damned once more. No, we must cling to what need to know will allow me to pass. From this the Enhanced Coordination power. These are the
makes us, the Yuuzhan Vong.” Keila stated day on, I will become a liaison to our survivors.” War Coordinators (in Basic) which provide a Now, Individual Direct Attacks with High
“That is fine for you, however, I command you to Van said as he donned an ooglith masquer that bonus to crew skills and even other craft so long Volume will confuse the Void Generator. It’s like
alter my bio-genetic coding starting immediately. effectively resumed his former appearance. as they came from the ship with the coordinator. putting someone into a high pressure situation
There is no choice, at this time, you will do this • A superior Yammosk can take over issuing and they crack under pressure, because after all
“Why would we need a liaison to the galactic the Void Generators are alive. They are directed
or I will destroy you. Any words you utter whole?” Keila asked... The situation somewhat bonuses, but it replaces other ship borne ones
outside this chamber will be regarded as of lower skill. Range: 120 Space Units by their own integral, “hardwired” Biological
dawning on her after seeing Van assume his programming. The Void Generator is
traitorous heresy against the gods, I have posted previous form.
the acolytes of Yun-Yuuzhun outside this Void Generators (Dovin Bassals) anticipating a singular / powerful multi cannon
chamber. If you should defy me you will be “We have always needed an open line of They effectively act as shields for their craft with shot that all strikes pretty much simultaneously.
escorted to re-education and possibly even re- dialogue between our people and those that we one core difference. Whereas a standard shields When those Weapons Batteries and Fire Linked
integration with the coral.” He stated with underestimated and ultimately were defeated by. absorb “x” amount of damage prior to being guns are all split up to fire individually in an
finality, it wasn’t a bluff. He correctly There is no path forward that allows us to “blown”, the Yuuzhan Vong Void Generator’s alternating staggered fire pattern, these
anticipated that he might have to pursue extreme survive without concessions and a point of Static value will never deplete. It will Generators can become overwhelmed. Splitting
measures in order to get it done. He had played contact that allows for us to have a dialogue with continuously eat weapons fire, all day long. Any up batteries and fire control is typically called
his “hand” well, or so the Humans would say if our betters.” Van said honestly individual attack that exceeds the Static value of “Stutter Fire”. Any weapons system with an
he understood their meaning correctly, related to a Void generator will pass through into the hull individual cannon can perform this function
“You declare this galaxy’s denizens as our directly. Combining fire will not enhance your (but it’s harder to do), the ones that have an easy
a game of chance. Such luxuries, these games, superiors!?!” Keila screamed the question /
were unheard of to the Yuuzhan Vong. Our damage, each individual weapons emplacement time of it are Burst Fire Weapons (like an Auto
accusation. must deal with the Void generator’s Static value. Blaster, Rail Gun or Archaic Auto Cannon/
“games” are trials of life and death... and that
needs to change. “Oh yes, they very much are. We destroyed This makes the Yuuzhan Vong incredibly lethal. Machine Gun).
ourselves in addition to being bested in almost Anyone unprepared to face their starships in How Stutter Fire Works:
“You would never...” Keila began every way by these individuals. It is time for the combat will surely die. ANY military ordinance However many cannons/barrels that a weapons
“It is done, either you comply with my old guard to die and a new core to rise.” Van (Missiles, Rockets, Bombs, Torpedoes, etc) that system possesses add to the volume of fire the
transformation or you will surely perish. It has said quietly is fired at a Void Generator is “Swallowed” into a weapon can output per Stutter Shot.
been arranged and you will comply, no?” Van Singularity. Snubfighters have 1 generator.
“What? Was that a threa...” Her voice failed as Capital ships have 4 (1/arc), or more. Snubfighter Scale Weaponry and below:
said with deadly purpose the venom was driven deeply into her spine by One Free Action is required to break up a Fire
Keila swallowed hard “As you wish Van’s Amphistaff. Other Abilities of a Void Generator:
Linked System into it’s constituent, individual,
Commander.” 1. Void Generator’s on Vong capital Ships can
“I’m sorry Keila, you will not impede this. Our cannons.
strip shield protection of the arc of another
Several weeks of incredibly painful procedures people must find a path forward.” He gently laid ship within 30 space units. Effect is one arc One Free Action is required to switch from
later Van’Tosh was more or less at his starting her down on the table that began re-integrating per generator used. This delivers their full Stutter Fire mode back to Linked fire.
point. He appeared as he should have before the her biomass with the coral of the ship. rating in damage to the opposed shield arc(s). Capital Scale Weaponry:
ritual and survival experiences. While the scars 2. They can be used as Tractor Beams within One Full Action is required to switch to
remained under the surface the visage in the Van Tosh, the diplomat to the Alliance, walked 30 space units and have an equivalent Stutter Fire.
reflections was one that did nothing but from the room with new purpose and clarity. The strength and fire control at their D code.
encourage Van’Tosh. future of his species, now, had a chance. One Full Action is required to switch back to
How do you defeat a Void Generator? Battery or Linked Fire.
556 557
pre-detonates the Torpedo. That 9D torpedo is Coral Skipper believed that some variants do not require a Yuuzhan Vong
An Example: technically a 3D Capital Weapon (according to host pilot in order to operate.
An X-Wing possesses 4 Cannons, thus with 2nd / 3rd Gen rules) vs the 1D Corvette Scale Void Craft: Bio-Alchemical Yorik-et Snubfighter • Importing Artwork from the “Chigs” from Space
broken fire linkage and staggered shots an X- Generator. The rating must be equal or higher Affiliation: Yuuzhan Vong Above and Beyond. Because, the Yuuzhan Vong
Wing will fire 4 Stutter Shots in one Action. An than the Generator after a 6D Penalty: The Void Era: Jedi Academy Artwork sucks. Their ships look like something
A-Wing with it’s weapons configured in the same Type: Escort Snubfighter someone pulled off the ocean floor. Chig fighters are
Generator is disabled for 1 round if you meet the Scale: Snubfighter
fashion can only fire 2 Stutter Shots per Action. above criteria. living organisms sheathed in, a biological metal like
Length: 13 meters shell, and they just look a helluva lot cooler than this:
The D code rating of the Void Generator is Targeting with Aoe-MPD: Skill: Starship piloting: Yorik-et
directly proportional to how much Stutter Fire is Crew: 1 • On attack runs against capital ships, Coral Skippers
You only have to hit the rough area near the Crew Skill: Typically 3D in all skills
required to defeat it. can fire a trio of plasma bolts, delivering a combined
Snubfighter or capital ship +2DR (a GM Cargo Capacity: 130 Kg; 90 Kg Available 270 points of damage to anything Corvette Sized and
Fire Control: Still Functions normally, determined target that’s much lower than Consumables: 13 Days up, as if it were a single blast. Each fighter can only
targeting the ship proper, probably around a Black Market Value: 130K Credits generate this kind of assault once per session.
assuming you have Fire Control Dice left after Maneuverability: +13 (4D+1)
breaking up the Linked Weapons (most likely). difficulty of 18-24+2DR = 24-30). The difficulty Space: 13
is so the munitions don’t get swallowed by the • No Tactics or Command Skills possessed by pilots
Whatever is left over can help mitigate multiple Atmosphere: 1,200 Km/H; 1,665 MPR unless they are Advanced NPCs or Heroes. IN which
actions (or stutter shots). A broken up X-Wing 4 singularity. This can be more difficult if the Hull: 60 (5D) case: Advanced NPC (Tactics 2D) / Heroes (Tactics
Cannon Fire Control Package is still 2D (FA = 2 target is highly evasive. Armor: 25; Ablation: 15 (1D) 3D)
Void Generator: 1D Static Corvette: 115 Soak/attack
Free Stutter Shots). Vs Capital Ships: • 6 Stutter Shots to Overload • https://www.deviantart.com/unusualsuspex/gallery
Snubfighter Scale: At the Capital Level the Detonated Ordinance • Overloaded: 20
must triple the Static Value of the Shields. Then Sensors:
Per Full D a Void generator can handle 6 Stutter Passive: 30/+3 (1D)
Shots before being overloaded. Dovin Bassals will be overloaded for 1 Round. Scan: 60/+6 (2D)
Per Pip a Void Generator can handle 1 additional White Current Illusions: Search: 90/+9 (3D)
Likely due to their incredibly close connection to Focus: 3/+12 (4D)
Stutter Shot. Maximum: 180/-31
the force their illusions are incredibly believable.
Capital Scale: While in personal combat they might be far less Weapons:
Per Full D a Void generator can handle 12 effective vs a Yuuzhan Vong Warrior, their Plasma Cannon (Battery)
Stutter Shots before being overloaded. illusions are believable to the Yuuzhan Vong Fire Arc: Front
Per Pip a Void Generator can handle 2 additional ships themselves. Skill: Starship gunnery
Fire Control: 4D+2
Stutter Shot. Their illusions will allow the shots to completely Space Range: 1-3/12/25
The effect to an Overloaded Void Generator: ignore the presence of Void Generators. Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 90 (9D); RoF: 3 (on attack runs)
It’s protection drops for 1 round. Burst Fire Weapons:
So, your pilot uses 1FA to switch to Stutter fire, Automatic Weapons, as in fully automatic Yuuzhan Vong snubfighters are lethal and incredibly
takes 2 Stutter Fire Shots (2 Actions or Fire starship weaponry will effectively turn all effective. These craft are grown, living organisms. It is
Control should mitigate this) with their X-Wing Yuuzhan Vong Void Generators into standard
and Overloads the Void Generator then uses 1FA shields. The sheer unrelenting volume of fire
to switch back to linked fire and puts a Quad coming out of these weapons overwhelms the
Linked blast directly into the Coral Skipper’s hull Void Generator’s ability maintain a Static Soak
(with no fire control bonus against a superior value.
and highly maneuverable craft)…. That’s pretty
damn hard to do, it’s supposed to be. The Effect: Convert the Void Generators into
Shields of the appropriate conventional values.
AoE-MPD:
Area of Effect Munitions Pre-Detonation is a bit Ion Weaponry and the Yuuzhan Vong:
trickier, you have to judge the rough edge of the This is described in better detail in the Starship
Singularity (which you cannot see) that’s being Expansion. However, the short of it is that you
generated by the Void Generator and detonate still have to defeat the Void Generators before
your ordinance before it is swallowed by the Ion Weapons have any effect. After which the
singularity. This is the easier method. Ionization has a debilitating effect on the living
structures of their craft and disrupts the functions
Vs Snubfighters: they perform. See the Starship Expansion for
The detonated ordinance will strip the more detail.
“Shielding” of the Void Generator against
Snubfighters on a D for D basis. Thus: An X-
Wing firing a Proton Torpedo at a Coral Skipper
558 559
Yorik-Trema Landing Craft tremas are often escorted by several Coral skippers but A-vek Iiluunu Fighter Carrier space... The Chigs from Space Above and Beyond got me
they are not unarmed. When attacked, the yorik-trema thinking about replacing the artwork, but I ran out of
Craft: Bio-Alchemical Yorik-Trema Transport sprouts a pair of hornlike projections that are actually Craft: Yuuzhan Vong A-vek Iiluunu material pretty fast. Thus the substitutions of Reapers
Affiliation: Yuuzhan Vong weapons capable of firing damaging plasma bolts at Affiliation: Yuuzhan Vong from Mass Effect, the Babylon stuff and anything else I
Era: Jedi Academy+ planetary weapons emplacements and even small, swift Era: Jedi Academy could find to make their ships look less like something that
Type: Troop Transport starfighters. The yorik-trema possesses several sensors Type: Snubfighter Carrier came out of the business end of a cow. Many argue about
Scale: Transport; ½ Maneuverability Penalty that track the movements of its escort Coral skippers and Scale: Cruiser; Maneuvers/Evades as Frigate the validity of the Yuuzhan Vong in the Star Wars setting.
Length: 144 meters can also quickly identify enemy craft. These sensors Length: 800 meters Arguments abound but one thing is certain, as much as I
Skill: Starship piloting: Yorik-et resembled large, alien eyes. Skill: Capital ship piloting hated them and the story line when I was young... It’s a
Crew: 2 Crew: 3,348, gunners: ???, Skeleton: 2,160/? helluva lot better than what we got out of Disney’s sequels.
Crew Skill: 3D in all skills
Each yorik-trema is divided into two sections. The forward
Crew Skill: Typically 4D When I was building the rules for the 3rd Edition I realized
section has only enough room for a pilot and a commander that the Yuuzhan Vong had a place in the setting, using my
Passengers: 234 Passengers: 2,376 (troops)
while the large rear section holds up to 30 slave soldiers, new rules, to balance and even challenge the Jedi without
Cargo Capacity: (720): None Cargo Capacity: (8,000): 40 metric tons avail
mainly Chazrach, along with 6 full-fledged Yuuzhan Vong the threat being another Sith uprising out of nowhere. The
Consumables: 6 Months Consumables: 3.1 Years
warriors. The yorik-trema can also carry vehicles. For Expanded Universe looks like a masterpiece compared to
Black Market Value: 250+ K Gravitic-Drive Multiplier: x3
landing, the yorik-trema has several sharp claws capable of the zero lore / universe building that Disney has done with
Maneuverability: +4 (3D+1) Nav Computer: Yes
landing on any terrain, even on rocky cliffs, snowy plains the Star Wars… Until Andor… Only took them 12 years…
Space: 10 Maneuverability: -12 (2D)
or buildings. Once the vehicle lands, the yorik-trema use
Atmosphere: 1,050 Km/H; 1,460 MPR Space: 5 • Command Skill at listed Crew Skill Levels
several hollow molleung worms that extend from its sides.
Hull: 230 (10D+2, 1 Location) Hull: 1,435; 4 Locs (6D+1)
These worms served as disembarking tubes for the • No Tactics possessed by crew unless they are
Armor: 25/Loc; Ablation: 15 (1D) Armor: 350/Loc; Ablation: 60 (4D)
soldiers, who pour onto the battlefield. The molleung Advanced NPCs or Heroes. IN which case: Advanced
Void Generator: 2D Static Corvette: 220 Soak/attack Void Generator: 2D Static: 460 Soak/attack
worms are also living creatures that can lash out at enemy NPC (Tactics 3D) / Heroes (Tactics 4D)
• 12 Stutter Shots to Overload • 1 Void Generator per Arc
troops to clear a landing zone. The yorik-trema can also
• Overloaded: 50 • 24 Capital Stutter Shots to Overload • The ship’s Yammosk adds +6 to all crew skills and the
attach to enemy ships, where it chews a large hole in the
Sensors: • Overloaded: 460 skills of the Fighters & Transports.
vessel's hull.
Passive: 30/+3 (1D) Sensors:
Scan: 60/+6 (2D) Unit Cost: 4 Passive 40/+3 (1D)
Search: 90/+12 (4D) Scan 80/+6 (2D)
Focus: 3/+12 (4D) • I ended up using the Chig Ambassador’s vessel for the Search 120/+9 (3D)
Maximum: 180/-28 Yorik-Trema. Focus 4/+11 (3D+2)
Weapons: • Armor Penalty Applies to Maneuverability (-3) Maximum: 240/-31
Hardened Yorik-Coral Ram Prow
Fire Arc: Fore Weapons:
Skill: Starship Piloting; 20 Plasma Projectors (Batteries)
Destroyer Scale boarding device Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Space Range: Ramming Crew: ???
Atmosphere Range: Ramming Skill: Capital ship gunnery
Damage: 200 Static; 60 per round afterward when it Fire Control: 3D
“chews” through the hull. Space Range: 3-15/35/75
+100 to damage to to All Out ramming Speed Atmosphere Range: 6-30/70/150 km
Note: Ignores Shields, But Dovin Bassals are disabled Damage: 90 (9D)
Ammo: ???
Plasma Cannon(Battery) Expanded Compliment:
Fire Arc: Fore, Port, Starboard, Aft (Ventral Turret) 63 Yorik-et Coral skippers & 11 Yorik-Trema landing craft
Skill: Starship gunnery
Fire Control: 4D+1 Notes / Author’s Commentary:
Space Range: 1-3/12/25 Official canon images for most
Atmosphere Range: 1-300/1.2/2.5 km Yuuzhan Vong vessels is spotty. The
Damage: 90 (9D) craft here is barely distinguishable as
they were depicted being obliterated
Notes: The Yorik-trema can punch by the... Repulsor / Tractor of
through the hull of an opposing ship Centerpoint Station and there are no
and clamp its “mouth” over the other official images of the craft. I
resulting breach. The troops aboard grabbed the image of a Frigate /
the ship can then use the resulting Cruiser from Babylon 5 and find it to
hole to board the enemy ship. Yorik- be a decently fitting replacement for
tremas resemble a bloated mass of the “space blob” that was exploding in
molting tissue. As it descends into an official artwork.
atmosphere, the yorik-trema is
protected by a thick shell from Initially, I had used digital art from
artillery fire covering its ventral mods that were designed for Star
surface. The shell is ablative and Wars: Empire At War & Sins of a
would wear away under heavy fire, Galactic Empire (Sins of a Solar
however it also has regenerative Empire). However, there’s nothing
properties and could heal quickly, compelling about looking at floating
even when under attack. Yorik- rocks and biological infections in
560 561
Chuun M’arh Frigate equivalent of a New Republic escort frigate or an Imperial Kor Chokk Grand Cruiser implants to mark their successes. These grafts resulted in
Lancer-class frigate. the most powerful and infamous of these cruisers being
Craft: Yuuzhan Vong Chuun M’arh Craft: Yuuzhan Vong Grand Cruiser massive, terrifying sights, littered with protrusions and
The fully-grown ship could reach 440 meters in length, new weapons or defenses. Shedao Shai's Legacy of
Affiliation: Yuuzhan Vong significantly larger than the enemy equivalents, but most Affiliation: Yuuzhan Vong
Era: Jedi Academy Era: Jedi Academy Torment would be responsible for the destruction of Ithor's
documented vessels of this type were significantly smaller. climate. Though all Kor Chokk grand cruisers differ in
Type: Escort Frigate The Gift of Anguish was around 200 meters long, and Type: Flagship
Scale: Destroyer; Maneuvers/Evades as Corvette Scale: Super Capital; Maneuvers as Battleship shape, all share a number of traits. All grand cruisers
Nom Anor's personal ship Ksstarr was around 150 meters. feature multiple docking arms, from which their Coral
Length: 440 meters The eight frigates that fought in the fleet of Supreme Length: 8,180 meters
Skill: Capital ship piloting Skill: Capital ship piloting Skipper squadrons are launched. These arms make up the
Commander Komm Karsh in the Second Battle of Obroa- bulk of the Grand Cruiser, and take up much of the ship's
Crew: 614, gunners: ???, Skeleton: 396 skai were also around this size. Crew: 1,134,975 gunners: ???, Skeleton: 613,500/???
Crew Skill: L6 (L8*) in all appropriate skills Crew Skill: 6D in all appropriate skills 'cargo space'. The ships were also protected on all sides
Passengers: 436 (troops) The ro'ik chuun m'arh frigate was adaptable during Passengers: 1,042,950 (troops) by plasma launchers and dovin basals. The image for the
Cargo Capacity: (4,400): 86 metric tons available combat, able to take on various missions. In battle, it could Cargo Capacity: (81,800): 80 metric tons available Grand Cruiser is a respectable one. Consider this to be
Consumables: 1.7 Years serve as an assault vessel, or an escort for larger ships, or Consumables: 32 Years something like the Hapan’s Hyperspace Capable City. The
Gravitic-Drive Multiplier: x3 provide battle support to wounded vessels. Away from the Gravitic-Drive Multiplier: x3 craft is truly more than a Super Star Destroyer Equivalent.
Nav Computer: Yes front line, this type was capable of serving as a long-range Nav Computer: Yes • Command & Tactics Skills at Crew Levels: Yammosk
Maneuverability: -6 (3D) reconnaissance ship, a courier for high-ranking individuals, Maneuverability: -27 (1D) provides +12 all skills for crew and all support ships.
Space: 6 a cargo transport, troop carrier, or patrol picket. In the last Space: 4 • Possesses Battlestation Armor and Durability
Hull: 790: 4 Locs (4D+1) three roles, ships often carried boarding skiffs, each Hull: 7,010; 8 Locs (11D+2) • Possesses complete capability to terraform worlds
Armor: 220/Loc; Ablation: 45 (3D) capable of carrying one hundred warriors, either to the Armor: 1,000/Loc; Ablation: 80 (6D) (and beings are genetically altered as well) in days and
Void Generator: 1D+1 Static: 200 Soak/attack surface of a planet or to board another starship. Void Generator: 6D+2 Static: 4,010 Soak/attack weeks (rendering them inhospitable and alien in 1-2
• 1 Void Generator per Arc Despite its firepower and versatility, the ro'ik chuun m'arh • 1 Void Generator per Section: Immune to Stutter months).
• 14 Capital Stutter Shots to Overload could not use its dovin basals to generate an effective Shot Overload: Must Use AoE-MPD • Consider to be a Super Factory: Can generate every
• Overloaded: 240; Mitigation: 7 interdiction field - though it often allowed larger ships to • Overloaded: 4,010 ship of their fleet and is the ultimate biomass
Sensors: do this, while concentrating on destroying enemy forces. Sensors: recycling/re-purposing facility.
Passive 35/+3 (1D) Passive 60/+6 (2D)
Notes: • Completely Immune to the Force
Scan 70/+6 (2D) Scan 120/+9 (3D)
Search 105/+9 (3D) • Command Skill at listed Crew Skill Levels Search 240/+12 (4D) • Create Sector Terror Weapons: Plasma Bats: dissolve
Focus 3/+11 (3D+2) Focus 6/+17 (5D+2) anything without shields up, minimal warning, then
Maximum: 210/-31 • No Tactics possessed by crew unless they are Maximum: 480/-28 the hull is melting (Wiped out Kyp Durron’s Jedi
Weapons: Advanced NPCs or Heroes. IN which case: Advanced Weapons: Fighter Wing and almost killed Gilad Pellaeon on his
30 Plasma Projectors (Batteries) NPC (Tactics 1D) / Heroes (Tactics 2D) 960 Plasma Projectors (Batteries) flagship’s bridge).
Fire Arc: 15 Fore, 5 Port, 5 Starboard, 5 Aft Fire Arc: 120 Per Hull Section (8 Sections); 240/Arc • Disrupts Technological Communication in the sector it
Crew: ??? • There is no official image of this craft. Crew: ??? is in, crippling everything but Sub Space
Skill: Capital ship gunnery Skill: Capital ship gunnery Communications (Disused: Rebellion Method, slow).
Fire Control: 3D • The ship’s Yammosk provides a +3 bonus to all skills Fire Control: 3D
Space Range: 3-15/35/75 and those of it’s support craft. Space Range: 3-15/35/75
Atmosphere Range: 6- Atmosphere Range: 6-30/70/150 km
30/70/150 km Damage: 90 (9D)
Damage: 90 (9D) Ammo: ???
Ammo: ??? 320 Plasma Cannons (Batteries)
12 Plasma Cannons Fire Arc: 40 Per Hull Section (8 Sections); 90/Arc
(Batteries) Skill: Starship gunnery
Fire Arc: 3 Fore, 3 Port, 3 Fire Control: 4D+1
Starboard, 3 Aft Space Range: 1-3/12/25
Skill: Starship gunnery Atmosphere Range: 1-300/1.2/2.5 km
Fire Control: 4D+1 Damage: 80 (8D)
Space Range: 1-3/12/25 Expanded Compliment: 455 Coral Skippers, 40 Yorik-
Atmosphere Range: 1- Trema landing craft
300/1.2/2.5 km
Damage: 80 (8D) In battle, the Kor Chokk maneuvers little, preferring to
intimidate the enemy with its presence alone. However, the
Expanded Snubfighter grand cruiser is far from being unarmed and has almost
Compliment: 1,300 yaret-kors and many large dovin basals that acted
34 Yorik-et Coral skippers & like an interdiction field that could capture enemy vessels.
3 Yorik-Trema landing Craft While New Republic and Imperial Remnant vessels were
repaired and advanced between battles, Kor Chokk cruisers
A flexible vessel that fulfills began life as smaller ships, though the more battles they
a number of roles in a endured, the larger they grew. Parts of obsolete ships were
conflict, the ro'ik chuun also grafted onto Kor Chokk grand cruisers, building up its
m'arh frigate is an important structure and covering wounds. Additionally, the advances
part of the Yuuzhan Vong ensured that undamaged portions of host vessels were put
war fleet. Created from to good use. The idea of grafting new elements onto the
living yorik coral, the ro'ik frame after a victory had its roots in Yuuzhan Vong society
chuun m'arh was the itself, where Warriors escalated themselves with organic
562 563
Miid Ro’ik Warship Dread Weapon Sh’rip Sh’pa Spawn Ship 40 Plasma Projectors (Batteries)
Scale: Frigate, 155m; 1 Location Hull 10D: 1360 Hull; Fire Arc: 10 per Arc (can move)
Craft: Yuuzhan Vong Miid Ro’ik 120Armor / 30 Ablation; 145 Void Static / Overload: 12 Craft: Yuuzhan Vong Spawn Ship Crew: ???
Affiliation: Yuuzhan Vong Capital Stutter or MPD Affiliation: Yuuzhan Vong Skill: Capital ship gunnery
Era: New Jedi Order Skill: Attribute: 3D/ 4D Skill: +9 to hit; Space: 9 Era: New Jedi Order Fire Control: 3D
Type: Line Warship Damage: 120/round (until it destroys the target); Swallows Type: Combat Freighter / Heavy Cargo Ship Space Range: 3-15/35/75
Scale: Battleship; Maneuvers as Cruiser and digests ships and life-forms alike. Scale: Cruiser Atmosphere Range: 6-30/70/150 km
Length: 1,620 meters Also acts as a transport to 150 Troops, depositing them on Length: 810 meters Damage: (90) 9D
Skill: Capital ship piloting a ship to assault the inhabitants while the Dread Weapons Skill: Capital ship piloting Ammo: ???
Crew: 7,776, gunners: ???, Skeleton: 4,860 devours the ship slowly. Crew: 3,390, gunners: ???, Skeleton: 2,187
The Sh’rip Sh’pa can configure the fire arcs of its plasma
Crew Skill: Typically 4D Expanded Compliment: Crew Skill: Typically 3D
projectors. To move 10 from one fire arc to another takes
Passengers: 5,832 (troops) 145 Yorik-et Coral skippers & 15 Yorik-Trema landing Passengers: 2,406 (troops)
one turn, during which those projectors cannot fire. Each
Cargo Capacity: (16,200): 5 metric tons available craft Cargo Capacity: (8,100): 80 metric tons available
vessel is built like an enormous gemstone, and its facets
Consumables: 6.31 Years Consumables: 3.2 Years
The 1,620-meter-long miid ro'ik is striped by black are a dozen meters in size. The yaret-kor could be moved
Gravitic-Drive Multiplier: x3 Gravitic-Drive Multiplier: x3
armored plates that were bio-formed to withstand blaster to different fire-arcs, thanks to the faceted construction of
Nav Computer: Yes Nav Computer: Yes
fire and collisions. The remainder of the ship is composed the vessel.
Maneuverability: -18 (2D) Maneuverability: 2D
Space: 6 of durable yorik coral, with several long coral arms Space: 4
sprouting from the vessel's sides. These red-and-blue arms This is a “war” freighter. Tasked with carrying supplies,
Hull: 2,300; 4 Locs (7D+2) Hull: 1,585: 4 Locs (7D) weapons and materials for terraforming worlds to suit the
Armor: 350/Loc; Ablation: 60 (4D) latched onto Coral Skippers, transporting the Snubfighters Armor: 350/Loc; Ablation: 60 (4D)
through space. While the warship's Coral Skipper Yuuzhan Vong’s needs.
Void Generator: 3D Static: 910 Soak/attack Void Generator: 2D+2 Static: 610 Soak/attack
• 1 Void Generator per Arc complement could provide covering fire under attack, the • 1 Void Generator per Arc
miid Ro'ik's main weapons consist of sixty yaret-kors, Compliment:
• 36 Capital Stutter Shots to Overload • 32 Capital Stutter Shots to Overload 72 Yorik-et Coral skippers & 5 Yorik-Trema landing craft
• Overloaded: 910 arrayed across the hull, and often secreted within deep • Overloaded: 610
Sensors: crags in the yorik coral. Dovin basals projected gravitic Sensors:
anomalies that defended the miid ro'ik from incoming fire. Given a choice between a space potato (another image I
Passive 40/+3 (1D) Passive 40/+3 (1D) found), the crystalline growth problem thing and the image
Scan 80/+6 (2D) A miid ro'ik in battle: The most terrifying feature of the Scan 80/+6 (2D)
miid ro'ik was the dread weapon hidden in the belly of the I chose at the bottom… Use the “original” art or not at
Search 120/+9 (3D) Search 120/+9 (3D) your leisure. I vastly prefer the new stuff.
Focus 4/+11 (3D+2) warship. This huge, grotesque creature extends from the Focus 4/+11 (3D+2)
Maximum: 240/-31 vessel to consume enemy Snubfighters or personnel. The Maximum: 240/-31 • Command Skill at listed Crew Skill Levels
Weapons: dread weapon was also used to transport Yuuzhan Vong
60 Plasma Projectors (Batteries) troops from the miid ro'ik to a planet's surface. Weapons: • No Tactics possessed by crew unless they are
Fire Arc: 20 Fore, 15 Port, 15 Starboard, 10 Aft Quad Plasma Battery Advanced NPCs or Heroes. IN which case: Advanced
• Command Skill at listed Crew Skill Levels
Crew: ??? Fire Arc: Fore NPC (Tactics L2) / Heroes (Tactics L3)
• No Tactics possessed by crew unless they are Crew: ???
Skill: Capital ship gunnery Advanced NPCs or Heroes. IN which case: Advanced • The Ships Yammosk Provides a +6 to the skills of the
Fire Control: 3D Skill: Capital ship gunnery
NPC (Tactics 4D) / Heroes (Tactics 5D) Fire Control: 4D crew and it’s support craft.
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km • Yammosk Bonus to Crew & Support Vessels of +9 Space Range: 6-30/70/150
Damage: (90) 9D Atmosphere Range: 12-60/140/300 km
Ammo: ??? Damage: 400
Ammo: ??? / RoF: 1/5???
564 565
Yorik-strona Spy Ship Armament included ten yaret-kors and a dovin basal Vua’spar Interdictor Skill: Capital ship gunnery
tractor beam, but while reasonably maneuverable, they Fire Control: 6D (only to base range)
Craft: Yuuzhan Vong Yorik-strona were only moderately fast at sub-light speeds and their Craft: Yuuzhan Vong Vua’spar Interdictor Space Range: 3-10/25/50 or Sensor range
Affiliation: Yuuzhan Vong darkspace drive was the equivalent of just a Class 3 Affiliation: Yuuzhan Vong Atmosphere Range: Varies
Era: Jedi Academy hyperdrive, as this involved a far slower reversion to Era: Jedi Academy Damage: 600 Points
Type: Spy Ship realspace, which was far harder for enemy sensors to Type: Hyperspace Interdictor Rate of Fire: 1/5???
Scale: Frigate; Maneuvers as Transport detect. Scale: Cruiser; maneuvers as Destroyer 4 Gravitic-Anomaly Generators
Length: 228 meters • Command Skill at listed Crew Skill Levels Length: 908 meters Fire Arc: Any
Skill: Capital ship piloting Skill: Capital ship piloting Crew: ???
Crew: 203, gunners: ???, Skeleton: 137 • No Tactics possessed by crew unless they are Crew: 3,800, gunners: ???, Skeleton: 2,252 Skill: Capital ship gunnery
Crew Skill: Typically 3D Advanced NPCs or Heroes. IN which case: Advanced Crew Skill: Typically 4D Fire Control: 4D
Passengers: 137 (troops) NPC (Tactics 1D) / Heroes (Tactics 2D) Passengers: 2,697 (troops) Space Range: 1-50/75/150 or Sensor range
Cargo Capacity: (2,280): 60 metric tons available • The Yammosk provides +3 to the Crew and support Cargo Capacity: (9,080): 52 metric tons available Damage: Instantly Ionizes any ships pulled out of
Consumables: 1 Year ships skill sets. Consumables: 3.54 Years Hyperspace for D6 rounds. Applies “Stunned” effect to
Gravitic-Drive Multiplier: x3 Gravitic-Drive Multiplier: x2 Droids (Ionized ) and Crew if Strength is below 2D (D6
Nav Computer: Yes • Space Potato / rock or Fan Made Chig Vessel, you Gravitic-Drive Backup: x6 rounds unconscious). 3D Strength and above suffer light
Maneuverability: +3 (3D) know which one I pick every time! Nav Computer: Yes stun for 2 rounds. Functionally identical to gravity well
Space: 4 Maneuverability: -15 (2D) generators otherwise.
Atmosphere: 1,050 Km/H; 1,460 MPR Space: 5 Unit Cost: 60
Hull: 325; 4 Locs (2D+1) Hull: 985: 4 Locs (4D+1) Expanded Compliment:
Armor: 120/Loc; Ablation: 30 (2D) Armor: 350/Loc; Ablation: 60 (4D) 50 Yorik-et Coral skippers & 5 Yorik-Trema landing craft
Void Generator: 1D Static: 145 Soak/attack Void Generator: 1D+2 Static: 385 Soak/attack
• 1 Void Generator per Arc • 1 Void Generator per Arc • Command Skill at listed Crew Skill Levels
• 12 Capital Stutter Shots to Overload • 20 Capital Stutter Shots to Overload • No Tactics possessed by crew unless they are
• Overloaded: 145 • Overloaded: 385 Advanced NPCs or Heroes. IN which case: Advanced
Sensors: Sensors: NPC (Tactics 3D) / Heroes (Tactics 4D)
Passive 80/+6 (2D) Passive 40/+3 (1D)
Scan 160/+12 (4D) Scan 75/+6 (2D) • The Yammosk Provides the ship & it’s support vessels
Search 320/+18 (6D) Search 150/+9 (3D) with a +6 to skills.
Focus 12/+22 (7D+1) Focus 4/+11 (3D+2)
Maximum: 640/-22 Maximum: 300/-31 • No official image, the space arrow is from an Empire
Weapons: Weapons: at War Mod
10 Plasma Cannon Batteries 20 Plasma Projectors (Batteries)
Fire Arc: 4 Fore, 2 Port, 2 Starboard, 2 Aft Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Skill: Starship gunnery Crew: ???
Fire Control: 4D+2 Skill: Capital ship gunnery
Space Range: 1-3/12/25 Fire Control: 3D
Atmosphere Range: 1-300/1.2/2.5 km Space Range: 3-15/35/75
Damage: (90) 9D Atmosphere Range: 6-30/70/150 km
Damage: 90 (9D)
Expanded Compliment:
26 Yorik-et Coral skippers & 2 Yorik- Ultra Heavy Battery: Heavy Plasma Projector
Trema landing craft Fire Arc: Forward
Crew: ???
These ships are sent into enemy
territory before an attack fleet to spy
on the enemy and were often
equipped with cloaking shadows to
guide in the invasion force. A yorik-
strohna was made from yorik coral
and covered with layers of rock,
which extended to a depth of fifty
meters everywhere except their main
cooling vane, which was disguised as
a crevasse in the surface.
566 567
Uro-ik V’alh Battleship Ultra Heavy Battery: Heavy Plasma Projector Sunulok Flagship Interdictor Craft
Fire Arc: Forward
Crew: ??? Not only do the Yuuzhan Vong gravity well projectors
Craft: Yuuzhan Vong Uro-ik V’alh Craft: Yuuzhan Vong Hyperspace Interdictor force ships out of hyperspace, but they also short out
Affiliation: Yuuzhan Vong Skill: Capital ship gunnery Affiliation: Yuuzhan Vong
Fire Control: 6D (only to base range); defaults to sensor electronic components (including droids) and cause intense
Era: Jedi Academy Era: Jedi Academy brain-wave distortion in living creatures. The Sunulok was
Type: Heavy Combat Battleship bands D code as Fire Control Bonus at advanced ranges. Type: Combat Hyperspace Interdictor
Space Range: 3-10/25/50 or Sensor range the flagship of War-master Tsavong Lah during the early
Scale: Dreadnought; maneuver as Battleship Scale: Cruiser; Maneuver as Destroyer stage of the Yuuzhan Vong War. It command area was the
Length: 2,240 meters Atmosphere Range: Varies Length: 810 meters
Damage: 800 Points Glory Room and its mess was the High Chew. The
Skill: Capital ship piloting Skill: Capital ship piloting Vua'spar was quite old when the war began. Its interior
Crew: 14,784 gunners: ???, Skeleton: 8,960 Rate of Fire: 1/3???? Crew: 3,340, gunners: ???, Skeleton: 2,187 was covered in glowing lichen. It was still a force to be
Crew Skill: Typically 5D Expanded Compliment: Crew Skill: Typically 4D reckoned with, particularly its advanced dovin basals,
Passengers: 11,648 (troops) 180 Yorik-et Coral Skippers & 20 Yorik-Trema Landing Passengers: 2,406 (troops) which were able to pull the Millennium Falcon from
Cargo Capacity: (22,400): 40 metric tons available Craft Cargo Capacity: (8,100): 74 metric tons available hyperspace.
Consumables: 8.73 Years Consumables: 3.2 Years
• Command Skill at listed Crew Skill Levels • Command Skill at listed Crew Skill Levels
Gravitic-Drive Multiplier: x3 Gravitic-Drive Multiplier: x2
Nav Computer: Yes • No Tactics possessed by crew unless they are Gravitic-Drive Backup: x6 • No Tactics possessed by crew unless they are
Maneuverability: -24 (2D) Advanced NPCs or Heroes. IN which case: Advanced Nav Computer: Yes Advanced NPCs or Heroes. IN which case: Advanced
Space: 5 NPC (Tactics 5D) / Heroes (Tactics 6D) Maneuverability: -15 (2D) NPC (Tactics 3D) / Heroes (Tactics 4D)
Hull: 3,210; 6 Locs (8D) • Yammosk provides a +9 Bonus to Skills and Support Space: 5
Armor: 560/Loc; Ablation: 60 (4D) Craft’s Skills. Hull: 1,660; 6 Locs (7D+1) • The Yammosk provides +9 to skills and those of it’s
Void Generator: 3D+2 Static: 1,480 Soak/attack Armor: 350/Loc; Ablation: 60 (4D) support vessels.
• 1 Void Generator per Arc • No Official Image; Revenge of the Space Potato! Void Generator: 3D Static: 685 Soak/attack • It seems the canon image for the Sunulok is the Space
• 44 Capital Stutter Shots to Overload • 1 Void Generator per Arc Arrow another source uses for the Vua’spar…. Ugh..
• Overloaded: 1,480 • 36 Capital Stutter Shots to Overload The Chig Command Ship should do nicely
Sensors: • Overloaded: 685
Passive 60/+6 (2D) Sensors:
Scan 120/+9 (3D) Passive 40/+3 (1D)
Search 240/+12 (4D) Scan 75/+6 (2D)
Focus 6/+11 (3D+2) Search 150/+9 (3D)
Maximum: 480/-28 Focus 4/+11 (3D+2)
Weapons: Maximum: 300/-31
120 Plasma Projectors (Batteries) Weapons:
Fire Arc: 30 Fore, 30 Port, 30 Starboard, 30 Aft 20 Plasma Projectors (Batteries)
Crew: ??? Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Skill: Capital ship gunnery Crew: ???
Fire Control: 3D Skill: Capital ship gunnery
Space Range: 3-15/35/75 Fire Control: 3D
Atmosphere Range: 6-30/70/150 km Space Range: 3-15/35/75
Damage: (90) 9D Atmosphere Range: 6-30/70/150 km
Ammo: ??? Damage: 90 (9D)
568 569
Echos of Hope spilled over into the New Republic. Everyone
was, literally, fighting for their lives and he found
The remnants of the New Republic fleet had been that he could do more good in the Navy of the
so thoroughly savaged by the relentless Yuuzhan New Republic.
Vong assaults against the galaxy that they found These ancient war ships had been developed by
themselves docking their broken starships to an Vaufthau and served as the basis for the
ancient yards facility they had discovered in the Invincible Class of Dreadnoughts that were
Alsakan system. The facility had been long designed by them and Rendili thousands of
since forgotten with a number of two kilometer years later. It was a testament to the design’s
dreadnought class vessels just sitting here for durability and he could see that these ships were,
millennia. The conflict with Coruscant must possibly, even more rugged than the ships that
have damaged an archive or killed all the crew came after them.
with neutron weaponry because they could find
no record in their databanks or in the yards Three long weeks of scavenging runs to the core
facility as to why the ships were still here, sitting system and wiring these ancient vessels up like a
in dry dock. Overall, the battle cruisers were holo concert on steroids and they were ready to
largely intact and the mass exodus of the New leave dry dock. Normally this would have been
Republic’s tattered fleet took full advantage of an impossible feat, however, the survivors of his
this. task force had all served in multiple positions
over the years of the conflict with the Yuuzhan
They transferred all their personnel to the ships. Vong and had been multi skilled enough to be
Initially vetting the ships for stability and able to work together to prepare these ships for
viability and once done (amazing for ships that field use.
were tens of thousands of years old) loaded their Travil issued the orders to pull the three ships out
people on them. They used their old vessels as of dry dock just as the remnants of the Vong
hull patches and to bolster systems and Fleet emerged form their hyperspace like
modernize electronics. The biggest endeavor corridors, having latched on to the system’s
was adding their shield generators into the mix Sun’s gravity mass shadow and pulled
and making them function on ships that were themselves to the system. That’s how their drive
quite literally double the size of their own. systems work, in a nutshell. You can tell when a
massive fleet is approaching due to anomalous
Any weapons systems they could port they did, occurrences with a system's sun, moon or other
but this was rarely viable as most of their combat celestial bodies.
worthiness had been targeted in the earlier battles
and they escaped as they lost significance as He was thinking to himself “This is it, our last
priority targets in the battle. They instead, stand.” He grimly accepted the truth of the
worked to re-vitalize the ancient technology of situation and pulled the warships into formation
these Alsakan Battle Cruisers and found the “Let’s get into weapons range and let them have
technology to be resilient and easy to bring back it. Everything these old junk buckets have, we
on line after a number of early issues with re- can’t run... We have to fight.” The Battle
firing the main reactors and the drive systems. Cruisers pulled into range and their archaic beam
tube weaponry cut the Vong fleet remnants apart.
If there was any other choice for them, they The Battle Cruiser’s Ultra Heavy Missile
would have taken it. This was a time of utter Systems AoE Detonated and shattered the host of
terror and desperation. These ships represented the Vong Advance. In the wake of the exchange,
the last stand for just over ninety thousand souls everyone on the Alsakan Battle Cruisers were
from a myriad of shattered commands. utterly astonished.
Commander Travil was leading the refit and re-
purpose efforts, all other flag rank officers were “Holy Sith... We just obliterated the Vong host
dead. They had to accomplish the refits in record with weapons from twenty thousand years ago...
time with archaic technology. He had a ace up Signal New Republic Command... Belay that,
his sleeve, as he had served as an XO on a contact Everyone! Open Channel, link to the
Rendili/Vaufthau Invincible Class Dreadnought holonet, I think we’re onto something!” The
in the Corporate Sector before his conflict there news went out to every corner of the galaxy.
571
Z-80 Star Hunter repeating blasters on a snubfighter. The cannon had been Dreadnought Cruiser (Original) Atmosphere Range: 200-300m/1.5/3.0 km
envisioned as the end all and be all of snubfighter dog- Damage: 20 (2D)
Craft: Subpro Z-80 Star Hunter fighting. However, the design didn’t pan out. The Craft: Rendili Star Drive's Dreadnought
engineering specifications proved too difficult to produce Standard Snubfighter Complement: 12 Z-80
Affiliation: Old Republic Affiliation: Empire / General / Rebel Alliance Snubfighters, 2 Orbital Shuttles
Era: Distant Old Republic+ (Obsolete) reliably at the output levels that they wanted. Thus, the Era: Distant Old Republic+ (Obsolete)
cannon had to be scaled back to a light burst. This was Standard Ground Compliment: 12 AT-PT
Scale: Snubfighter Type: Heavy Cruiser
Length: 12 meters required to allow the weapon to cool, weapons with higher Scale: Cruiser
rates of fire had a tendency to overheat and either melt The original Dreadnought was a formidable warship in it’s
Skill: Starship piloting Length: 600 meters era. It was one of the first warships of it’s size to carry
Crew: 1 their barrels or cause the Tibanna Gas reserves to detonate. Skill: Capital Ship Piloting (Archaic Starship)
The weapon proved to be highly accurate for the era, but point defense cannons in an era that didn’t seem much
Crew Skill: Typically 3D Crew: 16,113, gunners: 130, skeleton 9,000/+12; snubfighter action. It’s point defenses were experimental
Cargo Capacity: (150): 70 kilograms available it’s damage was lackluster and required several bursts to Crew Skill: Typically 4D
effectively take out competing fighters. The Z-80 Star Snubfighter Grade Turbolaser Cannons in the era of their
Consumables: 3 days* (30 Credit Refuel) Passengers: 3,000 (troops) introduction and lacked the punch of other Pulse Wave &
Cost: 76,760 (New); 28,785 (Used, Modern Era) Hunter was maligned for it’s failure to deliver on the Cargo Capacity: (6,000): 50 metric tons available
promises Subpro made about it’s close quarters firepower. Blaster point cannons of the day. What they lacked in
Maneuverability: +6 (2D) Consumables: 2 years (148.2 Million Refit cost) damage output, they more than made up for in doubling (or
Space: 8 The Republic had purchased millions of the snubfighters to Cost: 16.6 Million (New); 6.2 Million (Modern Value)
be deployed for planetary defense and with their new fleet more) of their effective ranges and Fire Control bonuses.
Atmosphere: 950 Km/H; 1,320 MPR Hyperdrive Multiplier: x3
Hull: 40 (3D) of Dreadnoughts. They were less than happy to discover Hyperdrive Backup: x20 The Dreadnoughts are slow, lumbering vessels, with heavy
Armor: 50; Ablative: 40 (2D) the cannon specifications didn’t live up to the hype. Nav Computer: Yes armor and strong hull durability for their size. The main
Shields: 20 (1D) Maneuverability: -21 (1D) issue with the ancient dreadnoughts was their massive
It’s speed was remarkable for the era it was introduced in. reliance on crew to accomplish nearly every task on the
Sensors: Space: 3
The craft sports four large engines that propel the craft to ships. Droids were commonplace in the distant Old
Passive: 5/0 Hull: 1,360: 4 Locs (6D)
speeds that few other ships could maintain. Surprisingly, Republic, however, Rendili was tasked with creating a
Scan: 10/+1 Armor: 500/Loc; Ablation: 90 (6D)
the Z-80 can still be found on the racing circuit, well into formidable cruiser for the Republic that could not be
Search: 18/+2 Shields: 310/Loc (1D+1)
the time of the Galactic Civil War. As far as it’s corrupted with data viruses, hijacked code and infected
Focus: 1/+3 (1D) Sensors:
deployment was concerned the Z-80 ended up becoming droids.
Maximum: 30/-38 Passive 20/0
an effective bomber, when it was actually deployed in that
Weapons: Scan 40/+2 This was due to an overreaction of a number of line
fashion.
1 Auto Blaster Search 80/+3 (1D) admirals from the time who had a handful of their ships
Fire Arc: Fore Notes: Focus 2/+5 (1D+2) hijacked by pirates using computer and droid viruses.
Skill: Starship Gunnery Maximum: 160/-37
Fire Control: 2D* • Subpro Armor Technology adds +2 Pips to Armor. Weapons: Rendili Star Drive designed a durable cruiser that was
Space Range: 1-5/10/18 • The craft is easy to repair, refit and modify (+3 Bonus 10 Quad Turbolaser Batteries more than capable of functioning for centuries with little to
Atmosphere Range: 100-500m/1/1.8 km to all tests). In the modern era, it’s even easier to refit Fire Arc: 2 Fore, 3 Port & Starboard, 2 Aft no maintenance. In fact, the crew compliment of nearly
Damage: 30 (3D)* Light Burst (+6 bonus to all tests). Crew: 5 20,000 individuals more than accounted for any and all
Ammo: 1,000 (200 Shots) Skill: Capital ship gunnery maintenance for the craft (because the duties for it were
2 Light Concussion Missiles (Fire-Linked) • The Craft will accept the Cloakshape Hyperdrive Sled Fire Control: 1D easily spread across thousands of individuals). Making the
Fire Arc: Fore and Maneuvering Fin. Space Range: 3-10/30/60 grossly inefficient craft run like a well oiled machine.
Skill: Starship Gunnery • It’s power system will not allow the craft to power Atmosphere Range: 6-20/60/120 km The design would prove to be one of the longest lived and
Fire Control: 1D shields beyond 1D. The power core needs to be Damage: 70 (7D) longest fielded warships in galactic history. Dreadnoughts
Space Range: 15 units upgraded (5,000 Credits). can be found in various stages of decay, re-fit, and full
Atmosphere Range: 15 km 20 Heavy Pulse Wave Batteries
Fire Arc: 10 Fore/20 Port/20 Starboard/10 Aft usage well into the Legacy Era.
Damage: 140 (6D/7Dx2) • *Consumables in the modern era (500 BBY+) can be
Ammo: 8 per Launcher (8 Shots) doubled due to advancements in storage technology. Crew: 3 • The craft lacks a regular ground and snubfighter
The Z-80 Star Hunter was well ahead of it’s time in overall Skill: Capital ship gunnery compliment because all internal space is accounted for
performance. It is notable for mounting one of the first Fire Control: 2D+1 with the crew size.
Space Range: 2-12/24/48
Atmo Range: 4-24/48/96 km
Damage: 50 (5D)
10 Turbolaser Cannons
Fire Arc: 2 Fore, 3 Port, 3 Starboard, 2 Aft
Crew: 2
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 2-5/15/30
572 573
Bayonet Light Cruiser 4 Tractor Beam Projectors Dreadnought Cruiser (Updated) Atmosphere Range: 200-500/1.5/3 km
Fire Arc: 1 per Arc Damage: 50 (5D)
Craft: Sienar Fleet Systems: Bayonet-class Crew: 4 Craft: Rendili Star Drive's Dreadnought
Skill: Capital Ship Gunnery 2 Tractor Beam Projectors
Affiliation: Empire / General Affiliation: Empire / General / Rebel Alliance Fire Arc: Ventral Turrets: 2/Arc
Era: Old Republic+ Fire Control: 2D Era: Old Republic+ (Updated, Refit)
Space Range: 1-5/15/30 Crew: None, Automated Craft Recovery
Type: Light Cruiser Type: Heavy Cruiser Skill: Attribute 2D / Skill + Fire Control 3D
Scale: Frigate; Maneuver as Corvette Atmosphere Range: 2-10/30/60 km Scale: Cruiser
Damage: 40 (4D) Space Range: 1-2/10/15
Length: 200 meters Length: 600 meters Damage: 20 (2D) ; Flack Defense: 2 Each
Skill: Capital Ship Piloting Tractor Defense: 4 per Arc Skill: Capital Ship Piloting (Archaic Starship)
Crew: 135, gunners: 32, skeleton: 90/+3; Standard Snubfighter Complement: 8 TIE Craft, 2 Crew: 5,022, gunners: 110, skeleton 3,240/+9; Standard Snubfighter Complement: 24 TIE Craft, 3
Crew Skill: Typically 1-2D Assault Gunboats Crew Skill: Typically 1-2D Assault Gunboats, 3 Skypray Blastboats, 4 TIE Shuttles
Passengers: 120 (troops) Passengers: 1,782 (troops) Standard Ground Compliment: Standard Imperial
Cargo Capacity: (2,000): 28 metric tons available Standard Ground Compliment: 2 AT-ST, 2 Speeder
Bikes, Small Deploy-able Garrison, 3 military Swoops Cargo Capacity: (6,000): 5 metric tons available Garrison (Low Orbit deploy-able), 2 Landing Barges, 2
Consumables: 1 year (1.1 Million Refit cost) Consumables: 2 years (53.2 Million Refit cost) AT-AT, 4 AT-ST, 6 AT-PT, 4 74-Z Bikes.
Cost: 5.9 Million (New); 4.4 Million (Used) The Bayonet-class Light Cruiser is an old, nearly obsolete Cost: 10.4 Million (New); 7.8 Million (Used)
Hyperdrive Multiplier: x1 light cruiser introduced by Republic Sienar Systems as an (3 Generations Old, Mass Produced) Imperial Refit took this archaic vessel’s crew requirements
Hyperdrive Backup: x10 escort for Rendili StarDrive's Dreadnought-class Heavy Hyperdrive Multiplier: x2 from 16,000 to Just over 5,000. It’s weapons have been
Nav Computer: Yes Cruiser at least a century before Palpatine became Hyperdrive Backup: x12 somewhat updated as well. Only the Dregs of the Imperial
Maneuverability: -6 (3D) Supreme Chancellor. Nav Computer: Yes Navy are given these commands in backwater sectors of
Space: 8 Maneuverability: -18 (2D) the Galaxy. The Rendili Dreadnought Cruiser’s design
Atmosphere: 950 Km/H; 1,320 MPR Sienar Fleet Systems continued producing the Bayonet- was introduced well over a thousand years prior to the
class (with an improved x1 hyperdrive) during the early Space: 4
Hull: 550: 4 Locs (4D) Hull: 1,285: 4 Locs (5D+2) Clone Wars.
Armor: 165/Loc; Ablation: 45 (3D) years of the Empire, but it now fills a much less glamorous
role: interdiction, patrol, and anti-piracy operations. Only Armor: 425/Loc; Ablation: 75 (5D) The fact that the ship is still in widespread use is a
Shields: 370/Loc (2D+2) Shields: 535/Loc (2D+1)
Sensors: used in small numbers in the actual republic arsenal of the testament to how well the craft was designed. The largest
Clone Wars the craft was relegated to policing backwater Sensors: downfall of the Dreadnought is the fact that older, non-
Passive 40/+3 (1D) Passive 30/0
Scan 80/+9 (3D) systems and holding them (which it is incredibly capable updated versions, have a reliance upon high crew
of doing). It possesses a smaller hangar, that is capable of Scan 50/+3 (1D) compliments and possess limited automation. Refits to the
Search 160/+12 (4D) Search 100/+6 (2D)
Focus 6/+14 (4D+2) fielding just shy of a dozen strike craft. The craft also design are numerous and widespread. The most popular of
comes standard with a ground contingent capable of taking Focus 4/+9 (3D) which is the Imperial / Clone Wars redesign which cuts the
Maximum: 320/-28 Maximum: 200/-34
Weapons: and even holding strategic targets of significance. crew down to about 5,000 from the overbearing 16,000 the
However, it is very rarely used in this capacity. The craft’s Weapons: stock vessel requires for operation.
8 Heavy Double Turbolaser Batteries 20 Turbolaser Batteries
Fire Arc: 4 Fore/Port/2 Aft & 4 Fore/Starboard/2 Aft age has seemingly maligned it’s reputation as an effective
strike and patrol craft. The craft is sold to all manner of Fire Arc: 4 Fore, 6 Port & Starboard, 4 Aft Other re-designs like the Rebel/New Republic Assault
Crew: 2 Crew: 3 Frigates strip much of the superstructure away and reduce
Skill: Capital ship gunnery independent systems as a result of it’s general dismissal by
the Empire as a whole. A fact that, remarkably, has Skill: Capital ship gunnery the crew to around 1,500. Though the Rebel design
Fire Control: 2D Fire Control: 1D completely removes the hangar module and the craft
Space Range: 3-25/50/75 allowed for many of these craft to find their way into the
possession of Rebel Cells and Spec Ops units. Space Range: 3-25/50/75 cannot support or maintain strike craft. Early versions of
Atmosphere Range: 6-50/100/150 km Atmosphere Range: 6-50/100/150 km the Rebel Strike cruiser stripped away so many power
Damage: 70 (7D) Notes: Damage: 70 (7D) systems that the cruiser couldn’t sustain modern rates of
8 Twin Heavy Laser Cannons (Fire-Linked) 10 Ion Cannon Batteries fire with it’s turbolasers.
• Added 1 Tractor Beam per arc
Fire Arc: 2/Arc Fire Arc: 5/Port & Starboard Perhaps the most famous of the refits is Rendili’s own
Crew: 1 • +1D of Armor Crew: 3 Slave Rigged version of the craft that reduces the crew
Skill: Starship gunnery Skill: Capital ship gunnery compliment to 2,000 and allows the ships of a flotilla to
• The Gladiator Star Destroyer design is based on the Fire Control: 3D
Fire Control: 3D Bayonet. It’s another instance of Corporate Espionage effectively act as if they were one ship, combining fire in
Space Range: 1-3/12/25 Space Range: 6-20/40/60 brutally effective groups. This version fell out of favor
in the Star Wars Galaxy. Atmosphere Range: 12-40/80/120 km
Atmosphere Range: 100-300m/1.2/2.5 km when the Katana Fleet was infected by a sweeping virus
Damage: 70 (7D) Damage: 30 (3D) that drove the crews of the ships insane. The master ship
10 Double Turbolasers of the flotilla then jumped the entire flotilla to parts
Fire Arc: 2 Fore, 3 Port, 3 Starboard, 2 Aft unknown, never to be seen again... That is until the Grand
Crew: 2 Admiral Thrawn and handful of other individuals
Skill: Starship gunnery discovered their resting place.
Fire Control: 3D
Space Range: 2-5/15/30
574 575
Alsakan Battlecruiser the advantage of Void Generators, effectively turning them Invincible Dreadnought Cruiser effective vs Void Technology. Void Generators operate as
into standard shields. if they were shields with double their rating. While less
Craft: Vaufthau Shipyards Battlecruiser-class 36 Beam Tube Cannons Craft: Rendili/Vaufthau Shipyards Invincible-class effective than Beam Tubes, they can still take down a
Affiliation: Old Republic Fire Arc: 9 Fore, 9 Port, 9 Starboard, 9 Aft Affiliation: Old Republic Yuuzhan Vong warship through sustained fire. Once Void
Era: Old Republic (Archaic, no production) Crew: 3 Era: Old Republic (Archaic, no production) Tech Shields are breached the weapons deliver double
Type: Heavy Cruiser Skill: Starship Gunnery Type: Heavy Cruiser damage to Vong Hulls.
Scale: Dreadnought Fire Control: 0D+2 Scale: Dreadnought 48 Double Blaster Cannons (Fire-Linked)
Length: 2,221 meters Space Range: 1/2-3/4-6 Length: 2,011 meters Fire Arc: 12 Fore, 12 Port, 12 Starboard, 12 Aft
Skill: Capital ship piloting Atmosphere Range: 100/200-300/400-600m Skill: Capital ship piloting Crew: 1
Crew: 29,318, gunners: 408, skeleton: 17,768/+9 Damage: 30 (3D) Crew: 19,909, gunners: 512, skeleton: 12,066/+3 Skill: Starship Gunnery
Crew Skill: Era Specific L6-8, Parade Fleet L4 Notes: As their Capital Counterparts vs Void Tech Crew Skill: Era Specific 3D, CSA 2D Fire Control: 1D+2
Passengers: 11,550 (troops) Passengers: 10,458 (troops) Space Range: 1-5/10/18
Space Complement: 111 Units
Cargo Capacity: (22,210): 1,280 Metric Tons avail Cargo Capacity: (20,110): 126 Metric Tons avail Atmosphere Range: 100-500m/1/1.8 km
Ground Compliment: 4 Prefab Bases, 20 Landing
Consumables: 9 Years (1.43 Billion Refit cost) Consumables: 8 Years (951.1 Million Refit cost) Damage: 40 (4D)
Barges, 60 Heavy Tracked Tanks, 20 Mobile Artillery
Cost: 62.1 Million (New); 46.6 Million (Used) Cost: 130.3 Million (New); 97.6 Million (Used) 16 Tractor Beam Projectors
Hyperdrive Multiplier: x8 The Alsakan Battlecruiser is essentially a warship that was Hyperdrive Multiplier: x4 Fire Arc: 4/Arc
Hyperdrive Backup: x20 based off of design blueprints acquired from the Tionese Hyperdrive Backup: x20 Crew: 4
Nav Computer: Yes Cluster and of Xim the Despot. These designs were Nav Computer: Yes Skill: Capital ship gunnery
Maneuverability: -35 (0D+1) “modernized” though they lacked the mollecularly bonded Maneuverability: -57 (1D) Fire Control: 2D
Space: 1 / 2 Kiirium plate armor that Xim fielded them with. The Space: 3 Space Range: 1-5/15/30
Hull: 1,080: 4 Locs (2D+2) design itself would serve the Alsakans admirably and Hull: 1,480: 4 Locs (3D+2) Atmosphere Range: 2-10/30/60 km
Armor: 800/Loc; Ablation: 90 (L6) much, much later, become the basis for the Invincible Armor: 800/Loc; Ablation: 90 (6D) Damage: 40 (4D)
Shields: No Combat Shields Dreadnought Cruiser that Vaufthau Shipyards developed in Shields: 810/Loc; Ablation: 30 (2D)
Sensors: tandem with Rendili Star Drive. While the Alsakan Sensors: Expanded Space Complement: 144 Units
Passive 15/0 Battlecruiser may have lacked the Mollecularly bonded Passive 30/0 Ground Compliment: 2 Prefab Bases, 10 Landing
Scan 30/+1 plate armor, whose secrets died with Xim the despot, the Scan 50/+5 (1D) Barges, 35 Medium Tracked Tanks, 20 Motor Bikes
Search 60/+3 (1D) Alsakans Layered Massive armor plates over the core hull Search 100/+10 (2D) The Invincible Class is approximately 3,000 years old at
Focus 3/+4 (1D+1) adding formidable protection to areas that would otherwise Focus 4/+15 (3D) the time of the Rise of the Galactic Empire. These craft
Maximum: 120/-37 be exposed and more vulnerable to direct fire. Maximum: 200/-30 can be found in many arsenals across the galaxy, though
Weapons: These designs are so formidable that their structure has Weapons: thousands of these ships have been relegated to mothball
4 Ultra Heavy Fission Missile Tubes been known to weather the millennia with relative ease. 11 Ultra Heavy Concussion Missile Tubes yards or scavenged for parts. The cost to fully refit and re-
Fire Arc: 2 Fore, 2 Aft There is a fully functional Alsakan Battlecruiser in the Fire Arc: 3 Fore, 4 Port, 4 Starboard arm the vessels is generally prohibitive and smaller, more
Crew: 30 Alsakan Sector Museum. The craft has remained Crew: 20 modern vessels are typically purchased and used in their
Skill: Capital ship gunnery structurally intact with little to no maintenance for Skill: Capital ship gunnery place. The core craft is based off of Vaufthau’s own
Fire Control: 2D thousands of years and is brought out for sector parades. Fire Control: +10 (2D) Alsakan design and incorporates Rendili’s modular
Space Range: 120; Sensor Range Space Range: 120 (Sensor Range*) systems. As a result, the craft can easily accept upgrades
Atmosphere Range: 240 Km ; Sensor Range • Alsakan Battlecruisers have Battlestation Armor. Atmosphere Range: 240 Km from almost any Rendili (or any manufacturer for that
Damage: 450/missile • Core Systems are immune to Ionization, Demp & (Sensor Range*) matter) design. Can be modernized to reduce crew.
Ammo: 120 Missiles/tube; RoF: 1/3 EMP effects. Consider all systems to be completely Damage: 450/missile • Invincibles have Battlestation Grade Armor and retain
Notes: These missiles are not 2D Snubfighter scale like hardened. Ammo: 60 Missiles/tube the ablative resilience even after the armor is
their Capital Missile Counterparts, these are 2D Corvette • Main drives have a Cruise Space Speed of 1 and a Notes: These missiles are not 2D Snubfighter scale like breached. The armor is fully
Scale. They possess the same characteristics as standard Flank Space Speed of 2 that can be maintained for up their Capital Missile Counterparts, these are 2D Corvette
Concussion missiles do, moving at half the speed. to four hours at a time (can be escalated normally). Scale (+ Armor incorporated). They possess the same
Resilience: You must possess weaponry capable of characteristics as standard Concussion missiles do, moving
delivering 290 points of Capital Damage in order to • The Fission Missiles will, absolutely, melt Yuuzhan at half the speed.
detonate them. They are immune to Tractor Defense (but ships in space. The Nukes have a detonation Resilience: You must possess weaponry capable of
can be Tractor Locked and held, 1 per Capital Tractor effectiveness of 30 Space Units. So, even delivering 290 points of Capital damage in order to
Beam(s) of at least 150 Rating). if the Vong Tractor Lock Missiles 30 Units detonate them. They are immune to Tractor Defense but
away, remote detonation of the can be Tractor Locked and held, 1 per Capital Tractor
These also ignore Void Generators of the Yuuzhan missiles will deliver full damage Beam(s) of at least 200 Rating. These also ignore Void
Vong. However, they can be Tractored here to their ships and ignore their Generators of the Yuuzhan Vong. However, they can be
as well (if they have been encountered Dovin Bassals. Fission Tractored here as well.
at least one time before by the weapons deliver double
command officers, this holds true for damage to the 60 Heavy Pulse Wave Batteries
non Yuuzhan Vong as well). Yuuzhan Fire Arc: 10 Fore/20 Port/20 Starboard/10 Aft
Vong. Crew: 3
26 Heavy Beam Tube Batteries Skill: Capital ship gunnery incorporated
Fire Arc: 6 Fore, 3 Fore/Port/ Fire Control: 2D+1 into the hull
Starboard, 7 Port, 7 Starboard, 3 Aft Space Range: 2-12/24/48 of the ship seamlessly. In
Crew: 5 Atmo Range: 4-24/48/96 km
-M.
some instances,
Skill: Capital ship gunnery Damage: 50 (5D) mothballed Invincibles will have been stripped down to
Fire Control: 1D+1 Notes: Pulse Wave Weaponry is, the superstructure and as a result the armor value is
Space Range: 1-6/12/24 effectively, a focused disruptor charged completely eliminated (some Corporate Sector Vessels
Atmosphere Range: 2-12/24/48 km of radioactive energy that gradually unravels the molecular may be fielded without armor refits... To save time and
Damage: 40 (4D) bonds of Bio Masses. These Weapons are somewhat money).
Notes: Beam Tubes are constant energy beams that negate
576 577
Running Up That Hill I’m sure this little piece of my history is all fine
and good, however, if you’re seeing this then I’m
When I was a child growing up on Dantooine, already dead or drifting in the graveyard of some
the planet had these marvelous rolling hills. My battle. Son, I want you to know why I always
life was all about the next hill, what is on the chased my dreams. Never giving up on what the
other side of it? I would always wonder. I next “hill” may have in store for me. While I
suppose I’ve been chasing the next great hill my loved you and your mother, I found that my
entire life. What began with me on foot place was in the cockpit of a snubfighter and that
transitioned to repulsor boards, then speeder was the place where I would check out. I would
bikes, air speeders, snubfighters and even a short not die in a bed, of old age.
stint piloting a corvette. My heart was in the Maybe I did it all wrong but I don’t think so. I
thrill of discovery, the thrum of my heart and followed my heart. This is something that you
later the hum of the engines that propelled me will have to discover on your own. It is
ever faster. I switched back to snubfighters and something that I offer all the encouragement in
never looked back. the galaxy for you. In this holo log series you
Some say that being a pilot in the Imperial Navy will find every battle I ever fought in, all my
is a death sentence. On one hand that might be tactics, all my knowledge, all of it for you.
correct, on another people are dead wrong. While I have trained you to fly, I can’t teach you
Imperial TIE Craft might lack some refinement these lessons. You have to experience them for
in creature comforts, however, the gear that the yourself. I can prepare you for these encounters
Empire provides more than compensates for that. to afford you insight, but you must conquer them
The best flight suits in the galaxy, fully heated and learn from the experiences alone as all
and designed to provide days of functionality. fighter pilots do.
Heads-Up integration links to sensors unlike Whatever cause you end up championing, always
anything most people have ever seen before. know that I am so very proud of you. No matter
The TIE fighter itself is a precision instrument of what you end up doing, I am proud of you. I
destruction. The symbol of the New Order. love you, son, always.
Savvy pilots can coax more performance out of a
standard TIE. Your basic craft is capable of out Tears flowed freely down Baz Ralter’s face. He
performing an X-Wing if you know what you’re had recovered the flight log from the TIE
doing. Defender he had cut to pieces in the last
encounter with the Imperial Remnant during a
I worked my way up the ranks and managed to border skirmish. He had space walked to the
land a TIE Interceptor posting. That is one fighter from his, to recover the flight log and
beautiful craft. After the battle of Endor I found the holo disc. He could hardly breathe,
followed one Warlord after another for the almost unwilling to exhale and draw another
chance to pilot TIE craft. Granted, I have tried breath. Baz shut down the holo, of his father,
other craft. There was an odd stint were Admiral that he had unknowingly blown from the sky not
Giliad Paelleon was deploying Preybird fifteen minutes earlier. His father had been one
Snubfighters instead of TIE craft due to lack of of the oldest surviving aces in the Empire.
parts to maintain the aging vessels of the fleet. It Somewhere in the pit of his stomach he knew this
was quite the step backward in many respects, is what his father had always wanted. Though it
while possessing enhanced durability. sickened him to be the only pilot capable of
The Empire of old had been pushed back from doing it. Baz’s flight group had been decimated.
nearly every corner of the galaxy. The two real He was the only survivor. For Baz Ralter, this
holdout regions were Chiss Space, where the “hill” hardened him and he doubled down and
501st Imperial division is headquartered, after took his father’s words to heart.
being re-located there by Grand Admiral Thrawn Leaving the New Republic Military he
before his demise. There is also the Imperial discovered what he was missing with a wife and
remnant, led by old Giliad Paelleon himself. He children of his own. Baz never flew for
was holding the line and a fragment of the organized military again, though he trained his
Empire alive, though with substantial changes his children to fly and they did. They grew up
just like the 501st on Csilla in Chiss Space. running up and down the hills of Dantooine.
579
TIE/Ad Advanced / Avenger known to be built on Lianna, Sienar Fleet System’s home TIE/D Defender There were a number of production facilities that placed
planet. Unlike the TIE Defender that had a number of the TIE Defender into Imperial circulation. It was often
Craft: Sienar Fleet Systems T.I.E. Advanced - Ad production plants that seemed to crop up all over the Craft: Sienar Fleet Systems T.I.E. Defender - D believed that the sole production facility that generated
Affiliation: Empire galaxy. Much of this is due to the fact that incomplete Affiliation: Empire these craft was lost with the conflict between Admiral
Era: Rise of the Empire+ Rebel intelligence never pointed to the TIE Advanced’s Era: Rise of the Empire+ Zarrin and Vice Admiral Thrawn. Zarrin attempted to
Scale: Snubfighter existence initially. Also, Lianna was way too well Scale: Snubfighter defect to the Rebel Alliance with the TIE Defender
Length: 7.8 meters defended to strike at directly. However, with Admiral Length: 8.2 meters Program and Thrawn handily eliminated both Zarrin and
Skill: Starship piloting Zarrin’s attempted defection the Rebel Alliance was Skill: Starship piloting the TIE Defender Program.
Crew: 1 apprised of the TIE Defender’s capabilities and has made Crew: 1
every attempt at destroying the production facilities of that Thrawn would later build a number of assembly lines for
Crew Skill: Typically 4D Crew Skill: Typically 5D the craft, one such facility was on the planet of Lothal that
Cargo Capacity: (196): 1 kilogram available snubfighter. Cargo Capacity: (205): 0 kilograms available a group of Rebel saboteurs destroyed. However, this was
*Based off the TIE Advanced x1 *Based off the TIE Avenger only a minor setback to the craft’s production. Thrawn had
The TIE Avenger is possibly more rare than, even, the TIE
Consumables: 4 days (20 Credit Refuel cost) Consumables: 5 days (25 Credit Refuel cost) secretly constructed a production line in Chiss Space (it’s
Defender. Mostly due to weak sales of the craft and the
Cost: 196,400 (New) Cost: 237,200 (New) believed later that the Emperor condoned this) and at least
Imperial Doctrine that relied heavily on massive numbers
Hyperdrive Multiplier: x1 Hyperdrive Multiplier: x1 one other secret production facility. For a craft that didn’t
of inexpensive snubfighters. Most traditional command
Nav Computer: Limited to 10 Jumps Nav Computer: Yes supposedly have production lines, it always kept showing
doctrine would place little value on the Avenger and
Maneuverability: +15 (+9 in Atmo); (5D/3D) Maneuverability: +18 (+12 in Atmo); (6D/4D) up in the galaxy in squadron sized numbers.
Defender programs until after the fall of the Empire.
Space: 15 Space: 17
When craft production started to become more “rare” these The TIE Defender is, perhaps, the most advanced
Atmosphere: 1,450 Km/H; 2,015 MPR Atmosphere: 1,550 Km/H; 2,155 MPR
highly prized vessels were fielded in numbers against the snubfighter to have ever been developed. The craft is so
Hull: 40 (3D) Hull: 50 (4D)
New Republic. Honestly, the Imperial Warlords needed maneuverable that it can defy Star Wars physics, nearly
Armor: 25; Ablative: 15 (1D) Armor: 40; Ablative: 30 (2D)
every sabbacc card up their sleeves they could muster, after flipping end over end and reversing it’s thrust in less than a
Shields: 40 (3D) Shields: 50 (4D)
the fall of the Galactic Empire they eventually were second. The craft is armed with the latest in Ray
Sensors: Sensors:
outnumbered by increasingly better snubfighter designs Shielding, Carries Ion Cannons, a Tractor Beam and a
Passive: 25/+4 (1D+1) Passive: 30/+5 (1D+2)
and a ruthless opponent that sought to destroy all vestiges Multi Ordinance Launcher with multiple launch ports (4
Scan: 40/+6 (2D) Scan: 50/+7 (2D+1)
of the once galaxy spanning Imperial War Machine. Fore, 1 Aft, 1 Below) in addition to the standard cannon
Search: 60/+11 (3D+2) Search: 75/+12 (4D)
Focus: 4/+12 (4D) Focus: 5/+14 (4D+2) configuration commonly found on TIE Interceptors. The
The TIE Advanced incorporates advanced weapons and craft would actually see incremental improvements over
Maximum: 120/-29 features that would later be seen in the TIE Defender Maximum: 150/-28
Weapons: Weapons: time, with the Empire of the Hand advancing the core
Program. It’s principal armament is the same as that of a design of the fighter.
4 Laser Cannons (Fire-linked) TIE Interceptor, bolstered by a Multi Ordinance launcher 4 Laser Cannons (Fire-linked)
Fire Arc: Fore with multiple launch ports (the advantage of which is the Fire Arc: Fore There are few craft in the Galaxy that can inspire fear in
Skill: Starship gunnery ability to simultaneously launch multiple warheads). The Skill: Starship gunnery individuals like the TIE Defender does.
Fire Control: 3D launcher is capable of firing 4 units of military ordinance Fire Control: 3D
Space Range: 1-3/12/25 to the fore, one aft and one below. Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km Atmosphere Range: 100-300/1.2/2.5 km
Damage: 60 (6D) All Imperial Super Star Destroyers possess at least an Damage: 60 (6D)
Tractor Beam entire Squadron of these lethal snubfighters.
2 Ion Cannons (Fire-linked)
Fire Arc: Fore Fire Arc: Fore
Skill: Starship gunnery Skill: Starship gunnery
Fire Control: 2D Fire Control: 4D
Space Range: 1-8/15/20 Space Range: 3-9/18/36
Atmosphere Range: 100-800m/1.5/2 km Atmosphere Range: 100-300/1.2/2.5 km
Damage: 50 (5D) Damage: 40 (4D)
Tractor Defense (Snubfighter ordinance): 5 Fore (or 1
Capital) Tractor Beam
Multi-Ordinance Warhead Launcher Fire Arc: Fore
Fire Arc: Fore, Aft & Below (Ventral Turret) Skill: Starship gunnery
Skill: Starship gunnery Fire Control: 2D
Fire Control: 3D+2 Space Range: 1-8/15/20
Space Range: Varies by Munitions Type Atmosphere Range: 100-800m/1.5/2 km
Atmosphere Range: Varies by Munitions Type Damage: 50 (5D)
Damage: Varies by Munitions Type Tractor Defense (Snubfighter ordinance): 5 Fore (or 1
Ammo: 24 Capital)
Multi-Ordinance Warhead Launcher
The TIE Advanced or Avenger program is one that was Fire Arc: Fore, Aft & Below (Ventral Turret)
based heavily upon design lessons learned from a number Skill: Starship gunnery
of snubfighters that the Galactic Republic typically fielded, Fire Control: 3D+2
as well as, the original TIE Advanced (Lord Vader’s Space Range: Varies by Munitions Type
personal craft). The craft took on the designation Atmosphere Range: Varies by Munitions Type
“Avenger” to avoid confusion with the earlier TIE Damage: Varies by Munitions Type
Advanced craft. Ammo: 12
The TIE Advanced would be fielded in squadron sized
numbers with elite commands. The craft itself is only
580 581
Chiss Clawcraft Skill: Starship gunnery TIE/Au Automated Snubfighter elements of the very world they attacked. During the
Fire Control: 3D battle, TIE/Au fighters were pitted against New Republic
Craft: Chiss Ascendancy: Nssis-class Clawcraft Space Range: 1-3/12/25 Craft: Sienar Fleet Systems T.I.E. Automated - Au V-wings and E-wings. The massive numbers of TIE/Au
Affiliation: Chiss Ascendancy / Empire of the Hand Atmosphere Range: 100-300/1.2/2.5 km Affiliation: Empire provided them with an inherent advantage, but New
Era: Rise of the Empire+ Damage: 70 (7D) Era: Rise of the Empire+ Republic pilots were able to outwit these drones just as
Scale: Snubfighter The fuselage is based on the ubiquitous "ball cockpit" of Scale: Snubfighter Galactic Republic clone and Jedi pilots were able to outwit
Length: 7.65 meters the TIE Series of Imperial starfighters, with a Sienar ion Length: 6.1 meters Separatist droid starfighters in the past. The New
Skill: Starship piloting drive pod mounted on the rear, but stemming from the Skill: Starship piloting Republic's Rogue Squadron battled and defeated squadrons
Crew: 1 & Astromech Droid (can coordinate) junction of cockpit and drive pod are two pairs of curving Crew: 0 (Can accommodate a single pilot) of the automated starfighters, which were attacking Mon
Crew Skill: Typically 3D wings which thrust out like an X-wing's strike-foils, and Crew Skill: *See Below Calamari cities. When the tide turned against the Empire
Cargo Capacity: (96): 16 kilograms available then extends forward in a claw-like grip around the Cargo Capacity: (76.25): 26.25 kilograms available on Mon Calamari, most of their TIE/Au manufacturing
Consumables: 5 days (50 credit refuel) cockpit. At the tip of each wing was a Sienar L-s7.2 laser Consumables: 2 days (10 Credit Refuel) capability was destroyed along with the World Devastators.
Cost: 116,800 (New); 87,600 (Used) cannon. With modest deflector shields and thicker hull Cost: 94,800 (New & Used) As their piloting ability never matched that of living pilots,
Hyperdrive Multiplier: x1.5 armor, Clawcraft are slower at sublight speeds than their Maneuverability: +7 (+4 in Atmo); (2D+1/1D+1) the droids were eventually abandoned. The dream of a
Nav Computer: Limited (28 ABY = Yes) TIE/LN starfighter progenitors. Clawcraft make up for Space: 10 perfect automated military force would remain out of the
Maneuverability: +17 (+11 in Atmo; 5D+2/3D+2) their lower sublight speed by greater maneuverability. Atmosphere: 1,300 Km/H; 1,805 MPR reach of the Galactic Empire.
Space: 9 Each curved wing can make minor position adjustments Hull: 40 (3D) Notes:
Atmosphere: 1,000 Km/H; 1,390 MPR and is paired with a mounted control jet to allow a Armor: 25; Ablative: 15 (1D) *Ace 6 Droid Brain: Is an advanced and flexible piloting
Hull: 40 (3D) Clawcraft's pilot to throw the ship into sharp turns and Sensors: matrix. 5D Attribute Pool: The Ace 6 can allocate up to
Armor: 25; Ablation: 15 (1D) complex maneuvers. A unique hyperspace beacon system Passive: 20/+3 (1D) 5D of attribute to any given attribute set, however, the
Shields: 30 (2D) allows a Clawcraft to make lightspeed jumps without an Scan: 25/+5 (1D+2) Droid must allocate a minimum of 1D to Perception and
Sensors: on-board navigation computer, enabling it to function as a Search: 40/+6 (2D) Mechanical at all times (to function). The brain can
Passive: 20/+3 (1D) long-range craft while significantly reducing the weight, Focus: 2/+9 (3D) allocate other attributes as necessary like Technical for
Scan: 40/+6 (2D) size and complexity of non-combat equipment carried. It’s Maximum: 80/-34 diagnostics and self repair / damage bypass and
Search: 60/+9 (3D) dependence on navigational data transmitted from a nexus Weapons: Knowledge to tap into Tactics as necessary. It also
Focus: 3/+12 (4D) of anchor points also restricts the area in which most 2 Laser Cannons (Fire-linked) possesses 1 Free Action that can be used to gain a bonus to
Maximum: 120/-31 Clawcraft can operate. For long-range deployment, ships Fire Arc: Fore a single skill or maintain an action (like Tactics).
Weapons: of this class typically travel with specialist beacon ships, Skill: Starship gunnery • The Ace 6 does not suffer multiple action penalties.
4 Laser Cannons (Fire-Linked) until 28 ABY; they begin carrying concussion missile Fire Control: 2D • Piloting and Gunnery Skills of 3D
Fire Arc: Fore racks in addition to fully functional navicomputers. Space Range: 1-3/12/25 • Search 4D, Commscan 2D: Sensors 4D
Atmosphere Range: 100-300/1.2/2.5 km • Starship Repair & Starship Weapon Repair of 1D
Damage: 46 (4D+2) • Tactics Skill of 1D/Snubfighter 2D
• The Ace 6 can coordinate with a real pilot at the
The TIE/Au automated starfighter takes the standard TIE controls.
fighter command pod with twin ion engines and twin laser • Cost Includes the Ace 6 Droid Brain.
cannons, additional armor plating and rectangular wing • Apply a Mass Production discount of 25 % to the final
panels with adjustable pitch were added. Despite their cost as the craft is fabricated out of raw materials, on
heavier armor, they can actually reach a reach higher the fly, in a fully automated facility.
atmospheric speed than the TIE/IN interceptors. Overall,
they are fast & small, and very expendable.
The TIE/D was initially developed by General
Arndall Lott, one of many post-Battle of Endor/
Legends warlords. Sienar Fleet Systems engineers
based the TIE/Au on their original TIE/LN
starfighter, and as a result, many of the vehicle's
design elements came from the standard TIE. With
the automation experiment of the Katana fleet as his
original inspiration, General Lott's first attempts at
automated combat systems were based on slaving
multiple war machines to a single remote pilot.
Though this method saw limited success, its overall
inefficiency and susceptibility to jamming prompted
a new approach.
The droid starfighters of the Clone Wars provided
Imperial scientists with the basis for a new
automated fighter. Every TIE/Au had an integrated
Cybot Galactica Ace-6 droid brain which could be
updated with new tactics—despite this, it was still
often easily outwitted by sentient starfighter pilots.
The finalized version of the TIE/Au debuted against
the New Republic on Dac, six years after the Battle
of Endor. The Imperial World Devastators invaded
the world in the Battle of Calamari, and their
internal factories made swarms of TIE/Au from the
582 583
SA-47 Hammer Head Control System: Slaved to Multi Ordinance Launcher X-Wing-XJ Skill: Starship Gunnery
Twin Auto Blaster (Fire-Linked; Burst Fire) Fire Control: 3D
Craft: Aerotech: SA-47 Fire Arc: Aft / Port / Starboard Craft: Incom T-65 XJ5 X-Wing Snubfighter Space Range: 40 units
Affiliation: Independent / Black Market Skill: Starship gunnery (pilot or co-pilot) Affiliation: New Republic Atmosphere Range: 40 km
Era: Rise of Empire (4 BBY, Civilization Pacified) Fire Control: 3D* (0D Base Fire Control) Era: Jedi Academy+ Damage: 260 (12D/13Dx2)
Scale: Snubfighter Space Range: 1-5/10/18 Scale: Snubfighter Ammo: 6 Enhanced Torpedoes/Launcher; (6 Shots)
Length: 11.5 meters Atmosphere Range: 100-500m/1/1.8 km Length: 12.5 meters
Damage: 50 (4D/5D) The XJ is often looked upon as the best snubfighter that the
Skill: Starship piloting Skill: Starship piloting New Republic ever fielded. That’s not exactly accurate,
Crew: 1 or 2; 2nd can coordinate Note: Full Burst already factored into the weapon system. Crew: 1 & Astromech Droid (can coordinate)
No action penalty. there have been plenty of fighters that have exceeded the
Crew Skill: Varies Wildly Crew Skill: Typically L6 XJ in some capacity or another. It’s just that it’s the most
Cargo Capacity: (144): 59 kilograms available Ventral Multi Ordinance Launcher Cargo Capacity: (157): 36.25 kilograms available
Fire Arc: Fore / Port / Starboard / Below recognizable “symbol” of the New Republic. The XJ is
Consumables: 6 days (120 credit refuel) Consumables: 7 days (70 credit refuel) often, the best and only snubfighter that pilots can aspire to
Cost: 154,525 (Used Only, Black Market) Skill: Starship Gunnery (pilot or co-pilot) Cost: 142,400 (New); 106,800 (Used)
Fire Control: 3D+2 gain access to. There are many other excellent choices of
Hyperdrive Multiplier: x5 Hyperdrive Multiplier: x1 snubfighters to pilot, the A-Wing III is at the top of the list
Nav Computer: Yes Space Range: Varies Nav Computer: No, uses Astromech Droid 10 Jumps
Atmosphere Range: Varies as far as incredible dog fighters.
Maneuverability: +11 (+14 in Atmo); (3D+2/4D+2) Maneuverability: +13 (4D+1)
Space: 6 Damage: Varies Space: 13 It’s amazing, the XJ series still never quite reaches the
Atmosphere: 1,200 Km/H; 1,665 MPR Ammo: 4 Units of any type of ordinance Atmosphere: 1,200 Km/H; 1,665 MPR overall level of performance, firepower and versatility of a
Hull:59 (4D+2) The SA-47 hammer Head represents the pinnacle of the Hull: 59 (4D+2) less prominent snubfighter that existed... 30 years earlier.
Armor: 90 / Ablative: 35 (1D) technological advancement of an independent system that Armor: 25; Ablation: 15 (1D) That fighter is the TIE Defender. Even into the Legacy
Shields: 20 (1D) was overrun by the Empire in the early stages of their Shields: 40 (2D+2) Era, there is nothing that can hold a candle to the
Sensors: establishment. The system possessed 4 Capital ships with Sensors: incredible performance of the TIE Defender. That is not
Passive: 15/+0 incredible potential and amazing firepower. The system Passive: 40/0 even accounting for the fact that the TIE Defender receives
Scan: 20/+3 (1D) easily dispatched a lone Star Destroyer and caught the Scan: 70/+3 (1D) a number of refits and updates across it’s life cycle.
Search: 30/+6 (2D) Empire’s full attention. The response was a Sector Fleet Search: 90/+6 (2D) -Baron Fel,
Focus: 2/+6 (2D) which wiped the opposition out. Military complexes in the Focus: 4/+6 (2D) Empire of the Hand
Maximum: 60/-34 system were shelled from orbit and the population (near Maximum: 180/-34
Weapons: human) was pacified and then welcomed into the fold of Weapons: For die hard supporters of the New Republic, the XJ Series
Turbo Auto Blaster (Burst Fire) the Empire after almost two decades. However there are 4 Medium Laser Cannons (Fire-Linked) X-Wing is the ride to aspire to pilot. It embodies all that
Fire Arc: Fore / Port / Starboard those of that society that will never forget. Many joined Fire Arc: Fore the New Republic would come to be. Corrupt, not good
Skill: Starship gunnery the Alliance to Restore the Republic and transitioned Skill: Starship gunnery enough, decades behind technologically, too damn
Fire Control: 3D* (0 Base Fire Control) directly into the Rebel Alliance with the hopes of one day Fire Control: 3D expensive, never the first to respond, always responding
Space Range: 1-6/18/24 freeing their system from Imperial tyranny. Many of the Space Range: 1-3/12/25 too late and allowed the Vong to destroy the galaxy...
Atmosphere Range: 100-600m/1.8/2.4 km design lessons learned here would later be incorporated Atmosphere Range: 100-300/1.2/2.5 km
into the E-Wing Snubfighter. -Wedge Antilles,
Damage: 60* (3D/6D) Damage: 70 (7D) New Republic General (Retired)
Notes: A design of engineering genius, this weapon Notes: The craft can “defy” Star Wars physics, flipping
system represents the pinnacle of Auto Blaster technology. 2 Proton Torpedo Launchers (Fire-Linked)
end over end (requires an amazing pilot). The cockpit Fire Arc: Fore
Tibanna Gas/Hyperbaride enriched Auto blaster: Full features a full ejection system w/repulsors 200 Km/H,
Burst already calculated into package. No action penalty. Hull: 3D & Space of 1, full consumables, sensors and can
8 External Hard Points land on planet safely.
Fire Arc: Fore • Armor offers enhanced resilience +4 & 2x durability
Payload: 1 unit of any type of ordinance each. Can carry
additional consumables (1 Day per unit).
584 585
Courage, Fidelity & Valiant Skill: Capital ship gunnery Alderaanian War Frigate Crew: 12
Fire Control: 2D Skill: Capital ship gunnery
Craft: Alderaanian Engineering: Thranta-class Corvette Space Range: 3-25/50/75 Craft: Alderaanian War Frigate Fire Control: 7D*
Affiliation: Alderaan / Rebel Alliance Atmosphere Range: 6-50/100/150 km Affiliation: Alderaan / Rebel Alliance Space Range: 9-30/60/90
Era: Clone Wars+ (Re-Engineered) Damage: 80 (8D) Era: Clone Wars+ (Re-Engineered) Atmosphere Range: 18-60/120/180 km
Type: Alderaanian Escort Corvette Type: Alderaanian War Frigate Damage: 1,200 (Extended Burst*); Rof: 2
10 Laser Cannons Ammo: Drops power to 3 systems randomly after 1st shot
Scale: Corvette; Hull as Frigate, Maneuver ½ Penalty Fire Arc: 2 Fore / 3 Port & Starboard / 2 Aft Scale: Frigate; Maneuvers as Corvette, hull as Destroyer
Length: 75 meters Crew: 1 Length: 250 meters 16 Quad Guns
Skill: Capital Ship Piloting Skill: Starship Gunnery Skill: Capital Ship Piloting Fire Arc: 4 Fore / Port / Starboard /Aft
Crew: 26, gunners: 25, skeleton 17/+3; Fire Control: 3D Crew: 170, gunners: 77, skeleton 113/+3; Crew: 1
Crew Skill: Typically 2D Space Range: 1-3/12/25 Crew Skill: Typically 3D Skill: Starship Gunnery
Passengers: 23 (troops) Atmosphere Range: 100-300m/1.2 km/2.5 km Passengers: 150 (troops) Fire Control: +15 (3D)
Cargo Capacity: (750): 82 Metric Tons Available Damage: 44 (4D+2) Cargo Capacity: (2,500): 93 Metric Tons Available Space Range: 1-3/12/25
Consumables: 3 Months (58.3K Refit cost; ¾ Efficient) Consumables: 1 year (1.1 Million Refit cost; ¾ Efficient) Atmosphere Range: 100-300m/1.2 km/2.5 km
Cost: 3.9 Million (New & Used) 4 Tractor Beam Projectors Cost: 10.45 Million (New & Used) Damage: 50 (5D)
Hyperdrive Multiplier: x2 Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft Hyperdrive Multiplier: x2
Hyperdrive Backup: x4 Crew: 1 Hyperdrive Backup: x12 8 Tractor Beam Projectors
Nav Computer: Yes Skill: Capital ship gunnery Nav Computer: Yes Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Maneuverability: +1 (3D) Fire Control: 3D+2 Maneuverability: -7 (2D+2) Crew: 1
Space: 9 Space Range: 1-5/15/30 Space: 8 Skill: Capital ship gunnery
Atmosphere: 900 Km/H (can land on planet); 1,250 MPR Atmosphere Range: 2-10/30/60 km Atmosphere: 800 Km/H (can land on planet); 1,110 MPR Fire Control: +15 (3D)
Hull: 640; 4 Locs (4D+2) Damage: 34 (3D+2) Hull: 1,090; 4 Locs (6D) Space Range: 1-5/15/30
Armor: 630/Loc / Ablation: 60 (4D) Tractor Defense: 3 Fore, Port, Starboard & Aft Armor: 1,020/Loc; Ablation: 75 (5D) Atmosphere Range: 2-10/30/60 km
Shields: 280/Loc (2D) Shields: 490/Loc (2D+2) Damage: 40 (4D)
Snubfighter Complement: Ventral Bay: 4 Snubfighters Tractor Defense: 8 Fore, Port, Starboard & 8 Aft
Sensors: Sensors:
Passive: 35/+3 (1D) Ground Compliment: 5 Medium Hover Tanks Passive: 50/+3 (1D) Snubfighter Complement: 12 Z-95-AT, 12 Zebra II, 1
Scan: 70/+6 (2D) Most of the Thranta-class vessels were scrapped when Scan: 80/+6 (2D) Ghtroc 720 Mark I - Covert Shroud (X-Wing)
Search: 140/+7 (2D+1) Alderaan demilitarized after the Clone Wars. Courage, Search: 160/+9 (3D)
Focus: 5/+8 (2D+2) Focus: 5/+11 (3D+2) Ground Compliment: 4 T-47’s, 3 Speeders, 2 AT-PT
Fidelity, and Valiant were spared and assigned to escort the
Maximum: 280/-33 Alderaanian War Frigate Another Chance, which had been Maximum: 320/-31 The Alderaanian War Frigate is a rare ship in the Rebel
Weapons: modified into an armory ship. Valiant was later recovered Weapons: Alliance. There are only two known to exist, the “Another
6 Concussion Missile Tubes by Rogue Squadron during the Bacta War after being 12 Heavy Turbolaser Batteries Chance” which was the original ship salvaged from the
Fire Arc: 6 Fore attracted to the beacon used by Tycho Celchu, which was Fire Arc: 3 Port & Starboard, 3 Graveyard of Alderaan and a newly constructed vessel
Crew: 1 the same one used by Another Chance. Fore & Aft (displayed here). The plans for their construction were
Skill: Capital Ship Gunnery Crew: 2 recovered and the Rebel Alliance, re-engineered and have
Fire Control: 3D • Double armor and triple final durability Skill: Capital ship gunnery since begun full scale construction. The two craft are not
Space Range: 120 Space Units Fire Control: 1D identical, the production model differs in a number of
Atmosphere Range: 240 km • The craft is efficient Space Range: 3-25/50/75 ways. It is geared for mass production and carries a more
Damage: 90 (9D) • Craft Never looses Armor Ablation, even after armor Atmosphere Range: 6-50/100/150 km more readily available armament. The ship was ahead of
Ammo: 15 per Launcher (3 Reloads/launcher in cargo) depletion. Damage: 70 (7D) it’s time when introduced just prior to the Clone Wars.
Flack Defense: -5 Ammo = 9 Units Destroyed Even now, it is a formidable multi-role military craft
The Rebel Alliance would go on to begin production of the 12 Turbolaser Batteries
5 Heavy Double Turbolaser Batteries craft in limited numbers along with the War Frigate. It’s Fire Arc: 3 Fore & Aft, 3 Port & Starboard capable of policing sectors and engaging warships twice
Fire Arc: 5 Fore & 2 Aft, 1 Port/Starboard heavily armed and armored for it’s diminutive size. Crew: 2 it’s size.
Crew: 1 Skill: Capital ship gunnery • Double Armor, Triple Final Armor Durability
Fire Control: 3D
Space Range: 3-25/50/75 • Armor Ablation remains ever after armor depleted
Atmosphere Range: 6-50/100/150 km • The craft is efficient
Damage: 40 (4D)
1 Burst Fire Ultra Heavy Ion Cannon
Fire Arc: Fore
586 587
Modular Task-Force Cruiser necessary. The basic design of the modular taskforce The survey module is designed for rapid planetary and
cruiser is fairly simple. In its baseline configuration, the system exploration operations. Assisted by its complement
Craft: Tagge Co. Shipyards Modular Task-force Cruiser ship consists of a command section, a life-support system, of air-speeders and droids, it is capable of completely
Affiliation: Old Republic / Empire quarters for a skeleton crew, and an engineering section. analyzing a planet, including surveying for natural
Era: Old Republic+ Since this is a support vessel, armament is light for its size. resources and good colony sites, within a standard day. It
Type: Multi-Function Support Tender On its own, the baseline configuration does little more than can also plot viable hyperlanes from the survey location to
Scale: Battleship; Maneuvers like Cruiser transport a small amount of cargo. The real purpose of this major trade routes. It cost one million credits and contains
Length: 1,150 meters framework is to carry mission-specific modules over 100 air-speeders,.
Skill: Capital ship piloting Mission Function Modules, also known as "MFMs," are Observation Module
Crew: 3,105, gunners: 100, skeleton: 2,588/+3 independent units which are attached to the skeleton of the Crew: 1,550 Intelligence officers & comm scan specialists
Crew Skill: Typically 4D modular taskforce cruiser. Each vessel carries one module, Cost: 6.3 million credits
Passengers: 4,916 (Support); 1,639 (Troops) however later models of the vessel are capable of carrying Sensors:
Cargo Capacity: (11,500*): 1,108.75 metric tons n up to two modules simultaneously due to technological Passive: 250/3D
Consumables: 3 Years (112.7 Million Refit) advances in miniaturization. In a single day at a shipyard Scan: 800/4D
Cost: 17.3 Million (New); 13 Million (Used) or other properly outfitted facility, one module can be Search: 1,500/5D
Hyperdrive Multiplier: x3 removed, and a new module can be mounted and Focus: 18/6D
Hyperdrive Backup: x7 connected to the vessel's life support, power, and Note: The ship has 12 TIE fighters for defense and 500
Nav Computer: Yes communications systems. Though the Imperial Navy had probots and observation droids.
Maneuverability: -18 (2D) long preferred to maintain a fleet of ships which each filled
Space: 4 a specific niche, this was an expensive policy which Designed for long-range espionage, this module carried
Hull: 1,010: 4 Locs (3D+1) became progressively harder to maintain. After a report 500 probe droids among its cargo, and was employed in
Armor: 350/Loc; Ablation: 60 (4D) was commissioned on streamlining fleet operations, Tagge observation actions from outside the border of enemy
Shields: 610/Loc (2D) Industries Shipyards Limited won the contract for a new territory. It cost 6.3 million credits. It carried 12 TIE/LN
Sensors (Base): starfighters for defense. Inquisition Module
multi-role starship. The modular taskforce cruiser, already Crew: 100 Anti-Jedi / Purge Troopers / Inquisitors, 3,660
Passive: 40/+3 (1D) having been in service with the Galactic Republic for Rescue Module
Scan: 75/+6 (2D) COMPForce/observation staff, 10,000 interrogation droids
decades, was the logical choice and recipient of the Crew: 140 doctors, 4,000 medical & rescue technicians Cost: 425,000 credits
Search: 150/+9 (3D) contract. Cargo Capacity: 40,000 metric tons
Focus: 4/+14 (4D+2) Note: Holds 15,000 pre-fabricated disintegration
• Doubled Point Defense Guns Weapons: chambers, two garrison bases, an Orbital Data Net Eraser
Maximum: 300/-31 16 Advanced Tractor Beam Projectors
Weapons: • Efficient: 25% Crew Savings. Converted to Support & unit, probes with sterilization spores, five cluster bombs
Fire Arc: 4/Arc with magnipulse bombs, and a complete orbital night-cloak
25 Turbolaser Batteries Troops (75% Support; 25% Troops). Crew: 1
Fire Arcs: 10 Fore, 5 Port, 5 Starboard, 5 Aft system.
Multi Function Modules: Skill: Capital ship gunnery
Crew: 2 Fire Control: +30 (6D) Used mainly to punish rebellious planets, the inquisition
Hospital Module
Skill: Capital ship gunnery Space Range: 2-10/30/45 module was outfitted with equipment for mass executions,
Crew: 225 doctors, 400 nurses, 1,500 emergency medical
Fire Control: 3D Atmosphere Range: 4-20/60/90 km destroying a planet's information infrastructure, reinforcing
technicians, 1,000 medical droids
Space Range: 3-15/35/75 Damage: 80 (8D) the Imperial Army presence on a world, or completely
Passengers: 2,750 (bacta tanks), 1,000 (quarantine ward),
Atmosphere Range: 6-30/70/150 km Tractor Defense: 32 Fore, 32 Port & Starboard, 32 Aft destroying the world's population if necessary.
19,600 (patients)
Damage: 50 (5D)
Cargo Capacity: +1,000 metric tons Cost: +1.4 Billion Credits Details:
50 Point Defense Turbolasers
Cost: +899.6 Million credits
Fire Arc: 10 Fore, 15 Port, 15 Starboard, 10 Aft The rescue module is used to assist in the aftermath of a Notes:
Cost Breakdown:
Crew: 1 space battle. The 40,000 metric tons of cargo capacity were While the ship may have been introduced in the Dark
Bacta: 33,000 Units (12 Units each Tank)
Skill: Starship Gunnery mainly dedicated to repair parts for starships, and the crew Empire Comics, the core design has been spotted with
Med Bays (10): 180 Units
Fire Control: 3D included 2,130 technicians. Furthermore, there are Clone Wars Era Old Republic markings. The Tagge
Quarantine Ward: 1,000 Units
Space Range: 2-5/15/30 advanced fabrication facilitates and molecular furnaces to Company has been established for centuries, thus I see no
Patients: 9,800 Units (1/2 Cost)
Atmosphere Range: 200-500m/1.5/3 km harness raw materials and salvage to produce replacement reason why it should only be seen in the New Republic+
Droids: 1,000 Units
Damage: 50 (5D) parts craft. The 140 doctors aboard would search for any timeline.
X 25,000 (Battleship Multiplier)
Snubfighter Complement: 32 TIE Craft, 12 Assault survivors remaining in the area, and the technicians would
Applied 80% Discount for mass production • The Rescue Module is the technological basis for the
gunboats, 12 Skypray Blast Boats, 48 Support Transports make whatever field repairs were possible to fly damaged
Consumables Increase: +2,125 Crew; +40.9 Million to Hajen Fleet Tender. The design was stolen, like
The modular taskforce cruiser is a support vessel class MFM/Ship Refit for 5 Years ships to the nearest friendly shipyard. Ships with this
module were intended to be paired with a hospital ship. everything else the Rebels/New Republic acquires
built by Tagge Industries Shipyards Limited first for the • Based off only the living crew, assume that ample from anyone with prior Imperial Affiliations.
Galactic Republic and later the Empire. These ships consumables to sustain patients are already stocked. • Advanced Tractor beams hold a ship together while • Initial MFMs are 10,000 Units of Space (10,000 MT)
function as a generic framework on which Mission repairs are being performed. The Tractor beams are so
Function Modules are mounted and reconfigured as Outfitted with many tons of medical equipment and staffed • Advanced MFM’s appearing just prior to the Battle of
powerful that two used in tandem can grab onto a
with thousands of medical droids and personnel, the Endor gain a 50% enhancement in size and allow the
starship and bend it in two: Damage delivered is 160
hospital module is used to assist in numerous types of Modular Task Force Carriers to equip two modules.
points per round, per pair of tractor beams employed.
disaster situations. These MFMs are 5,000 tons each.
Up to 320 points maximum. Does not ignore shields.
• Hull damage repaired per round is a subset of the • Legacy Era vessels can carry up to three modules
Survey Module simultaneously due to refinements in technology.
Crew: 2,000 scouts, 1,500 techs, 5,000 droids tractor beams employed to repair the damaged arc.
The damage repaired is 8 points per hour, per tractor These MFM’s are 3,333 Metric Tons Each.
Cost: 1 million credits
Sensors: beam employed (1 point every 7.5 minutes per beam).
Passive: 60/3D • Furthermore, the presence of the technical crew adds
Scan: 80/4D an additional point (1) per thousand technicians
Search: 175/5D present (configurable up to 4,000).
Focus: 6/5D+2 • At least ½ the technicians are Droids at any given time
588 589
Tector-class Star Destroyer Space Range: 3-15/35/75 Umbaran Snubfighter Damage: 180 (8D/9Dx2)
Atmosphere Range: 6-30/70/150 km Ammo: 14 per pod (14 Shots/Linked)
Craft: Kuat Drive Yards' Tector Damage: 70 (7D) Craft: Umbaran Aerospace: Superiority Fighter The Umbaran starfighter appears odd when compared to
Affiliation: Empire Affiliation: General / Separatist other starfighters of the galaxy in that it has no true cockpit
100 Ion Cannon Batteries
Era: Rebellion Era: Clone Wars (PE)+ (Discontinued?) to speak of, instead utilizing only a command chair
Fire Arc: 30 Fore/Port/5 Aft &
Type: Ship of the Line Type: Advanced Snubfighter surrounded by an energy shield. The chair itself was ray
30 Fore/Starboard/5 Aft
Scale: Battleship Scale: Snubfighter and particle shielded. This command chair detaches from
Crew: 2
Length: 1,600 meters Length: 10.38 meters the main fuselage and rests on the ground when the ship is
Skill: Capital ship gunnery
Skill: Capital ship piloting: Star Destroyer Skill: Starship Piloting not in use. The ship is controlled through a holographic
Fire Control: 4D
Crew: 11,520, gunners: 832, skeleton: 7,460/+12 Crew: 1 interface that surrounds the pilot's hands and the pilot uses
Space Range: 1-10/25/50
Crew Skill: Typically 4D+2 Crew Skill: Varies Wildly hand gestures to control the ship. This can result in very
Atmosphere Range: 2-20/50/100 km
Passengers: 2,425 (troops) Cargo Capacity: (100): 0 kilograms available erratic flight patterns if the ship is to be piloted by those
Damage: 40 (4D)
Cargo Capacity: (25,300); 506 metric tons available Consumables: 5 days unfamiliar with the controls. Hardcase, while trying to
Consumables: 6 years (341.4 Million Refit Cost) 100 Light Laser Cannons Cost: 183,600 (New); 263,925 (Used) pilot one, had crashed into several of the Republic's
Cost: 259.3 Million (New); 259.3 Million (Used) Fire Arcs: 25 Fore, 25 Port, 25 Starboard, 25 Aft Maneuverability: +15 (5D; Requires familiarity or -15) supplies, and destroyed part of the base. The ship itself
Hyperdrive Multiplier: x1 Crew: 1 Space: 11.5 resembles a large ornamentation rather than a snubfighter
Hyperdrive Backup: x3 Skill: Starship Gunnery Atmosphere: 1,150 Km/H; 1,600 MPR with large triangular loop shaped wings that are backward
Nav Computer: Yes Fire Control: 2D Hull: 50; 10/10/10/10/10; (1D+2) swept from the cockpit. There are also two smaller fins
Maneuverability: -24 (2D) Space Range: 1-3/12/25 Armor: None attached to the top of the ship above the command chair.
Space: 7 Atmosphere Range: 100-300m/1.2/2.5 km Shields: 60; Ablation: 75 (5D) The ship's engines are situated in a vertical configuration
Hull: 2,410: 4 Locs (8D) Damage: 30 (3D) Sensors: with three exhaust vents.
Armor: 1,050/Loc; Ablation: 60 (4D) 16 Tractor Beam Projectors Passive: 20/+3 (1D) The ship's flight pattern is also unique when compared to
Shields: 1,510/Loc (5D) Fire Arc: 4 Fore, 4 Port, 4 Starboard, 4 Aft Scan: 30/+6 (2D) other snubfighters. Instead of requiring banks and turns to
Backup Shields: 3,020 (10D) Crew: 2 Search: 60/+9 (3D) change orientation, the ship can remain stationary and
Sensors: Skill: Capital ship gunnery Focus: 6/+12 (4D) rotate in place, making it highly maneuverable, as
Passive 50/+3 (1D) Fire Control: 4D Maximum: 120/-31 demonstrated when two clone troopers flew two
Scan 100/+9 (3D) Space Range: 1-5/15/30 Weapons: commandeered fighters haphazardly while attacking a
Search 200/+12 (4D) Atmosphere Range: 2-10/30/60 km Plasma Cannon Umbaran mobile heavy cannon. It also means learning to
Focus 6/+14 (4D+2) Damage: 60 (6D) Fire Arc: Front (Chin Mounted) fly one is more challenging than more traditional
Maximum: 400/-28 Tractor Defense: 24 Fore, 24 Port & Starboard, 24 Aft Skill: Starship gunnery starfighters, which, when combined with the also unique
Weapons: Fire Control: 4D holographic interface, can end disastrously, as shown when
100 Quad Heavy Turbolaser Batteries Lira Blissex took the design of the Imperial II, after being Space Range: 2-5/20/40 Hardcase attempted a test flight while still inside an
Fire Arc: 50 Fore/Port/10 Aft & omitted from it’s design, and turned it into the Tector-class, Atmosphere Range: 200-500m/2/4km Umbaran hanger.
50 Fore/Starboard/10 Aft a starship that carries no support craft or ground forces and Damage: 60 (6D) • Craft Easily Defies Star Wars Physics
Crew: 3 redirected all the tonnage to weaponry, shields and armor.
The addition of backup shields, a design stolen from 2 Electromagnetic Pulse Missile Pods (Fire-Linked) • Holographic Controls require 150 hours of logged
Skill: Capital ship gunnery flight time for pilot familiarity. Mastery here adds
Fire Control: 0D MonCal Shipwrights, is a stand out feature in addition to Fire Arc: Front (one per wing)
point defense guns that would eventually find their way Skill: Starship gunnery +1D to craft maneuverability (+18/6D).
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km onto the Imperial III. Fire Control: 4D • Craft is stage 1 prototype (-10% production cost)
Damage: 100 (10D) Notes: Space Range: 30 Units • Hard Shields
• It trades in all it’s support ships for 8,000 Tons Atmosphere Range: 30km
100 Heavy Turbolaser Batteries • It trades in 6,500 troops for another 1,300 Tons
Fire Arc: 50 Fore/Port/10 Aft & • Layered Armor: With 15x Durability
50 Fore/Starboard/10 Aft • Universal Dock capable of mass transferrring crew.
Crew: 2 • 6 Small, Shielded Hangars: 2 Possess TIE Shuttles, 2
Skill: Capital ship gunnery pairs of TIE/RC Fighters (4 total) and 2 with 1 Assault
Fire Control: 1D Shuttle each.
590 591
The Pulsar Skate It’s impossible that this: Precursor Star Destroyer Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Craft: Custom Baudo-class star yacht Craft: Kuat Drive Yards: Cantwell-class Damage: 30 (3D)
Affiliation: General Affiliation: Empire 10 Tractor Beam Projectors
Era: Rise of Empire Era: Rise of Empire (Discontinued, Mothballed) Fire Arc: 3 Fore, 2 Port, 2 Starboard, 3 Aft
Type: Registered Courier Type: Cantwell-class Star Destroyer Crew: 2
Scale: Transport Scale: Cruiser; Maneuvers as Destroyer Skill: Capital ship gunnery
Length: 37.5 meters Length: 800 meters Fire Control: +20 (4D)
Skill: Space transports: Baudo-class Skill: Capital ship piloting: Star Destroyer Space Range: 1-5/15/30
Crew: 1 & 1 can coordinate, gunners: 1 Crew: 2,511, gunners: 140, skeleton: 1,620/+3 Atmosphere Range: 2-10/30/60 km
Crew Skill: As Mirax Terrik Crew Skill: Never Officially Fielded Damage: 60 (6D)
Passengers: 8 Passengers: 1,782 (troops) Tractor Defense: 18 Fore, 12 Port & Starboard, 18 Aft
Cargo Capacity: 187.3 metric tons Cargo Capacity: (8,000): 95 metric tons available
Consumables: 2 Months (7,700 Credit Refuel cost) Consumables: 3 Years (51.2 Million Refit cost) Snubfighter Complement: 3 squadrons of TIE Craft, 4
Cost: Valued at 399,000 Credits Cost: 29 Million (New & Used) Assault Gunboats, 4 Skypray Blastboats, 3 TIE Shuttles
Hyperdrive Multiplier: x1 Hyperdrive Multiplier: x1 Ground Compliment: 6 AT-AT, 8 AT-ST, 12 TIE/Gt, 4
Hyperdrive Backup: x1 Hyperdrive Backup: x5 Speeder Bikes, 8 Heavy Hover Tanks, 4 Landing Barges, 1
Nav Computer: Yes Is one of these: Nav Computer: Yes Small Prefab Garrison
Maneuverability: -3 (4D) Maneuverability: -12 (3D)
Space: 14 Space: 8 KDY had a number of development projects for the
Atmosphere: 1,400 Km/H; 1,945 MPR Atmosphere: 1,000 Km/H (can land); 1,385 MPR Empire. The basis for the Imperial I was the Cantwell
Hull: 60/Loc: 3 Locs (3D) Hull: 1,585: 4 Locs (7D) Class Star Destroyer. This craft is efficient, like the
Armor: 55/Loc; Ablation: 45 (3D) Armor: 350/Loc; Ablation: 60 (4D) Victory class and can even land on a planet. However,
Shields: 70/Loc (3 Generators, 3D) Shields: 910/Loc; Mitigation: 20 (4D) Lira Blissex stole the design basis and doubled the size of
Sensors: Sensors: the vessel (introducing inefficiency). Everything from the
Passive: 32/+5 (1D+2) Passive 50/+3 (1D) sensors to the weapons (doubled) would debut in the
Scan: 63/+8 (2D+2) Scan 100/+9 (3D) Imperial I, scaled up to 1,600 meters. Only four of them
Search: 88/+14 (4D+2) Search 200/+12 (4D) were ever built. The first prototype had numerous flaws,
Focus: 4/+14 (4D+2) Focus 6/+14 (4D+2) the second was nearly perfect and the last two were
Maximum: 176/-26 Maximum: 400/-28 production models that were mothballed right after the
Weapons: Weapons: second completed. Cantwell would be pulled into Blissex’s
2 Light Laser Cannons (Fire-Linked) 30 Turbolaser Batteries design team and watch as his life’s work was bastardized
Fire Arc: Fore (Nose mounted) • We call the Pulsar Skate an Old Republic model of the Fire Arc: 15 Fore/Port/5 Aft & and expanded into the maintenance nightmare of the
Crew: 1 (Pilot) Baudo Starship line. They likely made other ships. 15 Fore/Starboard/5 Aft Imperial I. He would never receive formal recognition.
Skill: Starship Gunnery • Consider all systems to be modded to maximum Crew: 2
Fire Control: 3D+2 potential. Skill: Capital ship gunnery
Space Range: 1-3/12/25 Fire Control: 4D
Atmosphere Range: 100-300m/1.2/2.5km • The craft has three main drive systems. Space Range: 3-15/35/75 7ir
Damage: 56 (5D+2) • The Pulsar Skate and jump into Hyperspace at a Class Atmosphere Range: 6-30/70/150 km
1 Corellian Quad Laser Cannon (Fire-Linked) ½ Hyperspace Multiplier if the pilot triggers both Damage: 50 (5D) .
Fire Arc: Ventral Turret Hyperdrive engines simultaneously. The Backup 30 Ion Cannon Batteries
Crew: 1 (Pilot or Co-Pilot can fire at -10) -
system is a Full Hyperdrive. Fire Arc: 15 Fore/Port/5 Aft & 4.44
Skill: Starship Gunnery 15 Fore/Starboard/5 Aft /-,
Fire Control: 4D+2 • The Power core is wired like a mega Christmas Tree, Crew: 2 /II
Space Range: 1-3/12/25 it is stable but at maximum capacity. The Skate can Skill: Capital ship gunnery
Atmosphere Range: 100-300m/1.2/2.5km only maintain Class ½ Hyperspace speeds for short Fire Control: 2D+2
Damage: 66 (6D+2) amounts of time (1 day or less). Otherwise the strain
The personal starship of Mirrax Terrik. The Pulsar Skate is of the two hyperdrive systems eventually overloads
a highly modified and custom Old Republic starship that the power core dropping all power to the ship
was manufactured by the Baudo Corporation. The craft (stranding the ship in Otherspace). The craft requires
shares enough performance characteristics and control no less than a week of repair work on the power core
similarities with the new lineup of Baudo yachts that the in this event.
flight controls are interchangeable (a specialization in
either craft allows the pilot to fly either one equally well). • All Surfaces are Luxury & bedding is likewise
The Pulsar Skate is registered as a “legal” courier. It’s • Auto Chef, Galley, Lounge, Bar, Advanced
possibly one of the fastest “civilian” vessels in the galaxy. Entertainment Table, 4 refresher Booths
The craft has been substantially retrofitted adding an
additional engine, both hyperdrives at Class one, armament • Med Bay with Bacta Tank & 2-1B Droid
upgrades, shield upgrades, armor upgrades, etc. There is • Machine Shop (+6 Bonus)
no part of the craft that hasn’t already been upgraded to
maximum modification capacity. • Holonet Transceiver
The Pulsar Skate’s technologies are in many respects the • Fitness Room
templates for the Modern Baudo designs that Mendel • Armor Penalty to Maneuverability -9
Baudo evenytually began custom billding for the wealthy.
592 593
Wraith-Class Super Star Destroyer Space Range: 120 Units Executor Super Star Destroyer Ammo: 480 Per Launcher
Atmosphere Range: 240 km Flack Defense: -500 Ammo = 900 Units Destroyed
Craft: Kuat Drive Yards' Super Star Destroyer Damage: (90) 9D Craft: Kuat Drive Yards' Super Star Destroyer 80 Tractor Beam Projectors
Affiliation: Empire: Jedi Inquisitor Jerec Ammo: 135 Per Launcher Affiliation: Empire Fire Arc: 5/Arc
Era: Rebellion Flack Defense: -500 Ammo = 900 Units Destroyed Era: Rebellion Crew: 1
Type: Unique Command Ship / Naval Only / Ship Killer 80 Tractor Beam Projectors Type: Sector Command Ship Skill: Capital ship gunnery
Scale: Super Capital; Maneuvers as Dreadnought Fire Arc: 10/Arc Scale: Mega Capital Fire Control: 3D
Length: 8,000 meters Crew: 1 Length: 17,000 meters Space Range: 1-5/15/30
Skill: Capital ship piloting Skill: Capital ship gunnery Skill: Capital ship piloting Atmosphere Range: 2-10/30/60 km
Crew: 52,500, gunners: 2,580 ,skeleton: 30,000*/+6 Fire Control: 4D Crew: 275,400, gunners: 2,580, skeleton: 153,000/+6 Damage: 60 (6D)
Crew Skill: Typically 4D-6D Space Range: 1-5/15/30 Crew Skill: Typically 6D-8D Tractor Defense: 30 Per Arc (16)
Passengers: 45,000 (troops) Atmosphere Range: 2-10/30/60 km Passengers: 244,800 (troops)
Damage: 60 (6D) Snubfighter Complement: 45 squadrons of TIE Craft, 24
Cargo Capacity: (40,000*): 330 metric tons Cargo Capacity: (170,000): 730 metric tons available
Tractor Defense: 60 Per Arc (8) Assault gunboats, 24 Skypray Blastboats, 8 Lambda
Consumables: 31 years (12 Billion Refit) Consumables: 66 Years (133.3 Billion Refit)
Shuttles, 24 Gamma Assault Shuttles, 2 Raider Corvettes,
Cost: Unique; Estimated: 1.2 Billion+ Cost: 1.32 Billion (New & Used)
Snubfighter Complement: 32 squadrons of TIE Craft, 36 2 Assassin Corvettes, 1 Star Galleon, 10 Orbital Night
Hyperdrive Multiplier: x1 Hyperdrive Multiplier: x1
Assault gunboats, 36 Skypray Blastboats, 12 Lambda Cloaks
Hyperdrive Backup: x4 Hyperdrive Backup: x5
Shuttles, 24 Sentinel Shuttles, 36 Gamma Assault Shuttles
Nav Computer: Yes Nav Computer: Yes Ground Compliment: 80 AT-AT, 80 AT-ST, 48 TIE/Gt,
Maneuverability: -36 (0D) Ground Support Units: 4 Landing Barges, 8 AT-AT, 8 AT- Maneuverability: -54 (0D) 48 Speeder Bikes, 48 Med Hover Tanks, 48 Heavy Hover
Space: 6 ST, 12 Military Speeder Bikes, 2 Prefab Garrisons, 2 Light Space: 4 Tanks, 4 Prefab Garrisons, 12 Chariot Command Speeders,
Hull: 4,810: 8 Locs (8D) Prefab Garrisons, 2 Floating Fortresses, 18 TIE/GT Hull: 12,010: 16 Locs (10D) 12 Floating Fortresses, 24 Landing Barges, 48 LAAT/II
Armor: 1,020/Loc; Ablation: 75 (5D) Armor: 510/Loc; Ablation: 75 (6D)
Shields: 4,810/Loc (8D) The Wraith Class Super Star Destroyer is a rare sight Shields: 12,010/Loc (10D) The ultimate expression of Imperial Power during the time
Sensors: among the already rarely seen Super Capital ship Sensors: of the Galactic Empire. This is Lord Vader’s personal
Passive 80/+6 (2D) classification. The ship was commissioned to act as a Passive 75/+6 (2D) Command Ship and the craft that fell out of the orbit of the
Scan 160/+12 (4D) “inexpensive” version of the traditional Super Star Scan 150/+12 (4D) Second Death Star and crashed into it. That collision,
Search 320/+18 (6D) Destroyer. The cost cutting methodology of the design Search 300/+18 (6D) alone, would have eventually destroyed the Death Star.
Focus 10/+21 (7D) effectively eliminates almost half the base design’s mass, Focus 8/+21 (7D) The Rebels just finished the job faster targeting the central
Maximum: 640/-22 making the craft more dagger like. It loses some of the Maximum: 600/-22 reactor core an it’s power modulation tower.
Weapons: structural integrity that the traditional Supers have. The Weapons:
500 Quad Heavy Turbolaser Batteries Wraith Class Super Star Destroyer is generally configured 500 Quad Heavy Turbolaser Batteries This is, effectively the last and largest Super Star Destroyer
Fire Arc: 200 Fore, 125 Port, 125 Starboard, 50 Aft as a ship killer, however, it is more than capable of Fire Arc: 200 Fore, 125 Port, 125 Starboard, 50 Aft anyone would tangle with until the Emperor reborn made
Crew: 2 carrying ground support units. Though this compliment Crew: 2 himself known around the time of “Dark Empire”. It was
Skill: Capital ship gunnery tends to be ½ or less than that of standard Super Star Skill: Capital ship gunnery long suspected that this was Lira Blissex’s final Star
Fire Control: 3D Destroyers. The Cargo capacity of the design has been Fire Control: 1D Destroyer Design. However, later the New Republic
Space Range: 3-15/35/75 reduced by 50% as a cost cutting measure. Though the Space Range: 3-15/35/75 would encounter the Eclipse Star Destroyer. A craft so
Atmosphere Range: 6-30/70/150 km enhanced ship to ship capabilities tend to offset this Atmosphere Range: 6-30/70/150 km large that it would make the Executor look like a toy by
Damage: 100 (10D) savings by a high degree. Damage: 100 (10D) comparison.
500 Quad Ion Cannon Batteries Notes: 500 Ion Cannon Batteries The Executor has a modest increase in armament, doubling
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft • ½ the Cargo Capacity Available to a ship of it’s class. Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft it’s Ion Cannons and Concussion Missile Launchers. It’s
Crew: 2 Crew: 2 Quad Heavy Turbolasers would remain the same. Where
Skill: Capital ship gunnery • Crew Complement reduced by ½ as a result of the loss Skill: Capital ship gunnery
of superstructure. the Executor shines is in it’s overall craft and siege
Fire Control: 4D Fire Control: 2D complement. The ship comes close to doubling much of
Space Range: 1-10/25/50 • 30% loss of structural durability compared to standard Space Range: 6-20/40/60 what the standard Super Star Destroyer carries.
Atmosphere Range: 2-20/50/100 km Super Star Destroyers. Atmosphere Range: 12-40/80/120 km Effectively, the Executor carries it’s own small sector fleet.
Damage: (60) 6D Damage: 30 (3D)
• Cost savings resultant from streamlined design: 20% • Internal Capital Ships: Meter Rating of the Ships x
500 Concussion Missile Launchers reduction in cost calculations. 500 Concussion Missile Launchers
Fire Arc: 50 Fore, 75 Port, 75 Starboard, 50 Aft Fire Arc: 50 Fore, 75 Port, 75 Starboard, 50 Aft 100 = Units of space utilized
Crew: 1 • Armor has double durability, it’s layered because the Crew: 1
Skill: Capital ship gunnery ship’s role is that of a ship killer. Skill: Capital ship gunnery
Fire Control: 3D Fire Control: 2D
Space Range: 120 Units
Atmosphere Range: 240 km
Damage: 90 (9D)
594 595
World Devastators project out right. But, armed with irrevocable Therefore, a special coded override circuit, the mechanism long enough for repairs to be made.
funding writs Leth was determined to see just Master Control Signal, is hardwired into the Construction
No sooner was the original Death Star destroyed how far his talent could take him. No matter the main system of each World Devastator. This While standardization and interchangeability are
than the Emperor, from his throne on Coruscant, cost. circuit responds only to a special HoloNet hallmarks of Imperial technology policy, the
decreed another should be built. Even as this hyperchannel frequency originating from Byss.
The Design World Devastator is unique among Imperial war
second Death Star was being assembled, Umak It utilizes new HoloNet frequencies and is
The amount of coordination needed to run and machines in that no two of them are identical.
Leth, Chief Engineer to the Emperor, came to his broadcast at all times. It is responsible for
maintain a World Devastator's myriad functions This is because they are not assembled by Droids
master with a new design for a molecular furnace coordinating the functions of all the Devastators
is a challenge to the most able crew. Rather than and techs: they assemble themselves. In effect,
that could break down the physical structure of in a single battle group. The signal was a highly
rely on countless individual Droids, Leth opted they build themselves while in operation. All
matter. There had been devices of this type for guarded secret in the entire Imperial arsenal
for high-functioning Droid brains directed by one World Devastators begin as virtually identical
years, on Coruscant in particular. On this ancient because with it one can override all commands
highly advanced learning machine. This allowed machines. They have a basic brain core,
world, these machines razed older buildings, from the bridge. In case of emergency, it is
reaching a level of automation unparalleled in although individual machines may have
recycled the crumbling masonry and possible to temporarily shut down the entire
any previous Imperial vessel. Even the Old
transparisteel, and left gleaming new spires in Republic had never created a vehicle of this level
their places. The technology had also been of complexity. A new generation of highly
incorporated into mining Droids for many advanced computers handled the major functions
centuries. Leth's model was different. It had a of the World Devastators. The secret of these
much more sophisticated way of magnetically titanic weapons is that they are not vehicles in
separating matter into constituent elements, then the traditional sense at all. All higher systems,
shaping them with sophisticated force beams and like life support and defense, function in the
automata. same manner as standard Imperial craft, with
Pleased with this development, the Emperor weapons crewed by organics. However, the
agreed to fund further study with one caveat: a factories arid production systems are controlled
way must be found to harness this device to by artificially intelligent computer brains. The
handle the industrial needs of the Empire. After World Devastators are enormous Droids: the
months of work, Leth perfected a design concept crew, technicians and slaves live in special
that would take hold of an object with tractor compartments inside. They perform the
beams and draw it into the molecular furnace. programming and feed information to the central
Shattering chemical bonds with intrinsic force brains, but once this is done, the Devastators
negators, the materials could be stored in force operate freely within their designated parameters.
bubbles of thallium, cadmium, impervium and When armed and shielded, a World Devastator is
other metals. Presenting this idea to the nearly immune to attack. Even as enemies throw
Emperor, he was pleased with the reaction. The their resources at it, it would take them up and
second Death Star project was proceeding well devise new weapons to hurl at its targets. The
and plans were made for the Emperor to first such Devastator, the Silencer-1, began
personally supervise its completion. Palpatine construction in secret at the newly reopened
gave specific orders to begin work on a weapons shipyard in orbit around Thomork. Closed years
platform to be constructed around the molecular ago because of a new strain of contagious hive
furnace. It was to be self-sustaining and capable virus, the system had taken on the dark
of enormous destruction. reputation of a massacre site. The Emperor's
agents had to kill over 450 people to make their
In funding Leth's project, Palpatine cleverly story hold.
exploited his engineer's ambition to exceed the
great Bevel Lemelisk. Since he replaced The Master Control Signal
Lemelisk as Master of Imperial Projects, he Considering the awesome destructive capability
craved the opportunity to make a lasting mark of of these weapons, they would be a formidable
his own; the shadow of Lemelisk's Death Star threat if one were to go haywire or fall into
had to be overcome. To succeed where the enemy hands. Some previous Imperial combat
Death Star had failed would be quite an droids had done just that. One memorable
achievement and earn him a place in Imperial example was an assassin Droid that killed most
history. In doing so. he was also fulfilling long of the audience at a swoop tournament while
held and secret plans of the Emperor himself. pursuing a single target (this incident led to
assassin droids being "officially" outlawed).
Of course, the Emperor's presumed death might Obviously, precautions had to be taken.
have been expected to slow the work or kill the
597
specialized programming for specific functions. invalidates the Tarkin Doctrine that spawned a World Devastator can break down any additional minor computing stations (for various
Each World Devastator has sensor webs, factory them. The World Devastator actually improves structure, from bare mountainside to starship to functions) scattered throughout the vehicle,
maintenance subsystems and cognitive defensive its effectiveness by virtue of its self-contained gleaming city. Even starships aren't immune to including at each weapon emplacement, on the
subroutines. Once these powerful processors are nature. Cannibalizing what it needs and refining the effect, as demonstrated by the fate of the assembly lines and at the molecular furnaces.
brought on line, they are attached to the the materials to make new vehicles and fighters, Rebel Star Destroyer Emancipator. World
fabrication units and molecular furnaces. The Devastators are excellent weapons. The amount Devastators can also devour barren planetoids The various assembly lines, hangars, armories
fabrication units include machining scanners, of time it takes to lay waste to a planet may be and asteroids, destroyed vehicles and ships or and power cores are built around the computer
robotic lathes and automated assembly lines to quite long compared to the instantaneous any other source of metals, plastics and other core and placed throughout new levels. The
turn the raw materials into weapons, droids and destruction of a planet with the superlaser, but components. Depending on the mineral wealth interior of each World Devastator is unique, so
combat vehicles. The computer and the initial the World Devastator wastes nothing. Raw of the victim planet, the World Devastator's exact placement of components varies from
fabrication units are supported by a framework, materials are molecularized and siphoned off to factories may create a surplus of finished goods; machine to machine. All levels directly above
called an endoskeleton, which determines the the fabrication plants deep in the bellies of these these are shipped to other warships or industrial the computer cortex will remain unchanged as
Devastator's final shape. The molecular furnace behemoth constructs. Subsidiary computers hold worlds for processing. The World Devastators the machine modifies itself. However, as the
and its attendant software, which is responsible design specifications for dozens of different robot are not currently capable of reproducing the machine grows, additional customized levels are
for breaking down raw materials, is also attached fighters, battlespeeders and automated tanks. computer cores and fabrication equipment it added below and behind the computer core, what
to the endoskeleton in the initial construction Based on priorities assigned by the commander, takes to make more Devastators, but in time, results is a thoroughly unique war machine.
phase. the master technicians set production levels and even that problem could be surmounted.
assembly schedules. When materials are funneled through the
Once the endoskeleton is assembled, the proto- Structure molecular furnaces, the molten materials travel
Devastator is allowed to run under supervision With so many interconnected computer systems, While the specific layout of each Devastator is into the separation lattices. Selective ionizing
for a few weeks. Fed a steady supply of slag a realignment of assembly priorities can take different, there are certain features common to all grids filter specific elements and particles out and
metals and raw ores, it atomizes them all and several hours. Once the computers have the of them. The control bridge, usually located on condense and purify them. The materials are then
begins churning out parts, including additional designs on-line, the great internal factories can the top of the Devastator, houses the centralized cooled and stored in force field spheres (which
body sections, weapons for the Devastator and begin working on the fabrication. As the first of computers in a command module. The upper can be transferred to cargo ships) or transferred
larger assembly lines. While the endoskeletons the elements and alloys are channeled by force three levels are usually arranged as quarters and directly to the fabricators. Finished goods are
of all Devastators look identical during this early field into the forming chambers, they are shaped recreation areas for the commander, his crew and hauled up to storage areas adjacent to launching
phase, subtle differences become apparent as the and formed, molded by robot manipulators and all troops and technicians aboard the vessel. The decks and hangar bays. Overall, the World
machines build themselves. After the first stages welded, cut, stamped and tooled into the main computer cortex is directly attached to the Devastators are among the most devastating
of construction, the World Devastator is normally necessary parts. The parts are then moved to the endoskeleton, underneath the command module weapons ever created by the Empire. They
only a few hundred meters at a side; it is in its assembly lines, where droids, workers and slaves and living quarters. The cortex is at the heart of combine the horrors of modern weaponry with
"adolescence." The World Devastator will now begin assembling the new machines to the endoskeleton, which stretches between the the efficiency of mass production, giving the
be sent into battle, where all further development correspond to the selected patterns. The two four support and thruster columns, which house Empire almost unlimited potential for weapons
will occur. At this stage, the Devastators are at most important individuals in the on-board the sunlight and hyperspace engines. The central manufacture.
their most vulnerable. The new machines attack factories are the Calibration Engineer, who computer core occupies nearly 20 levels, with
in groups to maximize battle effectiveness and maintains the furnace temperature and force field
gather enough materials to increase their size and siphons, and the Assembly Commander, who
produce vehicles, starships and other vital must oversee the actual production to peak
weapons. This is where the self-improvement efficiency.
programming comes into play. The longer a During a battle situation, the commander may
Devastator functions, the more it improves and either rely on the built-in turbolasers, ion
modifies itself, growing larger and more lethal. cannons or other weapons, or he may begin
As individual units grow larger, the battle charging up the battle craft the Devastator
squadron splits into smaller and smaller groups. manufactures. Many of these are automated craft
Theoretically, a single Devastator could that are controlled by combat technicians from
eventually become large enough to strip a planet the bridge. Alternatively, the Devastators work in
unaided in a few weeks or even days. Neither tandem with heavily armored military transports
Umak Leth nor his technicians have any idea that ferry the many pilots and crew members
what the upper limit to a Devastator's growth is. necessary to operate any manned vehicles that
Functions are built. The World Devastator uses a series of
Perhaps nothing so characterized the nature of tractor beam projectors to direct materials into
Palpatine's New Order as much as the Tarkin the maw of the molecular furnace, which has a
Doctrine. It is still one of the underlying layer of plasma shields around it to protect the
principles by which the Empire governs. While World Devastator itself. The sun-hot maw of the
both Death Stars were destroyed, this in no way molecular furnace at the front, bottom or rear of
598 599
Silencer-1 Skill: Capital ship gunnery repulsorlift operation 5D droid engineering (A) 7D
Fire Control: 4D starship piloting 2D: World Devastator droid programming 11D
Space Range: 1-5/15/30
Craft: Imperial Engineering: World Devastator
Atmosphere Range: 2-10/30/60 km operation 3D repulsorlift engineering (A) 5D
Affiliation: Empire starship gunnery 2D repulsorlift repair 9D
Era: Dark Empire Damage: 60 (6D)
Type: World Devastator / Super Weapon Tractor Defense: Lacks the Tactics to employ it starship shields 2D security 2D
Scale: Battlestation: Up-scaled Dreadnought walker engineering (A) 6D
Molecular Furnace PERCEPTION 2D
Length: 4,800 meters; 2,250 Meters Tall walker repair 7D
Snubfighter Complement: 24 squadrons of TIE-D
Search 6D
Skill: Capital ship piloting
Cargo Capacity: (12,000*): 6,360 metric tons available STRENGTH 2D (Snubfighter, internal brain) Silencer 1 is sentient enough to posses and
Consumables: Infinite • All ammo is considered to be effectively
infinite since the World Devastator can TECHNICAL 6D utilize a Force Point! I can also spend up to
Hyperdrive Multiplier: x6
Hyperdrive Backup: x20 replenish itself by breaking down Computer programming/repair 4D 15 Character Points in a round…
Nav Computer: Yes materials and fabricating any and all
Maneuverability: -36 (0D) essential materials
Space: 5 or!'.3
Atmosphere: 400 Km/H (can land on planet); 555 MPR • ¼ Cargo Space due to Molecular
Hull: 40,010: 8 Locs (10D+2) Furnace and Automated Factory.
Armor: 1,150/Loc; Ablation: 105 (7D)
Shields: 25,010/Loc (6D+2) • Consumables are Infinite due to it’s
Sensors: ability to replenish itself.
Passive 60/+5 (1D+2)
Scan 130/+11 (3D+2) • Doubled it’s listed Weapons
Search 260/+13 (4D+1)
Focus 8/+15 (5D) • Silencer-1 can create endless Assassin
Maximum: 520/-27 Droids to combat Intruders. Initial Batch:
Weapons: 1 Dozen: Dex 2D: Gunplay 2D, Str 2D;
500 Turbolaser Batteries Increase Stats and Skills by +1D for the
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft
Crew: 3 next wave of the droids and the following
Skill: Capital ship gunnery waves will follow suit until they reach 5D
Fire Control: 4D Skill and Attributes. On Wave 2, 4 & 6
Space Range: 3-15/35/75 add 1D of Armor protection to the droids.
Atmosphere Range: 6-30/70/150 km
Damage: 50 (5D)
600 Point Defense Blaster Cannons
Silencer-1 AI Profile
Fire Arc: 100 Fore, 100 Port, 100 Starboard, 100 Aft Silencer 1 can only executes one Full
Crew: 1 Defensive Action per Round, movement is
Skill: Starship Gunnery
Fire Control: 2D
free (always full defensive). ti--- 1-----
Space Range: 1-5/10/18 Free Actions: 4; Silencer 1 can execute 4 1.-:.--.
Atmosphere Range: 100-500m/1.0/1.8 km Full Actions as if they were Free Actions.
Damage: 80 (8D)
Ammo: Infinite Free Action Examples:
320 Proton Cannons Left 4 .
Fire Arc: 40 Fore, 40 Port, 40 Starboard, 40 Aft • Fire an Entire Group of Weapons ...... i itl i.
Crew: 2 • Create anti boarding drones
Skill: Capital ship gunnery
Fire Control: 1D • Launch TIE-Fighters
Space Range: 4-24/60/120 • Engage Molecular Furnace (1 per round
Atmosphere Range: 8-48/120/240 km of operation)
Damage: 80 (8D)
Ammo: Infinite Torpedoes Per Launcher Force Points: 1
Flack Defense: (Lacks the Tactics to employ it)
90 Ion Cannon Batteries Character Points: 15
Fire Arc: 15 Fore, 5 Port, 5 Starboard, 5 Aft Vehicle Defense: 15
Crew: 2
Skill: Capital ship gunnery DEXTERITY 2D
Fire Control: 2D+2
Space Range: 1-10/25/50 KNOWLEDGE 2D
Atmosphere Range: 2-20/50/100 km Planetary Systems 6D
Damage: 30 (3D) THAT5 iWO STAR
45 Tractor Beam Projectors MECHANICAL 5D
f2E57ROYERg WE'VE 1.45r!.,,
Fire Arc: 15 Fore, 10 Port, 10 Starboard, 10 Aft Navigation 2D: Astrogation 4D MAN ThE WAPE ROP6--!
Crew: 10 Capital Ship AP
600
Silencer-7 Skill: Capital ship gunnery
" WHEN THE EMPEROR CP:El/TEE,THE
Fire Control: 4D MAP-157AR, CALAMAR1 WAS AT THE
Craft: Imperial Engineering: World Devastator Space Range: 1-5/15/30 TOP OF THE L1GT OF WORLD'S SCHEPIALED
Atmosphere Range: 2-10/30/60 km To 8E ANN/h7L47E0 SY THAT ()REAM&
Affiliation: Empire SATTL -61A-TION
Era: Dark Empire Damage: 60 (6D)
Type: World Devastator / Super Weapon Tractor Defense: Lacks the Tactics to Employ
Scale: Mega Capital: Up-scaled Dreadnought
Length: 3,200 meters; 1,500 Meters Tall Molecular Furnace
Skill: Capital ship piloting Snubfighter Complement: 12 squadrons of TIE Craft D
Cargo Capacity: (8,000): 5,215 metric tons available
Consumables: Infinite • Doubled it’s listed Weapons
Hyperdrive Multiplier: x6
Hyperdrive Backup: x20 • Silencer-7 can create endless Assassin
Nav Computer: Yes Droids to combat Intruders. Initial Batch: 4.1
Maneuverability: -36 (0D) 1 Dozen: Dex 1D: Gunplay 1D, Str 1D;
Space: 5 Increase Stats and Skills by +1D for the
Atmosphere: 400 Km/H (can land on planet); 555 MPR next wave of the droids and the following
Hull: 10,010: 6 Locs (8D+1)
Armor: 600/Loc; Ablation: 90 (L6) waves will follow suit until they reach 5D
Shields: 5,210/Loc (4D+1) Skill and Attributes. On Wave 3, 6 & 9
Sensors: add 1D of Armor protection to the droids.
Passive 55/+3 (1D)
Scan 125/+10 (3D+1) Silencer-7 AI Profile
Search 250/+12 (4D)
Focus 6/+14 (4D+2) Silencer 7 is full defensive, always like
Maximum: 500/-28 Silencer 1. Movement is free.
Weapons:
250 Turbolaser Batteries Free Actions: 3; (as Silencer 1)
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft
Crew: 3 Character Points: 10
Skill: Capital ship gunnery Vehicle Defense: 12
Fire Control: 4D
Space Range: 3-15/35/75 DEXTERITY 1D
Atmosphere Range: 6-30/70/150 km
Damage: 50 (5D) KNOWLEDGE 1D
400 Point Defense Blaster Cannons Planetary Systems 5D
Fire Arc: 100 Fore, 100 Port, 100 Starboard, 100 Aft
Crew: 1 MECHANICAL 4D
Skill: Starship Gunnery Navigation 2D: Astrogation 4D
Fire Control: 2D Capital Ship AP
Space Range: 1-5/10/18 repulsorlift operation 4D
Atmosphere Range: 100-500m/1.0/1.8 km
Damage: 80 (8D) Starship Piloting 1D: World Devastator
Ammo: Infinite operation 2D
160 Proton Cannons starship gunnery 1D
Fire Arc: 40 Fore, 40 Port, 40 Starboard, 40 Aft starship shields 1D
Crew: 2
Skill: Capital ship gunnery PERCEPTION 1D
Fire Control: 1D Search 5D
Space Range: 4-24/60/120
Atmosphere Range: 8-48/120/240 km STRENGTH 1D (Walker, Internal Brain)
Damage: 80 (8D)
Ammo: Infinite Torpedoes Per Launcher TECHNICAL 6D
Flack Defense: -Lacks the Tactics to Employ Computer programming/repair 2D
30 Ion Cannon Batteries droid engineering (A) 6D
Fire Arc: 15 Fore, 5 Port, 5 Starboard, 5 Aft droid programming/Repair 5D
Crew: 2 repulsorlift engineering (A) 3D
Skill: Capital ship gunnery
Fire Control: 2D+2 repulsorlift repair 5D
Space Range: 1-10/25/50 security
Atmosphere Range: 2-20/50/100 km walker engineering (A) 4D ...AN9 NOW, AT LAST, WHOEVER 16
REUNiFYIN:E THEEMPRE 16 CARRY iNe
Damage: 30 (3D) walker repair 3D OUT THE EMPERORS' 2ECI5ION 70
15 Tractor Beam Projectors 1716CIPLINE 145.- MTH THE.6E NEW
Fire Arc: 10 Fore, 2 Port, 2 Starboard, 1 Aft WORLD OEVA.57A74:01;:6'!
Crew: 10
602 603
Inquisitor-4 Snubfighter Complement: 13 squadrons of TIE-D programming. These are not mere droids, broken down with their Furnaces. Biomass
• Doubled it’s listed Weapons these are highly autonomous Artificial (people) do not leave imprints for the World
Craft: Imperial Engineering: World Devastator Intelligence clusters that become fully Devastator, only technological devices.
Affiliation: Empire • Inquisitor 4 can create endless Assassin sentient and grow exponentially after
Era: Dark Empire Droids to combat Intruders. Initial Batch: absorbing enough craft and gaining combat If, for example, a World Devastator “ate” a
Type: World Devastator / Super Weapon 1 Dozen: Dex 1D: Gunplay 1D, Str 1D;
Scale: Super Capital: Up-scaled Dreadnought experience. Trade Federation Starship with all it’s
Length: 1,700 meters; 900 Meters Tall Increase Stats and Skills by +1D for the droids…. The learning curve would be much
Skill: Capital ship piloting next wave of the droids and the following Acquiring new skills are much easier if the lessened and they would pickup Tactics in
Cargo Capacity: (47,000): metric tons waves will follow suit until they reach 5D World Devastators break down droids that short order. The New Republic hasn’t
Consumables: Infinite Skill and Attributes. On Wave 4, 7 & 10 possess the ones they do not. During a fielded tactical droids since the battle with
Hyperdrive Multiplier: x6 add 1D of Armor protection to the droids.
Hyperdrive Backup: x20 “rest period” the World Devastators will the Ssi-Ruuvi at Bakura.
Nav Computer: Yes process the imprints of the droids they have
Maneuverability: -36 (0D) Inquisitor-4 AI Profile
Space: 5 Inquisitor 4 is always full defensive just like
Atmosphere: 400 Km/H (can land on planet); 555 MPR
Hull: 8,000; 6 Locs (6D+2)
it’s other two counterparts, movement is
Armor: 510/Loc; Ablation: 75 (5D) still free.
Shields: 2,210/Loc (3D+2) Free Actions: 2; (as Silencer 1)
Sensors:
Passive 35/+3 (1D) Character Points: 5
Scan 105/+8 (2D+1)
Search 210/+9 (3D) Vehicle Defense: 9
Focus 4/+14 (4D+2)
Maximum: 420/-31 DEXTERITY 1D
Weapons:
80 Turbolaser Batteries KNOWLEDGE 1D
Fire Arc: 50 Fore, 25 Port, 25 Starboard, 25 Aft Planetary systems 4D
Crew: 3
Skill: Capital ship gunnery
MECHANICAL 3D
Fire Control: 4D Navigation: Astrogation 1D+2
Space Range: 3-15/35/75 Capital Ship AP
Atmosphere Range: 6-30/70/150 km repulsorlift operation 1D
Damage: 50 (5D) starship piloting 2D: World Devestartor
80 Point Defense Blaster Cannons Operation: 4D
Fire Arc: 50 Fore, 50 Port, 50 Starboard, 50 Aft
Crew: 1 starship gunnery 2D
Skill: Starship Gunnery starship shields 2D
Fire Control: 2D
Space Range: 1-5/10/18 PERCEPTION 1D
Atmosphere Range: 100-500m/1.0/1.8 km Search 5D
Damage: 60 (6D)
Ammo: Infinite
STRENGTH 1D (Speeder, Internal Brain)
30 Proton Cannons TECHNICAL 3D+1
Fire Arc: 20 Fore, 20 Port, 20 Starboard, 20 Aft Computer programming/repair 2D+1
Crew: 2
Skill: Capital ship gunnery droid engineering (A) 4D
Fire Control: 1D droid programming/repair 4D
Space Range: 4-24/60/120 repulsorlift engineering (A) 3D+2 ",114,1 THEIR Hat* GREAT
Atmosphere Range: 8-48/120/240 km repulsorlift repair 4D+2
Damage: 80 (8D) security 1D FURNACES ANPFACEVIE9
Ammo: Infinite Torpedoes Per Launcher PRIXE5 THECATACLYSMIC
Flack Defense: -Lacks the Tactics to Employ FEA6T INTO RAW ELEMENT..,
10 Tractor Beam Projectors Inquisitor 4 is fledgling World Devastator that
Fire Arc: 10 Fore, 2 Port, 2 Starboard, 1 Aft hasn’t had enough combat experience to ANP NEW WFAPON.coF
Crew: 10 fully enhance itself and it’s skill-set. This Pe4TRI4ICTIONP
Skill: Capital ship gunnery particular AI must be single minded and take
Fire Control: 4D
Space Range: 1-5/15/30 time when performing certain exercises (like
Atmosphere Range: 2-10/30/60 km making a hyperspace Jump without failing).
Damage: 60 (6D)
Tractor Defense: Lacks the tactics to employ If given enough time, any of these World
Devastators can grow beyond their core
Molecular Furnace
605
My Journey to the really doesn’t seem all that bad. The Yuuzhan
Vong were much better villains than the First
Legacy Era Order and the Legacy Era compares to those
three films as if it were a work of genius written
Initially, I had a tough time swallowing the by a literary master.
Yuuzhan Vong as a viable adversary for the New I think, ultimately, what killed me about the
Republic. However, over time, I came to setting was how nothing had really changed in
grudgingly accept the novels and the material the grand scheme of things. Then there is the
about them (except their god awful starship matter of the poor stats for the ships. Now, in
designs, and some armor/weapons, which I have this instance, the setting truly took a step
replaced). While writing the my D6 3rd Edition I backward. The ultra advanced ships of the era
struggled to find a threat to place in the way of are worse, in many respects than those that came
the Jedi. Effectively, there is no real force that over a century before them. We can blame it on
can threaten a group of space ninja/wizards, a poor translation from Wizards of the Coast’s
other than more evil space ninja/wizards… D20 translation to D6. Which, has a literal point
However, I have long felt that the entire Jedi vs for pip conversion chart. I think people lost sight
Sith slaughter house has been revisited too many of what came before and didn’t think anyone
times over the millennia. How many times can would care. It’s just an overall level of quality
you tell that same story? Well, they did it again control that WOTC never really possessed. The
in the Legacy Era. Not even removed by Fantasy Flight Games version of Star Wars
millennia, like it was for Sidious at the end of the has/had the beauty/quality investment but I could
Clone Wars. It had been thousands of years never get into the gimmicky “Buy our special
since the Galactic Republic had faced a threat dice to play the game” marketing scam. Pay us
like Sidious/Palpatine. Now, a little over a more money or you can’t play our game (easily).
century later, it happens again. Resetting the Instead of creating better content and a more
entire universe back down to just a few jedi left meaningful RPG mechanic they trivialized it and
after all the fighting subsides. tried to cash in on damn near every aspect of the
Getting back to my commentary on the Yuuzhan franchise. I do, however, appreciate the art
Vong, I found them to be the template for the investment they brought to the table.
“Null Force” rules I would put together. Then I So, what are we to do about the crappy starship
expanded past the Vong into allowing it to be stats? Well, I’m going to make their ships utterly
possessed by anyone. Why not? There had to be amazing! Like they should have been in the first
gifted Jedi hunters over the ages, a rare few that place. I’m grudgingly coming to accept the
could resist the Force at a core level. The Legacy Era as better than what we got over a
galaxy’s way of truly delivering a balancing act. nine year period with Disney. Thankfully,
Thus, I came to accept the Yuuzhan Vong era someone there realized their gross
through the course of my research and creation miscalculations and course corrected with the
of the antithesis to the Jedi. Mandalorian (and Andor). We can only hope
The Legacy Era was an attempt to reset the clock they fight to regain our trust with more amazing
on the universe. It seemingly built up all the stories (it’s hit or miss these days).
Expanded Universe ideas to a boiling point and In this book I’m sticking to the material created
then killed them in spectacular fashion. prior to the Disney acquisition (mostly). It’s all
Reducing the Jedi Order to a fraction of it’s the stuff that really made Star Wars amazing. So
strength. In my opinion it just fast forwarded the amazing that the setting continued to grow over a
setting, compiling some of it’s greatest hits and period of forty years and it was adored by
tied it all together somewhat haphazardly with a millions of people of every race, color, creed and
Skywalker story line that sees an unwilling gender. Star Wars never discriminated against
protagonist rise to the occasion and defeat a great it’s fan base under George Lucas. The movies
evil. I’ve never been fond of the setting, seeing and material were open for all to interpret as they
as there was a hundred years of room for more wanted to see it in their own minds eyes. It took
story telling. However, when I look what began me a while to get here, however, I’m going to try
with the Force Awakens, The Last Jedi and the to knock your socks off with the ships in this
Rise of Skywalker… The Expanded Universe section of the book, enjoy!
607
Standard (Legacy Era) Hyperspace Torpedo tracking inbound craft targeting/to ram the warship. degraded. Hyperspace Telemetry PDCs fire the moment Enhanced Turbolasers
1.7 Million Credits they enter into the hyperspace micro jump at 60 Units, Enhanced Turbolasers are the standard for the Legacy Era.
The Hyperspace Telemetry Point Defense Cannon is an destroying a number of units equal to their Fire Control
x1/5th Hyperdrive advanced deterrent against any sort of hyperspace These are, essentially, identical to the weapons systems
Range: 2 Sectors Dice (6D = 6) and they fire again upon the missile’s re- possessed during the height of the Galactic Empire under
projectile that might target a starship. The weapons system emergence into real space. Effectively, rendering the
Damage: 4D Death Star Scale (6,000 Points) encases it’s Turbolaser rounds inside tiny magnetic fields Emperor Palpatine with one key difference, they have 50%
Guidance: Base 30 + 4D technology nearly meaningless. These units have been greater range.
and launches the bolts into hyperspace, instantly updated to “Skip-Hop” to the 90 Unit marker with
Weight: 50 Metric Tons (Launcher); 5 MT Torpedo destroying any object up to 1 light second away from the Range: x1.5
advanced threat detection that can determine if the target Cost: 25% More than a Standard Turbolaser
Advanced (Legacy Era) Hyperspace Torpedo host ship of 3D Destroyer Scale or lower (unless otherwise vessel has Hyperspace Telemetry Sensors or not. This
2.5 Million Credits noted). It is completely ineffective against anything other prevents the Hyperspace Telemetry PDCs from firing, Advanced Laser Cannons
x1/10th Hyperdrive than active munitions with a target lock. completely. Though they are still susceptible to Tractor Typically found on Snubfighter Scale vessels, these refined
Range: 3 Sectors • Utterly Obliterate older Skip-Hop Missiles Defense and Point Defense weaponry. They should be are laser that have been focused and enhanced by
Damage: 5D Death Star Scale (7,500 Points) Basic Snubfighter Missiles treated as it they are Advanced Homing Missiles for the breakthroughs in micronized power delivery systems and
Guidance: Base 35 + 6D Range: 80 Units purposes of evading both Tractor Defense and Point discoveries in durable focusing elements. Contrary to
Weight: 75 Metric Tons (Launcher); 7.5 MT Torpedo Damage: 9D Defense Guns. While reduced in their overall popular belief, the focusing elements of X-Wing
• Requires at least 2 Hyperspace Telemetry PDCs to effectiveness, they remain an incredible sector defense tool Snubfighters of the Galactic Civil War era would have to
destroy 1 Unit. Basic Snubfighter Torpedoes for smaller independent systems that lack the capital ship be replaced regularly as the focusing emitters would
The “Attribute” of the Ordinance is the Base Number, the Range: 40 Units support to properly safeguard their systems vs incursions degrade from regular use. This issue plagued laser
Skill is the D code; this allows the Hyperspace Torpedo to Damage: 10D and are nearly 100% effective vs roaming pirate fleets. cannons until roughly 60 ABY when a new chemical alloy
re-acquire a target should it miss, re-acquisition takes 2 Ultra Heavy Weapons composition was discovered for energy focusing in fusion
rounds for the next pass. It will add to the skill of the • ½ Cost Gravity Mine Launcher reactors. That discovery revolutionized laser cannons and
Torpedo and original Fire Control is only useful on the first • Limited to a Maximum Effective Range of 600 Units An advanced version of the Hapan Pulse Mass Generators. effectively made the weapons maintenance free. The
pass of the weapon. Mines are homing ordinance weapons were only able to be installed on Space
Hyperspace Torpedoes use Ultra Heavy Concussion Skip-Hop Concussion Missiles Space Range: 75 Space Unit Radius around each mine. Transports and larger craft initially due to the size of the
Missile Launchers as their base delivery system. Capital Scale Concussion Missiles Damage: (Special) Blocks Hyperspace Travel power delivery systems. Now, fast forward another 40
(Snubfighter Scale Units) Weight: 15 Units; Cost: 15 Units; Ammo: Standard Mine years and reactor technology was portable enough to feed
Basic Hyperspace Telemetry Space: 16 *Note: Ships ripped from hyperspace take damage to all these weapons on small craft, like snubfighters. Standard
Cost: 37.5 Million Credits Navcomputer: Limited, 1 Target sections of their ship’s hull equal to 75 points. Armor weapons started to resemble systems that had been highly
Weight: 62.5 Metric Tons Hyperdrive: x2 Ablation and Mitigation do not reduce damage unless modified for decades, performing well beyond
Range: Target a ship up to two sectors away to your Range: 1 Sector (Maximum 5,000 Space Unit Range) otherwise noted. expectations. Burst Fire, for generations, had been the
current position. Damage: 120 (12D) means by which this level of output was achieved.
Function: Required to be able to target a moving ship in a Cost: 15,600 Credits / ea Anti-Ship Torpedoes However, now, burst fire weapons leveraging this
removed Sector of Space (1-2 away). They provide early Capital Scale Proton Torpedoes technological advancement close in on capital output, with
These Missiles were initially designed ninety years prior as (Snubfighter Scale Units)
warning for a Sector Target Lock and threat warnings and a first strike munition that were originally deployed via more than a few craft possessing dazzling levels of output.
ETA to Impact of inbound munitions. Space: 12 Range: 1.5x to 2x
Snubfighters. The craft, using a spotter deeper in system Range: 1,200 Units
Notes: (or another system), could deploy the missiles at ranges of Damage: 8D+ on Average
• Allows the vessel employing them to target any other Damage: 240 (24D) Cost: 25% More than a Standard Laser Cannon
up to 1 sector away. Typically, the units are deployed in Cost: 25,200 / ea
vessel with it’s weapons at Extreme Range with Full the same system, however, for proper accuracy and
Fire Control. guidance data. The missiles have a micronized hyperdrive Effectively, these weapons are an offshoot of standard Legacy Era Enhanced Sensor Suites
• Provides clear sensor data & Search Bonus out to 1.5x motivator that allows the missiles to “Skip & Hop into and Proton Torpedoes. However, they have been retooled into Sensors in the Legacy Era are incredible. The level of
the craft’s Search Rating. out of hyperspace” allowing them to traverse large larger delivery mechanisms “Sleeves” that greatly enhance resolution provided is akin to a live Holonet Broadcast.
distances relatively quickly. On longer traversals the the overall range of the torpedoes. The Sleeves themselves The ranges of the sensors on Capital Ships are generally
Advanced Hyperspace Telemetry between 2 and 3 times what they were during the Galactic
Cost: 112.5 Million Credits missiles are known to drop out of hyperspace “Skip” to re- allow for a much higher yield Torpedo warhead to be
acquire any last minute targeting / telemetry changes from carried. These are, effectively, double strength Advanced Empire under Emperor Palpatine. Capital ships possessing
Weight: 125 Metric Tons Hyperspace Telemetry sensors can reach to 900 and even
Range: Target a ship three sectors away from your current the spotter unit and then “hop” back into Hyperspace and Warheads (24D). There is nothing fancy about these
resume their flight. The main differentiation between these weapons other than the fact that they can effectively target, 1,200 Space Units of range with no degradation to the
position. sensor suite.
Function: Required to be able to target a moving ship up units and Hyperspace Torpedoes is that they do not remain fire and travel to any vessel in a 1,200 Space Unit radius
to three Sectors Away. They provide early warning for a in Hyperspace on approach to a target. from their point of launch. These units traverse the Auto Pilot Systems
(Multi) Sector Target Lock and threat warnings and ETA to They were originally envisioned to jump into light speed distances at an initial launch speed of 12 Units, All Legacy Era Starships possess some level of advanced
impact of inbound munitions. over the course of their transit multiple times and on accelerating to 48 Units per round in two rounds. After Autopilot system. These intuitive and effective artificial
Notes: approach to a ship, they would enter into hyperspace reaching a distance of 120 Units the “Sleeve” is jettisoned intelligence systems exist to either remotely pilot the craft
• Allows the vessel employing them to target any other roughly 60 units from a craft’s Tractor Defense and re- and the Second Stage accelerates from the 48 Unit Speed in the event of no pilot or a pilot being disabled or an an
vessel with it’s weapons at Extreme & Impossible emerge at roughly 20 Space Units distant, thus evading the to 64 Units (2 rounds) until delivery of it’s payload. They assistance package for existing pilots. Some packages are
Range Categories with Full Fire Control. bulk of a warship’s Tractor Defense effectiveness (30 Unit are considered to be Advanced Torpedoes for the purposes better than others. This is especially evident on capital
• Provides clear sensor data & Search Bonus out to 2x Expansion on the Tractor beams for maximum coverage). of evading Tractor Defense and Point Defense Weaponry. ships where the on-board AI makes tasks of the crews of
the craft’s Search Rating (Maximum Sensor Range). The weapons are still susceptible to point defense Advanced Turbolasers the vessels easier across the board, at all tasks. At a
weaponry, however. Snubfighter / Space Transport Level these Auto Pilot
Hyperspace Telemetry PDC Advanced Turbolasers are Hyperbaride Enriched and ultra
systems will aid with piloting, navigation, starship
Cost: 500,000 Credits With the widespread adoption of Hyperspace Telemetry focused weapons that deliver unprecedented levels of
sensors their effectiveness was diminished. The Telemetry damage output and effectively twice the range of a diagnostic repair (can disable systems and re-route power
Weight: ½ Unit (50 Metric Tons) to perform battlefield triage on craft but cannot physically
Skill: Capital Ship Gunnery: Targets as Snubfighter sensors allow Tractor Beams to operate at ½ efficiency conventional Turbolaser Cannon.
even at 20 Units (and react accordingly) and Point Defense Range: x2 repair systems, that would be up to the pilot or an on-board
Fire Control: 40 + 6D Astromech Droid) and in some cases even aid in gunnery.
Sector Space Range: 1 Light Micro Second guns were further bolstered with enhanced accuracy for the Damage: +3D-4D to Maximum Damage
Damage: Destroys 1 Unit of Hyperspace Munitions / ea emerging missiles. With the advent of Hyperspace Cost: 50% More than a Standard Turbolaser
Note: Only capable of firing in a tiny hyperspace window, Telemetry PDC weaponry, these missiles were further
608 609
X-83 Twin Tail Atmosphere Range: 60 km TIE Predator technologies packed inside the wings of the Predator are a
Damage: 450 (13D/15Dx3) maintenance nightmare. In addition, the standard
Craft: Incom Corporation X-83 TwinTail Ammo: 4 Advanced Heavy Torpedoes each Launcher, 4 Craft: Sienar Fleet Systems: TIE/prd redesigned view-port offers poor visibility due to its
Affiliation: New Jedi Order/General Shots Affiliation: Fel Empire narrow horizontal panes separated by thick struts. After
Era: Legacy The X-83 TwinTail starfighter is used before and during Era: Legacy much lobbying, the Imperial Navy convinced Sienar to
Scale: Snubfighter Darth Krayt's rise to power in 130 ABY. Manufactured by Scale: Snubfighter produce Predator-class fighters with classic TIE-style
Length: 12.5 meters Incom Corporation, the X-83 is a “cutting-edge” vessel Length: 6.4 meters cockpits that are flown by squadron leaders. Other pilots
Skill: Starship piloting and the primary starfighter of the New Jedi Order until that Skill: Starship piloting fly fighters with horizontal slats across the front of the
Crew: 1 + Astromech + Auto Pilot organization's destruction following the Sith-Imperial War. Crew: 1 + Advanced Auto Pilot central fuselage. The Predator-class served as the primary
Crew Skill: Autopilot 5D/2D Krayt's Empire banned the manufacture of the X-83, Crew Skill: Autopilot 4D/3D fighter craft for the Fel Empire during the Sith–Imperial
Cargo Capacity: (312.5): 177.5 kilograms available claiming it was too powerful for civilian use, but Incom Cargo Capacity: (160): 40 kilograms available War. After the war's end they continued to stay in use
Consumables: 12 days (120 Credit Refuel cost) continued producing the fighters in secret, selling them to Consumables: 8 days (40 Credit Refuel cost) throughout the Second Imperial Civil War in service to
Cost: 317,600 (New & Used) opponents of the Empire. The X-83 is balanced in Cost: 209,800 (New); 157,350 (Used) both the Empire-in-exile and Krayt's Empire until the Sith-
Hyperdrive Multiplier: x1 durability and firepower, with top of the line weapons Hyperdrive Multiplier: x1 Imperial starfighter came into service in the latter to
Nav Computer: Yes systems and strong deflector shields and hull. The X-83 Nav Computer: Limited, six jumps supplant them. In 130 ABY, Predator-class fighters were
Maneuverability: +15; (5D) incorporates its astromech droid, into its frame, giving the Maneuverability: +14; (4D+2) used by Moff Rulf Yage's forces in the attack on the Jedi
Space: 18 ship its own "personality" if not given routine memory Space: 19 Praxeum on Ossus. When a Jedi transport attempted to
Atmosphere: 1,800 Km/H; 2,500 MPR wipes. This, actually, happens in all fighters with a Droid Atmosphere: 1,900 Km/H; 2,640 MPR flee, they moved to shoot it down but were intercepted by
Hull: 70 (6D) Socket even as far back as the Old Republic. The effect in Hull: 60 (5D) Cade Skywalker in an X-83 TwinTail starfighter, who
Armor: 25; Ablative: 15 (1D) pre-auto pilot systems enhance the operations of the Droid Armor: 40; Ablative: 30 (2D) managed to defeat several Predators before being shot
Shields: 30 (2D) and the fighter. Here it can enhance them or it can hinder Shields: 50 (4D) down, buying time for the Jedi transports to escape.
Backup Shields: 30 (2D) them as both the Astromech and the fighter’s integral AI Sensors: Notes:
Sensors: may end up quarreling with one another. Passive: 50/+8 (2D+2) • Increased Space from 11 to 19, Atmosphere from
Passive: 40/+6 (2D) Notes: Scan: 75/+9 (3D) 1,250 to 1,900.
Scan: 80/+9 (3D) • Added Auto Pilot Feature: Piloting, Navigation and Search: 100/+14 (4D+2)
Diagnostic Repairs all at 5D/2D Attribute. Piloting • Increased Hull from 4D to 5D.
Search: 120/+13 (4D+1) Focus: 10/+21 (7D)
Focus: 15/+21 (7D) Assist in tandem w/a real pilot reduces all difficulties Maximum: 200/-26 • Increased Maneuverability from 3D to 4D+2.
Maximum: 240/-27 by 3 for the real pilot and the Astromech. Weapons: • Wing Solar Panels cut consumable costs by ½.
Weapons: • Maneuverability is listed at 3D+2, increased to 5D. 4 Advanced Precision Laser Cannons (Fire-linked) • Features an Ejection Seat with integral repulsors for
4 Advanced Laser Cannons (Fire-linked) • Space 10 increased to 18, matched Atmosphere speed Fire Arc: Fore safely returning a pilot into a gravity well of a planet
Fire Arc: Fore with space equivalent: 1,200 to 1,800 Km/H Skill: Starship gunnery and attitude control.
Skill: Starship gunnery • Hull+ to 6D from 5D+2 & Added 2D Backup Shields Fire Control: 5D
Fire Control: 4D Space Range: 2-8/24/38 • Doubled Consumables, Shields & Cargo Capacity
Space Range: 2-6/18/36 • Increased Sensor Bonuses by 1D, 1D+1, 2D, 3D: Atmosphere Range: 200-800m/2.4/3.8 km • Added Advanced Precision Lasers: +2D to Fire
Atmosphere Range: 200-600/1.8/3.6 km Passive to 40 from 30 and Focus to 15 from 5. Damage: 90 (9D) Control 3D to 5D. Increased Damage from 6D to 9D.
Damage: 80 (8D) • Made the Lasers Advanced and +Fire Control by 1D. Slightly different flavor on the ranges of the guns than
3 Proton Torpedo Launchers (Fire-Linked) • Bumped the Torpedoes to Advanced Heavy 13D base Considered a successor to the older TIE/IN interceptor of the Incom ones.
Fire Arc: Fore instead of 10D. Increased the Fire Control by +2 for more than a century before, the TIE Predator is still highly
maneuverable and heavily armed, but unlike most previous • Added Auto Pilot, reduces real pilot’s tests by 5
Skill: Starship Gunnery the Fire Linkage. Tripled base Range. difficulty for Piloting, Gunnery, Navigation and
Fire Control: 3D+1 TIEs, it is also equipped with hyperdrives and a deflector
• Doubled Cargo Space shield generated through its blade-shaped wings. As with Starship Repair.
Space Range: 60 units • Doubled Consumables • Added 1 Level of Armor
the earlier Chiss Clawcraft, these wings can adjust to a
variety of positions, aiding it’s maneuverability. They fold • Increased Sensors: +2, 1D, 1D+2, 2D+2: Passive +
back fully for docking mode. However, the complex 15, Scan +25, Search +30, Focus +7
610 611
Pellaeon-class Star Destroyer Space Range: 1,200 Units the main hangar opening, overlooking the area. Its sloping
Atmosphere Range: 2,400 Km profile allowed the Pellaeon-class to be shorter than the
Craft: Kuat Drive Yards' Pellaeon-class Damage: 240 (24D) Imperial-class while at the same time be able to carry a
Affiliation: New Empire Ammo: 120 Anti-Ship Torpedoes Per Launcher decent amount of landing craft and small starships. A
Era: Legacy Flack Defense: reactor bulb protrusion was visible outside the ventral hull.
Type: Naval Superiority Vessel: Line Warship 15 Tractor Beam Projectors It is not known if this was the ship's primary reactor or a
Scale: Super Capital; Up-scaled Battleship Fire Arc: 6 front, 3 left, 3 right, 3 back forward, secondary one. The Pellaeon-class had at least
Length: 1,300 meters Crew: 2 one conference room with a holographic projector table in
Skill: Capital ship piloting: Star Destroyer Skill: Capital ship gunnery the center. Its bridge was styled similar to earlier warship
Crew: 6,240, gunners: 764 , skeleton: 3,900/+6 Fire Control: 4D classes such as the Venator-class, with crew pits encircled
Crew Skill: Typically 3D by a command deck where ship commanders could view
Space Range: 1-5/15/30
Passengers: 4,680 (troops) the ship's surroundings out of panorama windows.
Atmosphere Range: 2-10/30/60 km Notes:
Cargo Capacity: (16,250*); 28.5 metric tons available Damage: 60 (6D)
Consumables: 6 years (269.9 Million Refit Cost) • Increased from Battleship to Super Capital Scale
Tractor Defense: 36 Fore, 18 Port & Starboard, 18 Aft • Speed from 6 to 12 & Hyperdrive from x¾ to x½
Cost: 607.1 Million (New & Used) 50 Light Laser Cannons
Hyperdrive Multiplier: x½ • Increased Hyperdrive from x0.75 to x0.5
Fire Arcs: 25 Fore, 25 Port, 25 Starboard, 25 Aft • Increased Maneuverability from 1D to 3D
Hyperdrive Backup: x1 Crew: 1
Nav Computer: Yes • On-board AI assist, all crew skill tests 3 points lower
Skill: Starship Gunnery • Added Backup Shields 3D
Maneuverability: -21 (3D) Fire Control: 4D
Space: 12 • Increased Consumables from 6 months to 6 Years
Space Range: 1-3/12/25 • Added 50 Light Laser Cannons
Atmosphere: 600 Km/H; Cannot Land; 835 MPR Atmosphere Range: 100-300m/1.2/2.5 km
Hull: 4,610: 4 Locs (7D+2) • +50 Main Guns x2 Range, +3D Damage
Damage: 40 (4D) • +50 Secondary Guns x1.5 Range, +3D Damage
Armor: 510/Loc; Ablation: 75 (5D) 3 Hyperspace Telemetry PDCs
Shields: 1,810/Loc (3D) • +20 Ion Cannons, x1.25 Range, +2D Damage
Fire Arcs: 3 Fore, 2 Port, 2 Starboard, 2 Aft • X1.25 to Cargo Capacity due to massive core
Backup Shields: 3,620 (6D) Skill: Capital Ship Gunnery: Targets as Snubfighter
Sensors: structure.
Fire Control: 40 + 6D* • Added Hyperspace Telemetry Point Defense Canons
Advanced Hyperspace Telemetry Sensors Sector Space Range: 1 Light Second
Passive 150/+6 (2D) to target and destroy FTL threats. You don’t need
Damage: Destroys 1 Unit of Hyperspace Munitions / ea Hyperspace Torpedoes when they have already been
Scan 300/+9 (3D) Note: Only capable of firing in a tiny hyperspace window,
Search 600/+12 (4D) invalidated by ultra advanced Point Defense Guns.
tracking inbound craft targeting/to ram the Star Destroyer. field, capable of pulling ships out of hyperspace. The class • Increased Passive from 50 to 150, Scan from 200 to
Focus 50/+15 (5D) Enhanced Gravity Well Generator
Maximum: 1,200/+12 (4D) had a ventral hangar where starfighters and shuttles could 300, Search from 300 to 600 and Focus from 7 to 50.
Fire Arcs: All land and embark from. Predator-class fighters would be • Increased Backup Hyperdrive from x5 to x1
Weapons: Crew: 4
100 Quad Advanced Heavy Turbolaser Batteries stored in racks in narrow passages throughout the hangar • Added Atmospheric Capability
Skill: Starship gunnery area. Traffic control centers were located on either side of • Added 24 Snubfighters, from 48 to 72
Fire Arc: 50 Fore/Port/10 Aft & Fire Control: 4D
50 Fore/Starboard/10 Aft Space Range: Projects a 300 Space Unit Radius around the
Crew: 3 ship.
Skill: Capital ship gunnery Damage: (Special) Blocks Hyperspace Travel
Fire Control: 2D Weight: 30 Units
Space Range: 6-30/75/150 Snubfighter Complement: 6 squadrons of Predator
Atmosphere Range: 12-60/150/300 km Snubfighters, 10 Shuttles
Damage: 140 (14D) Ground Compliment: 45 Units
100 Heavy Enhanced Turbolaser Batteries
Fire Arc: 50 Fore/Port/10 Aft & The Pellaeon-class was named in honor of former Imperial
50 Fore/Starboard/10 Aft Grand Admiral Gilad Pellaeon and drew upon the
Crew: 2 distinctive and classic wedge-shape of earlier times, made
Skill: Capital ship gunnery famous by the Harrower, Venator and Imperator classes
Fire Control: 3D used by the navies of the Ancient Sith Empire, Galactic
Space Range: 5-22/52/112 Republic and the old Galactic Empire respectively. The
Atmosphere Range: 10-44/104/224 km class was often used as command ships and combined
Damage: 100 (10D) certain elements from Star Dreadnoughts like the
40 Quad Ion Cannon Batteries Executor-class and earlier Star Destroyers like the
Fire Arc: 20 Fore/Port/5 Aft & Imperial-class. The Pellaeon-class was considered one of
20 Fore/Starboard/5 Aft the most powerful warships in the galaxy and noted as
Crew: 2 having unmatched weapon systems and starfighter
Skill: Capital ship gunnery components. With its sleek outline, it presented less of a
Fire Control: 4D target to potential enemies, while at the same time
Space Range: 6-20/40/60 optimizing its shield protection. The forward-sloping
Atmosphere Range: 12-40/80/120 km superstructure of the Pellaeon-class also gave the main gun
Damage: 60 (6D) batteries excellent vantage points, more so than on the Star
50 Anti-Ship Torpedoes Destroyers of the previous centuries. The class had
Fire Arc: 25 Fore/Port/Starboard, 25 Fore/Port/Aft slightly more armament than the older Imperial II-class
Crew: 2 Star Destroyer. Some of these guns were of a similar
Skill: Capital ship gunnery design to the XX-9 turbolaser batteries of the old Galactic
Fire Control: 4D Empire. The Pellaeon-class also possessed an interdiction
612 613
Imperious-class Star Destroyer Damage: 4,800 (Extended Burst); Rof: 1 powerful, as well as more efficient in the regulation of its was infiltrated and sabotaged by Cade Skywalker and Wolf
Ammo: Unlimited power. It has better shielding to the point that it can take Sazen.
Craft: Mon Calamari Yards' Imperious-class 5 Standard Hyperspace Torpedo Batteries on the full firepower of the Outer Rim Third Fleet before
the shields begin to falter, armor, and weapons allowi it to Notes:
Affiliation: Alliance Fire Arc: Turret • Increased from Dreadnought to Battlestation Scale
Era: Legacy Crew: (10 Per Torpedo) 20 outgun any ship within the Imperial Fleet of Darth Krayt's
Galactic Empire. In addition, the Imperious-class can be • Increased the main Hyperdrive from x¾ to x¼
Type: Sector Command Vessel Skill: Starship Gunnery: Hyperspace Torpedo • On-board AI assist, all crew skill tests 3 points lower
Scale: Battlestation; Up-scaled Dreadnought Fire Control: 1D operated by a smaller crew. Generally, it is to the
Pellaeon-class what the Tector was to the preceding • Due to the craft having so few weapons batteries, I
Length: 2,900 meters Two Launchers per Battery (Fire-Linked) incorporated insanely powerful Ultra Heavy Weaponry
Skill: Capital ship piloting: Star Destroyer x1/5th Hyperdrive Imperial I-class. The Imperious-class started life as the
answer to Darth Krayt's demand for a new class of warship and enough Hyperspace Torpedoes to kill almost any
Crew: 19,140, gunners: 335, skeleton:11,600/+6 Range: 2 Sectors warship, regardless of whether it has Hyperspace
Crew Skill: Typically 4D Damage: 4D +1D Link +1D Battery = 6Dx2: 12D: 18,066 that could overpower any other warship type used by the
enemies of the Empire. The Imperious-class was ironically PDCs or not.
Passengers: 15,080 (troops) Guidance: Skill 30 + 7D+1 • Added Hyperspace Telemetry Point Defense Canons
Cargo Capacity: (36,250*); 50 metric tons available Weight: 132 Metric Tons each Battery a Mon Calamari design, despite being built for the Empire.
The prototype was constructed at the Mon Calamari to target and destroy FTL threats.
Consumables: 9 years (1.2 Billion Refit Cost) • Requires at least 2 Hyperspace Telemetry PDCs to • Bolstered CPD on the Main Guns due to full auto
Cost: 1.4 Billion (New & Used) destroy 1 Linked Pair of Torpedoes. Shipyards, but in 137 ABY, before it could embark on its
maiden voyage, was used as bait for Galactic Alliance nature of the weapons.
Hyperdrive Multiplier: x¼ • Ammo: 20 Torpedoes per Battery (10 Shots each) • Added Snubfighter compliment as if the craft was
Hyperdrive Backup: x¾ Admiral Gar Stazi and his remnant forces. Imperial
• 170 Million to Refit the Ammo (Full) Admiral Dru Valan of the Outer Rim Third Fleet attempted actually twice it’s size.
Nav Computer: Yes • Tractor Beams are coordinated in predetermined
Maneuverability: -24 (4D) 5 Hyperspace Telemetry PDCs to trap Stazi and his fleet, but Stazi's fleet was able to
escape with the Imperious. At least one other Imperious- battery groups (15), tied to fire in unison.
Space: 12 Fire Arcs: 5 Fore, 3 Port, 3 Starboard, 2 Aft
Hull: 22,510: 6 Locs (6D) Skill: Capital Ship Gunnery: Targets as Snubfighter class vessel was fielded. The Darklight was sent to
Armor: 1,010/Loc; Ablation: 90 (6D) Fire Control: +40 + 6D* subjugate Falleen in 138 ABY. The ship was lost when it
Shields: 33,760/Loc (9D) Sector Space Range: 1 Light Second
Backup Shields: 135,000 (36D) Damage: Destroys 1 Unit of Hyperspace Munitions / ea
Sensors: Note: Only capable of firing in a tiny hyperspace window,
Advanced Hyperspace Telemetry Sensors tracking inbound craft targeting/to ram the Star Destroyer.
Passive 175/+9 (3D) 3 Tractor Beam Projector Batteries (of 15)
Scan 350/+12 (4D) Fire Arc: 3 Fore, 2 Port, 2 Starboard, 2 Aft
Search 700/+15 (5D)
Focus 75/+18 (6D) Crew: 2 (each); 30 per Battery group
Maximum: 1,400/+15 (5D) Skill: Capital ship gunnery
Weapons: Fire Control: 7D
5 Advanced Ultra Heavy Quad Burst Fire Turbolaser Space Range: 1-5/15/30
Batteries (Full Auto) Atmosphere Range: 2-10/30/60 km
Fire Arc: 5 Fore / 3 Port / 3 Starboard / 2 Aft (Turret) Damage: 900 (6Dx15) per Battery Group
Crew: 17 Tractor Defense: 2,700 Fore, 1,800 Port & Starboard,
Skill: Capital ship gunnery 1,800 Aft (effectively impervious to standard ordinance)
Fire Control: 8D
Space Range: 9-45/113/225 (Sensor Range*) Gravity Mine Launcher
Atmosphere Range: 18-90/226/450 km (Sensor Range*) Fire Arcs: Ventral Launcher, Mines are homing ordinance
Damage: 1,400 each; RoF: 1 Crew: 12
*Note: These Ultra Heavy weapons can fire out to 1,050 Skill: Starship gunnery
Units (75% greater than standard) and receive the bonus Fire Control: 6D
of the Maximum Sensor Range package to hit at these Space Range: 75 Space Unit Radius around each mine.
extended ranges. As the weapons drop into Search Ranges Damage: (Special) Blocks Hyperspace Travel
the receive the Search Bonus to Fire Control, only Weight: 15 Units
receiving their Fire Control bonus as the weapons enter Ammo: 300
into their standard range brackets. *Note: If coming out of Hyperspace due to Gravity Mine
Flack, each ship takes damage to all sections of their ship’s
5 Enhanced Ultra Heavy Double Burst Fire Turbolaser hull equal to 75 points of damage.
Batteries (Double Burst, Extended Full Auto)
Fire Arc: Fore / Port / Starboard (Turret) Snubfighter Complement: 145 Units
Crew: 35 Ground Compliment: 6 Prefab Bases & 222 Units
Skill: Capital ship gunnery
Fire Control: 6D The Imperious-class Star Destroyer, also known as the
Space Range: 6-30/71/147 (Sensor Range*) Advanced Star Destroyer, was the designation given to the
Atmosphere Range: 12-60/142/294 km (Sensor Range*) Imperial Star Destroyer Imperious, built during the Second
Damage: 1,100 each; RoF: 2 Imperial Civil War for the Imperial Navy. The Imperious-
class was designed to make use of several especially large
5 Burst Fire Ultra Heavy Quad Ion Cannon Batteries thrusters and sported a 'tailfin' similar to those of the Star
Fire Arc: Fore Destroyers of the Galactic Republic. The class' command
Crew: 12 bridge was very similar in design to those of most Kuat
Skill: Capital ship gunnery Drive Yards warships, while spaced in pairs on its sloped
Fire Control: 8D superstructure were several towers. Compared to the
Space Range: 9-30/60/90 Pellaeon-class, the Imperious-class is larger and more
Atmosphere Range: 18-60/120/180 km
614 615
T-47 Military Air Speeder* Notes: The Power harpoon is, effectively a Speeder Scale
version of a Concussion Rifle.
Craft: Modified Incom T-47 Airspeeder
The Incom T-47 is a fairly common civilian air speeder. It
Affiliation: Late Galactic Republic / Early Empire
can be found on almost any commercial world in large
Era: Rise of Empire
numbers. The T-47 is a very common commuter vehicle
Scale: Speeder
on planets with sprawling cities and even under-cities (like
Length: 5.5 meters
Coruscant). It’s fast, nimble, fairly durable and is easily
Skill: Starship Piloting
modified. It’s not uncommon to see the T-47 in the racing
Crew: 1, gunners: 1
circuits, tricked out with all kinds of performance
Crew Skill: Typically 2D
enhancers. The availability of the speeder itself has the
Cargo Capacity: (28): 10 kilograms available
Rebel Alliance buying them up and turning them into
Consumables: 27.5 Hours (10 credit refuel)
military air speeders. The Rebel’s use whatever they can
Cost: 13,120 (New); 9,840 (Used)
get their hands on and this is no exception.
Maneuverability: +12 (4D)
Space: (Ground to Orbit capable) Craft: T-47 Airspeeder
Atmosphere: 1,000 Km/H; 1,390 MPR Affiliation: Civilian
Hull: 50 (4D) Era: Early Rise of Empire+
Armor: 25; Ablation: 15 (1D) Scale: Speeder
Sensors: Length: 5.5 meters
Passive: 5/0 Skill: Starship Piloting
Scan: 8/+1 Crew: 1, passengers: 1
Search: 18/+2 Crew Skill: Typically 1-2D
Maximum: 20/-38 Cargo Capacity: (28): 28 kilograms available
Weapons: Consumables: 27.5 Hours (10 credit refuel)
2 Medium Blaster Cannons (Fire-linked) Cost: 6,200 (New); 4,650 (Used)
Fire Arc: Fore Maneuverability: +9 (3D)
Skill: Starship gunnery Space: (Ground to Orbit capable)
Fire Control: 2D+2 Atmosphere: 1,000 Km/H; 1,390 MPR
Space Range: 1-5/10/18 Hull: 40 (3D)
Atmosphere Range: 100-500m/1/1.8 km Armor: 20; Ablation: 10 (+2)
Damage: 46 (4D+2) Sensors:
Search: 10/+2
Power Harpoon
Fire Arc: Aft, Port, Starboard
Crew: 1 (co-pilot)
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1/2/-
Atmosphere Range: 10-100/200/300 m
Damage: 30 (3D); Tow Cable: 0 Damage
Ammo: 25 Power Harpoons; 1 Tow Cable & Fusion Disc.
616 617
74-Z Military Speeder Bike Passive: 2.5/0D Armored Assault Tank II (Hardened) Secondly, the AAT’s electrical systems are Ion Shielded. If
Weapons: damage from ion weapons (or Gungan energy balls)
Craft: Aratech Corp: 74-Z 1 Light Laser Cannon Craft: Baktoid Armor Workshop: AAT-2 exceeds the AAT’s Hull by more than 27 points (after
Affiliation: The Empire Fire Arc: Turret: Fore, Port, Starboard, Aft Affiliation: Separatists / Rebel Alliance depleting it), the electrical system shorts out. As a result,
Era: Rise of Empire Skill: Starship gunnery Era: Clone Wars+ (Obsolete, discontinued) the AAT shuts down and will not function again until the
Scale: Speeder Fire Control: 2D Scale: Walker electrical system is completely replaced.
Length: 3 meters Range: 3-50/150/300 m Length: 10 meters This is a late model, re-engineered Clone Wars era main
Skill: Starship Piloting Damage: 40 (4D) Skill: Starship Piloting battle tank. It is an increasingly rare sight on the modern
Crew: 1, passengers: 1 Crew: 1 pilot droid, 2 gunner droids, battlefield. However, it would appear that the Rebel
Crew Skill: Typically 2D 1 commander droid Alliance may have found at least one foundry and been
Cargo Capacity: (15): 12 kilograms available Crew Skill: Typically L4/2D putting it to use. Quite the nasty surprise for the Empire
Consumables: 15 Hours (4 credit refuel) Passengers: 6 Battle Droids External (on the hull) should they encounter one.
Cost: 6,100 (New); 4,560 (Used) Cargo Capacity: (100): The Rebel Alliance isn’t the only group that has been
Maneuverability: +11 (3D+2) Consumables: 10 Days (240 credit refuel) known to operate the tank. Almost every Pirate Gang
Space: (Ground to 25m) Cost: 60,480 (New); 45,360 (Used) worth their salt seems to have a couple of these.
Atmosphere: 500 Km/H; 695 MPR Maneuverability: +3 (1D) Furthermore, every criminal syndicate tends to have a
Hull: 30 (2D) Flight Ceiling: (Ground to 4 m) couple of these stowed away for a rainy day. Then there
Armor: 20; Ablation: 10 (+2) Atmosphere: 120 Km/H; 165 MPR are those rumors of the rogue droids that evaded the
Sensors: Hull: 70 (6D) shutdown order during the clone wars. Numerous fringe
Passive: 5/0 Armor: 110; Ablation: 45 (3D) settlements in the Outer Rim have stories of these droids
Weapons: Armor: 110; Ablation: 45 (3D Ion Shielding) raiding settlements for spare parts and items of value.
1 Blaster Cannon Sensors:
Fire Arc: Fore Passive: 10/0
Skill: Starship gunnery Search: 15/+3 (1D)
Fire Control: 2D Weapons:
Range: 3-50/100/200 m 8 Repeating Laser Canons
Damage: 30 (3D) (Fire-Linked)
Fire Arc: Turret
Although the Aratech 74-Z was used for the majority of the Scale: Speeder
Clone Wars and the reign of the Empire, for their original Skill: Starship gunnery
attack on Geonosis the finished design was not available Fire Control: 4D*
and a prototype version was used instead. This version Range: 5-50/150/350 m
was less maneuverable and somewhat lighter armed, but Damage: 90* (9D)
carried its laser cannon on a under slung turret which Note: Light Burst Already
allowed it a much greater field of fire, allowing strafing Factored in, no action penalty.
attacks and shots to be fired at pursuers. This however
came at a higher manufacturing cost than a fixed weapon, Heavy Laser Cannon Battery
so was abandoned in the finished design. Once the 74-Z Fire Arc: Turret
became available, the 74-A's used in the attack on Scale: Walker
Geonosis were dumped onto the market, where they were Skill: Starship gunnery
snatched up, and have continued to be popular to the Fire Control: 2D
current day, although parts for the turret are rare, the rest of Range: 100-300m/1.2/2.5 Km
the bike uses almost identical parts to the 74-Z and so Damage: 60 (6D)
remain easy to repair and operate. 6 Concussion Shell Launchers
(Fire-Linked)
Fire Arc: Fore
74-A Military Speeder Bike Scale: Walker
Skill: Starship gunnery
Craft: Aratech Corp: 74-A Fire Control: 3D+1
Affiliation: The Empire Space Range: 10 Units
Era: Clone Wars (Obsolete, discontinued) Atmosphere Range: 1 km
Scale: Speeder Damage: 360 (1D/6Dx6);
Length: 4.4 meters Concussion Shells
Skill: Starship Piloting Damage: 360 (1D/6Dx6); Armor
Crew: 1, gunners: 1 Piercing Shells
Crew Skill: Typically 3D Ammo: 48 Shells (8 shots)
Cargo Capacity: (22): 17 kilograms available Ammo: 24 AP Shells (4 shots);
Consumables: 22 Hours (6 credit refuel) Reduces Ablation by 15
Cost: 4,995 (Used Only)
Maneuverability: +6 (2D) If attacked from the rear, the AAT only has an effective
Space: (Ground to 10m) Armor Rating of 1D (Ablation: 15 / 25) due to the thinness
Atmosphere: 600 Km/H; 835 MPR of the rear armor (to allow for ventilation of the power
Hull: 30 (2D) plant). If the AAT suffers a damage result of Severe or
Armor: 25; Ablation: 15 (1D) higher from a rear attack, the power plant will explode
Sensors: within 9 turns.
618 619
Light Repulsor Tank Medium Repulsor Tank Heavy Repulsor Tank AT-PT
Craft: Various Engineering Firms: LRT Craft: Various Engineering Firms: MRT Craft: Various Engineering Firms: HRT Craft: All Terrain Personal Transport
Affiliation: Everyone Affiliation: Everyone Affiliation: Galactic Republic / Rebel Alliance Affiliation: Galactic Republic / Empire
Era: Old Republic+ Era: Old Republic+ Era: Clone Wars+ Era: Old Republic+ (Limited production)
Scale: Speeder Scale: Speeder Scale: Speeder Scale: Walker
Length: 10 meters Length: 12 meters Length: 14 meters Length: 6 meters
Skill: Starship Piloting Skill: Starship Piloting Skill: Starship Piloting Skill: Walker Piloting
Crew: 1, gunners: 1 Crew: 2, gunners: 2 Crew: 2, gunners: 4 Crew: 1
Crew Skill: Typically 2D Crew Skill: Typically L4 Crew Skill: Typically L4 Crew Skill: Typically 1-2D
Cargo Capacity: ( Cargo Capacity: ( Cargo Capacity: (50): 7.25 kilograms available Cargo Capacity: (60): 22.5 kilograms available
Passengers: 2 Passengers: 4 Passengers: 6 Consumables: 6 Days (36 credit refuel)
Consumables: 50 Hours (0 credit refuel) Consumables: 60 Hours ( credit refuel) Consumables: 70 Hours ( credit refuel) Cost: 16,390 (New); 12,270 (Used)
Cost: 16,760 (New); 12,570 (Used) Cost: 16,760 (New); 12,570 (Used) Cost: 16,760 (New); 12,570 (Used) Maneuverability: +6 (2D)
Maneuverability: +6 (2D) Maneuverability: +6 (2D) Maneuverability: +6 (2D) Space: (Ground to 1 m)
Atmosphere: 300 Km/H; Ground to 3 m; 415 MPR Space: (Ground to 2 m) Atmosphere: 200 Km/H; Ground to 1 m; 275 MPR Atmosphere: 75 Km/H; 105 MPR
Hull: 50 (4D) Atmosphere: 250 Km/H; Ground to 2 m; 345 MPR Hull: 70 (6D) Hull: 30 (1D+2)
Armor: 35; Ablation: 25 (1D+2) Hull: 60 (5D) Armor: 55; Ablation: 45 (3D) Armor: 120; Ablation: 50 (3D)
Sensors: Armor: 40; Ablation: 30 (2D) Sensors: Sensors:
Search: 18/+3 (1D) Sensors: Search: 25/+53(1D) Passive: 18/0
Weapons: Search: 18/+3 (1D) Weapons: Search: 12/+3 (1D)
Medium Blaster Cannon Weapons: 2 Light Repeating Blasters Weapons:
Fire Arc: Turret: All Repeating Blaster Fire Arc: Turret: 2 Fore, 2 Aft Dual Blaster Cannon (Fire-Linked)
Scale: Speeder Fire Arc: Turret: Fore, Port & Starboard Scale: Character Fire Arc: Turret: Fore, Port & Starboard
Skill: Starship gunnery Scale: Character Skill: Starship gunnery (Character Scale) Scale: Walker
Fire Control: 2D Skill: Starship gunnery Fire Control: 0D/2D* Skill: Starship gunnery
Range: 100-500/1/1.8 Km Fire Control: 0D/2D* Range: 5-50/150/350 m Fire Control: 1D+2
Damage: 50 (5D) Range: 5-25/100/300 m Damage: 50* (3D/5D*) Range: 100-500m/1/1.8 Km
Damage: 60* (3D/6D*) *Medium Burst Already Factored in: RoF: 1 Per Gun Damage: 40 (4D)
The Light Repulsor Tank is the most common ground *Medium Burst Already Factored in: RoF: 1 Per Gun Medium Blaster Cannon Concussion Grenade Launcher
support unit typically encountered by any faction, in any Fire Arc: Turret: Fore, Port, Starboard Fire Arc: Fore
era (replaced by ground tread-ed tanks only in archaic Medium Blaster Artillery Cannon
Scale: Speeder Scale: Character
times). These units are constructed by a myriad of Fire Arc: Turret: All
Skill: Starship gunnery Skill: Starship Gunnery
manufacturers and all, generally, resemble one another. Scale: Speeder
Fire Control: 2D Fire Control: +5 (1D)
The contracts for construction of these vehicles varies so Skill: Starship gunnery
Range: 100-500/1/1.8 Km Range: 5-50/100/300 m
much that no one construction firm can lay claim to the Fire Control: +10 (2D)
Damage: 50 (5D) Damage: 60 (6D)
intellectual property of the design. These vehicles will be Range: 100-500/1/1.8 Km
Heavy Laser Artillery Cannon Ammo: 80 Grenades
produced by large, galactic firms in addition to local Damage: 60 (6D)
Fire Arc: Turret: All Notes:
planetary ones that don’t have reach outside their own star Scale: Speeder
Medium Repulsor Tanks are the standard for armored
systems. These are typically lucrative business contracts Skill: Starship gunnery • Armor +1
engagements. These units pack enough firepower to be
awarded to the locals of garrisoned worlds. Fire Control: 2D
effective to both ground & aerial units. There are various
It is armed with only a single Medium Blaster Cannon makes and models of these units, and their production is Range: 100-300/1.2/2.5 Km
engagements. While it does not have an antipersonnel similar to the Light Repulsor Tank. The tank also inherits Damage: 70 (7D)
weapon, the craft has a number of gun ports where blasters the internal gun port design that is commonly seen on the
can be fired from within the vehicle. Most of these ports The Heavy repulsor Tank can be locally assembled, though
Light Tank versions of the craft. There are two port and
are located port and starboard aft and directly aft. This is it may require imported parts due to weapon complexity
starboard, and two aft. These craft can be produced locally
where the two passengers would sit (troops). There are and advanced armor. It is fully environmentally sealed
without any advanced fabrication. The armor plate,
one port per side and two aft. with advanced climate control and robust armor ablation
however, may be imported as it is somewhat advanced
and absorption. The craft possesses several gun-ports that
All repulsor tanks are completely environmentally seal- compared to the construction of the rest of the vehicle.
retain the environmental seal via micro magnetic fields.
able, though operation of any gun-port will breach the this The Medium Tank possesses enhanced Armor Ablation and There are 3 port and starboard and two aft.
seal momentarily. They possess basic climate controls and Absorption & is also environmentally seal-able.
can even allow troops to survive in vacuum.
620 621
AT-DP Passive: 15/0 AT-CT *Full Burst already factored in
Search: 18/+3 (1D)
Weapons: Heavy Concussion Shell Artillery Cannon
Craft: All Terrain Scout Transport Craft: All Terrain Combat Transport Fire Arc: Fore & Vertical
Affiliation: Empire Heavy Double Blaster Cannon (Fire-Linked) Affiliation: Empire
Fire Arc: Fore Scale: Snubfighter
Era: Rise of Empire+ Era: Rise of Empire+ Skill: Starship gunnery
Scale: Walker Skill: Starship gunnery Scale: Walker
Fire Control: 1D+1 Fire Control: 1D+2
Length: 10.1 meters Length: 11.5 meters Range: 1/2/4 Km Direct Fire; 2/4/8 Km Indirect Fire
Skill: Walker Piloting Range: 100-500m/1/1.8 Km Skill: Walker Piloting
Damage: 53 (5D+1) Damage: 56 (5D+2)
Crew: 2, skeleton: 1/+3 Crew: 2, skeleton: 1/+3 Ammo: 30 Concussion Shells
Crew Skill: Typically 1D Twin Light Blaster Cannon (Fire-Linked) Crew Skill: Typically 2D
Cargo Capacity: (110): Fire Arc: Turret: Fore, Port Cargo Capacity: (110): 47.5 kilograms available Concussion Grenade Launcher
Consumables: 10 Days (132 credit refuel) Skill: Starship gunnery Consumables: 12 Days (136 credit refuel) Fire Arc: Fore, Starboard
Cost: 21,440 (New); 16,080 (Used) Fire Control: 2D Cost: (New); (Used) Scale: Character
Maneuverability: +4 (1D+1) Range: 100-500m/1/1.8 Km Maneuverability: +6 (2D) Skill: Starship gunnery
Speed: 90 Km/H; 125 MPR Damage: 30 (3D) Speed: 115 Km/H; 160 MPR Fire Control: 1D
Hull: 40 (3D) Concussion Grenade Launcher Hull: 55 (4D+1) Range: 10-50/100/200 m
Armor: 110; Ablation: 45 (3D) Fire Arc: Fore, Starboard Armor: 120; Ablation: 50 (3D) Damage: 70 (7D)
Sensors: Scale: Character Shields: 20 (1D) Ammo: 80 Standard Grenades, 80 Defensive Smoke, 80
Passive: 15/0 Skill: Starship gunnery Sensors: Illumination Flares, 80 Location / Beacon Flares, 160
Search: 18/+3 (1D) Fire Control: 1D Passive: 15/+1 Propaganda Fliers
Weapons: Range: 10-50/100/200 m Scan: 18/+2
Heavy Laser Cannon Damage: 70 (7D) Search: 21/+3 (1D) Notes:
Fire Arc: Fore Ammo: 80 Grenades Focus: 1/+6 (2D)
Skill: Starship gunnery Notes: Maximum: 42/-37 • Armor +1
Fire Control: 1D • Armor +1 Weapons:
Range:100-300m/1.2/2.5 Km The All Terrain Scout Transport (AT-ST), also known as a Heavy Double Blaster Cannon (Fire-Linked) The AT-CT is a departure from conventional thinking. It’s
Damage: 40 (4D) Scout Transport, Scout Walker, or derisively as a chicken Fire Arc: Fore a walker that is ammunition dependent for it’s main gun,
Notes: walker, is a lightweight, bipedal walker used by the ground Skill: Starship gunnery but it pack a punch: The Snubfighter Scale weapon will
• Small Arms Gun Ports: forces of the Galactic Empire. Fire Control: 1D+1 make short work of most static defenses and has the added
Port & Starboard Range: 100-500m/1/1.8 Km ability to effectively target and bring down Snubfighters
Damage: 53 (5D+1) (something that most AT-AT’s and other lesser walkers
The All Terrain Defense Pod have a severe problem doing). The walker is equipped
is a bipedal Imperial walker, Twin Heavy Repeating Blaster Cannons (Fire-Linked) with a basic shield generator that must be angled for
a variant of the AT-ST. It Fire Arc: Turret: Fore maximum protection. The Shield is set to Forward Arc
features a heavily armored Scale: Character when the generator is turned on by default.
head with a single mobile Skill: Starship gunnery
laser cannon mounted Fire Control: 2D/5D* The Walker sees it’s first notable deployment after the
beneath its chin, and narrow Range: 25-75/150/300m Battle of Hoth, though the walkers existed in small
slits on the right and left Damage: 120 (11D/12D)* numbers and scattered commands a few years prior.
sides of the cockpit, from
which crew members could
fire at flanking threats. The
walker was deployed as a
police vehicle on planets
where rebel unrest seemed
probable, as well as patrol missions.
AT-ST
Craft: All Terrain Scout Transport
Affiliation: Empire
Era: Rise of Empire+
Scale: Walker
Length: 10.1 meters
Skill: Walker Piloting
Crew: 2, skeleton: 1/+5
Crew Skill: Typically L4
Cargo Capacity: (110): 52.5 kilograms available
Consumables: 11 Days (132 credit refuel)
Cost: 21,440 (New); 16,080 (Used)
Maneuverability: +5 (1D+2)
Speed: 90 Km/H; 125 MPR
Hull: 45 (3D+1)
Armor: 90; Ablation: 35 (2D)
Sensors:
622 623
AT-AT Imperial-class Star Destroyer, stormtroopers and the TIE AT-TE The AT-TE saw service during the Clone Wars and in some
fighter, it was one of the most famous symbols of the opinions it was a far better walker than the AT-AT and
Craft: All Terrain Armored Transport Empire's military might. Craft: All Terrain Tactical Enforcer although slower and less heavily armored, it had a wide
Affiliation: Empire Affiliation: Galactic Republic / Rebel Alliance variety of weapons and could defend itself well as well as
The AT-AT walker was developed during the Clone Wars handing out a lot of damage to its opponents. Since it was
Era: Rise of Empire+ and used in the Imperial Army, the ground forces of the Era: Clone Wars+ (Obsolete, no production)
Scale: Walker Scale: Walker replaced by the AT-AT, the majority of AT-TE's were
Galactic Empire. It is the successor of the All Terrain scrapped, but some were put into storage as reserve forces.
Length: 20.6 meters Tactical Enforcer that also saw use during the Clone Wars, Length: 17 meters
Skill: Walker Piloting although it constitutes a far more imposing example of Skill: Walker Piloting However, the Alliance to Restore the Republic managed to
Crew: 5, skeleton: 3/+6 walker technology. Heavily armored and awe-inducing, Crew: 1, gunners: 8 divert over one hundred shipments of several slated to be
Crew Skill: Typically 3D the AT-AT positions itself as the standard of Imperial Crew Skill: Typically 3D scrapped and have fielded them as necessary against the
Cargo Capacity: (206): 121 kilograms available firepower on the battlefield. Cargo Capacity: (170): 171 kilograms available Empire. Both the New Republic and the Remnants of the
Passengers: 20 (troops) Passengers: 20 (troops) Empire are in possession of a few AT-TE's, and have put
Consumables: 26 Days (3,900 credit refuel) • The design of the main hold is completely modular Consumables: 17 Days (3,764 credit refuel) them into service with talk of a updated model being put
Cost: 29,120 (New); 21,840 (Used) and as such the walker can be adapted to a number of Cost: 30,816 (New); 23,112 (Used) into use by the New Republic.
Maneuverability: +2 roles. Maneuverability: +1 (+1)
Speed: 60 Km/H; 80 MPR Speed: 50 Km/H; 70 MPR Notes:
• Cargo Models Drop 1D of Armor and Hull for 20 • Heavy Armor Plating: +2
Hull: 70 (6D) Metric Tons of Space. Hull: 70 (6D)
Armor: 150; Ablation: 55 (3D) Armor: 100; Ablation: 40 (2D) Alternate Weapon Mount (Replaces Heavy Laser Cannon):
Sensors: Sensors: Heavy Beam Cannon Battery
Passive: 15/0 Passive: 10/0 Fire Arc: Turret: Any
Scan: 20/+3 (1D) Scan: 20/+3 (1D) Scale: Snubfighter
Search: 25/+6 (2D) Search: 25/+6 (2D) Gunners: 2
Focus: 2/+8 (2D+2) Skill: Starship gunnery
Maximum: 50/-34 Weapons:
Heavy Laser Cannon Fire Control: 3D
Weapons: Atmosphere Range: 100-300m/1.2/2.5 Km
2 Heavy Laser Cannons (Fire- Fire Arc: Turret: Any
Scale: Walker Space Range: 1-3/12/25
Linked) Damage: 60 (6D)
Fire Arc: Fore Gunners: 2
Skill: Starship gunnery Skill: Starship gunnery • Special Function: Can be combined with multiple
Fire Control: 2D Fire Control: 1D units to provide pinpoint, layered, damage that is
Range: 100-300m/1.2/2.5 Km Range: 100-300m/1.2/2.5 Km capable of effecting Capital ships. The weapons was
Damage: 60 (6D) Damage: 50 (5D) seen used in this manner at the Battle of Geonosis as it
6 Laser Cannons brought down a Capital Techno Union Starship.
2 Medium Blasters (Fire-Linked) Layering requires a standard command to combine
Fire Arc: Turret: Fore, Port, Starboard Fire Arc: Turret: 2 Fore/Port, 2 Fore/Starboard,
1 Aft/Port, 1 Aft/Starboard batteries. In this instance, up to 5 batteries can be
Skill: Starship gunnery (Speeder layered.
Scale) Scale: Speeder
Fire Control: 3D Gunners: 1 • Damage switches to Capital Scale after 2nd Gun (-6D /
Range: 100-500m/1/1.8 Km Skill: Starship gunnery 60): Capital Damage: 2nd Gun: 60, 3rd Gun: 120, 4th
Damage: 50 (5D) Fire Control: 2D Gun: 180, 5th Gun: 240 Capital Damage.
Range: 100-300m/1.2/2.5 Km Cost: 30,000 Credits Per Battery
Notes: Damage: 40 (4D)
• The AT-AT walker’s head is
mounted on a pivoting neck,
which can turn to face Port, Fore
and Starboard fire arcs. An AT-AT
may move its head one fire arc
per turn with it’s main guns.
However, it’s 2 Medium Blasters
can fire independently of the
main guns.
• Layered, heavy armor +2.
"They're the most heavily armored
ground vehicles in the Imperial
Army."
"...so what you're saying is that you
have a thorough knowledge of just
how screwed we are."
―Thane Kyrell and Yendor, just
before the Battle of Hoth
The All Terrain Armored Transport
(AT-AT) is a four-legged combat
walker used by the ground forces of
the Galactic Empire. With the
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LAAT/I/C Damage: 50 (5D) I-PT Swift 4 Ion Bike
2 Concussion Missile Launchers (Fire-Linked)
Craft: Rothana Heavy Engineering: Low Altitude Assault Fire Arc: Fore (Pilot) Craft: Aratech Corp: 68-S Swift 4 Swoop
Transport/Infantry/Cargo Skill: Starship gunnery (Walker Scale) Affiliation: Empire / Rebellion / General
Affiliation: Galactic Republic / Rebel Alliance Fire Control: 3D Era: Rebellion
Era: Clone Wars+ (obsolete, low production) Range: 30 Units / 30 Km Scale: Speeder
Scale: Speeder Damage: 180 (8D/9Dx2) Length: 3.1 meters
Length: 17.4 meters Ammo: 6 Missiles/Launcher (6 total shots) Skill: Starship Piloting: Swoop AP
Skill: Starship Piloting Note: Cargo units cannot carry troops, they carry Walkers Crew: 1
Crew: 2, gunners: 2 and other units into battle. Crew Skill: Varies Wildly
Crew Skill: Typically 4-5D Cargo Capacity: (15.5): 1.25 kilograms available
Cargo Capacity: (87): 4 kilograms available 8 Air-To-Air Concussion Missiles (Fire-Linked) Cover: 1/4
Passengers: 14 Fire Arc: Fore: Under-slung on external hard-points that Consumables: 15.5 Hours (3 credit refuel)
Consumables: 87 Hours (210 credit refuel) increase craft space to carry them. Cost: 11,520 (New); 8,640 (Used)
Cost: 63,040 (New); 47,280 (Used) (Fired by the Pilot) Maneuverability: +11 (3D+2)
Maneuverability: +9 (3D) Skill: Starship Gunnery (Speeder Scale) Altitude Range: Ground level to 250 m
Space: (Ground to Orbit capable) Fire Control: 3D Atmosphere: 900 Km/H; 1,250 MPR
Atmosphere: 1,000 Km/H; 1,390 MPR Range: 30 Units / 30 Km Hull: 20 (2D)
Hull: 70 (6D) Damage: 180 (8D/9Dx2) Armor: 15; Ablation: 5 (+1)
Armor: 25; Ablation: 15 (1D) Ammo: 8; 4 total shots Craft: Imperial Engineering: Patrol Transport Sensors:
Sensors: Note: No penalty to target air vehicles. Affiliation: Empire Passive: 9/0
Passive: 15/0 Era: Rise of Empire+ Search: 18/+1
Scan: 20/+3 (1D) The LAAT/i is the main infantry gun-ship and troop Scale: Speeder Weapons:
Search: 30/+6 (2D) transporter used by the Republic during the Clone Wars. Length: 8 meters Medium Blaster Cannon
Focus: 2/+6 (2D) Featuring chin mounted laser cannon turrets for use against Skill: Starship Piloting Fire Arc: Fore
Weapons: enemy personnel, two dorsal mounted Concussion Missile Crew: 1 Pilot & 1 Co-Pilot, skeleton: 1/no penalty Skill: Starship gunnery
3 Anti-Personnel Laser Turrets launchers make the vehicles main armament, while two Crew Skill: Typically 1D Fire Control: 2D
Fire Arc: 2 Fore, 1 Aft automated laser turrets are built into the wings, and two Cargo Capacity: (40): 5 kilograms available Range: 100-500m/1/1.8 Km
Crew: (co-pilot) manned turrets are mounted on articulated arms connected Passengers: 6 Damage: 50 (5D)
Skill: Starship gunnery (Character Scale) to the main cabin, and the vehicles armament is rounded Consumables: 40 Hours (45 credit refuel) Drop Net
Fire Control: 2D out by air-to-air rockets slung on the ventral surface of Cost: 16,320 (New); 12,240 (Used) Fire Arc: Fore, Below, Aft
Range: 2-50/100/200 m each wing. LAAT/i remain expensive vehicles, but their Maneuverability: +10 (3D+1) Skill: Starship gunnery
Damage: 60 (6D) extreme level of armament means that they remain popular Space: (Ground to Orbit capable) Fire Control: 1D
with those that can get their hands on them. The Rebel Atmosphere: 750 Km/H; 1,040 MPR Range: 1-2/3-4/5-6 m
4 Composite Beam Turrets Alliance tends has a number of these left over from the
Fire Arc: Turrets: Hull: 60 (4D+2) Damage: 60 (6D); Ionization
Alliance to Restore the Republic acquisition of them. Armor: 30; Ablation: 20 (1D) Ammo: 1
1 Fore/Port/Aft, 1 Fore/Starboard/Aft (co-pilot) Annually, Rothana Heavy Engineering sell's them a dozen
1 Fore/Port, 1 Fore/Starboard (2 Gunners) Sensors: The Swift 4 Ion bike is a popular choice among Law
or 2 in back room dealings. Passive: 10/0
Skill: Starship gunnery (Speeder Scale) Enforcement, military organizations and the less reputable.
Fire Control: 2D+2 Scan: 20/+3 (1D) It’s armed well, faster than most craft it’s size and what it
Range: 2-100/250/500 m Search: 40/+5 (1D+2) can’t outrun, it can typically out climb. The empire fields
Weapons: these on a couple craft that are designed for bandit hunting.
2 Laser Cannons (Fire-Linked) The Rebellion uses these sparingly, for fast escapes and
Fire Arc: Fore: Ball Turret some dirty hit and run tactics. While criminals tend to use
Crew: (Pilot or co-pilot) these in a fashion that ends up killing the occupants of the
Skill: Starship gunnery other craft and they swing around to, literally, pick up the
Fire Control: 2D+2 pieces.
Range: 100-300m/1.2/2.5 Km
Damage: 40 (4D) So, Alliance command issued me this bike and I didn’t
2 Light Rocket Launchers (Fire-Linked) really think anything of it until some hot shot I-PT pilot
Fire Arc: Fore (Pilot or co-pilot) managed to cut me off, I slipped over his carrier and
Skill: Starship gunnery dropped my Ion Net on him… he was moving about 3,000
Fire Control: 1D* Km/H to keep up with me. I’ve never seen the kind of
Range: 40 Units / 4 Km carnage that an 8 meter speeder transport can do until that
Damage: 140 (6D/7Dx2) day. He flew into a TIE hangar and lit the entire Imperial
Ammo: 8 Rockets/Launcher (8 total shots) garrison up.
Note: *Fire Control Penalty already factored in. -Commander Jaden Sal
The I-PT or Imperial Police Transport is the Empire’s
answer to the LAAT. With the de-escalation of conflict
following the Clone Wars, there was little need for a full
fledged combat drop ship. The craft is quite a bit smaller
and remains quite capable in it’s own right. It’s, actually,
better armored and carries a more formidable dog fighting
armament as well as some incredibly low cost, yet
effective, rockets.
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White Witch Racing Model added a small amount of additional Maneuverability, flight T-16 Skyhopper Military Refit Package: +12,928 Credits
ceiling and some speed. Shields: 30: 2D Snubfighter Scale
Craft: Mobquet WW-C/L-82 Land Speeder Craft: Incom Corporation: T-16 Sensors:
The Mobquet C/L-82 landspeeder had been a popular Passive: 10/0
Affiliation: General model in the Core Worlds shortly before the Clone Wars. Affiliation: General
Era: Galactic Republic+ (Obsolete, discontinued) Era: Rise of Empire Scan: 15/+2
Although the popularity of the C/L-82 had declined by 18 Search: 30/+6 (2D)
Scale: Speeder BBY, it was still popular with Outer Rim teens due to its Scale: Speeder
Length: 6.5 meters Length: 5.2 Meters (12 m Wing Span) Focus: 3/+9 (3D)
reliability and ease of maintenance (-1DR). While being Maximum: 60/-34
Skill: Starship Piloting out of production you still see them on occasion. Mobquet Skill: Starship Piloting
Crew: 1 + 1 Droid (can coordinate) Crew: 1 Cargo Capacity: (60): 20 kilograms available
produced tens of thousands of them. That might not seem
Passengers: 1* like much, but there’s bound to be at least one banged up Passengers: 1*
Crew Skill: Varies Crew Skill: Varies Twin Turbolaser (Fire-Linked)
one sitting on a bargain lot on most systems. Fire Arc: Fore
Cargo Capacity: (32.5*): 32.5* kilograms available Cargo Capacity: (26/60*): 21 kilograms available
Consumables: 32.5 Hours (4 credit refuel) Consumables: 3 Days (12 credit refuel) Scale: Speeder
Speeders aren’t tough, but this one is as tough as they Skill: Starship Gunnery
Cost: 4,920 (Used Only) come without being a military model. I found one of these Cost: 6,560 (New); 4,920 (Used); Both Unarmed
Maneuverability: +10 (3D+1) Maneuverability: +9 (3D) Fire Control: +1
in a Junk Yard on a Mid Rim world when I was down on Space Range: 2-5/15/30
Altitude Range: Ground level to 14 m my luck and scavenging. She’s never left my side, and has Altitude Range: Ground level to 120 Space Units
Atmosphere: 400 Km/H; 560 MPR Atmosphere: 1,300 Km/H; 1,810 MPR Atmosphere Range: 200-500m/1.5/3.0 Km
remained my go to vehicle outside my ship. That shielded Damage: 80 (8D)
Hull: 60 (4D) glove box always comes in handy, I always keep a Bryar Space: 13*
Armor: 30; Ablation: 20 (1D) Pistol in there for emergencies and sometimes I toss my Hull: 40 (3D)
Sensors: Armor: 25; Ablation: 15 (1D) 2 Dumbfire Heavy Rockets (on Wing Pylons, 1 ea)
Lightsaber in there too. I have to point out, that while I Fire Arc: Fore
Passive: 10/0 have installed a full canopy on the craft for better Sensors:
Scan: 15/+1 Passive: 5/0 Scale: Speeder
protection, I miss the open canopy. It afforded me and my Skill: Starship Gunnery
Search: 20/+2 Bryar an incredibly flexible field of view and fire. Scan: 10/+1
Focus: 1/+3 (1D) Search: 15/+2 Fire Control: -5 (-2D); Slaved to Main Fire Control
Maximum: 40/-38 Focus: 1/+3 (1D) Space Range: 30 Units / Atmosphere Range: 30 Km
Notes: Maximum: 30/-38 Damage: 100 (10D)
• Can hold up to 2 additional passengers, albeit tightly.
-Unnamed Jedi Fugitive Notes: Cost: 144 Credits / each rocket
● *For purposes of Armament it can carry 60 Kg of
• 5 Kg Scanner Shielded Storage in a glove box: weaponry: outboard mounted Turbolasers, and Wing
Scanner Shielding: 60 Rating; it can easily hold a Appearances: mounted Missile Pylons (1 missile ea) Concussion
blaster rifle or more. missiles.
• Amazingly Durable: +2 to Hull & +1 Armor
• The White Witch made it’s debut in the
Droids Cartoon. It’s the first (Pilot) episode ● Space Speed conversion for flight out to 120 Units
• Droid Socket: Droid can pilot & effect in-flight and it debuted on September 7th, 1985. from a Planet (edge of the Gravity Well).
repairs. ● *1 Passenger in a folding seat can be strapped in and
• Stock Power Core is robust enough to mount a shield • Had one in a game once and it’s been my carried tandem with the pilot.
generator. favorite landspeeder ever after. Weapons:
4 Stun Lasers (Fire-Linked); Civilian Model
The “Racing” was the top end model, called the White Fire Arc: Fore
Witch production run for various reasons not limited to the Skill: Starship Gunnery
paint scheme they all seemed to come with. This model Fire Control: 0D+2
Atmosphere Range: 50-300/800 m/1.5 Km
Damage: 40 Stun (Speeder Scale; 4D)
Cost: 1,120 Credits
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T-36 Skyfighter II 2 Dumbfire Heavy Rocket Launchers (Fire-Linked) STAP Heavy STAP
Fire Arc: Fore
Craft: Incom Corporation: T-36-Mk II Scale: Speeder Craft: Baktoid Armor Workshop STAP-1 Craft: Baktoid Armor Workshop STAP-2
Affiliation: General Skill: Starship Gunnery Type: Single Trooper Aerial Platform Type: Heavy Single Trooper Aerial Platform
Era: Galactic Civil War Fire Control: -4 Affiliation: Trade Federation Affiliation: Trade Federation
Scale: Speeder Space Range: 30 Units Era: Clone Wars (Obsolete, no production) Era: Clone Wars (Obsolete, no production)
Length: 8.2 Meters (12 m Wing Span) Atmosphere Range: 3 Km Scale: Speeder Scale: Speeder
Skill: Starship Piloting Damage: 220 (10D/11Dx2) Length: 2.2 meters Length: 2.5 meters
Crew: 1 Ammo: 4 per Launcher (4 Shots total) Skill: Starship Piloting Skill: Starship Piloting
Passengers: 1 (can coordinate) Crew: 1 Crew: 1
Crew Skill: Varies The T-36 is incredibly popular as a stop gap measure for Crew Skill: At least 1D Crew Skill: At least 1D
Cargo Capacity: (60): 3.5 kilograms available planetary governments that can’t afford Snubfighters. Cargo Capacity: (11): 4.75 kilograms available Cargo Capacity: (12.5): no kilograms available
Consumables: 3 Days (24 credit refuel) However, it’s poor atmospheric flight hurt it’s sales, this Cover: 1/4 Cover: 1/4
Cost: 34,320 (New); 25,740 (Used) represents a field upgrade and an engineering refit to the Consumables: 11 Hours (2 credit refuel) Consumables: 10 Hours (2 credit refuel)
Maneuverability: +9 (3D) core speeder. The Mark II refit was made available at no Cost: 3,456 (Used Only) Cost: 5,760 (Used Only)
Altitude Range: Ground level to 120 Space Units cost to customers of the original T-36 Mark I. Planetary Maneuverability: +11 (3D+2) Maneuverability: +6 (2D)
Atmosphere: 1,300 Km/H; 1,805 MPR militias have been buying the craft in unabated fashion. Altitude Range: Ground level to 12 m Altitude Range: Ground level to 12 m
Space: 13* Incom is having trouble keeping up with demand, as such Atmosphere: 300 Km/H; 415 MPR Atmosphere: 240 Km/H; 335 MPR
Hull: 65 (5D+1) many planetary militias have started looking for sources of Hull: 20 (1D) Hull: 28 (1D+2)
Armor: 25; Ablation: 15 (1D) the initial production run of the Mark I’s. Armor: 25; Ablation: 15 (1D) Armor: 30; Ablation: 20 (1D)
Shields: 40 (3D, Snubfighter Scale) Weapons: Weapons:
Sensors: Many planets are reconsidering the actual value of Twin Laser Cannon Medium Twin Laser Cannon
Passive: 15/0 maintaining true Snubfighters for planetary defense, Fire Arc: Fore Fire Arc: Fore
Scan: 25/+3 (1D) however, due to scarcity they have little choice but to retain Scale: Character Scale: Character
Search: 40/+6 (2D) their aging Snubfighters for the time being. Skill: Starship gunnery Skill: Starship gunnery
Focus: 1/+16(2D) I picked up one of these babies after trading in my trusty T- Fire Control: 1D Fire Control: 1D
Maximum: 80/-34 16 for a nice little “Certified Customer Discount”. Range: 15-75m/150m/300m Range: 25-100m/200m/400m
Notes: Honestly, I don’t like dogfights, but if you’re gonna be in Damage: 60 (6D) Damage: 70 (7D)
● *Space Speed conversion for flight out to 120 Units one, then this is the ride you want to be in. Sure it might
from a Planet (edge of the Gravity Well). The STAP was the cheaply mass produced speeder bike Torpedo Launcher
lack some serious durability after it’s shields go, however, analogue used by the Trade Federation. Although difficult Fire Arc: Fore
Weapons: they have to hit me first! This is a death machine, and I’m
2 Heavy Turbolasers (Fire-Linked) to use for an organic pilot (-6/-2D to maneuverability) as Scale: Speeder
a proud owner. there is no seat, and the pilot must hang off the STAP, Skill: Starship gunnery
Fire Arc: Fore
Scale: Speeder however these disadvantages are no problem when used by Fire Control: 1D
–Ace Starkiller the Battle Droids that the STAP was designed for. Range: 15 Units / 1.5 Km
Skill: Starship Gunnery
Fire Control: +2 Although the STAP was made from the cheapest materials Damage: 60 (6D)
Space Range: 2-5/15/30 available, it still stands up as a competent speeder bike Ammo: 4 Torpedoes
Atmosphere Range: 200-500 m/1.5/3.0 Km when compared to modern military speeder bikes.
• Maneuverabilty penalty to all orgainics (-6/2D)
Damage: 90 (9D) • Reduced the Scale of the guns to Character and
dropped the damage code by 1D. • Armor +1
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Heavy Missile Platform Fire Control: 2D Scarab Ground Support Unit Compact Assault Vehicle
Range: 5-25m/100m/200m
Craft: Baktoid Fleet Ordnance: HMP Damage: 60 (6D) Craft: Haor Chall Engineering: Scarab-Class Craft: Nen-Carvon: CAVw PX-11
Type: Ground assault gunship 2 Twin Laser Cannons (Fire-Linked) Type: Support Air Speeder Affiliation: General
Affiliation: Separatists Fire Arc: Turret: 1 Fore/Port, 1 Fore/Starboard Affiliation: Separatists Era: Old Republic+
Era: Clone Wars+ (Obsolete, discontinued) Scale: Speeder Era: Clone Wars+ (Obsolete, discontinued) Scale: Speeder
Scale: Walker Skill: Starship gunnery Scale: Speeder Length: 5.1 meters
Length: 12.3 meters Fire Control: 2D Length: 3.8 meters Skill: Ground Vehicle Operation
Skill: Starship Piloting Range: 100-300m/1.2/2.5 Km Skill: Starship Piloting Crew: 1 (+ 1 there is room for a dedicated gunner)
Crew: 5 Droid Brains* Damage: 60 (6D) Crew: Droid Brain Crew Skill: Varies
Crew Skill: 2D Attribute / 3D Skill Crew Skill: 2D Attribute \ 2D Skills Passengers: Up to 2 (troop exit door in back)
Cargo Capacity: (123): 16 kilograms available 2 Concussion Missile Racks Cargo Capacity: (19): 14 kilograms available Cargo Capacity: (25.5): 22.5 kilograms available
Consumables: 12 Days (72 credit refuel) Fire Arc: Fore Consumables: 20 Hours (4 credit refuel) Cover: Full
Cost: 62,760 (Used Only) Scale: Walker Cost: 12,480 (Used Only) Consumables: 1 Day (5 credit refuel)
Maneuverability: +8 (2D+2) Skill: Starship gunnery Maneuverability: +6 (2D) Cost: 7,040 (New); 5,280 (Used)
Space: 4 Fire Control: 1D Space: 6 Maneuverability: +6 (2D)
Atmosphere: 600 Km/H; 830 MPR Space Range: 30 Units Atmosphere: 900 Km/H; 1,250 MPR Speed: 260 Km/H; 360 MPR
Hull: 48 (3D+2) Atmosphere Range: 30 Km Hull: 58 (4D+2) Hull: 64 (3D+2)
Armor: 25; Ablation: 15 (1D) Damage: 60 (6D) Armor: 25; Ablation: 15 (1D) Armor: 90; Ablation: 60 (4D)
Shields: 29 (1D+2) Ammo: 7 Missiles/Launcher Shields: 24 (1D+1) Sensors:
Sensors: The fully autonomyous Heavy Missile Platform is a deadly Sensors: Passive: 12/0
Passive: 15/0 unit that has an extremely efficient combat processor: 5 Passive: 5/0 Search: 18/0
Search: 30/+3 (1D) Linked droid Brains. It can perform a staggering amount Scan: 15/+3 (1D) Maximum: 36/-40
Maximum: 60/-37 of actions mere seconds and has been known to cut down Search: 25/+6 (2D) Weapons:
entire squads of Clone Troopers. Focus: 1/+9 (3D)
*Note: The 5 Droid brains allow for the craft to perform 5 Maximum: 50/-34 Medium Blaster Cannon
actions prior to suffering a multiple action penalty. Also • Shifted some of the damage Scales around to make it Weapons: Fire Arc: Turret: All
assume it has 5 Free Actions. fit better as a multi role platform of both anti tank and Skill: Starship gunnery
hunter killer for infantry. 4 Blaster Cannons (Fire-Linked) Fire Control: 2D
Weapons: Fire Arc: Fore
2 Medium Laser Cannons Amazingly the ingenious Rebels have gotten their hands on Range: 100-500m/1/1.8 Km
Scale: Speeder Damage: 50 (5D)
Fire Arc: Fore a couple of these models in the last few years. However, Skill: Starship gunnery
Scale: Walker the groups deploying them tend to be Spec Ops units that Ammo: 1,000 Shots
Fire Control: 1D
Skill: Starship gunnery are more radicals than the rest of the Rebel Alliance. Range: 100-300m/1.2/2.5 Km An anomaly of interesting engineering design choices this
Fire Control: 3D While the Alliance doesn’t really condone their operational Damage: 70 (7D) is an effective micro personnel carrier with good firepower.
Range: 100-300m/1.2/2.5 Km usage, they simply cannot deny the effectiveness of the It is fully enclosed and environmentally sealed.
Damage: 50 (5D) units at taking out Imperial Targets. One Spec Ops unit Notes:
2 Double Laser Cannons called Bad Karma deployed three of these and used them • Heavily Armored: + 20 to Durability
Fire Arc: 1 Fore/Port; 1 Fore/Starboard to take out an entire Imperial Garrison on Commonor. • The cannon can fire even if the vehicle has no power
Scale: Character • Dedicated Gunner Position is an add on (+750 Cr)
Skill: Starship gunnery There is a modification that converts the consumables on
-Unconfirmed Report this baby to Walker grade (5 Days of operation) that costs
400 credits, totally worth it.
-Zak
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1.4 FD P-Tower
Structure: Atgar SpaceDefense Corp: 1.4 FD
Type: Light anti-vehicle laser cannon
Affiliation: General
Era: Galactic Republic+
Scale: Speeder
Height: 2.8 meters
Skill: Starship Gunnery
Crew: 2; skeleton: 1/+3
Crew Skill: Varies
Consumables: 15 Hours: 1,500 Ammo or Generator
Cost: 7,040 (New); 5,280 (Used)
Hull: 30 (2D)
Armor: 25; Ablation: 15 (1D)
Sensors:
Passive: 5/0
Search: 10/0
Weapons:
Light Laser Cannon
Fire Arc: Turret: All
Scale: Walker
Skill: Starship gunnery
Fire Control: 1D
Range: 100-500m/2/10 Km
Damage: 39 (2D+2); Static Damage
Ammo: 1,500 Shots or Generator (Unlimited)
RoF: ½
The 1.4 FD P-Tower, also known simply as a P-Tower is a
light fixed anti-vehicle weapon emplacement manufactured Endor. They are notably used by the Rebel Alliance during
by the Atgar SpaceDefense Corporation. It holds enough the Battle of Hoth, though they proved ineffective at
power to disable an AT-ST, and its rugged dependability penetrating the armor of the All Terrain Armored
means it can function even in the harshest environments. Transports of the Galactic Empire.
The weapons system is incredibly effective vs light One of the largest deficiencies of the tower is it’s slow
vehicles and has a range that allows it to present a serious build up to fire. Typically, this delay translates to the
threat to any such vehicle regardless of it’s speed. The 1.4 weapon firing with one half the frequency of a fixed /
FD will fire out to a maximum range of ten kilometers. vehicular weapons emplacement. However, the slow
However, a limitation to this amazing range is the fact that buildup to power translates into simplistic repairs with off
the weapon is limited to direct fire only (incapable of the shelf components and reduced cost.
Indirect Fire).
Notes:
The tower functions by having its single laser cannon fire
from the center of the energy dish, which has 16 • Armor Penetrating (Drains 5 Ammo): on light
micropower routers evenly spaced along the edge of eight vehicles and walkers; Ignores 15 Ablation.
power conversion cells along the interior. Despite its • Low Cost components: The 1.4 FD is 50% less
ability to offer soldiers a 360° field of fire due to a rotating expensive after final build calculations are tallied
base, along with operational capability in temperatures (base 80% cost then reduced by ½ for final cost); this
ranging from -73°C to 49°C, it is inexpensive, quick and also factors in the design’s age.
easy to produce.
• Original D6 Stats show the P-Tower delivering 2D+2
The P-Tower was used throughout the Clone Wars and the Damage at Speeder Scale. Even with original stats, a
Galactic Civil War on worlds such as Hoth, Tatooine, and 2D+2 gun poses little threat to a 3D AT-ST… With
current Armor Ablation values the gun is worthless at
stock configuration (even with the Armor penetration
perk above).
• Elevated to Walker Scale
• Static Damage: (39) 2D+2 This value typically
adjusts the damage of the weapon in question up by
50% and is highly resistant to changes in Scale. As
such, Scales above that of the Static Weapon only
penalize the damage delivered by ½ of their typically
rating.
634 635
Anti Infantry Laser Battery Small / Light Prefab Base / robust defensive shielding. Though the shielding
Garrison itself is only effective against orbital threats and
Structure: Golan Arms: DF .9 any direct assault (ground level) is not protected
Type: Light anti-vehicle laser cannon Craft: Generic Modular Light Garrison against by the bombardment shields. These
Affiliation: General
Era: Galactic Republic+
Affiliation: Empire / Alliance / General garrisons are by far the most numerous of those
Era: Old Republic+ encountered on hostile worlds. There have been
Scale: Speeder Scale: Corvette
Height: 4 meters x 2 meters Length: 150 Meters (the rough volume of a corvette in one
so many deployed over the millennia that
Skill: Starship Gunnery location); some outlying structures like the Shield abandoned or overgrown facilities are a common
Crew: 3; skeleton: 1/+6 generator which must be in line of sight with the area enough sight. Many of these have grown into
Crew Skill: Varies
Consumables: 30 Hours: 1,000 Ammo or Generator
above the base. towns and villages with the garrison established
Officers: 8 as the seat of governance for the local provinces.
Cost: 7,040 (New); 5,280 (Used) Non Comms: 60
Hull: 40 (3D) Crew Skill: Varies
There is no design characteristic of these bases
Armor: 25; Ablation: 15 (1D) Cargo Capacity: (1,500): assembled that can be claimed by any one engineering firm.
Sensors: Guest Capacity: 68 (troops) The base layouts and essential structures have
Passive: 4/0
Search: 8/0
Consumables: 7 Months (333K credit restock) been available, in one form or another, since the
be installed on multiple terrain types. The nature of the Cost: 671K (New); 503K (Used) time of Xim the Despot!
Maximum: 16 (-40) Hull: 220: 4 Locs (2D)
Weapons: DF.9's fixed emplacement means that the unit is not able to
Anti Personnel Laser Battery be moved easily. Armor: 170/Loc; Ablation: 75 (5D) • Base is fully stocked with food and supplies
Notes: Shields: 7,510/Loc (2D Battlestation) for extended operation.
Fire Arc: Turret: All Sensors:
Scale: Character While it’s armor is incredibly effective versus small arms Passive: 20/+0 • One Assembled, consider the base to be
Skill: Starship gunnery fire, it is nearly useless against any weapons system above Scan: 40/+3 (1D)
Fire Control: 2D Speeder Scale.
largely permanent. While structures can be
Search: 80/+6 (2D) re-used, the core of the base is locked to the
Range: 20-600m/3/16 Km Focus: 3/+8 (2D+2)
Damage: 60 (6D) AoE • The battery has a fail safe that engages for any targets site of initial deployment.
under 10 meters distant (It will not fire). Maximum: 160/-34
AoE Blast: 8m (full damage to the entire blast radius) Weapons:
Ammo: 500 Shots or Generator (Unlimited) • At any range above 3 Kilometers the weapons system 2 Double Laser Cannons (Fire-Linked)
• Damage Soak Values are only derived from
RoF: 2 (Up to 2 shots per round) must default to the inaccuracies of Long Range Fire Arc: Turret: Dorsal Towers Cruiser scale. However, the actual structural
Manufactured by Golan Arms, the DF.9 is a fixed Targeting, the integral sensor package is weak and Scale: Speeder strength of the Small Garrison is Walker
emplacement anti-infantry weapon. It incorporates a does not allow effective targeting. Where this differs Skill: Starship gunnery Scale, and thus it can be effected by
single DF .9 laser cannon mounted atop a four-meter tall from ordinary weapons firing at Maximum ranges is Fire Control: 3D concentrated weapons fire from Ground
cylindrical housing. The tower is composed of heavily- that the Battery’s Fire Control Still applies (since the Range: 100-300m/1.2/2.5 Km
armored durasteel, with proton-shielding that is resistant to gun has the range, but the targeting and sensor gear Damage: 50 (5D)
units.
close-quarters blaster fire but useless against the firepower lacks the resolution to accurately target without issue • Imperial Models are ringed with a Death
of an All Terrain Armored Transport. The tower features a at those ranges). 4 Double Blasters (Fire-Linked)
Fire Arc: Turrets: 4 corners of the base Fence & Upgrade the 4 Double Blasters to
front access panel for access, and an upper observation
hatch. The turreted laser cannon employs precision Scale: Character Walker Grade Weapons with the 2 Double
targeting computers, and has a one-hundred and eighty Skill: Starship gunnery Lasers upgraded to Snubfighter Scale.
degree rotation. The optimal range for the DF.9 is three Fire Control: 2D
kilometers, although the laser cannon is capable of hitting Range: 10-100/200/300 m
targets at a distance of sixteen kilometers at the cost of Damage: 50 (5D)
decreased accuracy. The DF.9 is capable of firing a shot Space Craft Hangar: 6 Fighters, 2 Shuttle craft
every three seconds, although the beam diverges and Ground Assets: 15 units
degrades over its maximum range. The impact of the
energy beam scatters explosive energy and produces a Shield Generator
secondary blast of radiation. The collateral effect produces • Externally Located
an eight-meter radius impact point that can effectively Hull: 30: 4 Locs (2D Snubfighter)
destroy entire squads of soldiers. The weapon produces
Base Size: 10 Units (in storage)
more destructive firepower than heavy repeating blasters
such as the E-Web heavy repeating blaster. A basic defensive fortification that can be low orbit
deployed and assembled on the ground. It represents a
The DF.9 requires a crew of three to operate; a gunner who
relatively formidable position and will act as an effective
sits in the upper turret, a targeting computer technician and
base of operations.
a technician to monitor the energy flow from the power
generator, who were are housed in the armored tower. The These are the standard for easily deploy-able
weapon can be crewed by a single gunner, but the planetary outposts. These installations typically
efficiency of the weapon is diminished. Skilled gunners ship in a condensed format that can be gradually
can use the DF.9's accuracy to effectively disable army deployed with engineering teams, or orbit-ally
support systems and light vehicles and it is devastating to
foot soldiers and a threat to vehicles such as the All Terrain inserted in planetary entry pods that have their
- own automated deployment cycles (the latter of
Scout Transport. It is best used in conjunction with other -
similar units and anti-vehicle lasers to defend military which are the most common). The bases come
bases, spaceports and other strategic installations. It can standard with basic defensive weaponry and
636 637
Standard Prefab Base / Damage: (40) 4D
Space Craft Hangar: 12 Fighters, 3 Shuttle craft
Space Defense Platform Crew: 2
Skill: Capital ship gunnery
Garrison Ground Assets: 30 units Craft: Various Designs: Point Defense Platform Fire Control: 4D
Outlying Structures: Affiliation: Empire / Republic / Rebellion / General Space Range: 1-5/15/30
Craft: Generic Modular Standard Garrison Era: Galactic Republic+ Atmosphere Range: 2-10/30/60 km
Affiliation: Empire / Alliance / General Shield Generator:
Hull: 50: 4 Locs (2D Transport) Type: Space Based Defensive Emplacement Damage: 50 (5D)
Era: Rise of Empire+ Scale: Destroyer
Scale: Frigate 2 Double Laser Cannons (Fire-Linked) Snubfighter Complement: 24 Snubfighters & 6
Fire Arc: Tower Turrets: Place Anywhere Length: 400 Meters
Length: 300 meters (the rough volume of a Frigate, does Skill: Capital ship piloting, relatively stationary Transports
not have to be contiguous); with outlying structures, power Scale: Speeder
Skill: Starship gunnery Crew: 558, gunners: 32, skeleton: 360/+9 This represents a functional, small space station. Capable
generators, check points & the shield generator which must Crew Skill: Typically 4D
be within line of sight to the area above the base. Fire Control: 3D of supporting two squadrons of Snubfighters and six
Range: 100-300m/600m/1.2 Km Passengers: 614 (troops) transports. The platforms are designed to be rather self
Officers: 24 Cargo Capacity: (4,000): 2,838 metric tons available
Non Comms: 246 Damage: 50 (5D) sufficient the station have an endurance of roughly two
4 Double Blasters (Fire-Linked) Consumables: 2 Years (9.3 Million Refit cost) years for it’s entire compliment. The station remains a
Crew Skill: Varies Cost: 4.1 Million (New); 3 Million (Used)
Cargo Capacity: (3,000): Full when stocked Fire Arc: Turrets: Place anywhere healthy 2,838 Metric Tons of storage and has been readily
Scale: Character Maneuverability: 0D deployed to act as a staging point and a forward base in
Guest Capacity: 270 (troops) Space: 1
Consumables: 2 Years (4.2 Million credit restock) Skill: Starship gunnery many operations. However, it’s stand alone self
Fire Control: 2D Hull: 730: 4 Locs (4D) sufficiency allows it to field fast respondents, via it’s
Cost: 1.9 Million (New); 1.4 Million (Used) Armor: 340/Loc; Ablation: 75 (5D)
Speed: Immobile once deployed Range: 10-100/200/300 m transports, to any crisis that might arise. These have
Damage: 50 (5D) Shields: 370/Loc (2D) become a common sight around penal colonies,
Shields: Planetary Shield Generator, Localized 2D Death Sensors:
Star Scale; Shield Points: 9600: Only protects from Base Size: 20 Units (in storage) exploration groups and eve utilized as scientific bases on
A medium defensive fortification that can be low orbit Passive 40/+0 occasion. The station is somewhat modular as well, each
Orbital bombardment and direct assault. Scan 80/+3 (1D)
Hull: 370: 4 Locs (2D+2) deployed and assembled on the ground. It represents a of it’s “arms” can be separated form the central structure
very formidable position and will act as an effective base Search 120/+6 (2D) and assembled in the field, allowing it to be carried by craft
Armor: 255/Loc; Ablation: 75 (5D) Focus 4/+9 (3D)
Shields: 22,500/Loc (3D Death Star) of operations for a longer period of time. These are the that are roughly the same size as the station itself.
most common, long term, bases of operation that most Maximum 240/-34
Sensors: Weapons: Many systems in the galaxy are too small to effectively
Passive: 30/+3 (1D) modern militaries function from. The designs and layouts erect battlestations in space to support their sector-wide
are numerous and the construction rights cannot be 4 Quad Turbolaser Batteries
Scan: 60/+6 (2D) Fire Arc: 1/Arc operations. These platforms are representative of standard
Search: 90/+9 (3D) claimed by any one design firm. Though military space operations bases that anyone in the galaxy can
commands tend to put their own spin on the bases so as to Crew: 3
Focus: 4/+11 (3D+2) Skill: Capital ship gunnery readily field. They are easy to operate, replenish and are
Maximum: 180/-31 differentiate them from their enemies as well as to confuse functionally capable of supporting the repair and refit
those assaulting them by varying their layouts. Regardless Fire Control: 4D
Weapons: Space Range: 3-15/35/75 operations of larger vessels.
1 Surface to Orbit Quad Turbolaser Battery of all of this customization, the core functionality of these
bases remains the same. These bases are robust enough Atmosphere Range: 6-30/70/150 km The designs of these Space Defense Platforms tend to vary
Fire Arc: Turret: Dorsal Towers Damage: 80 (8D)
Scale: Destroyer (2D Hull) that any one installation can support an entire sector fleet to some degree, yet most are instantly recognizable for
with it’s ability to garrison troops, rotate personnel for 12 Quad Laser Cannons (Fire-Linked) what they represent. There is always some from modular
Skill: Starship gunnery Fire Arc: 4/Arc
Fire Control: 4D R&R and deploy replenishment efforts from a small fleet drop in functionality with these platforms. Common
of either re-purposed civilian haulers or dedicated fleet Crew: 1 modules are: Ore Refinery, Materials Processing, Refit and
Range: Short: Low Orbit(50); Medium: High Orbit(75); Skill: Star Ship Gunnery
Long: Approach Vector: (100) tenders. Repair, Enhanced Snubfighter Garrison (removes 2,400
• Damage Soak Values are only derived from Frigate Fire Control: 3D metric tons to provision the station with an additional 24
Damage: 150 (10D Static) Space Range: 1-3/12/25
4 Double Blasters (Fire-Linked) scale. However, the structural strength of the Medium Snubfighters), Scientific Monitoring and Research,
Garrison is Walker Scale, and thus it can be effected Atmosphere Range: 100-300m/1.2/2.5 Km Forward Triage and Medical Staging, Planetary Cleanup
Fire Arc: Turrets: 4 corners of the base Damage: 50 (5D)
Scale: Snubfighter by concentrated weapons fire from Ground units. and Terraforming Coordination, Casino, etc.
4 Tractor Beam Projectors
Skill: Starship gunnery Fire Arc: 1/Arc
• Inherits the Imperial Upgrades the Small Base does for Note: Snubfighter Compliment Cost is Extra
Fire Control: 2D
Range: 100-300m/1.2/2.5 Km Imperial installations.
638 639
Space Defense Station Skill: Capital ship gunnery
Fire Control: 2D
Space Defense Station II Crew: 2
Skill: Capital ship gunnery
Craft: Golan Arms: Type I Space Gun Space Range: 120 Craft: Golan Arms: Type II Space Gun Fire Control: 2D
Affiliation: Empire / Republic / Rebellion / General Atmosphere Range: 240 km Affiliation: Empire / Republic / Rebellion / General Space Range: 120 Units
Era: Clone Wars+ Damage: 90 (9D) Era: Rise of Empire+ Atmosphere Range: 240 km
Type: Space Based Defensive Emplacement Ammo: 300 Missiles/Launcher Type: Space Based Defensive Emplacement Damage: 90 (9D)
Scale: Battle Station Flack Defense: 45/Arc; 225 Total; -20 Ammo Scale: Battle Station Ammo: 300 Missiles/Launcher
Length: 1,240 Meters 8 Tractor Beam Projectors Length: 2,480 Meters Flack Defense: 90/Arc; 360 Total; -40 Ammo
Skill: Capital ship piloting, relatively stationary Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft Skill: Capital ship piloting, relatively stationary 12 Tractor Beam Projectors
Crew: 1,488, gunners: 140, skeleton: 930/+3 Crew: 2 Crew: 2,976, gunners: 212, skeleton: 1,860/+3 Fire Arc: 3 Fore, 3 Port, 3 Starboard, 3 Aft
Crew Skill: Typically 4D Skill: Capital ship gunnery Crew Skill: Typically 4D Crew: 2
Passengers: 1,786 (troops) Fire Control: 4D Passengers: 3,571 (troops) Skill: Capital ship gunnery
Cargo Capacity: (6,200)*: 2,620 metric tons available Space Range: 1-5/15/30 Cargo Capacity: (12,400)*: 2,720 metric tons avail Fire Control: 4D
Consumables: 5 Years (65.7 Million Refit cost) Atmosphere Range: 2-10/30/60 km Consumables: 10 Years (195.2 Million Refit cost) Space Range: 1-5/15/30
Cost: 97.5 Million (New); 73.4 Million (Used) Damage: 50 (5D) Cost: 168.9 Million (New); 127 Million (Used) Atmosphere Range: 2-10/30/60 km
Maneuverability: 0D Maneuverability: 0D Damage: 50 (5D)
Space: 1 Snubfighter Complement: 72 Snubfighters & 12 Space: 0; (can slowly rotate and pivot)
Hull: 15,010: 6 Locs (4D) Transports. Hull: 22,510: 6 Locs (6D) Snubfighter Complement: 144 Snubfighters, 24
Armor: 1,000/Loc; Ablation: 90 (6D) Armor: 1,450/Loc; Ablation: 135 (9D) Transports, 36 Support Ships (Skypray/Gunboats)
Following the success of their Point Defense Platform
Shields: 7,510/Loc (2D) Golan Arms strove to build a larger, more decisively Shields: 15,010/Loc (4D) Based off the success of the Golan I, the Golan II sought to
Sensors: defensive structures meant to safeguard locations like Sensors: rectify the issue of not being formidable enough. This had
Passive 50/+0 shipyards, planetary gateways and operate in much the Passive 60/+3 (1D) a cost, however, the station could no longer manage to
Scan 100/+3 (1D) same fashion as their Point Defense platform, as well as Scan 120/+6 (2D) retain it’s mobility. It could maintain attitude and position,
Search 200/+6 (2D) being deployed along side them. The new design emerged Search 240/+9 (3D) it could tilt and even rotate. Actual, independent
Focus 5/+9 (3D) in the midst of the Clone Wars and was immediately thrust Focus 6/+12(4D) movement, was lost. This seemed a small price to pay for
Maximum 400/-34 into service. In the fires of battle these stations proved Maximum 480/-31 the overall gains in resilience and the ability to moor small
Weapons: their mettle and their resilience, however one thing would Weapons: Capital Ships and even act as a limited repair yard for them
28 Turbolaser Batteries become apparent, the stations weren’t robust enough for 36 Quad Turbolaser Batteries (ships 450m and under). Being introduced in a war heavy
Fire Arc: 14 Fore/Port/Starboard & 14 Aft/Starboard/Port every type of duty. Fire Arc: 18 Fore/Port/Starboard & 18 Aft/Starboard/Port period while the remnants of organized resistance of the
Crew: 3 Crew: 3 old guard of the Galactic Republic ground against what
Skill: Capital ship gunnery The Separatists and the Galactic Republic employed these Skill: Capital ship gunnery would become the New Order, or Galactic Empire saw
Fire Control: 4D types of bases, however, in the case of the Separatists it Fire Control: 4D plenty of engagements that truly tested the station. As
Space Range: 3-15/35/75 was a poorly reverse engineered design / knock off. Space Range: 3-15/35/75 before, during the Clone Wars, one thing became
Atmosphere Range: 6-30/70/150 km Notable achievements here come into considering just, Atmosphere Range: 6-30/70/150 km abundantly clear. The station, while quite formidable was
Damage: 80 (8D) how? Did Golan Arms manage to cram a Battle Station Damage: 80 (8D) simply not enough. In at least two instances lone Golan
20 Concussion Missile Launchers into something roughly the size of a Venator Star 40 Concussion Missile Launchers II’s were overwhelmed by smaller fleets comprising of
Fire Arc: 5/Arc Destroyer. They had a couple things going for them, Fire Arc: 10/Arc older Separatist warships. This occurred even with it’s
Crew: 2 former engineers from Rendili Star Drive had defected and comprehensive Snubfighter
brought with them some advanced compliment, it’s transports
structural techniques, as well as, the and support gun ships
ground work for a more “modern” form deployed. Thus, once more
of slave rigging that would not violate the Golan engineers returned
the licenses that Rendili held proper. to the drawing board. Their
Rather than slaving computers together marketing for Point Defense,
the new rigging was more of a Golan I and Golan II are
cooperative network of smaller targeted at lesser clientele.
terminals operating in something akin
to a hive mind. It was a brilliant Notes: As with the Golan I,
development and something Golan the Golan II sacrifices 50%
Arms immediately patented. The of it’s interior Cargo
advanced materials designs led them to Capacity. Lacking in core
evolve the space frame of a Battleship drive systems the Golan II
grade hull and turn it into a Battle has an efficiency gain on its
Station’s resilience. The cost of this consumable costs, a savings
evolutionary engineering feat? *The of 25%. Snubfighter
loss of 50% of the station’s cargo space. Compliment is Extra Cost
Note: Snubfighter Compliment’s cost is It has 6 Locations: Fore,
Extra Port, Starboard, Aft, Dorsal
Tower, Ventral Tower
6 Locations: Fore/Port/Starboard/Aft/
Tower 1/Tower 2
640 641
Space Defense Station III Atmosphere Range: 480 km
Damage: 120 (12D)
Craft: Golan Arms: Type III Nova Gun Ammo: 300 Advanced Missiles/Launcher
Affiliation: Empire / Republic / Rebellion / General Flack Defense: 180/Arc; 720 Total; -60 Ammo
Era: Galactic Civil War+ 16 Tractor Beam Projectors
Type: Space Based Defensive Emplacement Fire Arc: 4/Arc
Scale: Battle Station Crew: 2
Length: 3,100 Meters Skill: Capital ship gunnery
Skill: Capital ship piloting, relatively stationary Fire Control: 4D
Crew: 3,720, gunners: 308, skeleton: 2,325/+3 Space Range: 1-5/15/30
Crew Skill: Typically 4D Atmosphere Range: 2-10/30/60 km
Passengers: 4,464 (troops) Damage: 50 (5D)
Cargo Capacity: (15,500)*: 2,155 metric tons avail Snubfighter Complement: 144 Snubfighters, 24
Consumables: 12 Years (255 Million Refit cost) Transports, 36 Support Ships (Skypray/Gunships), 2
Cost: 403.4 Million (New); 302.5 Million (Used) Corellian Gunships, 2 Bayonet Cruisers
Maneuverability: 0D Golan Arms final attempt to create a Battle Station
Space: 0; (immobile) unparalleled in the galaxy. They were successful, as they
Hull: 30,010: 7 Locs (8D) had been with their three prior designs. No known Golan
Armor: 1,600/Loc / Ablation: 150 (10D) III Nova Gun has ever fallen in battle to date. However,
Shields: 22,510/Loc (6D) due to design limitations the Nova Guns haven’t quite
Sensors: excelled either. They lack the ability of their predecessor,
Passive 70/+6 (2D) the Golan II, to rotate and pivot in space. These are true
Scan 140/+9 (3D) fixed emplacements in space, they do retain attitude
Search 280/+12 (4D) thrusters for maintaining stability in battle as well as
Focus 7/+15 (5D) against solar winds and other anomalies. There is no better
Maximum 560/-28 fixed emplacement for the price or the size. Building off of
Weapons: the yard capabilities of the Golan II the III can act as a
52 Quad Turbolaser Batteries limited yards facility for ships that are 900 meters and
Fire Arc: 26 Fore/Port/Starboard & 26 Aft/Starboard/Port under. While for ships 450 meters and under the station
Crew: 3 can act as a full yards facility if need be. These stations
Skill: Capital ship gunnery have sold without question to the Empire. It’s compliment
Fire Control: 4D of support craft is nothing less than stellar.
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km Notes: As with the Golan I & II the Golan III sacrifices
Damage: 80 (8D) 50% of it’s interior Cargo Capacity. Lacking in core drive
60 Concussion Missile Launchers systems and it’s completely static and stationary nature, the
Fire Arc: 15/Arc (4 Arcs) Golan III has an efficiency gain on its consumable costs, a
Crew: 2 savings of 35%. Snubfighter Compliment is Extra cost
Skill: Capital ship gunnery
Fire Control: 2D 7 Locations: Fore/Port/Starboard/Aft; Dorsal Tower, Port
Space Range: 240 Units Tower, Starboard Tower
642
Droids Agency, Interstellar Droid Monitoring
Incorporated, Justice Systems, Kalibac
C1 Astromech Droid WED 15 Treadwell Droid
Droids in the galaxy are a common sight. They Model: Industrial Automaton: C1-Series Model: Cybot Galactica: WED 15
perform every type of task imaginable in the Industries, Kellenech Technologies, Korrealis Type: Astromech Droid Type: Maintenance & Repair Droid
galactic society of Star Wars. Everything from Systems, Kuat Drive Yards, Kyrotech Corporate Era: Galactic Republic+ Era: Galactic Republic+
menial tasks to advanced diplomatic Combine, Kystallio Detection Plus, Lanthe
Artifice, LeisureMech Enterprises, Lerrimore DEXTERITY 1D DEXTERITY 2D
negotiations. Droids are relied upon, as KNOWLEDGE 1D KNOWLEDGE 1D
companions, servants, guards, and more. There Droids, LesTech, LIN Corporation, Loratus
Manufacturing, Loronar Corporation, Lothal MECHANICAL 2D MECHANICAL 1D
are few worlds you can travel to that you will not Navigation 2D, Starship Piloting 1D, Commscan 1D+2
find some number of Droids. Droids are largely Logistics Limited, Lovolan, Medtech Industries,
Melody Fellowship, MerenData, Michaud Commscan 1D PERCEPTION 3D
regarded as property. The number of sentient PERCEPTION 1D Search 1D
Droids in the galaxy is growing, however, even Industries, Military Research and Development
Division, Mygeetan droid factory, New Republic STRENGTH 2D STRENGTH 1D
these sentient Droids are regarded as second or Lifting TECHNICAL 2D
even third class citizens. It is generally illegal to Department of Research and Development,
Okara Droid Company, Onadax Droid TECHNICAL 2D Computer Programming/Repair 2D+2, General
be sentient and a Droid. However, some Computer Programming/Repair 2D, Starship Maintenance/Repair 4D, Repulsorlift Repair 2D,
organizations like the Rebel Alliance and then Technologies, Opti-Prime, Phlac-Arphocc
Automata Industries, Phlut Design Systems, Repair 2D, General Maintenance & Repair 2D, Starship Repair 3D+1
the New Republic will tolerate their existence. Security 1D+2
That’s not to say those sentient Droids are treated Plintep Cybernetics Corporation, Polis Massa Equipped With:
well, it’s just saying that they aren’t hunted down Pria Assemblage, Power Droid Incorporated, Note: Astromech Droids, may attempt starship • Video sensor
and destroyed. In the Empire, for example, Pruett Products, Publictechnic, Quarren repair while in flight. • Dual-tread mag-loc locomotion
tolerated semi-Sentient Droids like the Dark Industrial, Rebaxan Columni, Rebeton Kl'Ian • Rectractible Heavy Grasper Arm: +3 Lifting
Reiber Manufacturing, Republic Droids, Equipped With:
Trooper models are tolerated, feared and even • Fine manipulator arms: +3 to repair skills
Republic Engineering Corporation, RetSpan • Three wheeled legs: center leg retractable;
respected. However, their programming lends • Extensible video microbinoculars: +6 to
Audionics, Reubens Robotic Systems, Rim center leg heavy mobility wheel: +3 to Move
them toward an unflinching loyalty to the search for micro-scale work
Securities, Roche Hive, Rodian D-Tec, Rossum • Retractable heavy grasping arms: +3 Lifting
Emperor and his ideals. All other Droids are • Various tools
Droidworks, Rseikharhl Droid Group, Serv-O- • Retractable fine work heavy grasper arm
hunted down and memory wiped, if that doesn't • Cybot acoustic signaler: Droid Languages 2
Droid, Inc., SGI Systems Incorporated, Shiu- • .2 meter sensor dish: detects localized signals
solve the issue, they are destroyed. • Fire extinguisher
Shiu Race Systems, Sienar Intelligence Systems, electronic emissions: 50m range; +3 Sensors
What I’m listing here are some of the more Smitroo Industries, Starfront Health Corporation, • Electric arc welder 10 to 50, 0.3 m range Condition Monitor
universally common Droid models. Any of these Structgalactis Inc., Tac-Spec Corporation, • Small circular saw 40, 0.3 meter range S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
base models can be adapted as a playable Droid Teagan Tech Consortium, TelBrinTel • Holographic projector/recorder Move: 6
Character. Though some will require higher Corporation, Temporary Droids, Tendrando • Fire extinguisher Size: 1.6 meters tall
powered games to be permissible in play. Droids Arms, Tereene, Terminax, Thule droid factory, • Small internal “cargo” area: 2 Kg Cost: 8,980 Credits
are so prevalent that their manufacturer’s and Toong' Security Systems, Trang Robotics, • Some additional small tools and equipment
designs number in the thousands. Here are some TransTech Droidworks, Tredwall, Ubrikkian • Acoustic Signaler
examples of Droid Manufacturers: Steamworks, Uhr-Vah-Vo TechWorks, Ulban • No Life Preservation Programming
AccuTronics, Arakyd Industries, Aratech, Aro. Arms, Uulshos Manufacturing, Uxiol Droid Condition Monitor
Automata Galactica, Baktoid Armor Workshop, Manufacturing, Veril Line Systems, Vertseth S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
Balmorran Arms, Bansche Tech, Beharen Droid Automata, Viper Sensor Intelligence Systems,
Zubintech Move: 3 (6)
Factory, Bibliotron Systems, Blujay, Bossikan/ Size: 1 meter tall
Rendili Caldrahlsen Mechanicals, Calin Cost Matrix for Droid pricing: Count Cost: 9,666 Credits
Industries, Cencil Corporation, Cestus everything up as pips, even features. Break D
Cybernetics ChandrilTech, Chiba Corporation, (even attributes) down into 3 pips. Be mindful
Clandes Industrial, Coachelle Automata Colicoid of skills that benefit from the Attribute, don’t
Creation Nest, Colla Designs, Trey count that when adding them up (1D STR: 2D
CourserCybot Galactica, Czerka Arms, Lifting = 1D Skill = 3 pips). Skills represent 1
DeepSpace Delban Faxicorp, Drendan, Droxian pip. Total Pips x 150 (Character Scale) = Droid
Manufacturing, Duorq, Duwani Mechanical Prototype Design Price. It functions just like
Products, Farrfin Droidworks, GalactiDroid Starship costs do. You multiply the Prototype x
Architecture, Galalloy Industries, Galinolo, various multipliers to get you production models.
Geentech Corporation, Geonosian Industries,
Haor Chall Engineering, Holowan Laboratories, Condition Monitor
Huvicko/Yuzabi, Imperial Department of S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
Military Research, Industrial Automaton, S: Stun, W: Wounded, W2: Wounded Twice, I:
Industrial Intelligence, Intergalactic Droid Incapacitated, M: Mortal, D: Destroyed/Dead
644 645
R1 Astromech Droid R2 Astromech Droid R3 Astromech Droid R4 Astromech Droid
Model: Industrial Automaton: R1-Series Model: Industrial Automaton: R3-Series Model: Industrial Automaton: R4-Series
Model: Industrial Automaton: R2-Series
Type: Astromech Droid Type: Astromech Droid Type: Astromech Droid
Type: Astromech Droid
Era: Old Republic+ Era: Clone Wars+ Era: Rise of Empire+
Era: Clone Wars+
DEXTERITY 1D DEXTERITY 1D DEXTERITY 1D
DEXTERITY 1D
KNOWLEDGE 1D KNOWLEDGE 2D KNOWLEDGE 2D
KNOWLEDGE 2D
Scholar 1D+2: Planetary Systems 2D+2 MECHANICAL 2D Languages 2D
MECHANICAL 2D
MECHANICAL 1D+1 Navigation 2D, Starship Piloting 2D, MECHANICAL 2D
Navigation 3D, Starship Piloting 1D,
Navigation 2D+2, Starship Piloting +2: Space Commscan 1D Starship Piloting 2D, Repulsorlift Operation 3D,
Commscan 1D
Transports 1D+2, Commscan +2 PERCEPTION 1D Commscan 1D
PERCEPTION 1D
PERCEPTION 1D STRENGTH 1D PERCEPTION 2D
STRENGTH 1D
STRENGTH 2D TECHNICAL 2D Search 1D
TECHNICAL 2D
TECHNICAL 1D+2 Computer Programming/Repair 3D, Starship STRENGTH 1D
Computer Programming/Repair 2D, Starship
Computer Programming/Repair 2D+2, Starship Repair 4D, Capital Ship AP, Security 3D TECHNICAL 2D
Repair 3D: Snubfighter 4D, Security 1D+2
Repair 2D+1: Space Transport Repair 3D+1, Computer Programming/Repair 2D+2, Droid
Note: Astromech Droids, may attempt starship
Security 2D Note: Astromech Droids, may attempt starship Repair 2D, Repulsorlift Repair 3D, Security 2D
repair while in flight.
repair while in flight.
Note: Astromech Droids, may attempt starship Note: Astromech droids, may attempt starship
Equipped With:
repair while in flight. Equipped With: repair while in flight.
• Three wheeled legs (center leg retractable)
• Three wheeled legs: center leg retractable
Equipped With: • Retractable heavy grasping arm: Lifting +6 Equipped With:
• Retractable heavy grasping arm: Lifting +6
• Wheeled locomotion • Retractable fine work arm • Three wheeled legs: center leg retractable
• Retractable fine work heavy grasper arm
• Retractable fine work heavy grasper arm • Small electric arc welder 10 to 50, .3 m range • Retractable heavy grasping arm: Lifting +6
• Extendable .3 meter long video sensor: 360
• Internal comlink • Small circular saw 40, 0.3 meter range • Internal comlink
degree rotation: Motion Detection 30m
• Video Sensor with infrared vision • Video display screen • Photoreceptor with infrared vision: 30 meters
• Electric arc welder 10 to 50, 0.3 m range
• Holographic projector/recorder • Holographic projector/recorder • Internal storage: extra space for 8 kilograms
• Small circular saw 40, 0.3 meter range
• Fire extinguisher • Fire extinguisher • Tool mounts: appendages have tools attached
• Video display screen
• Small storage area: Holds 10 Kg • Acoustic Signaler • Fire extinguisher
• Holographic projector/recorder
• Medium arms with varied tools: retractable • Acoustic Signaler
• Fire extinguisher Condition Monitor
• Acoustic Signaler • Small internal “cargo” area: 2 Kg S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 Condition Monitor
Condition Monitor • Some additional small tools and equipment S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Move: 3
S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40 • Acoustic Signaler Size: 1 meter tall Move: 3
Move: 3 Condition Monitor Cost: 11,200 Credits Size: 1 meter tall
Size: 1.8 meters tall S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 Cost: 10,430 Credits
Cost: 5,600 Credits Move: 3
Size: 1 meter tall
Cost: 10,440 Credits
646 647
R5 Astromech Droid R6 Astromech Droid R7 Astromech Droid K2 Security Droid
Model: Industrial Automaton: R5-Series Model: Industrial Automaton: R6-Series Model: Industrial Automaton: R6-Series Model: Arakyd: K2-Series
Type: Astromech Droid Type: Astromech Droid Type: Astromech Droid Type: Security Droid
Era: Galactic Civil War+ Era: Post Endor+ Era: New Republic+ Era: Rise of Empire+
DEXTERITY 1D DEXTERITY 1D+1 DEXTERITY 2D DEXTERITY 3D
KNOWLEDGE 2D KNOWLEDGE 2D KNOWLEDGE 2D Gunplay 3D, Dodge 3D, Unarmed Combat 3D,
MECHANICAL 2D Scholar 1D: Planetary Systems 2D Scholar 1D+2: Planetary Systems 2D+2 Thrown Weapons 3D
PERCEPTION 2D MECHANICAL 2D MECHANICAL 2D KNOWLEDGE 2D
STRENGTH 1D Navigation 4D+1, Starship Piloting 2D, Navigation 5D, Starship Piloting 3D+1, Tactics 3D
TECHNICAL 2D Commscan 2D Commscan 2D MECHANICAL 2D
Computer programming/repair 2D, Starship PERCEPTION 2D PERCEPTION 2D Starship Piloting 3D
Repair: Space Transports 2D Search 1D Search 2D PERCEPTION 2D
STRENGTH 2D STRENGTH 2D Search 3D
Note: Astromech droids, may attempt starship TECHNICAL 2D TECHNICAL 2D STRENGTH 4D
repair while in flight. Computer programming/repair 4D, Security 3D, Computer programming/repair 4D+2, security TECHNICAL 1D
Starship Repair 3D+1 3D, Starship Repair 4D Computer programming/repair 4D, security 4D,
Equipped With: Note: Astromech droids, may attempt starship Droid Programming/Repair 4D
Note: Astromech droids, may attempt starship
• Three wheeled legs: center leg retractable repair while in flight. Equipped With:
repair while in flight.
• Retractable heavy grasping arm: Lifting +6 Equipped With: • Humanoid Body
• Retractable fine worker arm Equipped With: • Optical & Auditory Sensors: Human Range
• Three wheeled legs: center leg retractable
• Photoreceptor with infrared vision: 50 meters • Three wheeled legs: center leg retractable • Built in comm package: 50km range
• Retractable heavy grasping arm: Lifting +9
• Small circular saw: 40 damage, 0.3 m range • Retractable heavy grasping arm: Lifting +9 • Universal Systems Uplink (arms): +3 to
• Retractable fine worker arm
• Holographic projector/recorder • Retractable fine worker arm Computer Program/Droid Program/Repair
• Extendable 0.3 meter long video sensor: Full
• Fire extinguisher • Extendable 0.3 meter long video sensor: Full • Armored: 1D P&E (Ablation: 15, Dur: 25)
rotation: Motion Detect & Night Vision 30m
• Video display screen rotation: motion detect & dark vision 30m
• Internal comlink Condition Monitor
• Small internal cargo area: 4 Kg • Internal comlink
• Holographic projector/recorder S: 13, W: 14, W2: 28, I: 42, M: 56, D: 70
• Acoustic Signaler • Holographic projector/recorder
• Fire extinguisher
• Fire extinguisher Move: 9
Condition Monitor • Video display screen
• Video display screen Size: 2 meters tall
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 • Small internal cargo area: 2 Kg
• Small internal cargo area: 2 Kg Cost: 17,820 Credits
• Acoustic Signaler
Move: 3 • Acoustic Signaler
Size: 1 meter tall Condition Monitor
Condition Monitor
Cost: 8,325 Credits S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
Move: 6
Move: 4
Size: 1 meter tall
Size: 1 meter tall
Cost: 17,400 Credits
Cost: 14,500 Credits
648 649
Mouse Droid Interrogator Droid FX-7 Medical Droid 2-1B Medical Droid
Model: Rebaxan Columni MSE-6 Model: Imperial Engineering: IT-o-Series Model: Medtech Industries: FX-Series Model: Geentech/IA: 2-1B-Series
Type: General Purpose Droid Type: Interrogator Droid Type: Medical Assistant Droid Type: Surgical Droid
Era: Clone Wars+ Era: Rise of Empire+ Era: Galactic Republic+ Era: Clone Wars+
DEXTERITY 2D DEXTERITY 1D DEXTERITY 1D DEXTERITY 1D
KNOWLEDGE 1D Dodge 2D, Melee Combat 4D+1 KNOWLEDGE 2D KNOWLEDGE 2D
MECHANICAL 1D KNOWLEDGE 3D Alien Species 2D, Scholar 1D: (CS) Humanoid 3D, Scholar 1D: Alien Species 3D, (CS)
PERCEPTION 1D Scholar 1D: Alien Species 2D, (CS) Humanoid Biology 2D, Technology 1D: (CS) Bacta/Kolto Humanoid Biology 3D, Technology 2D: (CS)
STRENGTH 1D Biology 2D, (CS) Interrogation Techniques 4D, tank operation 2D Bacta tank operation 3D
TECHNICAL 1D MECHANICAL 2D MECHANICAL 1D MECHANICAL 2D
Commscan 2D Commscan 2D Commscan 2D
Equipped With:
PERCEPTION 4D PERCEPTION 2D PERCEPTION 3D
• Electro-photoreceptor
Investigation 1D: Interrogation 3D, Search 1D Investigation 1D: (CS) Injury/ailment diag 2D Investigation 1D: (CS) Injury/ailment diag 3D
• Auditory sensors
STRENGTH 3D STRENGTH 1D STRENGTH 1D
• Holocam
Lifting/Carrying 1D, Intimidation 2D Lifting/Carrying 1D Lifting/Carrying 2D
• Treads
TECHNICAL 2D TECHNICAL 2D TECHNICAL 3D
• Retractable heavy manipulator (+6 lifting)
First Aid 3D, (AS) Medicine 5D, Security 2D First Aid 2D, (AS) Medicine 5D First Aid 3D, (AS) Medicine 9D: Surgery 10D
• Retractable fine manipulator (+3 to lifting)
• One skill matrix programmed with one of the Equipped With: Equipped With: Equipped With:
following skills at 3D: bureaucracy, sensors, • Repulsorlift Engine • Medical computer scomp link: interface to • Computer interface tether: 5 m. Connected
hide, search, armor repair, blaster repair, • Visual/sound sensor package medical computer or surgeon droid adds +6 to mainframe, +9 to all medical skills.
capital ship repair, capital ship weapon • Vocabulator speech/sound system to all medical skills. Must remain jacked in. • Medical diagnostic computer and sensor
repair, computer programming/repair, droid • Laser scalpel: 20 damage • Medical diagnostic computer and sensor • Analytical computer and sensors capable and
programming, droid repair, security, • Hypodermic injectors: 40 Stun damage • Analytical computer and sensors precise manipulator arms: +3 to Surgery
starfighter repair • Power shears: 50 damage • light manipulator arms • Various surgical attachments
• Grasping claw: +3 to Lifting/Carrying • Primary manipulator arm • Hypodermic injectors: 40 Stun damage
Condition Monitor
• Various surgical attachments • Medicine dispensers
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 Condition Monitor
• Hypodermic injectors: 40 Stun damage
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55 Condition Monitor
Move: 6 • Medicine dispensers S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Size: 0.33 meters tall, .66 meters long Move: 3 Condition Monitor
Cost: 2,064 Credits Size: 1 meter S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 Move: 3
Cost: 23,000 Credits Size: 1.5 meters tall
Notes: Move: 3
• 50% Cost reduction due to limited nature of Cost: 15,400 Credits
Size: 1.7 meters tall
the Droid’s programming. Cost: 8,440 Credits
• 20% Cost Reduction due to release in the
Clone Wars.
• Droid may only possess a single skill at any
given time.
• Internal Bay that can hold small objects (like
a lightsaber, Blaster, Proton Torpedo,
Concussion Missile Warhead, etc).
650 651
Viper Probot Generic Battle Droid Super Battle Droid Droideka Destroyer Droid
Model: Arakyd: Viper-Series Model: Baktoid Combat Automata: B1-Series Model: Baktoid Combat Automata: B2-Series Model: Baktoid Combat Automata: D-Series
Type: Probe Droid Type: Multi Purpose Droid Type: Combat Droid Type: Heavy Combat Droid
Era: Rise of Empire+ Era: Clone Wars Era: Clone Wars Era: Clone Wars
DEXTERITY 3D DEXTERITY 1D DEXTERITY 2D DEXTERITY 3D
Gunplay 2D, Dodge 1D KNOWLEDGE 1D Gunplay 1D: Blaster Rifle 2D, Dodge 1D, Gunplay 1D: Blaster Rifle 3D
KNOWLEDGE 2D MECHANICAL 1D Unarmed Combat 1D, Melee Combat 1D KNOWLEDGE 1D
Scholar 1D: (CS) Planetary Systems 2D, PERCEPTION 1D KNOWLEDGE 1D MECHANICAL 1D
Technology 1D: (CS) Power Generators 2D STRENGTH 2D MECHANICAL 1D Shields 4
MECHANICAL 3D TECHNICAL 1D Starship Gunnery 2D PERCEPTION 1D
Commscan: Sensors 3D, Communications 2D *Choose two skills, place 2D in each skill PERCEPTION 1D Search 4
PERCEPTION 3D STRENGTH 3D STRENGTH 3D
Investigation 1D, Search 1D: Tracking 5D Equipped With: TECHNICAL 1D TECHNICAL 1D
STRENGTH 4D Integrated comlink Equipped With:
Lifting/Carrying 1D Humanoid Body Equipped With:
• Integrated comlink • Remote processor: 500 Km range
TECHNICAL 2D+1 Armored Chassis: 1D P&E to resist damage • Humanoid Body
Droid Program/Repair 1D+2, Vocabulator: Droid can replicate organic speech • Armored: 1D Energy (Ablation: 15; Dur: 25)
• Optical & Auditory Sensors: Human Range • Defensive shields:
Repulsorlift Repair 1D Optical & Auditory Sensors: Human Range • Armored : 2D P&E (Ablation: 30, Dur: 40)
Sensors: Folds into backpack sized stowage 5D (Ablation:75; Dur: 255)
• Double Durability for Armor • Triple Durability on Shields
Passive: 50/+3 (1D) No Life Preservation Programming • Double Light Repeating Blaster: 50* • Optical & Auditory Sensors: Human Range
Equipped With: Note: Whether they be pilots, foot soldiers, Damage, +3 to hit, Range: 3-30/100/300; • Double Medium Repeating Blasters*: 60
• Long-range sensor: +3 to Search for objects commanders, communications officers, sensor Light Burst Damage, +3 to hit, Range: 3-75/200/500
between 200 meters and five kilometers away operators etc. They just have 2 skills with • Remote receiver: 5,000 km range, with local *Note: Can fire both simultaneously for 1 Free
• Movement sensor: +6 to search for moving limited ability. back-up processor (memory wipe immune). Action once per round (no action penalty, 2
objects up to 100 meters away (1FA to • Vocabulator: replicate organic speech targets). Light Burst
attempt detection) Condition Monitor • No Life Preservation Programming • No Life Preservation Programming
• Atmosphere sensors: determine Type I/II/ S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40 Condition Monitor • Collapse into wheel for +3 Move
III/IV
• Self-destruct mechanism: 200 Damage/Self S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55 Condition Monitor
• Repulsor generator for movement Move: 3 Move: 6 S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55
• Several retractable manipulator arms Size: 1.6 meters tall Size: 1.9 meters tall
Cost: 3,960 Credits Move: 9 (12)
• Several retractable sensor arms for gathering Cost: 7,380 Credits Size: 1.65 meters tall
samples Cost: 10,440 Credits
• Blaster Pistol: 44 (4D+2); Range: 3-
10/30/120; Shots: 500
Move: 9
Size: 1.8 meters tall
Cost: 23,800 Credits
Condition Monitor
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55
652 653
IG-100 MagnaGuard Tactical Droid Super Tactical Droid RLG Guardian System
Model: Holowan Mechanicals: IG-series Model: Baktoid Combat Automata: T-Series Model: Holowan Mechanicals: (S)T-series Model: Arakyd Guardian Droid System
Type: Combat Droid Type: Command Droid Type: Command Droid Type: Combat Force Multiplier
Era: Clone Wars Era: Clone Wars Era: Clone Wars Era: Clone Wars+
DEXTERITY 4D DEXTERITY 2D+1 DEXTERITY 2D
DEXTERITY 1D+1
Dodge 3D, Unarmed Combat 2D, Dodge 2D, Gunplay 2D Gunplay 1D, Dodge 1D
KNOWLEDGE 3D
Melee Combat 5D KNOWLEDGE 3D KNOWLEDGE 1D
Scholar 1D: Planetary Systems 2D, Tactics 1D
KNOWLEDGE 2D Scholar 2D: Planetary Systems 3D, Tactics 2D Tactics 1D
MECHANICAL 1D
MECHANICAL 2D MECHANICAL 2D MECHANICAL 1D
PERCEPTION 3D
PERCEPTION 3D Navigation 2D, Starship Piloting 2D Commscan 1D
Command 2D
Search 3D, Sneak 1D PERCEPTION 3D PERCEPTION 2D
STRENGTH 2D
STRENGTH 4D Command 3D, Investigation 2D Search 1D
TECHNICAL 1D
Climbing/Jumping 2D, Lifting/Carrying 2D STRENGTH 3D STRENGTH 1D
TECHNICAL 2D Equipped With: TECHNICAL 2D TECHNICAL 1D
Computer Programming/Repair 1D, Droid • Humanoid Body Computer Programming/Repair 2D, Droid Equipped With:
Programming/repair 2D • Optical & Auditory Sensors: Human Range Programming/repair 3D, General Maint 2D • Internal blaster pistol
• Vocabulator: replicate organic speech
Equipped With: Equipped With: (40 Damage, Range 3-10/30/120)
• Integrated Military Comm System: 5,000 Km
• Humanoid Body • Humanoid Body • Repulsorlift drive unit (+4 Move)*
• No Life Preservation Programming
• Armored: 1D P&E (Ablation: 15, Dur: 25) • Optical & Auditory Sensors: Human Range • Free Action: Sensor Sweep: Full Spec sensor
• Optical & Auditory Sensors: Human Range Condition Monitor • Vocabulator: replicate organic speech package (in Kilometers & Space Units).
• Long-range sensors: +6 to search for objects S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40 • Integrated Military Comm System: 7,500 Km Sensors:
up to 300 meters away Move: 4 • Heuristic Processor: Can use skills not Passive: 5/0
• Motion sensor: +6 to search for moving Size: 1.7 meters tall possessed, learns from each encounter +1 Scan: 10/+3 (1D)
objects up to 100 meters away Cost: 4,950 Credits Character Point/combat Search: 15/+5 (1D+2)
• Vocabulator: replicate organic speech • Backup Memory: Memory Wipes: no effect Focus: 3/+8 (2D+2)
• Electro-Staff: STR+20, deflects Lightsabers • Magnetic Feet: Lock onto hull plating • Self-destruct mechanism (108 Credits)
• No Life Preservation Programming • No Life Preservation Programming (80/60/40/20, 0-2/3-4/5-6/7-9)
Condition Monitor • +3 to Hide the RLG Belt on any Humanoid
Condition Monitor
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55 (it’s composition helps defeat sensors)
S: 13, W: 14, W2: 28, I: 42, M: 56, D: 70
Condition Monitor
Move: 12 S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Size: 1.8 meters tall Move: 7
Cost: 12,420 Credits Character Points: 5-10 Move: 10*
Size: 1.9 meters tall Size: 0.1 meters tall
Cost: 11,700 Credits Cost: 22,360 Credits (Paired w/belt dock);
11,000 Credits (units); 360 Credits (Belt)
RLG Droids come in pairs, mounted to a Belt
Recharging station that can easily be worn (and
concealed) by most humanoids. The units
deploy and fly with integral repulsors. All RLG
units automatically sweep with their sensor
suites and the sensor bonus then applies to all
skills for any detected targets (bonus will apply
to Gunplay, Dodge, Tactics, Search, Etc).
• Units can operate for up to 25 hours each
• Belt Carries 24 hour recharge for each unit
654 655
BD1 Buddy Droid K4 Security Droid “Stilleto” Security Droid J9 Worker Drone
Model: Melody Fellowship: BD1-Series Model: Rim Securities: K4-Series Model: Arakyd: Stiletto Series Model: Roche: J9-Series
Type: Companion Droid Type: Security Droid Type: Security Droid Type: Assistant / Protocol Droid
Era: Galactic Republic+ Era: Galactic Republic+ Era: Galactic Republic+ Era: Galactic Republic+
DEXTERITY 2D DEXTERITY 3D DEXTERITY 2D DEXTERITY 2D
Dodge, Melee Combat Gunplay 4D, Dodge 5D Dodge 2D, Gunplay: Stun Blaster 3D+2 KNOWLEDGE 4D
KNOWLEDGE 2D KNOWLEDGE 1D KNOWLEDGE 1D Bureaucracy 1D+2, Languages +1, Scholar:
Scholar, First Aid MECHANICAL 1D MECHANICAL 1D Alien Species 1D+1
MECHANICAL 2D PERCEPTION 1D PERCEPTION 2D MECHANICAL 1D
Commscan 1D STRENGTH 1D Search 3D PERCEPTION 3D
PERCEPTION 2D Athletics 3D STRENGTH 2D Persuasion 1D+2, Sneak 1D
Search 1D TECHNICAL 1D TECHNICAL 1D STRENGTH 1D
STRENGTH 1D TECHNICAL 1D
Equipped With: Equipped With:
TECHNICAL 2D Security 4D+1
• 2 Auto Balance Legs • Cylindrical Body
Computer Programming/Repair 2D, Starship • 2 Arms, 1 Grasper (1 Blaster Arm) • Repulsorlift Locomotion Equipped With:
Repair, General Maintenance & Repair 1D, • Armor 2D P&E (Ablation: 30; Dur: 40) • Stun Blaster: 40 Damage (4D); • Two photoreceptors: Verpine Range
Security 2D, Droid Programming/Repair • Internal Blaster Rifle: 50 Damage (5D); Range: 0-10/20/40 • 2 Arms, 2 Legs
Equipped With: Range: 5-30/100/200 • Armor: 2D Energy (Ablation: 30; Dur: 40) • Olfactory Sensors: +3 to smell based Search
• Two legs • Enhanced Ground Performance +2 • NeuroSaav Sensor Suite: +3 to Search • Arjan Vocabulator: Organic Speech
• 2 Sensor Antenna: Boost all Technological • NeuroSaav Biorecognition Package: +6 to • TransLang II Communications Module: +6 to
Condition Monitor
Search Tests by +3 Search if bio-scan readings are available; 40 Languages
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
• Scomp Link: +3 to all Hacking / Security / meter range. Condition Monitor
Computer Programming and Repair Tests Notes:
Condition Monitor S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
• Spotlight • Design Flaw: Equilibrium Issue - If the
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
• Holographic projector/recorder Droid’s Auto Balance Legs aren’t regularly Move: 6
• Acoustic Signaler maintained along with the Rifle Arm the Notes: Size: 1.9 meters tall
• Armored L1 P&E (Ablation: 15; Dur: 25) droid can become unstable while moving. • Inefficient Repulsor Coil: Slower than Cost: 10,200 Credits
Reduce Dodge by 2. normal movement: -1 Move
Condition Monitor
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 Move: 5
Move: 11 Size: 1 meter tall
Notes: Size: 1.6 m tall Cost: 15,360 Credits
• Like an Astromech Droid, the BD1 units may Cost:
attempt starships repair while in flight. 10,320 Credits
• The BD1 droid is small and nimble, any
attempts to target the droid are performed at
+2 DR difficulty.
Move: 6
Size: 0.5 meters tall
Cost: 15,360 Credits
e,:,
656 657
Game Mastering 2. Become familiar with all the content in our
book. You’re going to have to hand hold some
Be somewhat familiar with the game this book is people to get them acclimated.
based off of: West End Games Second Edition,
Revised and Expanded. The book is pretty 3. Make all your players read, yes, actually read
straight forward and it’s, overall, withstood the the Basics section of the book. The biggest issue
ages as a very playable game system. I have with players these days is that they don’t
read and expect to play a game.
99% of the Core books and Community books
are located on: 4. Become intimately familiar with the GM
section of the game. Know what I have here
http://d6holocron.com/ inside and out and then make it your own, you’re
They haven’t updated our book in over a year. the story teller, your imagination is going to
So, change there happens slowly. become your own rule set that your players have
to respect. You make all the final decisions in
Another site you will want to check out is: any dispute you run across.
http://www.starwarstimeline.net/ 5. Build a Core concept: Either choose a time
All kinds of goodies and out of print / never line for the game’s setting or create your own.
printed content out here. Understand how your galaxy works, who the
power players in it are and what the setting for
http://www.rancorpit.com/forums/index.php the player narrative is.
It was the “go to” site for all things Star Wars 6. Build a loose intro story. What I mean by that
CONGRATULATiONS.
and RPG. is, very loose. Not everyone is going to want to
YOU'RE A LRERMY DEAD.
AND HALF THE PEOPLE If you cannot find a copy of that book, for play a character that starts in the same “bar” or
HAVEN'T EVEN FOUND
THEIR SEATS YET whatever reason then take a look at Womp Rat hiring hall. If people want to play something
Press’s REUP. It’s a modern re-write of West radical, find a way to introduce them to the rest
End Game’s Star Wars 2nd Edition Revised and of the players. You should endeavor to get the
Expanded. player introductions done in the first hour of
game play.
Funny thing, I never knew REUP existed. I 7. Build a concept for your main story. Don’t
wrote the core rules in this book because I over do this. The players may not want to adhere
thought they needed to be created. I stumbled to it, they may go a totally different direction.
across REUP around 2016 when I released my You have to remain adaptable and capable of
first public draft of the 3rd Edition. Surprisingly, generating a new story on the fly. 90% of the
I discovered that you can overlay most of their time you can still find a way to get them back
rules with ours seamlessly since it seems to into the story arc you put together. However, if it
closely follow the old WEG model. doesn’t happen all you have to make certain of is
The rules in this book supercharge game play. that people are enjoying themselves.
Adding layers and layers of complexity and If your game becomes player driven, don’t fight
granularity that just didn’t exist in any version of it. Embrace that, because very few games
the West End Games Star Wars or even in fan generate their own content (by the players) that
content. You can run this any way you want to, you don’t have to painstakingly assemble. That’s
it can be classic Star Wars with a ton of granular a blessing and a sign that you have really good
and gritty detail or it can be Epic, power gaming. and adaptable role players in your group.
Use the rules here how you want to, toss what 8. Pre-Generate some handouts. These could be
you don’t like, modify the rest, it’s your game. a unique gun, a ship, a technical briefing or
I’m just attempting to provide an outside the box pertinent information about a secret Imperial
set of guidelines that you can choose to use or Plan that the players can attempt to thwart / steal
not. to allow them access to the Rebel Alliance / Sell
Guidelines for Running a game: on the Black Market, etc. You can use the
handouts as plot items to pull the game back into
1. Do your homework, get a base understanding
your own story, from almost any point of main
of the old rules (REUP or WEG Star Wars)
story derailment.
658 659
9. Pre-Generate at least 1-2 encounters of things immediately, but an optical sonar like attachment seek them out to offer them missions and characters are doing while time passes. These
that the players can handle. Then take your pre might work or some kind of combat visor that’s additional plot hooks into other stories. Don’t stories allow for more player driven and dynamic
generated encounters and super charge them wired into the slag of their optic nerves (or keep them on a linear path. Change it up. Make games where you as the GM can take things they
when necessary. crappy Droid Optics). these side quests offer something. Perhaps a bit want to do and turn them into games and quests.
of tech, maybe some additional manpower or If you really want to invest your players in your
Example: You pre generate 12 Storm Troopers, Torture… Ah, torture and imprisonment. This is
allies down the road, or it could even be for story, let them write their own and run with it.
breaking them up into squads of 4. The players a great plot hook into another game session.
information they sorely need and still build their Creating player, specific, focused games for
might take them on in the groups of 4, or as Capture and torture one or two of the party
contacts and reputation. individual player goals is another great tool to
twelve. If those encounters are public and the members and make the rest of the group hatch a
keep things new and fresh.
players end up being hunted, double, triple or plan to save them. 15. Build up a theft mission. Something that
quadruple the number of hunters. requires the players to actively use stealth and 20. No matter how weak your players skills and
11. Don’t make all your “Bad Guys” evil. These
some planning to acquire something either for stats are, make damn sure they know they’re
10. Pre-Generate a “Bad Guy(s)”. This is a can be recurring villains that don’t actually want
greed, necessity or disruption of some faction. heroes. Most people will freeze in certain RPG
Hero level nemesis that the party cannot kill, to kill the party. Perhaps, they’re simply
situations. Present them with a couple examples
easily, and will likely survive the encounter and following orders. Maybe they can defect. They 16. Don’t be afraid to introduce the players to
or empower them to take certain actions that
get better, only to show up later and harass them might even be looking for an excuse to slip the key players in the galaxy. You can do this at any
show off how dynamic and fun the mechanics
or hunt them. Imperial noose. Regardless, some of the best re- time. Having recurring contacts where there is
here are. Like multiple actions: Instead of just
occurring “Bad Guys” are the ones that fail, some familiarity and even a bit of camaraderie
You can equip your bad guys with plot armor so shooting the two troopers, I quick draw both of
miserably to kill the party and add to comedic with will invest players in your story lines. They
they don’t die or you can let the players murder my blasters and flip them in the air, passing one
relief. Like when their hatred of a player or the could have met Garm Bel Iblis in bar after a
them. If your group kills every Bad Guy Leader another. I grab each gun after they pass one
party overwhelms them and their interference rousing speech, only to encounter him again
you toss their way, incrementally increase the another and switch them to stun, then drop each
into group events actually ends up inadvertently during the Thrawn Trilogy and lend a hand and
next guy’s power level until they can’t. This is trooper with a single shot. I would penalize the
saving the group’s lives. Possibly even after that, during the Black Fleet Crisis they may
going to be your natural escalation of the kind of opposition after such a player display of
thwarting another Imperial Military operation. enlist his support to hit a Yevethan target. The
trouble the party is causing. You need to threaten flamboyance by surprising or confusing them
Some of these guys can eventually become allies players could know Luke Skywalker, or Han
and challenge your players with something they into inaction.
of a sort. When they give up their mad quest for Solo or any number of other influential power
can’t handle. If their notoriety hits a certain
a total party kill and find their own footing and players in the Galaxy. 21. Reward good Roleplaying and good Role
point, you need spank your players. Kind of like
start sharing intel and trading favors 12. Pre- Acting. Roleplaying is simply a player
an “Empire Strikes Back” scenario. The game 17. Encourage your player to use the skills they
generate a chase encounter(s). Build up some describing, thoughtfully, how they accomplish a
will be too easy and dull if they never lose. I have. What I’m talking about is that they should
opposition on planet with some armed speeders. task (where appropriate) and that should always
recommend against killing players, however, I’m be modifying crap out of everything they have.
Throw together some Snubfighters that will harry be rewarded and encouraged: Award 5-15 points
all for cutting off limbs, melting out their eyes, Whether it be speeders, snubfighters, transports,
the players ship(s) out of the system, etc. Adding of difficulty reduction for a decent to great
capturing and torturing players, your call, you guns, etc. The more personalization people put
chase elements always adds a good level of description. Those capable of Role Acting
are the GM. into their “stuff” the more invested in your game
tension to the game. These opponents should be (getting into character) should always receive a
they become.
If you chop off someone’s arm or leg, then you suitably outnumbering the players to make them bonus to performing their tasks to the same tune
had better have something in place to replace run, not necessarily more powerful or better. Just If they lose their stuff, let them find new stuff to 5-15 point difficulty reduction based upon how
that arm or leg. It can be a Droid arm or leg in enough to take a couple losses and present a big personalize and make their own. The loss of a well they can ham it up.
the interim until they can either clone or get a enough threat to force the players to run. highly personalized item should be replaced with
good cybernetic prosthesis. The key here is to something (not necessarily better)with the 22. Players that make you and/or everyone laugh
13. Somewhere in your campaign pre-generate a while playing in character should get a
not screw your players. Luke lost an arm, and if potential to be equal if not better than what they
fleet battle. Not just a generic one either. One in participation bonus in game to the tune of a 5
he can so can your players. lost.
which the players can actually be a part of. point reduction on a test.
In lore, most Droid components have this Whether they are pressed into service in a star 18. This goes hand in hand with 16 and possibly
uncanny ability to interface directly into living fighter battle or some or all of them end up even 11. Encourage your player to build The most important parts of being an
beings as replacements. If Kay Quel Droma, in manning positions on the bridge of a Capital relationships with NPCs. This could be anything
the Knights of the Old Republic time line (4000 Ship and applying Command and Tactics skills to from them creating their own personal trooper
effective GM
BBY) could slap on a Droid arm right after carry the day. This will invest your players in squad to founding their own Jedi Academy. Is knowing the strengths and weaknesses of your
getting his chopped of, with limited technical whatever entity they are fighting along side of. Players could liberate a planet and actually set up players. If they are massively out matched, don’t
skill and being a Jedi, then replacements are Hand out commissions / medals as appropriate shop as a legitimate government where their kill them. Know when to back down your
pretty easy to find. You can use our cybernetic and then send them on their way or build a game actions shape the galaxy. Don’t limit player difficulty, introduce another resistance cell that
replacement rules (which might just kill him) or around it. creativity and always attempt to encourage them blows up a building on the other side of the city
just make it plot armor and say it happens. to think bigger and more ambitious. pulling forces off them or something.
This will arguably take the most time to generate
If you melt out someone’s eyes, and they don’t and set up. Hopefully, at least one of them is a 19. Encourage your players to expand their back All too often I have run into GM’s that kill
have the Force to see, you need to find a way to decent pilot! stories. Also, encourage them to generate players because they placed too strong an
help them see. Cybernetic eyes might not work content for in between stories that their adversary in the game and the party wasn’t
14. As the players become known have NPCs
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prepared for it. In these instances you can Old: All Attributes remain the same, however, species. the festival.
mortally wound a player(s) if they will be your ability to resist damage has been For game purposes you won’t have any penalties • Harvest Day an annual festival celebrated in
revived. Otherwise, have the villain leave his diminished. -1D to effective strength tests to until you reach the Old Stage unless you actually the city of Mos Eisley on Tatooine.
piddly minions to deal with the players after you resist damage. +3 Competency bonus to all take them as disadvantages.
realize they are out matched. Knowledge Skills, +1 Capital Advantage • Empire Dawn/Day annual holiday held to
commemorate the rise of the Galactic
If you feel you have to kill a player to teach
them a lesson, you’re doing something wrong
Very Old: Suffer a –2 Pip loss to Dexterity &
Strength in addition to the above. These can be
The Galactic Calendar & Empire.
as the GM (you need to take a step back here). bought back for 10 points each pip (40 Character Time Keeping • Equinox Dawn annual holiday that marked
Roleplayers get attached to their characters, you Points). The Old damage resistance still applies. According to the Galactic Standard Calendar the beginning of autumn on the planet
should never vindictively kill a player’s hero +3 Competency Bonus to all technical tests, +1 … I don’t think anyone actually gives a shit. Hosnian Prime. Sun-sail was held in the
trying to enjoy your game. Additional Capital Advantage Thus for the purposes of the game play and time planet's capital to commemorate the holiday.
If you kill a player’s hero because they Ancient: Suffer a –1D D-Code loss to Dexterity keeping I’m using the following (I looked into at • The Festival of Light on Naboo, which
persistently invite death even after you have & Strength, this time it cannot be re-purchased. - least 4 calendars for the universe and one hadn’t celebrates the anniversary of the planet
cautioned them repeatedly... If it makes sense 1D+2 to effective Strength to resist the effects of even established how many days were in a Naboo joining the Galactic Republic.
for good story, kill them. When they make a Damage. Obscure Knowledge Advantage month).
• Q'anahwas an ancient festival celebrated on
new hero, don’t penalize them (and allow them granted for one Skill of Choice. +1 Additional 60 Seconds in a minute the planet Asmeru.
to introduce them immediately by limiting their Capital Advantage 60 Minutes in an Hour • Tapani sector Expansion Week just before the
background options to one of the many For a second go around, those that hit these age 24 Hours in a Day upper class Capital Season. It falls between
professions that is instantly available at that time, Markers a Second time, Increase the competency 5 Days in a Week the months of Selona and Telona.
Even a defector from the enemy force so they bonuses to +5. Stack the Capital Advantage 7 Weeks in a Month (35)
can get in the game fast instead of waiting until gains and add another Obscure Knowledge 10 Months + 3 Festival (Fete) Weeks + 4 • Harvest Day first observed by the original
next time). Allow them to make a new hero on Advantage at Ancient. Holidays = 1 Year (right from Wikipedia) (11 settlers of the sector. The exact origins of the
par with the rest of the party (same experience). Total Months, Fete Weeks and Holidays are all a holiday are have been lost over time, but it
For Immortal Characters, 100 years beyond was believed that the settlers traditionally
twice their base life span add another Obscure week long each; a month of holidays and
The Effects of Aging Knowledge Advantage, add +2 pips to Attributes festivals that supersede the progression of the commemorated the time of harvesting their
crops on this day. In later years, it was
and increase the competency bonuses to +6. standard year/current month)
All characters grow old over time, however, in simply a day off from work. Harvest Day
the Star Wars Universe people tend to live very For every century they live beyond that Add 385 Days in a Standard Year (My call, the web falls between the months of Yelona and
long lives. The typical life span of most races is another Obscure Knowledge Advantage and add cites 368 days) Relona on the Tapani local calendar.
120 Years. For All intents and purposes assume +1 pip to one Attribute with a Maximum Gain of Festivals (an entire week, called Fete Weeks)
most races have this limitation. The Anomalies • Productivity Day between the months of
+2D in this fashion (including the previous +2 • New Year Fete Week: First five Days of the Nelona and Helona.
are Wookiees, Yoda’s race and Arak. Advantages Pips). new Year
like Longevity, Pre Natal Nanotech & • Life Fete Week: 5 days between the sixth and • Tapani Day held annually just after the
Immortality tend to blur the lines a bit as well. Age Categories seventh months month of Kelona, and before the month of
It’s often been said that Force Users have the • Stars Fete Week: 5 days between the 9th and Selona.
The Second Column is the percentage by which
capability to live extremely long lives, yet there you multiply the age of the species that has a 10th months • Shelova Week a traditional Herglic holiday
has never been a direct effect associated with it. longer base life span than 120 Years in order to • A Galactic (or Imperial) Fair concludes each that celebrates commerce and family, two
That changes here. Determining a Jedi’s life determine the time spent at each Age Category. of these weeks things which are interrelated to the Herglic
span is rather simple. Days: race. Shelova Week is a time to exchange
Category 120 Yr Lifespan Percentage
Primeday gifts, make new business alliances, discuss
Jedi Lifespan Extension: Infant 0-5 4.25 trade arrangements, and spend time with
Centaxday
Child 6-10 4.25 Taungsday family members. As the Human population
Per D of Force Attribute, extend a Jedi’s life span of Tapani Sector began interacting with the
by 10% (3% per pip), Per D of Control further Young Adult 11-17 6.8 Zhellday
Adult 18-39 18.3 Benduday Herglics, they too began celebrating the
extend a Jedi’s Lifespan by 1%. holiday, although many Humans simply take
Jedi benefit in the same fashion that Longevity Middle Age 40-60 16.6 Take the following with a grain of salt… Use vacation instead of also developing business
does (just without the 3x base life span). Old 61-80 16.6 them as you wish, but some don’t even partnerships. On the Tapani local calendar,
Very Old 81-100 16.6 correspond to the standard year (14 month long Shelova Week falls between the months of
Per tier of Darkside Attunement a Jedi year listed on some worlds). Helona and Melona.
Possesses, reduce their Lifespan by 2.5%. Ancient 101-120 16.6
• The Boonta Eve annual festival celebrated on • Winter Fete is a holiday which originally
If the Jedi is Consumed by the Dark Side, double This yields a 99.9% return, I tacked on .05 Tatooine. It honors the rise of Boonta
Infancy and Childhood just to get the percentage marked the winter equinox on the planet
the penalty. Hestilic Shad'ruugodhood. The Boonta Eve Pelagon. The settlers there were the first to
to 100%. Should be fine for other long lived Classic (Pod race) is held to commemorate
662 663
celebrate Winter Fete, and when they began The Player(s) wrote a character background: 5- bath, I will attempt to lay out the most common Skilled (5D); Cost: 93.75; 36,094 Credits
settling other planets in the sector, the 15* points (once). things here. I’m not going to do this by Expert (6D); Cost: 125; 48,125 Credits
holiday went with them. Over time, the profession. You’re the GM, you get to do all that
• A Paragraph: 5 Points
holiday was modified to coincide with fun stuff. These are abstracted costs associated Advanced (7D); Cost: 156.25; 60,157 Credits
Coruscant's Fete Week. In the Galactic Civil • A Page: 10 Points with generalized skill levels. Ace (8D); Cost: 187.5; 72,188 Credits
War-era Tapani local calendar, Winter Fete • A Novelization (2-10 Pages): 15-60 Points Assume 2D Attributes, however, increase the Renowned (9D); Cost: 218.75; 84,219 Credits
fell on the very last week of the year,
*If someone goes above and beyond, like writing base cost (Skill Levels) by 25% for every D over
following the month of Welona. Masterful (10D); Cost: 250; 96,250 Credits
a short story that defines who their starting 2D in the core area (and otherwise; Max 4D).
• Independence Week in the Freeworlds Advanced Skills:
character is and hits all their major Skill Levels:
Territory of the Tapani sector is from 10th of
developmental milestones: Award 5 points per Substandard (3D); Cost: 52.5; 20,213 Credits
Relona through the 15th. It celebrates the Destitute (1D); Cost: 15 Credits
Page after the 2nd with a maximum award of 60
Freeworlds separation from the Expanse. Professional (4D); Cost: 75; 28,875 Credits
Points. If it’s shit, and just word vomit, cut the Poverty (2D); Cost: 25 Credits
• Life Day is a Wookiee celebrated holiday on award in half (30 Points Maximum). It took
Substandard (3D); Cost: 35 Credits Skilled (5D); Cost: 112.5; 43,313 Credits
Kashyyk. effort to hammer out, you owe them something
• Mofata Polneyeor season is a Yevethan for trying. Professional (4D); Cost: 50 Credits Expert (6D); Cost: 150; 57,500 Credits
mating ritual. Plat Mallarthat is the Yevethan Maintaining a running background / Log Advanced (7D); Cost: 187.5; 72,188 Credits
Skilled (5D); Cost: 75 Credits
holiday on Polneyeplace on the 40th day of (recorded notes on personal growth in a readable
Mofat. Expert (6D); Cost: 100 Credits Ace (8D); Cost: 225; 86,625 Credits
narrative fashion that builds the character): 3
• The Month of Plenty a Weequay season that Points (per game session) Advanced (7D); Cost: 125 Credits Renowned (9D); Cost: 262.5; 101,063 Credits
honored the moon god Quay. The Players had Fun: 1 Point Masterful (10D); Cost: 300; 115,500 Credits
Ace (8D); Cost: 150 Credits
• Temples on the planet Sriluur are dedicated The Player(s) Achieved an Objective: 3 Points Advanced & Specialized Skills:
to Quay and have an open skylight in their Renowned (9D); Cost: 175 Credits
roof which allows Weequay priests to track The Player(s) is inquisitive: 1 Point Masterful (10D); Cost: 200 Credits Substandard (3D); Cost: 61.25; 23,582 Credits
the moon's progress during this month. Player(s) avoided unnecessary conflict: 3 Points Professional (4D); Cost: 87.5; 33,688 Credits
If they have a Specialization, add 25% to the cost
• Thulp is another galactic day of celebration The Player(s) took on high risk: 3 Points Skilled (5D); Cost: 131.25; 50,532 Credits
in the name of the summer growing season If the have Advanced Skills, add 50% to the cost
on the planet Draenell's Point. It lasts about The Player(s) think outside the box: 1 Point Expert (6D); Cost: 175; 67,375 Credits
14 standard months, making up about a
Annual Salaries: (Above x 385
The Player(s) came up with a plan: 3 Points Advanced (7D); Cost: 218.75; 84,219 Credits
fourth of the planet's long year. Days)
The Player(s) executed the plan (regardless of Ace (8D); Cost: 262.5 Credits; 101,063 Credits
• Carnival Week, a patriotic Imperial holiday Standard:
whether or not successful: 3 Points Renowned (9D); Cost: 306.25; 117,907 Credits
on Coruscant. Destitute (1D); Cost: 5,775 Credits
The Player(s) are generous to others (aiding the Masterful (10D); Cost: 350; 134,750 Credits
• Cordel Cove Winter Carnival on Neftali, Poverty (2D); Cost: 9,625 Credits
weak, healing the sick, saving an NPC’s life): 1-
celebrating the ice planet's natural beauty.
5 Points Substandard (3D); Cost: 13,475 Credits
• Republic Day, annual event celebrating the Notes:
foundation of the Galactic Republic. The Player(s) build relationships with NPCs: 1-5 Professional (4D); Cost: 19,250 Credits
Points per game session (regardless of quantity) Destitute and Poverty Level Skill Sets do not
• High Day, a galactic holiday. Skilled (5D); Cost: 28,875 Credits apply to Advanced or Specialized Skills. They
The Player(s) actively promote their NPC
Expert (6D); Cost: 38,500 Credits are included to give perspective to the lowest
Character Point Awards counterparts and keep them alive long enough to
become Heroes themselves: 15 Points awarded earners in the galaxy.
It is incredibly important for players to be Advanced (7D); Cost: 48,125 Credits
once per Campaign (regardless of quantity)
allowed to grow and advance their heroes. Don’t Ace (8D); Cost: 57,750 Credits
be stingy here. Typical awards for a game The Player(s) are Heroic: 1 Points
session should be a minimum of around 30 Renowned (9D); Cost: 67,375 Credits
The Players Sacrifice themselves (getting
points but can easily be higher. I encourage wounded +) for story advancement: 5 Points Masterful (10D); Cost: 77,000 Credits
awarding individual points in some areas (where
appropriate). The Cost of Services Rendered Specialized:
Examples of Awards: The costs presented here are a reflection of what
Showing up at a game: 3 Points Substandard (3D); Cost: 43.75; 16,844 Credits
you would have to pay someone else to do things
Roleplaying IN Character: 3 Points for you. Whether that be hiring a doctor, a Professional (4D); Cost: 62.5; 24,063 Credits
modification expert or give your Droids an oil
664 665
Standard, Everyday, Expenses Archive / Data Access (Library) Development of an Kerberos
Location: Outer Rim, Kerber Sector
Room and Board Standard 25 Credits Independent Galactic Entity: Type: I (3 Points)
Low End: 25 Credits/day Advanced 50 Credits System: Self Patrolled (Non-Imperial)
Climate: Temperate
Decent: 50 Credits/day Private 100 Credits Gravity: Standard
Species: Humans (Native); Primitive Pop*
Upgraded: 75 Credits/day Rent A Cops Population: 100 Mil + 100 Mil Primitives (1)
Government: Independent
Up Scale: 125 Credits/day Thugs 25 Credits/day/ea Starport(s): 1 Imperial, 2 Standard, 4 Small (2)
Station(s): None
Luxurious: 250 Credits/day Basic 50 Credits/day/ea Tech Level: Above Average (Starport Quality, 2)
Oil Bath (for Droids) Lookout 75 Credits/day/ea Import / Exports: Samoflanges (Luxury) Free*
Wage Rate: Skilled (5D): 28,875 Cr/year (2)
Self Serve: 25 Credits Professional 125 Credits/day/ea Annual Purchase Units: 8
Planetary Income:
Attended: 50 Credits Ex Military (3D) 500 Credits/day/ea The budget you will have to spend for upgrades,
Full Service: 100 Credits Spec Ops (4D) 1,000 Credits/day/ea advancements, warships, etc. This is measured
in Annual Purchase Units (APUs).
Beverages Otherwise base it off the skill salary charts • One per 100 Million population.
Water 5 Credits/glass Docking Fees • One per tier / Wage Rate Above Substandard
If players are leading a faction this is what you • One per Type Above III
Fizzy-Glug 10 Credits/glass Basic, no security 25 Credits/day will refer to for purchasing ships and paying • One per tier / Technology above Average
your people. • One per valid export
Beer 15 Credits/glass Normal, Fenced lot 50 Credits/day • -1 per wage rate below substandard
Home System Generation: • -1 per Tech below Average
Wine 20 Credits/glass Enhanced, patrolled 75 Credits/day Home Systems begin at sub standard levels.
Additional Populations:
Milk 8 Credits/glass Advanced, checkpoints 100 Credits/day Generic Are granted the same primary Wage Rate (don’t
Location: Pick it, Generic have to purchase again).
Colored Milk 4 Credits/glass Elite, Security Sweeps 125 Credits/day Type: IV (Base); III, II, I • Standard Pop increases award a multiplier of
System: Self Patrolled (Non-Imperial) .5 to all Population x 100 (SO, 200 mil = 2 x
Liquor 20 Credits/glass Security Detail + Above 250 Credits/day Climate: Temperate (Free to choose) .5 = +1 for a total of 3 APU; round down)
Gravity: Standard (Free to choose) • Primitive Populations can only ever generate
Top Shelf 30 Credits/glass Ship Tracker + Above 500 Credits/day Species: Pick (Your Call) 1 APU per 100 million, and are at ½ (or less)
Juice 12 Credits/glass Public Transit Population: 100 Million (Base) the Wage rating of the main population.
Government: Independent However, they grant 1 free Export of value
Exotic 50 Credits/glass Basic 5 Credits Starport(s): 4 Small (Base) (only 1 no matter how many increments of
Station(s): None them you possess).
Clothing (per outfit) Taxi 15 Credits Tech Level: Primitive (Base); Low, Average, • Starports: 1 Unit per Imperial Class, ½ Unit
Above Average, High, Ultra High per Standard Class, ¼ Unit per Small Class
Standard 50 Credits Luxury 50 Credits Import / Exports: None
Wage Rate: Substandard (3D) Imperial Class Starports: Increase the Tech
Exploratory 100 Credits Rental Vehicles (Colonies Begin at Wage Rate 1D) Level of the World by 1 (+1 max), they are
capable of maintaining vessels up to a Cruiser
Military 150 Credits Low End 50 Credits/day All Empires Begin with: and replenish the ship’s stores with fleet tenders.
Fancy 200 Credits Decent 100 Credits/day 10 Resource Points and 5 Military Points Standard Class Starport: Two Standard Class
Starports will generate +1 APU for a planet (max
Ultra Fancy 400 Credits Advanced 300 Credits/day Military Points are refunded at the end of the +2), accommodate Starships to Frigate Scale.
year if they are lost.
Galactic Chic 800 Credits Luxury 500 Credits/day Small Class Starports: Can accommodate star-
Per resource point spent you can Improve an ships up to Corvette Scale. 4 Small Starports
aspect of your world: Below is an example will increase the Wage Rate of your Population
home world with 10 points invested: by +1 (+1 Max).
666 667
System Development Options: • Educational Focus: 1 Annual / Planet - You 3D open your military to training multiple teams
• Sector Wide Hardened Structures: 1 per institute a planetary focus on education. This • Golan III Defense Platform: 3 - Fully of expert operators. They lack the finesse,
system effected (not planet, the containing yields an academy and elevates the general Crewed, 4D. guile and ultra high skill that your Assassins
system). This reduces damage from orbital education of your population. Increases Tech • Battlestation Creation: 5 - You construct a have, however, your Special Forces Teams
bombardment, siege and invasions by ½ Level by 1 (10 year duration) battlestation at a strategic choke point for can be deployed on up to six operations
(including pirate raids). Military Points: your sector. This station is 3x the durability annually (or any number of teams combined
• Planetary Shield Generators: 1 per planet Upgrades to Military Point Purchases cost APUs and armament of a Golan III. It acts as a on a large operation). Note: Special Forces
protected. This affords each planet protected (after MP are expended). Players can actually customs base, trade station, military will be somewhat discreet, but they will leave
with planetary shields with an 3D rating have only Capital Ships (all APUs spent). command center and more. The station is behind markers that call into question who
(Death Star Scale). • Planetary Militia: 1 - You fund local formidable, in the sense that no bordering performed the operation upon deeper
• Enhanced Planetary Shields: 2 per planet paramilitary support for law keeping and sector can possessing anything larger than a investigation (Assassins leave no footprint).
protected (previous tier applies). This affords justice. Provides a 2D Police Force / Militia Golan III. 4D Crew Skill. Generates 1 APU • FYI - Other than your operations here, the
each planet protected with planetary shields planet wide with civilian hardware & some after first year of operation. Pirate Trade Port is not obligated in any way
with a 6D rating. Military Hardware. Armed Speeders, Armed Battlestation Upgrades: to side with your faction.
• Planetary Stutter Shields: 3 per planet Airspeeders, 1 Light Aerospace Squadron • Develop Mining Associations with
protected (previous tiers apply). This affords (Snubfighter Grade, Gravity Well Bound) Other:
Battlestation as the Hub: 1 - You link local
each planet protected with planetary stutter • Planetary Garrison: 1 - You formalize the • Generally Speaking we are ignoring Morale
mining operations of asteroid belts and dead
shields with a 9D rating & 9D of Backup military investment for the world, raising a as an issue because you hold the power for
rocks to the battlestation using it as the focal
Shields. These shields are capable of main Garrison and other satellite “offices”. your empire. Morale can be incorporated if
point for refinement and business. Refunds 1
absorbing more than one Super Laser strike. The main garrison maintains a squadron of the players want that level of detail an can
APU Annually.
• Mining: 1 - This adds a system mining snubfighters, and no less than 32 military certainly play a role in any game where the
• Install Military Academy on the
operation that yields raw materials for system ground units scattered across the planet in no rulers abuse their populations.
Battlestation: -1 Anually: +1D to all Static
/ sector growth and a return on investment of less than pairs + Above. Defense Station Skill Levels in the Sector. • If you want to purchase specific items,
+1/annual. • System Patrol Force: 1 - You acquire the
• Social Reform & Maintenance: 1/annual per basic ships and talent to provide your system Establish a Pirate Trade Port: 1 - You consider the APUs to be worth about 5
planet you need to correct (Below) - This with a quartet of gunships. This force construct an off the books black site that sits million credits each unit.
institutes a social reformation that begins to responds to emergency calls, acts as a inside the borders of another entity not possessed • Founding a Local Organized Religion: This
win hearts and minds and opens a system up customs group and interdicts and destroys by you. It allows your fleets a safe haven is a Jedi Order for your faction. This costs 1
to all races and creeds (5 year program). pirate threats: 4 Gunships (Skypray Blast refueling port, a place of illicit trade and income, APU Annually, per planet they have a
• Social Xenophobia: This is the Empire, Boat equivalents); 2D Skill and a perfect base of operations to destabilize a presence on. This is dangerous in any era for
effectively. +2 to Annual APU Per Planet; • Light Capital Ship: 1 - You acquire a Capital competing entity. After the first year of a number of reasons. However, the benefits
slavery exists on your worlds. Ship of no more than 175m in length. It operation the Pirate Trade Port refunds the 1 can be amazing.
• Colonization: 1 Initial - You colonize a comes with snubfighters and full crew. 2D APU expended. The station’s defenses are • Secret Tech Projects: 4 APU - Will Yield a
planet, adding an appropriate amount of basic Skill roughly equivalent to a Golan I with the +1D bonus equivalent. 0-5 Years Duration
infrastructure to start to develop the world. • Support Capital Ship: 2 - You acquire light durability of a Golan II. The location also acts as • Armed Forces Investment: 1 APU per planet
Attracts 100 Million Inhabitants, must be cruiser of no more than 300m in length. It a neutral meeting ground for your criminal you own = +1 Pip to core Skills of your
developed (just like your initial planet was); comes with snubfighters and full crew. 3D organization and any that exist in the wider troops per year until they reach 5D skill.
if you lack the investment points it can take Skill galaxy. Not to mention, it also allows your
years for this colony to become profitable • Medium Capital Ship: 3 - You acquire a government to offer syndicates head hunting • Cloning: 10 APU, 1 annual per system you
and can become a burden instead! Cruiser of no more than 600m in length and bounties for operations that cannot be tied back possess - you have a cloning program that
it comes with snubfighters and full crew. 3D to your regime. allows you to replenish your losses in any
Upgrades: conflict at same skill replacements. +1 to
Skill • Assassination Bureau: 1 / Annual - You
• Home Planet Expansion: 1 - This attracts 100 Tech Base for the location of your cloning
• Line Ship: 4 - You acquire a ship of the line, establish a black ops team that specializes in
million new population. facility.
a craft of no more than 900m in length. It killing targets of opportunity and political
• Colonial Expansion 1 (one time use): This • Slave Rigging: 3 APU per capital ship refit
comes with snubfighters and full crew. 4D rivals. The team is an elite arm of your
will double your colony’s population in the
Skill. military and they are capable of undertaking • Tax Burden: -1 APU per System after 1st one.
first year and provide the necessary
• Battleship(s): 5 - You acquire a formidable one mission annually. They can be used • Local Holonet: -1 APU per Planet connected
infrastructure to allow it to occur in an
warship of no more than 2,400 Meters in (regularly) for light duty operations and
orderly and lawful fashion (Adds 2 Standard Local Holonet: Nearly Instantaneous
length (if it is archaic the rating is half cost or bodyguard details as well.
Starports). communications across the empire. +1 to Wage
you can purchase 2). It/they come with • Special Forces Division: 1 / Annual - requires
• Criminal Allowances: You invite a Criminal & Tech Level for 1 Planet per Sector (Holonet
snubfighters and full crew. 4D Skill Assassination Bureau to be in place for at
Syndicate (or create one) into your Hub).
• Golan I Defense Platform: 1 - Fully crewed, least 5 years (previous Bureau’s cost applies
government. +1 Annual / System they are
2D. to Special Forces). Not only do you retain
allowed into (They are a problem that pays
• Golan II Defense Platform: 2 - Fully Crewed, your own personal hit squad, but you also
you money, you are corrupt).
668 669
Optional WEG / 3rd Edition (unless you are playing a Mid or High Powered boons, and random experience you have Points and either 3 Force Points or 4 if Force
Character Creation Rules game) for Heroes regardless of the listing from acquired at each particular building block level. Sensitive, pick 2 Attributes and raise their cap by
older sources for that race, unless your GM GM discretion advised for players spending 1D.
4th Edition took a developmental approach to approves it. these additional points prior to game-play. Starting Funds: 5,000 Credits
character design. The reason for this is that most Example: Thus even a Twi-Lek hero (listed at
players I have encountered in life cannot Standard, building block game: • No more than 4D per skill.
11D base Attributes) starts with 18D rather than
formulate a backstory to save their lives. Thus 160 Build Points (20 Skills 100, 10D Skill Dice • Cannot place a skill D in an unskilled area.
17D. Humans, normally, cap out at 4D per
the new system generates a story for your = 50: 150, +2D Advantages 10 = 160). • Advanced skills & Proficiency can be
attribute, while Force Attribute will max out at
players. If you prefer the old fashioned approach 6D Potential (5D) at character Creation. Starting Bonuses: Start with 10 Character purchased at the cost of 2 skill slots or 2D.
to character design you can use these rules. You Points and either 1 Force Point or 2 if Force • Choose 4 points of Advantages and can elect
can generate characters in half the time or less if Any non-Jedi only needs to worry about the to choose up to 4 points in Disadvantages;
Sensitive. (Game Start, not counted in character
you use this method. above listed minus Force Attribute. The Force may have no more than 4 points in additional
build, all characters get this at game start)
Attribute represents your ability and overall Advantages (beyond the free 4).
This is pulled directly from 3rd Edition and power level for Jedi or Jedi like abilities. Dice Starting Funds: 1,250 Credits
• Heroes Have 20D Attributes (870 total
tweaked a bit, dialing down Advantages. can be broken down in to what are called pips. • No more than 2D per skill. points)
Essentially, you just skip the lengthy process of The two of which represent 2/3 of the way to a
full “D”. Thus 2D+2 is just shy of 3D. 3 pips • Cannot place a skill D in an unskilled area.
creation but you actually have less skill slots and Advanced skills can be purchased at the cost Epic Power Gaming, Starting point game:
perks. This might be more appealing to some equal 1D, thus your dice can be broken down in 325 Build Points, (34 Skills 170, 26D skill Dice
to pips you can throw here and there to show of 2 skills or 2D.
game masters (those of you that think you begin = 130, +5D Advantages 25 = 325).
granular differences between Attribute dice. • Advanced skills & Proficiency can be
play with too many advantages in 4th Edition). purchased at the cost of 2 skill slots or 2D. Starting Bonuses: Start with 20 Character
Racial Generation Rules: No matter what race • Choose 2 points of Advantages and can elect Points and either 4 Force Points or 5 if Force
you are, in opposition of the old rules all races to choose up to an additional 3 points in Sensitive, pick 3 Attributes and raise their cap by
Attribute Creation are 12D attribute base for NPC statistics. Any Disadvantages; may have no more than 3 1D.
chosen, playable race, begins with equal footing. points in additional Advantages (beyond the
NPC characters are typically 12D in attributes, Some races will have extra Attribute dice (GM Starting funds: 10,000 Credits
free 2).
usually with no attribute less than 2D. Alien Discretion) and ones with a LOT of extra • No more than 5D per skill.
Attribute Dice will be classified as (generally) • Heroes Have 18D Attributes (700 total
templates allow for exceptions be made. The points) • Cannot place a skill D in an unskilled area.
masses of nameless enemies you will fight have unplayable or balanced with Negative Traits.
12D attributes (like Storm troopers, 2D in all • Advanced skills & Proficiency can be
Mid Power Level, Starting point game: purchased at the cost of 2 skill slots or 2D.
attributes). Power Level Based Character 215 Build Points. (25 Skills 125, 15D skill Dice
Generation • Choose 5 points of Advantages and can elect
= 75, +3D Advantages 15 = 215). to choose 5 points in Disadvantages; may
Heroes are typically 18D in attributes. Unless of
course their attributes for their race state they Bare Bones, WEG standard game: Starting Bonuses: Start with 10 Character have no more than 5 points in additional
begin with more than 12D (for NPC) thus 13D 135 Build Points (18 Skills 90, 7D Skill Dice = Points and either 2 Force Points or 3 if Force Advantages (beyond the free 5).
means your hero starts with 19D and so on. I am 35: 135). Sensitive, Pick one attribute and raise it’s cap by • Heroes Have 21D Attributes (955 total
basing that off the way the old WEG books 1D (not it’s actual value). points)
worked. As a general rule, Heroes should not Starting Bonuses: Start with 5 Character Points
and either 1 Force Point or 2 if Force Sensitive. Starting Funds: 2,500 Credits
start with more than 18D of attributes unless you Optional Perks:
purchase Advantages or are running the game at (Game Start, not counted in character build, all • No more than 3D per skill.
characters get this at game start) • Cannot place a skill D in an unskilled area. Heroes that have advanced training like a former
a higher power level. Likewise, alternate racial
Jedi Master or an Engineering/Doctorate Degree
templates that award additional attribute dice can Starting Funds: 750 Credits • Advanced skills & Proficiency can be can being play with Advanced Proficiency and
be disregarded (GM discretion). Races are purchased at the cost of 2 skill slots or 2D.
• No more than 2D per skill. Base Advanced Skill for free.
flavor, and some award additional skill benefits • Choose 3 points of Advantages and can elect
and bonuses to certain skills. In the Species • Cannot place a skill D in an unskilled area. Examples of this are:
to choose up to 3 points in Disadvantages;
section of the book. I have endeavored to • Advanced skills & Proficiency can be • Lightsaber/Alchemical Weapon AP
may have no more than 3 points in additional
balance some of the Attribute gains, normalizing purchased at the cost of 2 skill slots or 2D. • Control, Sense & Alter slots free
Advantages (beyond the free 3).
races like the Noghri. Humans and all common • Choose up to 3 point in Disadvantages and • Engineering
• Heroes Have 19D Attributes (785 total
races are listed there as well. can have no more than 3 points of additional • Medicine
points)
Advantages.
Now let’s talk Dice and arrange those attribute • Martial Arts Training
pools I mentioned above in groups up to 4D per • Heroes Have 18D Attributes (665 total High Power Level, Starting point game: • Melee Training
individual attribute. Some races allow you to points) 270 Build Points, (30 Skills 150, 20D skill Dice • Free Tier of an Advanced Path
have different minimums and maximums. Note: Any starting bonuses are not counted = 100, +4D Advantages 20 = 270).
toward total package build points. These are the Etc.
However, the 18D of attributes do not change Starting Bonuses: Start with 15 Character
670 671
Starship Grade Cannons Capital Scale+ Weapons:
Capital Scale: 1.5 MT per D/Cannon
This section is more for players wishing to Capital Rail Ammo: 75 Kg per 1,000 Shots
purchase specific types of weapon’s systems that Densified Ammo: 100 Kg per 1,250 Shots
they would arm their ships with. It’s going to Auto-cannon Ammo: 100 Kg per 100 Shots
break down the costs associated with shopping Torpedo Launchers: 1.5 MT per Launcher
weapons for your ships. It will also delve in to Multi Ordinance Launchers:
ranges of the guns and adding certain specific 1.5 MT per Launcher
type modifiers to them like Static and Ultra Capital Torpedoes: 75 Kg/Unit
Heavy Guns. Capital Missiles: 75 Kg/Unit
(Rockets and Bombs carry the same weight)
The Weight of weapons: Static Weapons: Double the weight
For all intents and purposes we are not factoring Ultra Heavies: 66 Metric Tons each
in the fire control package here. This will simply Ultra Heavy Ordinance Launcher:
track the weight of weapons emplacements for 66 Metric Tons
mounting on anything you design. Round all Ultra Heavy Ordinance: 300 Kg/100
weights up to the nearest D. Additional damage damage output
granted from Fire-Linking or Battery-Linked (Missiles, Torpedoes, Rockets, Bombs, etc)
weapons does not factor into the weight Standard Hyperspace Torpedo:
determination. 50 Metric Tons
Heavy Hyperspace Torpedo:
Energy based Ammo is abstracted, the space it 75 Metric Tons
actually takes up is negligible or the power Notes: External Hard Points Actually Increase
provided comes from the Design’s power core. Ordinance carry capability. Mostly only seen on
Archaic Designs due to the ability to detonate
Speeder Scale: 1.25 Kg per D/per Barrel ordinance on the hull of a Warship.
Walker Scale: 2.5 Kg per D/per Barrel
These weights are then removed (free carry
Starship Grade Weapons: weight) from a Design’s Cargo Capacity.
Snubfighter Scale: 5 Kg/D per gun Other Scales:
Rail Gun Ammo: 5 Kg/1,000 Shots We’re examining Snubfighter to Capital Grade
Densified Rail Ammo: 7.5 Kg/1,250 Shots Weapons and up, here. However, some Designs
Auto-cannon Ammo: 5 Kg per 100 Shots have been known to mount lower scale weapons
Torpedo Launchers: 5 Kg for use in antipersonnel actions.
Missile Launchers: 10 Kg
Multi-Ordinance Launcher: 20 Kg Speeder Scale: Generate the weapons in
Missile Racks: 2.5 Kg/Rack Snubfighter Scale and then reduce the final cost
Snubfighter Torpedoes 2.5 Kg per Unit by 40%.
Snubfighter Missiles 2.5 Kg per Unit Walker Scale: Generate the weapons in
(Rockets and Bombs carry the same weight) Snubfighter Scale and then reduce the final cost
Notes: External Hard Points Actually Increase by 20%.
Ordinance carry capability (The E-Wing is an
example of this). Per Barrel, Per pip of base Damage + Fire
Control (by weapon type):
When calculating weights for Snubfighter scale Base Fire control typically will be 1D. For ships
weapons on Capital Ships assume every weapon with singular barrels, however, in systems with
system weights 1 Metric Ton. multiple barrels (3+), increase the cost if the Fire
Control Package by 10%+ per barrel over 1 (2
Static weapons double the weight of the weapon. Barrels 10%, 3 20%, 4 30%, etc).
Note: You can allow the Fire Linkage or Battery
grouping handle your Fire Control Gains ;).
673
mod this or re-engineer it) Pulse Wave Cannon (KOTOR); Max Damage: Say we have this Snubfighter scale Turbolaser ship. As long as your ship has power, they can
4D Normally shooting to 25 units and delivering 7D fire. Other guns are not this fortunate, while
Snubfighter Scale:
Per Barrel: 450 Credits of damage. Per D you pull out of the damage, having the benefit of generally pulling next to
Blaster Cannon (Old School); Max Damage:
Per Damage Pip: 150 Credits increase it’s range by 25%. Thus a 3D nothing off the drive core of a ship.
5D
Per Pip of Base Fire Control: 150 Credits; Max: Snubfighter Scale Turbolaser would have a range
Per Barrel: 500 Credits Note: Any Additional Guns on the ship draw this
2D of 50. Real Similar to some of the things I have
Per Damage Pip: 175 Credits power automatically.
Per Pip of Base Fire Control: 175 Credits; Max: Tractor Beam; Max Damage: 6D seen in older publications.
Snubfighter Scale:
2D Per Barrel: 250 Credits Snubfighter:
Per Damage Pip: 325 Credits Slug Thrower Cannon 1/3/9 Laser Cannons:
Laser Cannon (Galactic Standard); Max Core Power Reserve: 1,250 Shots (Optional)
Per Pip of Base Fire Control: 325 Credits; Max: Pulse Wave Cannon 1-2/6/12
Damage: 7D -Divide this by the number of barrels firing.
4D Blaster Cannon 1-5/10/18
Per Barrel: 1,500 Credits Example: So, an X-wing with 4 barrels firing has
Per Damage Pip: 250 Credits Capital Scale Weapons: cost 10 times the codes Rail Gun 2-4/16/32
Laser Cannon 1-3/12/25 only about 312 Shots.
Per Pip of Base Fire Control: 250 Credits; Max: for their Snubfighter scale counterparts.
3D Example: Turbo Laser Cannon 2-5/15/30 Blaster Cannons:
(Technically an X-Wing has a base 2D Fire A Laser Cannon purchased at Capital Scale is Ion Cannon 3-9/18/36 Tibanna Gas Reserve: 1,000 Shots / Storage Unit
Control package that gains a bonus +1D from 15,000 for the barrel, 7,500 for 1D of Damage DEMP Cannon 1-4/8/16 -You must divide this number by the amount of
having it’s guns quad-ed up in a Fire Linkage) and 7,500 for 1D Fire Control = 30,000 Credits Capital: barrels that are firing.
for: Slug Thrower Cannon 1-5/10/20 1st Storage: Free; Additional Stores 2.5 Kg
Turbolaser Cannon (Military Elite); Max Reload Cost: 100 Credits; Extended reserve
Capital Laser Cannon Pulse Wave Cannon 2-12/24/48
Damage: 9D (mod): 125 Cr adds 25% more ammo.
Fire Control: 1D Blaster Cannon 3-18/36/54
Per Barrel: 2,500 Credits Ex: a Z-95 & 6 guns only has about 166 shots.
Damage: 1D Rail Gun 4-24/48/96
Per Damage Pip: 275 Credits Notes: Tibanna Gas weapons can function
Per Pip of Base Fire Control: 275 Credits; Max: For Every Scale Above Capital (Dreadnought, Laser Cannon 3-21/42/60
Turbo Laser Cannon 5-25/50/75 without power (Just like slugthrowers).
2D Super Cap, etc) that a weapon is scaled to: add
2 to the cost (12x, 14x, etc.) Ion Cannon 6-20/40/60 Slug Thrower Cannons:
Auto Blaster (Burst Fire Capable); Max DEMP Cannon 2-12/24/30 Relatively Limited Supply, belt fed: 100 Rounds
Damage: 3D The Cost of a Death Star Scale Weapon (one per belt Typically each gun is individually fed.
Per Barrel: 1,000 Credits capable of destroying planets) is 100 times all Ultra Heavy Guns:
Ultra Heavy Guns can use the ruling where I’ve So, about 100 shots.
Per Damage Pip: 200 Credits the finalized codes for a capital weapon. 8- Reload Cost: 25 Cr a belt
Per Pip of Base Fire Control: 200 Credits; Max: 16D are required to destroy a planet already specified they can fire a distance of
3D+2 depending upon size and mass. +33% corresponding to the type of gun they are, Rail Guns:
however, the ruling I had been using was that Use Solid Metal blocks that ammo is shaved off
Auto Cannon (Burst Fire Capable); Max Example: Ultra Heavy Guns can fire at anything within of: 1,000 Shots
Damage: 2D (Archaic) Basing off the Capital Scale Example, sensor range. -You must divide this number by the amount of
Per Barrel: 250 Credits A Laser Cannon purchased at Death Star Scale is • For any target that falls under their standard barrels that are firing.
Per Damage Pip: 125 Credits 100 x the Capital Scale weapon (30,000) = range defined by the base weapon plus 33%, Reload Cost: 35 Credits; Densified Ammo:
Per Pip Base Fire Control: 250 Credits; Max: 3,000,000 Credits for: their standard fire control applies. Increases nominal damage by 1 (from 3 to 4) &
1D+2 Death Star Laser Cannon • For any range that exceeds this, the sensor increases ammo by 25%: Reload Cost: 70 Cr
Fire Control: 1D bonus (or penalty) for that range is the fire
Ion Cannon, Max Damage: 5D Turbolaser Cannons:
Damage: 1D control. (Like firing at maximum sensor
Per Barrel: 2,000 Credits Utilize the Radioactive Material known as
Per Damage Pip: 300 Credits Lets Talk a bit about range: range)
Hyperbarides: 1,000 Shots
Per Pip of Base Fire Control: 300 Credits; Max: There are some discrepancies on guns in the old Static Damage Codes: 1st Storage: Free; Additional Stores: 5 Kg
4D canon references, like some Snubfighter scale Multiply the Cost of the Finalized weapon by 5. -You must divide this number by the amount of
turbolasers hitting out to ranges of 50+ Lets Output is 50% higher and resists scale shifts. barrels that are firing.
DEMP Cannon, Max Damage: 6D
figure this one out for us a bit. Ultra Heavy Guns: Reload Cost: 150 Credits
Per Barrel: 4,000 Credits
Per Damage Pip: 600 Credits Lets Say that Standard Snubfighter Scale Guns Ultra Heavy Guns cost 15 times a standard Ultra Heavy consumes 10 x Shots per barrel
Per Pip of Base Fire Control: 600 Credits; Max: look like this: weapon. Capital Consumes 2 x Shots per barrel
1D 1-3/12/25 (Your Average Laser) Note: Hyperbaride weapons only require 50%
What About shots per gun type?: of the power that standard Energy Weapons do.
Rail Gun (Really Old School, Burst Fire Capital Guns look like this This adds some more management to smaller
Capable); Max Damage: 4D 5-25/50/75 (The Average Capital Turbolaser) Capital Scale:
operations if you want this. If you are trying to torture your players always
Per Barrel: 350 Credits (Some only hit out to 50—60 because they are
Per Damage Pip: 150 Credits really heavy guns… never made sense to me. The reason why Laser Cannons (Pulse Wave, Ion assume that capital weapons use 10 shots per
Per Pip of Fire Control: 225 Credits; Max: 3D+2 Heavy guns should shoot farther). & DEMP Cannons) are so popular in the galaxy barrel to fire. Costs are about the same. You’re
is that they draw power from the power core of a just going to need a lot more ammo …
674 675
Cost Based Building & challenging after making all the guns deliver flat
damages that weren’t tied specifically to fire-
Destroyer Scale: x9; Full Crew: +55% of: 120M: 12 x 3 = 36
It’s full crew compliment is +/-50% of 36.
Construction Rules linked gun barrels. In 3rd edition I had to create Cruiser Scale: x27; Full Crew: +55%
special guns (Static Weapons) to justify how a The Total Passengers the ship can carry is 100%
In the old system the breakdown was derived off Battleship Scale: x30; Full Crew: +60% = Skeleton Crew = 36 Passengers.
of the traditional D6 game system, with values Single Gun Barrel could deliver what four would
converting into pips and D. In the new process accomplish together. That is corrected here, but Dreadnought Scale: x40; Full Crew: +65%
the balancing act to make these bigger numbers Determine Cargo Space: Multiplied by the
things work in a similar fashion, with the scale modifier:
exception that some of the design has been to of flat damage connect properly is the hard part. Battlestation Scale: x50; Full Crew: +70%
move away from purely basing everything off I hope that what I have developed here will be an Character: 2.25 Kg / Meter
pips and D. It’s very difficult to develop a Super Capital Scale: x75; Full Crew: +75% Speeder: 5 Kg / Meter
excellent basis for fleet actions and ship to ship
completely new system of arbitrary numbers that combat that everyone can enjoy for the the ages. Mega Capital Scale: x90; Full Crew: +80% Walker: 10 Kg / Meter
have the feel of star wars ships without a basis to There is no part of this book that can’t be tailored Snubfighter: 12.5 Kg / Meter
build on. to the ideas and concepts of the people playing Death Star Scale: x120; Full Crew: +85%
Transport Scale and Greater determines cargo
The biggest difference in design and hull values the game. I encourage Game Masters to come up space at 50 metric tons per 10 meters. You can
with their own systems and plug them in. Note: Speeder & Walker transports can violate
is a general toning down of points awarded per this as necessary. However, you should do you round up or down if you so choose, but for ease
scale (sort of) from 3rd Edition. The amount of Change things up! Break my rules and make of calculation just base it on every full 10 meters
your own! Or just use these and kick back and best to reign it in. These craft don’t HAVE to
points per D of scale awarded is smaller, resemble old D6 book stats. of the ship.
however, that figure is then multiplied by 5 pull your hair out generating fleet battles for your
which is the condition monitor for the ship or players! Skeleton Crew to operate a ship is always Corvette: x2 (100 Metric Tons)
structure you are creating. calculated by the above figures + Gunners. The Frigate: x2
Creating a Ship difficulty to operate a ship follows the minimum Destroyer: x2
The Five Levels of the Condition Monitor here crew numbers: Cruiser: x2
are: The rules presented herein yield a Prototype Battleship: x2
Design, which is the initial first production unit Ex: 167/+10 that means that the ship operated Dreadnought: x2
1. Light Damage of a design. These designs are more expensive, with a minimum/skeleton crew has +10 to all Super Capital: x2
likely to have flaws, etc. difficulties except the Gunners. Mega Capital: x2
2. Moderate Damage Battlestation: x2
If you want to construct a ship/building/etc, the Further Modifiers to Skeleton & Full Crew:
3. Heavy Damage Death Star: x2
first thing you want to define is it’s general size, Design is Archaic: x2 (Flaw)
whether that be 5 meters to something huge like Design is High Maintenance: x1.5 (Flaw) Determine Capability to Carry Fighter Craft:
4. Severe Damage 8,000 meters. Design is Efficient: x.25 This is the length of the ship divided by 20.
5. Destroyed Design uses Slave Rigging: x.5 Thus a Star Destroyer at 1,600 Meters can carry
Size is important because we will use the size of
Design is a Slave Rigged Droid ship: x.75 80 ships, 72 fighters and 8 support craft.
rd
In the 3 edition we assigned a bulk value of the craft or facility to ballpark the minimum
points to these designs and there was no real (skeleton) crew required to operate the it. To Note: Does not affect Passengers (Troops) Notes: The first hangar is free (no space penalty)
good way of tracking how things were destroyed fully crew the ship we will be adding roughly Additional Hangar Space: Additional units =
and at which point they suffered actual damage. 50% to the minimum. Determine Skeleton Penalty: Units x 100 = Cargo Capacity penalty in metric
Now, at each stage of the condition monitor the • Assume Modern Designs are +15 penalty to tons. Any Design without Fighters rolls that
Defining Skeleton Crew: Per 10 Meters we are skill rolls when under crewed.
core systems in these designs are effected tonnage back into Cargo Space.
going to assume 1 crew is required to operate the
directly. Still complex, however, much easier to craft. • High Maintenance Designs add +5 to the
keep tabs on. Many of the old mechanics port difficulty. Determine Ground Force Capacity: Take the
directly across to the new system. It’s the hull, • Archaic Ships add +5 to the difficulty. available cargo space of the ship and divide this
Modifiers to Skeleton Crew (Per 10m):
shields and damage tracking that is all different. by 100 = the total amount of units the ship can
Character Speeder Scale: x1.25; Full Crew: +/- • Slave Rigged Ships are -5 to the difficulty. carry. I would assign the spaces on a 1 for 1
50% • Droid Slave Rigged ships are -10 to the
We tried a number of tracking systems for the basis no matter what the unit is, but use some
overall representation of the ships and nothing difficulty. discretion here, Pre Fab Garrisons are worth 20
Walker Scale: x1.5; Full Crew: +/-50%
really worked. However, by toning down the • Efficient Ships are -5 to -10 the difficulty. units/each, small prefab garrisons 10/ea, Landing
scale point awards and multiplying them by a Snubfighter Scale: x1; Full Crew: +/-50% Determine Potential Passengers (Troops): Barges 4/ea. Other units like tanks, walkers,
Condition Monitor you have some of the artillery are 1 for 1.
simplicity of tracking damage for Characters Transport Scale: x1.5; Full Crew: +/-50% Maximum passengers are determined by
accounting for vehicles and warships as well. It doubling the Full Crew percentage and then Note: Any Ground Units carried subtract from
works rather well to define where these ships are Corvette Scale: x3; Full Crew: +50% multiplying that by the skeleton crew. total cargo space by their unit cost x 100 metric
in terms of being destroyed. It’s just dialing in tons.
Frigate Scale: x6; Full Crew: +50% Ex: A 120 meter Corvette has a skeleton crew
the overall durability that “feels right” that is
676 677
Base Consumable Cost: 10 Credits/day per crew X20: 1 of 11,520 crew + 260 Gunners + 8,952 Troops x Hard Shields:
X19-15: 2 the daily operation cost of Consumables (10) = Hard Shields function as standard shields in
Determine Maximum Consumables:
X14-12: 3 207,320/Day of Operation in Consumables cost x terms of durability. However, they ablate
Character Scale: Per meter of a design assume 2
X11-10: 4 the Amount of Years the ship possesses in damage just like Armor does. The Matrix to
hours of consumables.
X9: 5 Consumables (6 Years) 385 Days x 6 = 2,310 calculate this is as Armor (1 point per pip).
Speeder Scale: Per meter of a design assume 5
X8: 6 • Hard Shields Cost 10 Times the Scale Code
hours of consumables. 213,800 x 2,310 = 478,909,200 Credits over 6
X7: 8 to Install.
Walker Scale: Per meter of a design assume 1 years of operation. This is essentially your refit
X6: 10 They are prohibitively expensive by design.
day of consumables. cost after a 6 year tour.
X5: 12
Snubfighter: Per 2 meters of a design assume 1 Determining Engineering Flaws:
X4: 14 Internal Structural Strength Assumptions:
day of consumables (rounding up or down, GM
X3: 15 (Like walls & doors) Character: 2
Discretion)
X2: 16 This is likely important if you’re having a Speeder: 2
Transport: Per meter of a design assume 2 days
X1.5: 20 running firefight in a base or a starship. All Walker: 3
of operation. Round up to the next month (26 Snubfighter: 3
X1: 24 values are Static here. Gives them a bit more
meter ship x 2 = 52 days = 2 Months (70 Days). Transport: 3
X.75: 32 durability. Also account for Armor values for the
Capital Ship or greater: Per meter of a ship Corvette: 3
X.50: 50 purposes of Soaking damage. Frigate: 4
assume 1.5 days of consumables (round up or
X.30: 75 2D Character Scale = Character Scale to Destroyer: 4
down to the nearest year).
X.25: 100 Snubfighter Cruiser: 5
Note: Not all ships will carry maximum Battleship: 5
If it’s Character Scale: Multiply the total number 1D+1 Speeder Scale = Corvette to Destroyer Dreadnought: 6
consumables, operational costs to refit the ships
of pips by 150. That’s the base cost of your 1D Walker Scale = Cruiser to Dreadnought Super Capital: 7
could be astronomical.
Prototype. 1D+2 Walker Scale = Super Capital to Mega Capital: 8
How to determine the cost of a design: Battlestation Battlestation: 9
If it’s Speeder Scale: Multiply the total number Death Star: 10
Whether that design be a character scale object 2D Walker Scale = Death Star
of pips by 200 = Prototype Cost.
or a battleship we need to figure out how to build Flaw Examples:
Structure Creation:
things and their relative values for games where If it’s Walker Scale: Multiply the total number of Inferior Space Engines, Inferior Atmospheric
Use the same rules, however, calculate the total Repulsors, Inferior Maneuverability, Inferior
you have money or the capability to build things. pips by 400 = Prototype Cost. length of the structure assuming there are 4 Hyperdrive, Reduced Armor Value, Reduced Hull
1. Add up all the D codes and break them into If it’s Snubfighter & Transport Scale: Multiply walls. Per 10m of a structure multiply it by 4 = Code, Weaker Weapon Output, Reduced Hangar
pips (3 pips per D). Levels are considered the total number of pips by 1,000 = Prototype Total Length. Space, Higher Maintenance, Archaic System
Full D or 3 points each (whichever is easier). cost. Design, etc.
Ex: An Imperial Garrison: 60 Meters long x 4 =
2. If the design has sensor values, per 10 units Corvette Scale x7500 240 Meters. 240 meters times 1.5 = 360 Skeleton Crew x
of range in each category (including Frigate Scale x 10000 (Add 50%) 1.5 = 540 Personnel
240 meters divided by 20 = It can hold 12
maximum) = 1 point. Thus sensors of 180 = Destroyer Scale x 12500 Fighters; 240 meters divided by 100 = 2.4 = It
18 Cruiser Scale x 18000 Skeleton Crew x 2 = 720 Troops (50% Full Crew
holds 2 AT-AT walkers & one AT-ST walker
Battleship Scale x 25000 Modifier doubled is 100% more which doubles
3. Each Space Unit a ship has in speed is 1 (rounding up)
Dreadnought Scale x 35000 the amount of Skeleton Crew = Troops)
point. (Space: 8 = 8 Points)
Super Capital Scale x 50000 Command Ship:
4. Divide the Kilometers Per Hour Atmospheric Mega Capital Scale x 60000 The ship has advanced command and Flaws in the Engineering Design:
Speed by 100 (rounding up) and you have Battlestation Scale x70000 coordination capabilities thanks to it’s extensive Flaws are more for character than anything else,
that cost in points. (950 Km/H = 10 points) Death Star Scale x 140000 communications suite. It’s holo suite is so an additional challenge to overcome. These
extensive that the commander of the vessel can flaws might not all be bad. Some could have
5. Factor in the Hyperdrive in points This gives you a ballpark figure on the design, if unexpected results, similar to the Zebra II’s guns
you add massive amounts of consumables to coordinate battles from the bridge with real time
6. Factor in Ultra Heavy weapons: consider data displayed in a 360 degree field of display. firing a double strength blast (though it will
each gun barrel/100 rating of Ordinance to be your ship the figure will rise exponentially. An destroy the weapon system and the craft… Poor
Imperial I Star Destroyer costs 91,200,000 to Thus the commander can fluidly direct forces
100 Pips. where appropriate: +1 to Free Actions for the damn test pilots…). GM discretion on what
Prototype using these rules. Assuming we have a these flaws actually are.
7. Anything with a Static Value (like a gun) 20% total rebate back on the ship for a full Commander & XO; Cost: 12 Units
double it’s D code before you break it into production run with some engineering cleanup, it Gravity Well Generators: Advancing a Prototype:
pips brings the cost of the ship down to 72,960,000 These bulky items cost and weigh in at 15 units You continue to work on the design and improve
8. Fire-Linked & Battery fire weapons are each times the scale of the vessel they are it. You’re investing time, money and possibly
Assume all ships are full production runs, thus attached to. The minimum scale of ship that can even a test audience in addition to producing
considered 1 gun. the 20% rebate on overall cost. support them is a Corvette (and only 2 can be second generation prototype designs you will
Hyperdrive Point Costs: reliably powered on such a small ship). begin, later, to hammer out issues with advanced
Base cost is calculated by the class of the Now… If you figure you figure out the operating
mass production.
Hyperdrive. costs for the ship for six years times it’s full crew
678 679
● Shave 10% off the cost for the second after the design was finalized. Note: These are comes from the factory. 9 Kg of Amror (3 Per proportional to the scale of the ship you are
prototype and remove 1 Flaw. not Modifications, these are Engineered Add- Pip) per 10 Meters of Ship. Round Up. adding them to, just like adding Armor.
● And another 5% off for a production model on(s) incorporated into the base design or However, there is a tonnage cost associated with
Additional Shields: Snubfighter: -9 Kg/D (-3 per
and remove 1 Flaw. them. These are massive banks of capacitors that
Adding Weapons: You can add weapons to pip) of Shields; Transport: -3 Metric Tons per D
● After the production line has produced “X” are designed to seamlessly infuse shield
almost any design. Snubfighters are the most (1 per pip) of shields, per generator.
amount of models the cost can be further generators and regenerate on the fly.
difficult to add new weapons systems to. You
discounted by 5%. Remove 1 Flaw. Capital Ships
must either replace full, existing, weapons or Special Items:
Things are a bit different here. Capital ships are
The ships/designs in this book reflect a 20% sacrifice Cargo Space and/or Consumables, ship Tractor (Flack) Countermeasures
a bit more resilient by nature and can sport many
discount on their calculated “Cost”. Please note performance. Naturally, Transports have a lot of This is an invention that was coined by the
after market Add-on(s) with little to no penalty.
that the cost associated with Consumables is the Cargo space, so they can incorporate many Add- Pirates that operate out of Hapan Space. The
operational expense of the ship. on(s) easily. Adding Armor: Per pip of additional armor you Hapan’s are raiders by heritage and nature and
add to a design the weight cost is is listed on the there have been no known instances where they
Determine the “Used” price of a design: Adding Armor: You can never add more armor chart. have been caught in their endeavors of piracy.
This is more applicable to starships and vehicles than double the base D Code of a design.
Adding Snubfighter/Point Defense Guns: per 20 Even during the time of the Empire. Now that’s
than anything else. However, I wanted to However, if the design is “close” to the next
meters of a craft you can add one Barrel of not to say that they were never caught in a
include a quick way to determine this. You can “Scale” and reflects an Armor bonus, this is not
Snubfighter Scale weaponry. Per 30 meters you tractor beam. It’s just that they had a means of
apply some of these to “New” ships as well, factored in nor penalized for.
can add one Static Barrel of Snubfighter Scale escape from them. The Hapans are known for
some models are old and still being sold. Notes: Thus, if a Snubfighter inherently comes employing archaic Turbolasers on their sharships
● The base “used” price of a design is ¾ it’s weaponry. Each weapons emplacement simply
with 1D of Armor, you cannot add more than 2D and were largely left to their own affairs by the
“new” cost. weighs 1 Metric Ton. The cost you money,
of additional Armor. This applies to all Scales. Empire. That and the routes to their home
relatively little cargo space, manpower and your
● Per Era the design is outside it’s creation The cost for Adding Armor is directly cluster were not known to any and the Empire’s
consumables costs will increase as a result
point (it’s an older model) drop the cost by proportional to the cost of the design. scouts never returned from mapping missions.
(additional gunners).
10%. Adding Passengers/Crew: No matter the scale of What the hapans did come up with to defeat
Adding Capital Scale Weaponry: Military tractor beams is a hybrid of primitive and “low-
● If it’s a civilian design, like most Stock Light design, it costs 5 Metric Tons per additional Ordinance already has a cost in weight and grade” advanced tech.
Freighters, drop the cost by 10%. passenger. However, if a craft is efficient the ammunition weight. You’re simply paying for
● If it’s been modified (higher maintenance) crew saved by the advanced design can be Use: Tractor Beam Lock Engages on target ship,
the cost of the Launcher, the Ammunition, the
reduce the cost of the design 5% convereted to additional passengers / troops. The “Countermeasures” charge, supercharging
additional gunners and the increased cost of
Snubfighters & Transports consumables. metal shards, in dozens of bays & when fully
● If it’s been re-engineered increase the cost by charged, can fire: magnetically accelerating
15% Missile Racks (Like the TIE/In add-on): Each • Limitations: Military Ordinance Launchers 2,000 shards toward the target (Tractor
rack contains 2 Concussion Missiles an slaves
Other Cost Reductions: are considered 1 Cannon/Weapon each. They Generator); the tractor pulls them right in,
itself to your main armament’s Fire Control.
● Volume Mass Production: You’re so many represent a value in the terms of firepower obliterating the emitter. Effectively, this is a
Meaning you can only fire either the missiles or
with advanced production lines and all the limited by finite ammunition and the ability “Called Shot” that requires zero accuracy. The
the main armament with the Fire Control bonus
parts in-house: Reduce cost by 5% to be intercepted with countermeasures. shards can actually do heavy damage to the
(you can still fire both, however). Weight: -7.5 Traditional weapons like Turbolasers also are capturing vessel depending upon its scale.
● Cutting Corners: Pulling out integral Kg/Launcher from Cargo Space governed by the per barrel limitation.
systems like repulsors, ejection seats, Additional Cannon(s): It doesn’t matter what Time to Charge: 3 Rounds; Use: 1 Free Action
environmental controls, etc (TIE Fighter’s Per 30 Meters of a Capital Ship you can add 1 Damage: 300 Capital Damage (100x100 Linked)
weapon’s system you’re tacking onto the
are good examples of this): Reduce cost by Barrel worth of additional, After Market, Capital Ammo: (6; 30 Kg) 3 Uses / Reload Cost: 6,000
Snubfighter, so long as they are Snubfighter
10% Weaponry. Traditional weapons batteries do not Credits; Scaled to fit Transports; Weight 2 MT
Scale. factor against you, you’re simply limited on how System Cost: Not Available for Sale
● Employer / Reputation discounts: Reduce
Snubfighter Weight: -5Kg per 10 damage of the many guns you can mount (like attempting to Theoretical Cost: Two 1D Ultra Heavy Rail-
cost by 5% + 1 per D in Reputation/
weapon (per effective D). arm a Bulk Cruiser that has no guns). Flack Batteries = 6 + 4 (2 Batteries) + 1 Fire
Employed above 1D.
Transport Weight: -50 Kg per Barrel Ex: If you Additional Shields (where there are none): Most Linked + 6 (2 Burst Fire) + 9 Size Reduction
● Fame: Reduce the cost by 5% + 1 per D in from Destroyer to Transport = 26 x 12,500
Fame. want an additional Quad Gun, it’s going to cost capital ships can sustain 4 Shield Generators
you -200 Kg in Cargo. (you can only add the 4 arcs, period) by default: (Destroyer) x 15 (Ultra Heavy Weapon) =
● Modular Components: Reduce costs by 10% Fore, Port, Starboard & Aft. If a ship has no 4,875,000 Credits. Luthen Rael likely paid 5 Mil
Additional Armor: -9 Kg/D & -3 Kg per Pip of
After Market Add-on(s): shields, you can add these emplacements. The
additional Armor plating of Cargo Space or -1 to
These are optional pieces of equipment that both cost for adding these generators is directly
maneuverability per pip of additional Armor
add value, enhancement and durability to a proportional to the scale of the ship you are
plating or -1 Space Unit per D of Armor.
design’s core systems and stats. If you’re adding them to. This follows the same rules as
wondering why some ships have extra armor and Note: Transports suffer -1 to maneuverability per Armor does.
other’s don’t, this is because they were added pip of Armor, even with standard armor that
Adding Backup Shields: The costs are directly
680 681
Capital Armor Weight:
Corvette: 99 MT / D
Frigate: 198 MT / D
Destroyer: 247.5 MT / D
Cruiser: 396 MT / D
Battleship: 792 MT / D
Dreadnought: 1,584 MT / D
Super Capital: 3,168 MT / D
Mega Capital: 6,336 MT / D
Battlestation: 9,504 MT / D
Death Star: 19,008 MT / D
682
Foreword Kwa's Infinity Gate tech. years, seeding a number of worlds. These • Xim the Despot expands his kingdom, after
• The Tho Yor, eight great pyramid starships, include Kuat, Metellos, Csilla, Alderaan, conquering the Livien League & the Tion
According to new canon there just isn’t enough
activate, calling Force-sensitives to them. Koros Major, Rendili, & the Tion Cluster. Cluster.
information available to write stories in the Star They visit numerous worlds acquiring Force- They also launch the Kuat Explorer, which 25,126 BBY
Wars Universe without creating it from scratch… sensitives of many species before traveling to colonizes the planet Alsakan. • Xim begins to absorb the Thanium Worlds.
The following 17 pages speaks otherwise. This the Deep Core world of Tython. 27,000 BBY
• Their arrival is heralded by an enormous 25,125 BBY
is a heavily streamlined Expanded Universe • A group of Gossam explorers using the • Xim's empire begins to flourish.
Force Storm, and the Tho Yor scattered their tumble hyperdrive, visit the planet Felucia
history with several pages and lots of detail 25,120 BBY
passengers across Tython. The Tythans soon and colonize the world.
removed. It is a “Cliff Notes” version of the Star form the Je'daii Order, a group of Force-users • Xim begins to conquer the Kiirium Reaches
• The Devaronians also experiment with the
Wars Universe. who strive for balance between the light & tumble hyperdrive around this time. to the southwest of his empire.
dark sides of the Force known as Ashla & • Human colonists arrive in the Tion Cluster on 25,116 BBY
BBY: Before Battle of Yavin Bogan. sleeper ships. • Xim's conquest of the Thanium Worlds
ABY: After Battle of Yavin 35,000 BBY finishes.
26,000 BBY
• The Rakata, using technology powered by • By this time, Kuat has launched their own 25,102 BBY
Pre-Republic era the dark side of the Force, establish an colonization ships and seeded Axum, Tepasi, • Xim attacks the planet of Ko Vari, instigating
200,000 BBY Infinite Empire that begins to expand and Humbarine with Humans. a conflict between Xim and the Hutts.
• The Zhell, early ancestors of the Human throughout the Unknown Regions and into • The Verpine species colonize the Roche
the western galaxy. 25,100 BBY
species, battle the Taung species for control system. • The conflict between Xim and the Hutts
of their mutual homeworld Notron (later 33,357 BBY 25,805 BBY reaches its peak; Kossak Inijic Ar'durv lures
known as Coruscant). The Zhell drive the • The Infinite Empire’s terraforming computer • Queen Hadiya of Shikaakwa tried to conquer Xim into fighting the First and Second
Taung off world. on Kashyyyk malfunctions, causing a hyper- the whole Tython system, igniting the Despot Battles of Vontor.
100,000 BBY acceleration in the growth of the planet's War. Queen Hadiya is killed at the Battle of • Kossak convinces the Klatooinians, Nikto,
• The Celestials accomplish a number of feats: forests and giving rise to the enormous Tython, ending the Despot War. and Vodran species to sign the Treaty of
the construction of Centerpoint Station using wroshyr trees. Vontor, securing their allegiance and their aid
25,793 BBY
the Killiks, construction of the Corellian 30,000 BBY • The Force Wars on Tython begin between the in the Third Battle of Vontor.
system using Centerpoint Station, the Vultar • The Infinite Empire reaches its peak, followers of Ashla and the followers of • Xim is captured at Vontor and imprisoned in
system and its Cosmic Turbine, the Hapes spanning dozens of worlds across the galaxy. Bogan. Kossak's dungeons on Varl, though the
Cluster, and the Kathol Rift. The Maw black They annex the holdings of other space • Tatooine is conquered by the Infinite Empire. Tionese are unware of Xim's survival.
hole cluster is constructed with Centerpoint faring species. • The Infinite Empire begins their conquest of • Borte Belgoth is commissioned to construct a
Station to contain the Force entity known as • The Killiks attempt to invade the planet the Je'daii Order and the Settled Worlds. set of hyperspace beacons, one of which
Abeloth. Korriban, but are repelled by the Sith species. becomes known as Belgoth's Beacon.
• The Columi species achieves interstellar • The Killiks vanish from Alderaan, Alsakan 25,783 BBY Belgoth's Beacon bears the faces of a
spaceflight and surveys the "primitive" and the galaxy at large, having been relocated • The Force Wars end with a Force Cataclysm Columi, a cacodemon, and a molator, and sits
people of Duro and Notron. to the Unknown Regions; modern scholars and the surviving members of the Je'daii along the Perlemian Trade Route.
• The Sharu expand out from the Rafa system believe that the Celestials are responsible. establish the Jedi Order.
25,096 BBY
and the Centrality, planting their 27,700 BBY 25,200 BBY • Xim's empire completes the conquest of the
indestructible pyramids on planets such as • The Sith species on Korriban are visited by • The Infinite Empire is struck by a mysterious Kiirium Reaches, despite the loss of its ruler.
Aargau. However, the Sharu bury their cities the Rakata of the Infinite Empire. The battle plague that strips the Rakata of their ability
and revert to a primitive state in an attempt to to use the Force, prompting slave revolts Expansionist Era
to drive the Rakata off their world devastated
avoid the attention of the Celestials. the planet, turning it into a wasteland and across the galaxy and the Empire's collapse. 25,053 BBY
90,000 BBY causing most Sith to relocate to the forested • The Tionese nobleman Xer VIII is born • With the Rakatan hyperdrive reverse-
• The metropolis known as Galactic City has world of Ziost. around this time. engineered by Corellian scientists, the
grown to the point where new levels are built • Korriban becomes the species' holy tomb- 25,150 BBY inhabitants of the Core Worlds begin to
atop old ones; that continues for thousands of world. • Xer VIII begins the Cronese Sweeps, the expand outward and settle the galaxy.
years. • Using Rakatan hyperdrive technology, the subjugation of kingdoms in the Tion • The Galactic Republic is founded with the
36,453 BBY Sith spread out among the planets of the Hegemony. signing of the Galactic Constitution, and
• The Kwa who remained on the world of Stygian Caldera, and the planet Tund 25,130 BBY Coruscant becomes the new government's
Tython die out, and the Kwa as a whole have becomes a place of exile for heretics among • Xer's son Xim takes the throne of the capital.
retreated to their homeworld of Dathomir in the Sith. Kingdom of Cron, he aims to conquer the 25,000 BBY
fear of the Rakata. The Kwa taught the 27,500 BBY Livien League. • The Perlemian Trade Route is founded,
Rakata how to use the Force, but conflict • The Humans of Coruscant begin to launch 25,127 BBY linking Coruscant with Ossus and the Tion
ensued when the Rakata tried to take the sublight sleeper ships over the next 1,500 Cluster.
684 685
• The Corellian Run is mapped, ensuring the • An era of expansion for the Galactic end. Pius Dea Era
economic dominance of Corellia in the Republic and the widespread colonization of Kymoodon Era 11,987 BBY
forming Republic; the Corellian Run forms the Slice. • Supreme Chancellor Pers'lya is impeached by
the southern border of the Slice. • The planet Metellos establishes a hyperlane 15,000 BBY
• The Hutt Cataclysms come to an end; by this the Pius Dea, a religious sect who install the
• Republic scouts make contact with the Jedi known as the Metellos Trade Route that Human adherent Contispex.
Order on Ossus. After conferring for several connects it with Coruscant and points time, the Hutt homeworld of Varl and the
weeks, the Order pledge themselves to westward to Orooturoo. other colony worlds are lifeless wastes, 11,965 BBY
Republic service. forcing the Hutts to relocate to Evocar. • Contispex I sanctions a military invasion of
18,000 BBY • The Cremlevian War, which sees the Hutt Space; the First Pius Dea Crusade. The
24,500 BBY • The Bureau of Ships and Services (BOSS) Yuuzhan Vong conquer many of the planets crusade is the first of a series of Pius Dea
• The First Great Schism erupts in the Core has been formed by this time. in their galaxy before turning on themselves, Crusades that are military crusades against
Worlds between the Jedi Order and the comes to an end, and their homeworld alien species.
Legions of Lettow. The Legions' leader The Indecta Era Yuuzhan'tar strips the species of their ability
Xendor originally asked for permission to 11,939 BBY
17,018 BBY to use the Force. • Contispex II sanctions the Third Pius Dea
create an academy for the study of Force • The First Alsakan Conflict begins, sparking 14,500 BBY
techniques outlawed by the Jedi, and after Crusade, yet another invasion of Hutt Space.
fourteen thousand years of conflict between • The Third Alsakan Conflict begins with the
their refusal he founded the Legions on Alsakan and Coruscant. Commenor Run Campaign. 11,920 BBY
Lettow prompting the Order to declare war • The Fourth Pius Dea Crusade begins vs the
on them. 17,000 BBY 14,300 BBY Hutts.
• The Schism sees Xendor's death at Columus, • Rogue Arkanian scientists transplant a • The Third Alsakan Conflict comes to an end;
number of Xexto to the Quermia system, during the final stages of fighting, the Duros 11,884 BBY
and the conflict ends not long after the Order • The Seventh Pius Dea Crusade, also known
invades where they terraform the planet Quermia into Red Credit Brigade is defeated.
a paradise and genetically manipulate the 14,000 BBY as the Great Northern Crusade, begins
24,000 BBY Xexto, resulting in the evolution of the • A number of Sith establish a library-temple against the Zabrak and other species native to
• The Tionese War begins: the Tionese unite as Quermian species. on the world of Krayiss Two where they the northern region of the galaxy.
the Honorable Union of Desevro & Tion and slumber and their spirits haunt it for the next 11,820 BBY
attack the Republic, storming down the 16,921 BBY
• The Battle of Kes, the only direct armed 10,000 years. • The Sixth Alsakan Conflict begins as the
Perlemian. The Republic begins producing 13,800 BBY Alsakani ally with the Duros, Herglics, and
warships at Core shipyards, but the Tionese conflict between the Republic and Alsakan
during the early Alsakan Conflicts, occurs. • The Fourth Alsakan Conflict begins. the Hutts against the Pius Dea-controlled
push into the heart of the Republic and bomb Republic; however, the Republic wins.
numerous worlds. The Republic ultimately 16,782 BBY 13,200 BBY
repels the Tionese with a desperate • The Celebratus Archive is founded on the • The Fourth Alsakan Conflict comes to an 11,791 BBY
counterattack by numerous Core systems, planet Obroa-skai. end. • The Tenth Pius Dea Crusade, also known as
sparking a series of offensives and 13,050 BBY the Crusade of the Wilds, begins.
16,700 BBY
counteroffensives that last around a century. • The First Alsakan Conflict ends as the • The Fifth Alsakan Conflict begins. 11,708 BBY
23,900 BBY Bureau of Ships and Services forces a peace; 13,000 BBY • The Colonial Era of the Tapani sector ends,
• The Tionese War comes to an end as the the Bureau threatens to withhold access to • The Herglic Trade Empire joins the Republic, beginning the Twelve Kingdoms Era.
Republic devastates the worlds of the Tion the hyperspace beacons. sparking development around the Hidakai 11,707 BBY
Cluster, the Republic's sterilization of 16,200 BBY Pool route. • Eleventh Pius Dea Crusade vs the Herglics
Desevro prompts the Jedi to break with the • The Second Alsakan Conflict begins. 12,720 BBY begins.
Republic. • The planet Pelagon in the future Tapani 11,660 BBY
• The Republic negotiates with the Jedi, who 15,500 BBY sector is first settled by large colony ships,
• The Duinuogwuin Contention: Republic • The Twelfth Pius Dea Crusade occurs.
eventually agree to serve as the Republic's and the colonists soon settle other worlds in 11,591 BBY
watchmen. scouts encounter the Duinuogwuin, or Star the region.
Dragons, near Murkhana and incur the • Fifteenth Pius Dea Crusade vs the Baragwin.
22,800 BBY leviathans' wrath. The Star Dragons attack 12,700 BBY 11,198 BBY
• A Jedi scout follows the Force's call into the Coruscant, sparking mass panic, but Supreme • The Fifth Alsakan Conflict comes to an end. • The Twenty-Third Pius Dea Crusade against
Unknown Regions, discovering the crystal Chancellor Fillorean contacts the attackers 12,000 BBY the Bothans and the Lanniks begins.
world of Ilum. Ilum soon becomes an and, upon discovering they are sentient, • Ithorian herdships make first contact with the
important religious world for the Jedi Order. 11,100 BBY
negotiates a peace with the philosopher Republic. • The Inquisitions begin in the Core Worlds
20,100 BBY Borz'Mat'oh. • The planet Ord Mantell is settled by and the Colonies, the Jedi Order ends their
• By this time, most of the Colonies and the • Fillorean and Borz'Mat'oh collaborate to explorers and colonists from Corellia. Recusal.
Inner Rim have been settled. found the University of Coruscant. • Starting from the planet Gyndine, scouts start
to establish the Ootmian Pabol route, 11,057 BBY
Great Manifest Period 15,400 BBY • Thirty-Fourth Pius Dea Crusade vs the Hutts.
• The Second Alsakan Conflict comes to an bridging the gap between the Republic and
20,000 BBY Hutt Space. 10,967 BBY
686 687
• The Renunciation: The Renunciate engineers the Sisters of the Machinesmith's • Ajunta Pall becomes first Dark Lord of the remote planet Kesh, stranding its crew as the
movement, a splinter faction of the Pius Dea power generator technology to develop far Sith. Lost Tribe of Sith, while its sister ship
that has renounced their faith and allies with more powerful turbolaser weaponry. • The Exiles discover the Sith Empire on Harbinger is thrown into the future and
the Alsakani, Caamasi, and the Jedi Order. Korriban, which they quickly conquer and arrives around 41 ABY.
This splits the Pius Dea faith from within, 7700s BBY transform into a Force-using magocracy. • A supernova occurs in the Moddell sector,
pitting the Faithful against unfaithful, and • The Verpine master crafter Lyns Skutroo 5500 BBY forming the Din Pulsar.
signals the start of the Seventh Alsakan pioneers the squintpipe process for power • The Rimma Trade Route is established by • Csilla undergoes an ice age, blanketing its
Conflict. generators, having reverse-engineered the Sullustan pilots and Givin theorists, ushering surface with glaciers and forcing the Chiss
• Renunciate forces clash with Faithfuls at Waymancy Storm technology. As a result, in widespread colonization of the southern species to move underground.
Fondor, Ixtlar, and Cyrillia, supported by the shielding technology becomes important in galaxy. 4980 BBY
Jedi, Alsakani, Duros, Herglics, and Hutts. combat. • The Corellian Trade Spine is fully • The Sith exiles arrive on the planet Dromund
10,966 BBY 7500s BBY established, extending the ancient hyperroute Kaas, where the Sith Emperor establishes a
• At the Battle of Uquine, the Renunciate • Further refinement of the squintpipe process that links Corellia and Duro all the way out reconstituted Sith Empire.
forces annihilate the remaining Pius Dea allows for increases in shield power and to the edge of the galaxy. 4800 BBY
ships. The Jedi capture Contispex XIX regeneration. 5300 BBY • The Gank Massacres begin: with the
aboard the Flame of Sinthara, taking him to • The Jedi Order establishes a training center discovery of the spice ryll, the newly-
Caamas where he stands trial and is 7348 BBY
• The Twelve Kingdoms Era of the Expanse on the planet Mustafar. discovered Porporite species is whipped into
imprisoned. a homicidal frenzy by the spice. The Gank
comes to an end as the warlord Shey Tapani 5010 BBY
Ductavis Era begins the Unification War to unite the • Teta ascends to the throne of the planet Koros are hired to exterminate the Porporites and go
worlds of the region. Major, and soon begins the Unification Wars on a violent rampage of their own afterward.
10,966 BBY
• Grand Master Biel Ductavis assumes the 7328 BBY in an attempt to unite the seven worlds of the 4775 BBY
position of Supreme Chancellor; his • The Unification War ends at the battle of Koros system under her rule. • The Gank Massacres are brought to an end
ascension heralds the end of the Pius Dea era Shindra's Veil, and Shey Tapani unites the Post-Manderon period by Jedi Knights and the Juggernaut war
and the start of the Ductavis Era. Expanse under the banner of the Tapani droids commissioned by Chancellor
5000 BBY Vocatara.
10,000 BBY Empire. He establishes his new government • The Unification Wars come to an end, with
• The Kumauri Empire comes into conflict on Procopia, and also dedicates the Shey 4645 BBY
the Koros system united under Empress
with the Republic, deploying planet-busting Tapani University on Estalle Island shortly • The Sith Lord Darth Drear establishes a Sith
Teta's rule.
battleships with mass drivers, though they are after the Empire's founding. academy on Odacer-Faustin, under which he
• Marka Ragnos dies, prompting a duel
defeated. 7308 BBY between the rivals Ludo Kressh and Naga builds a secret temple to store his holocron.
• Madilon is discovered and becomes a • The Tapani Empire establishes a university Sadow, who both seek to succeed Ragnos. 4600 BBY
principle component in hyperdrive system on the planet Mrlsst, which was Sadow emerges victorious as the new Dark • Roughly around this time, a group of Jedi
manufacturing. recently discovered by Republic and Tapani Lord of the Sith. including the Duinuogwuin Willm Lywin
9400s BBY scouts. • The Great Hyperspace War; a galactic establish the Teyan Praxeum on the planet
• Planetary shielding begins to see widespread 7003 BBY conflict between the Galactic Republic and Teya IV.
use across the galaxy. • The Second Great Schism occurs as a the Sith Empire erupts when two young 4500 BBY
number of Dark Jedi split from the Jedi hyperspace scouts, Gav and Jori Daragon, • Parties from the Republic begin to contact
9200s BBY
Order. accidentally make contact with the Sith. the planet Kamino, seeking to make use of
• Planetary turbolasers are first commonly
• Sadow instigates the Great Hyperspace War the Kaminoans' exceptional cloning
deployed around this time. Manderon Period in hopes of conquering the Republic, technology.
Subterra Period 7000 BBY invading major Republic worlds such as • By this time, Republic scouts had discovered
8000 BBY • The Meri-Teltior War ends. Coruscant and the Koros system along the the star systems of the future Corporate
• Beginning of the Meri-Teltior War. • The Hundred-Year Darkness begins in the Daragon Trail hyperlane. Sector.
• Elrood is colonized by the Galactic Republic. aftermath of the Second Great Schism. • The Dark Reaper is constructed. • The Altiri and Anarrians come into contact
• Goroth Prime is discovered by Corellian • The Taung Mandalore the First leads his • Sadow's forces are ultimately driven back with each other, sparking a global conflict
pirates. followers from the planet Roon to a new when his forces are revealed to be largely that lasts for almost six hundred years.
• The star Colu expands, swallowing the planet world, which his followers rename illusions, and Sadow flees back to the Sith • An independent scout vessel drops out of
Clak'dor I. Mandalore. Empire, where he is confronted by Ludo hyperspace too close to the gravity well of
• The Sith library Veeshas Tuwan on Arkania. Kressh. the planet Iol, causing the pilot to crash on
7811 BBY • Sadow escapes after destroying Kressh's fleet
• The Waymancy Storm occurs; a conflict 6900 BBY the planet and inadvertently uncovering a
• The Hundred-Year Darkness comes to an end just ahead of a Republic fleet pursuing him, large vein of ore used in the creation of
between the Galactic Republic and the and ultimately finds refuge on the moon of
Waymancy Hollow, the government of with the Battle of Corbos. The defeated Dark durasteel. The pilot names the planet Iol and
Jedi are exiled from the Republic. Yavin 4. submits a claim to the world, but Tangan
Waymancy. The victorious Republic reverse- • The Sith starship Omen crashes on the
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Industries intercepts and modifies his claim • Amanoa, future queen of Onderon and wife 3997 BBY by Ulic Qel-Droma and the Republic.
to give the company rights to the world. of Ommin, is born. • The Keto cousins stage a military and • The Dark Reaper is deactivated and its power
4400 BBY 4056 BBY political coup in the Empress Teta system, source, the Force Harvester, is hidden on
• After being denied Knighthood, a Padawan • Around this time, civil war breaks out seizing control of the system from their Raxus Prime.
named Freedon Nadd explores the Yavin between Taris's nobility and the planet's parents as they establish the Sith cult known • Both the Great Sith War and the Krath Holy
system and encounters Naga Sadow's spirit, largely alien lower class. The rebellion is as the Krath. The coup begins the Krath Crusade end with the Recapture of the
who sways Nadd to the dark side of the ultimately crushed after millions die in the Holy Crusade. Empress Teta system.
Force. Nadd kills Sadow's spirit and fighting. • A Republic and Jedi task force comes to the • The Jedi Order create the Lost City of the
establishes himself as a king on the planet aid of the planet Empress Teta, which has Jedi to aide the recovery of the planet Yavin
4030 BBY managed to hold off the Krath, but the Sith 4's ecology as well as to ensure that Exar
Onderon, where he institutes a policy to • Arca Jeth and a number of Jedi Knights
banish criminals into the wilds beyond the cult drives the Republic out of the system at Kun never returned again.
devastate the Lorell Raiders at the Battle of the Battle of Koros Major. • The Jedi Order relocates to Coruscant
walls of the city of Iziz. Nadd establishes a Lorell, forcing the survivors to retreat to the
dynasty of dark side-wielding monarchs. • Ulic Qel-Droma attempts to infiltrate the following Ossus's devastation.
Hapes Cluster. The Raiders and their female Krath from within, but is seduced to the dark
• The exiled criminals manage to tame prisoners eventually evolve into the Restoration Period
Onderon's wild beasts to become the Beast side by Aleema Keto.
matriarchal and isolationist Hapes • Around the same time, The power-hungry 3995 BBY
Riders, and the Beast Riders wage war on Consortium. Jedi Exar Kun searches for Sith teachings • The Great Hunt, a Jedi campaign to eradicate
Iziz, sparking the Beast Wars.
4003 BBY and discovers the spirit of Freedon Nadd on the Sithspawn known as terentateks, begins.
• The Mon Calamari of Dac begin to launch
starliners to colonize planets around their • The Giju Passage is blazed by Herglic scouts, Onderon's moon Dxun, where he is trained in 3994 BBY
homeworld over the next two centuries. and within twenty-five years the route the ways of the dark side before heading to • Ulic Qel-Droma revisits Yavin 4 to learn
becomes an established trade route into Yavin 4 to acquire more power. Kun what had happened to Exar Kun, but is
4250 BBY Herglic space. ultimately kills Nadd's spirit and seeks out unable to learn anything as to his former
• The Third Great Schism erupts as Dark Jedi Ulic Qel-Droma to eliminate a potential rival.
4002 BBY comrade's fate.
wage war against their fellows on Coruscant. • Nomi Sunrider organizes a second rescue
The Dark Jedi are eventually driven off world • Onderon makes contact with the Galactic 3986 BBY
Republic and encounters galactic civilization. mission at the same time that Kun arrives on • Nomi Sunrider, by now the head of the Jedi
and retreat to the Vultar system, where their Empress Teta, and Kun and Qel-Droma clash
attempt to harness the power of the Cosmic Old Sith Wars Order, calls a conclave of the Order on Exis
in a duel. However, the duel is ended by the Station. However, the conclave is interrupted
Turbine ends in the annihilation of the entire 4000 BBY spirit of Marka Ragnos, who anoints Kun and
Vultar system. when Nomi's daughter Vima steals an ion
• The Kyyr system is enveloped in a Qel-Droma as Dark Lords of the Sith as well mining vessel and is nearly killed before Tott
4200 BBY supernova, forming the Thornhedge Nebula as Master and apprentice. Joining forces Doneeta rescues her. Vima seeks out Ulic
• The Mecrosa Order is founded on Nyssa by and Pulsar and also devastating the Ootmian with Kun the two Sith form the Brotherhood Qel-Droma on Rhen Var and becomes his
Viscountess Mireya, though the organization Pabol. of the Sith. student, studying the ways of the Force.
is corrupted, allegedly by Mireya herself, by • Jedi Master Arca Jeth sends his three • Several slivilith - living probe creatures
Sith teachings over the next two centuries. apprentices, Ulic Qel-Droma, Cay Qel- created by the Yuuzhan Vong - appear in the Mandalorian Wars
• The Hapes Cluster becomes a haven for the Droma, and Tott Doneeta, to Onderon in galaxy. 3976 BBY
Lorell Raiders, a group of pirates who prowl order to bring an end to the ongoing Beast 3996 BBY • The Mandalorian Wars begin with the Battle
the Perlemian for generations. Wars. • In the Duel on Kuar on the Plains of Harkul, of Althir.
4100s BBY • Their attempts to negotiate a peace with Ulic Qel-Droma defeats Mandalore the 3973 BBY
• New navicomputer technology begins to Queen Amanoa fail when she unleashes the Indomitable in combat, winning his loyalty. • Cassus Fett leads the Mandalorian Neo-
render jump-beacons obsolete. dark side against them, and the Beast Riders • Exar Kun locates and reactivates the Dark Crusaders in the Battle of Cathar: Fett's
lay siege to Iziz. Reaper, and begins using it to conquer
4166 BBY forces wipe out over 90% of the Cathar
• The Mon Calamari species makes first 3998 BBY planets. population on their homeworld.
contact with the Republic when Republic • The Freedon Nadd Uprising erupts on • After months of conquering planets from the
Deep Core to the Outer Rim, the Sith launch 3970 BBY
scouts encounter Mon Calamari starships Onderon as King Ommin leads an army of
their attack on Coruscant. During the battle, • Argazda's Provisional Governor Myrial
near Ruisto. dark side-empowered Naddists against the
Ulic Qel-Droma is captured and subsequently declares the Kanz sector independent,
Jedi Order and Beast Riders. The Naddists
4100 BBY put on trial for treason. renaming it the Argazdan Redoubt and
interrupt Amanoa's funeral and capture Arca
• Bacta is introduced to the galaxy, becoming a • Mandalore the Indomitable is defeated by the instigating the bloody Kanz Disorders.
Jeth, and also succeed in recovering the
competitor to kolto. Republic at the Battle of Onderon and killed 3968 BBY
sarcophagi of both Amanoa and Freedon
4085 BBY Nadd. by the beasts of Dxun. He is succeeded by • The Adasca BioMechanical Corporation of
• A vintage of wine known as the rare Ord • The Galactic Republic and additional Jedi Mandalore the Ultimate. Arkania begins offering "genetic solutions"
Mantell 432 BTC is produced on Ord Knights arrive on Onderon and engage • Sith Lord Ulic Qel-Droma turns away from to Arkanian Offshoot employees.
Mantell. Ommin's army, and the Jedi ultimately defeat the dark side. 3965 BBY
4070 BBY Ommin and liberate Arca Jeth. • Exar Kun is defeated at the Battle of Yavin 4 • The Mandalorian Neo-Crusaders first begin
690 691
to combat the Republic Military as they Republic. attempt to try and kill the Sith Emperor. try and gain a foothold for the Sith Empire in
move closer and closer to the Republic's 3957 BBY However, they are betrayed by Scourge. the Core Worlds. The attack fails due to the
edge, thus beginning the "False War." • Revan is captured onboard his flagship, after Surik is killed and Revan is taken prisoner. efforts of Havoc Squad and Satele Shan.
3964 BBY Malak turns against him. Bastila Shan brings He would remain the Sith Emperor's captive 3653 BBY
• The Mandalorians clash with the Republic at Revan back to the Jedi & uses the Force to for three centuries. • The Empire sacks Coruscant, destroying the
the Jebble-Vanquo-Tarnith line for several strip his memories and create a new identity 3712 BBY Jedi Temple and inflicting mass casualties,
weeks. for him. • The Brentaalan hyperspace explorer Freia including Supreme Chancellor Berooken and
3963 BBY 3956 BBY Kallea bridges the gap between the Jedi Grand Master Zym. They hold the planet
• The Mandalorians break through the • Destruction of Taris Mandalorian Road and the Sprizen End Run. hostage as the Republic, who had been
Republic lines and begin the Taris Siege, and • Revan and Bastila along with their 3704 BBY tricked into attending peace negotiations on
proceed to invade the Republic through three companions begin to look for the Star Maps • Freia Kallea blazes a route linking the Spurs Alderaan, are forced to sign the Treaty of
separate corridors in what becomes known as spread across four planets after finding one of Celanon and the Morellian Trail, Coruscant, which ends the Great War,
the Onslaught. One of those corridors sees on Dantooine. completing the northern end of the Hydian beginning the period of covert conflicts and
the nuclear devastation of Serroco, though • At the Battle of Rakata Prime, Revan kills Way. private wars known as the Cold War
the Mandalorians' offensives are all halted by Malak in a lightsaber duel, and the Republic 3703–3702 BBY • The Black Sun crime syndicate is founded.
the end of the year. Fleet destroys the Star Forge. • Freia Kallea charts a route south from Denon, 3651 BBY
• The Revanchists, a group of young • End of the Jedi Civil War. linking the end of the Brentaal–Denon Route • Satele Shan rediscovers the planet of Tython,
interventionist Jedi led by a charismatic Sith Civil War with the Dustig Trace. However, she crash- a deed that gains her the rank of Jedi Master,
Knight known as "the Revanchist," uncover lands on the uncharted planet Nuvar thanks and later Grand Master following the death
evidence of the Battle of Cathar. In light of 3955 BBY
• Sith Lords, formerly loyal to Darth Revan to interference from rivals, where she is of Grand Master Zym, and the Order
the Mandalorians' actions, the Jedi Council stranded for six years. relocates to Tython.
begrudgingly sanctions the Revanchists' and Malak, begin breaking the Sith Empire
into smaller domains, declaring themselves 3701 BBY 3642 BBY
entrance into the Mandalorian Wars, and the
sovereign warlords. • Kallea's route is expanded from the Dustig • Balmorra is liberated by the Republic after
Revanchist adopts the name Revan.
• First Jedi Purge begins. Trace to Seswenna and Clak'dor VII to the nearly three decades of Imperial occupation.
• A Yuuzhan Vong scout arrives in Wild Space.
3954 BBY south over several years. • After spending three centuries as the Sith
3962 BBY • Sith assassins, under orders from Darth Sion, 3694 BBY Emperor's captive, Revan finally escapes
• The Mandalorians launch a Coreward begin a widespread assassination campaign • Rescued from Nuvar, Kallea extends her from captivity during the Battle of the
campaign that sees them breach the Core against the Jedi, who soon are all but wiped route all the way to Terminus near the edge Maelstrom.
Worlds as far as Duro. However, Revan and out. of the galactic disk, and then extends it • Revan captures the Foundry, an ancient
his friend Malak arrive at the Battle of Duro • The remnants of the Sith Empire are mostly further to Imynusoph. Rakata space station capable of mass-
with a fleet of Interdictor-class cruisers, unified by Darth Traya, Darth Sion and Darth 3693 BBY producing battle droids on a very large scale.
preventing the Mandalorians from escaping Nihilus. • The fully-charted Hydian Way is christened. However, an Imperial task force lead by
with war matériel. Supreme Chancellor Tol Darth Malgus would catch up with Revan,
Cressa appoints Revan the Supreme 3952 BBY The Great Galactic Wars
• The Sith Lord Darth Nihilus uses his massive and he would fall in combat.
Commander of the Military.
Force powers to feed on the life on Katarr, 3681 BBY 3100 BBY
3961 BBY destroying all life on the planet and virtually • The Hapan Queen Mother seals the borders
• Over the course of this and the next year, wipes out the Jedi Order. • The Great Galactic War officially begins of the Hapes Consortium, beginning
Revan leads the Republic in rolling back the when a convoy of Republic warships is thousands of years of isolation.
Mandalorians' advances, though often at the 3951 BBY destroyed by an Imperial armada in the
cost of civilians thanks to "moral shortcuts." • Canderous Ordo, known as Mandalore the Tingel Arm, signifying the Sith's return to the 3017 BBY
3960 BBY Preserver, reunites the Mandalorian clans and known galaxy. • The Seventeenth Alsakan Conflict, the last of
• The Mandalorian Wars come to an end at the aids in the fight against the remnants of the • Korriban is reclaimed by the Sith. such conflicts, comes to an end.
Battle of Malachor V, where Revan kills Sith Empire. 2519 BBY
• Meetra Surik reestablishes connection to the 3671 BBY
Mandalore the Ultimate and the Mass • The Republic score their first major victory • The main hall of the Jedi Archives is
Shadow Generator wipes out most of the Force, then kills Darth Nihilus, Darth Sion constructed.
and Darth Traya, who have spent the last five against the Sith Empire at the First Battle of
Mandalorian and Republic fleets while Bothawui. 2203 BBY
destroying the planet's surface. years assassinating Jedi.
• First Jedi Purge ends. 3670 BBY • The Shapani Bypass was established, being
Jedi Civil War • End of the Old Sith Wars. • Balmorra is invaded by the Sith Empire. used as a shortcut for Bacta transport
3959 BBY • The Jedi finally liberate the Kanz sector from between Thyferra and the Core Worlds.
Inter-Sith Wars period
• Turned to the dark side by the Sith Emperor, the Myrialites, ending the Kanz Disorders. The Draggulch Period
Revan and Malak find the Star Forge and, 3950 BBY
• Revan, Meetra Surik, and the rogue Sith Lord 3667 BBY 2000 BBY
after breaking free of the Emperor's control, • Darth Malgus leads an attack on Alderaan to • The New Sith Wars begins with the Fourth
form their own Sith Empire to invade the Scourge travel to Dromund Kaas in a daring
692 693
Great Schism. • The Sith Academy on Korriban is reopened. 350 BBY • The creation of a clone army begins on
• A group of families and friends of members 1004 BBY • The Trade Federation is created to regulate Kamino, under the order placed by Jedi
of the Jedi Order flee the early battles of the • The Brotherhood of Darkness lands armies commerce in the Outer Rim. Master Sifo-Dyas.
New Sith Wars, settling on the Outer Rim on Dromund Kaas and Malrev IV, but are 220 BBY • Count Dooku murders Sifo-Dyas and
planet of Yanibar in hopes of establishing a repelled by the Republic. • The Academy of Carida is founded. becomes Darth Tyranus.
temporary refuge. However, the colonists' • The Yuuzhan Vong reach the galaxy.
relatives and allies are killed during the 1002 BBY
• The Army of Light clashes with the 200 BBY 27 BBY
conflict, causing Yanibar to be forgotten; the • TaggeCo is founded by Tarzen Tagge. • The Outbound Flight Project departs from
colonists develop the Zeison Sha Force Brotherhood of Darkness at Ruusan,
beginning the Ruusan campaign. Yaga Minor, but is crippled shortly after by
tradition. 188 BBY Mitth'raw'nuruodo (Thrawn).
1989 BBY 1000 BBY • Almas Academy is founded on Almas by the
• The Seventh Battle of Ruusan ends when 25 BBY
• Bespin is first colonized with the Jedi. • The Yuuzhan Vong establish an advance base
commissioning of Cloud City. Kaan, influenced by Darth Bane, uses the • The Bakur Mining Corporation under Arden
thought bomb to eradicate his enemies; but on the planet Bimmiel.
1800 BBY colonizes Bakura.
the thought bomb kills all of the Sith as well. 24 BBY
• An orbital bombardment of the planets in the • The Republic Dark Age comes to an end. 147 BBY • The Confederacy of Independent Systems is
Uba system, , ignites superweapon caches • Incom Corporation and Subpro Corporation officially formed by Count Dooku on Raxus
that engulf the planets in radioactive The Great Peace of the Republic enter into a partnership. Prime. Shortly afterwards, thousands of
firestorms. The native Ubese are nearly 1000 BBY 130 BBY planets leave the Republic and align
exterminated by the event, with the only • Darth Bane founds the Order of the Sith • The Potentium first appears among younger themselves with the CIS, thus beginning the
survivors on Uba IV; some are relocated to Lords, a new Sith Order with only one master members of the Jedi Order. Separatist Crisis.
the Ubertica system, but the event sparks a and one apprentice at a time, also known as
deep-seated hatred of the Republic among the 112 BBY The Clone Wars
the Rule of Two. Each subsequent Sith bears • The 3PO-series protocol droid line begins
Ubese. the title Darth. 22 BBY
production by Cybot Galactica.
1500 BBY • Chancellor Tarsus Valorum presides over the • Dreadnought-class heavy cruisers vessels are • The First Battle of Geonosis.
• The Republic drafts a large number of Ruusan Reformation, which dismantles the first deployed. • The battle on Geonosis marks the official
soldiers and halts the Sith offensive at King's Republic's central authority, abolishing the • The Prophets of the Dark Side colonize beginning of the Clone Wars.
Galquek, Corphelion, and Hiit. Republic's standing armed forces and Kalakar Six from Dromund Kaas. 21.5 BBY
1486 BBY reorganizing its millions of sectors into 1,024 • The 501st Legion is formed.
regional sectors, each represented by a single 70 BBY
• The Tapani Federation sends its first • The Kira Run is founded, connecting the • The Republic begins work on the Decimator,
representatives to the Galactic Senate, and Senator. employing Wookiees to construct the
• The Chiss Ascendancy reaches its largest Lazerian system to the Ropagi system.
the Tapani sector is established as a Republic • Darth Plagueis kills his master Darth machines. However, the finished vehicles are
sector. extent of twenty-eight colony worlds. stolen by Sev'rance Tann, a Separatist general
• The last of the Rakata die out. Tenebrous and becomes the sole Dark Lord
1250 BBY of the Sith. who uses them to take over Sarapin.
• The Sith Lord Belia Darzu comes to power, 873 BBY 66 BBY • The Battle of Muunilist ends with a Republic
beginning a period known as the Sictis Wars • Industrial Automaton is founded. • Palpatine becomes Plagueis's apprentice, victory & the capture of Banking Clan
as she unleashes her technobeasts. 704 BBY becoming Darth Sidious. Chairman and Separatist Council member
• The Outer Expansion Zone is established. 45 BBY San Hill.
1230 BBY • The Republic suffers a crushing defeat at the
• The Sictis Wars end with Darzu's death. 700 BBY • The Katana fleet is lost.
Battle of Hypori, with the Jedi Ki-Adi-
Republic Dark Age • An Alderaan Biotics operation is established 35 BBY Mundi, Shaak Ti, Aayla Secura, and K'Kruhk
on Borleias. • Garm Bel Iblis is elected to represent being the only survivors. It is during this
1051 BBY Corellia in the Galactic Senate.
• Awaud claims the title of Mandalore the 620 BBY battle that the Kaleesh cyborg General
• The Antarian Rangers are established. • The Techno Union takes control of Grievous is revealed as the Supreme
Uniter, and leads Mandalorian Space through Saleucami.
the remainder of the New Sith Wars to 600 BBY Commander of the Droid Armies.
become a regional industrial and military • The Jedi Knight Allya is exiled to Dathomir 34 BBY 20.5 BBY
power. and would eventually found the Witches of • Darth Plagueis is killed by his apprentice, • Ryloth is liberated.
Dathomir there. Darth Sidious, who then becomes the new • Sullust defects to the Confederacy of
1010 BBY Dark Lord of the Sith.
• Jedi Master Skere Kaan abandons the Order 490 BBY Independent Systems.
• Following the Battle of Naboo, Senator • The Death Watch, under their leader Pre
with a group of like-minded Jedi, and within • The Corporate Sector Authority, a free- Palpatine is elected Supreme Chancellor of
months his Brotherhood of Darkness emerges enterprise fiefdom of the galaxy, is founded Vizsla, revolt against Kryze in order to
the Republic, replacing Finis Valorum. destabilize her New Mandalorian
as the dominant Sith faction. to free the Galactic Senate and corporate • Count Dooku leaves the Jedi Order and
moneymakers from each other. government.
1006 BBY disappears, secretly joining Darth Sidious.
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20 BBY • The Rebel Alliance claim what they consider Antilles. • The New Republic wins the Battle of
• Exile of Mith'raw'nuruodo (Thrawn). to be their first major victory, obtaining a full • New Republic forces switch from the Calamari.
• Orman Tagge becomes Baron of the House of set of plans for the Death Star. guerrilla tactics of the Alliance to a campaign 11 ABY
Tagge. • Admiral Natasi Daala is sent to Maw of claiming important Core Worlds. • Ponc Gavrisom is elected to the New
• The Shadow Collective is formed by Maul. Installation. • Zsinj begins his campaign against the New Republic Senate.
• Mandalore is taken over by the Shadow • Death Star Destroyed Republic. • Palpatine returns again, but Empatajayos
Collective. 0 ABY • Imperial Grand Admiral Octavian Grant Brand destroys his life-force forever.
19.5 BBY • Mon Calamari joins the Rebel Alliance. defects to the New Republic. • Carnor Jax briefly reorganizes the Dark
• The Jedi Council learns that Chancellor • Construction begins on the second Death 7 ABY Empire into the Crimson Empire, but he is
Palpatine is a Dark Lord of the Sith. Mace Star. • The New Republic captures Coruscant from killed.
Windu, along with fellow Council members • Tycho Celchu defects to the Rebel Alliance. the Empire as it continues to deteriorate. • The New Republic reoccupies Coruscant.
Kit Fisto, Agen Kolar, and Saesee Tiin, 1 ABY • Ysanne Isard leaves an artificial virus called • Luke Skywalker establishes the Jedi Praxeum
attempt to relieve Palpatine of his duties, but • Imperial forces seize Bakura. the Krytos virus that infects all non-Humans. on Yavin 4, and his sister Leia becomes Chief
Palpatine resists and kills all of them but • Crix Madine defects to the Rebel Alliance. • Wedge Antilles and the rest of Rogue of State of the New Republic.
Windu. Windu ultimately fails his task and is Squadron leave the New Republic military • The Battle of Ord Cantrell is fought. The last
last seen falling to his death from the 2 ABY and begin the Bacta War against Ysanne Galactic Emperor, Xandel Carivus is
chancellor’s balcony in Coruscant. • Corran Horn becomes an officer in the Isard. executed by Kir Kanos.
Corellian Security Force. • Wedge Antilles and the former Rogue • Admiral Natasi Daala and her fleet of Star
Rise of the Empire • Rogue Squadron is formed by Luke Squadron members attack Thyferra to get Destroyers emerge from the Maw after 11
19 BBY Skywalker. bacta for the New Republic. years in isolation.
• The newly-formed Galactic Empire begins 3 ABY • Corran Horn and Mirax Terrik are married. • Kyp Durron, under the influence of Exar
the process of imperializing the galaxy. • The Battle of Hoth occurs when the Empire Kun, uses the Sun Crusher to destroy Carida.
• Construction begins on the first Death Star. 8 ABY
discovers and destroys Echo Base. • Leia Organa marries Han Solo. • Corran Horn trains at the Jedi Praxeum on
• Mon Mothma, Bail Organa & other senators • Bespin is subjugated by the Galactic Empire. Yavin 4. He rescues his wife from Leonia
discuss plans for a Rebellion. This • Prince Isolder allies the Hapes Consortium
• Lando Calrissian joins the Rebel Alliance. with the New Republic. Tavira, and destroys the Invids from the
eventually leads to the Galactic Civil War/ • Darth Vader duels Luke Skywalker in Cloud inside-out.
Rebellion. • Zsinj dies during the Battle of Dathomir.
City and reveals that he is Luke's father. • Exar Kun's spirit is destroyed.
• Thrawn, is recruited into the newly-formed • Prince Xizor is killed by Darth Vader and 9 ABY
Imperial Navy by Emperor Palpatine. • Beginning of the Thrawn Crisis 12 ABY
Black Sun collapses. • The term "Imperial Remnant" is used for the
• Emperor Palpatine constructs the Eye of • Thrawn finds the lost Katana fleet (194
Palpatine. 4 ABY Ships). first time referring to the Empire, now unified
• Boba Fett escapes the sarlacc, killing it. • The Smugglers' Alliance is founded by Talon under Gilad Pellaeon. After her defeat at
17 BBY • The Battle of Endor Yavin 4, Admiral Daala turns control of the
• The Reconquest of the Rim comes to an end, Karrde in order to assist the New Republic.
• An Alliance of Free Planets task force • The Battle of Bilbringi is fought: Thrawn is Fleets to Pellaeon. The Council of Moffs is
with the Outer Rim Territories fully brought responds to a distress call at Bakura. The formed to serve as the Remnant's governing
under the rule of the Galactic Empire. assassinated by his bodyguard, Rukh. His
Imperial and Alliance forces sign the Truce at death marks the end of the Thrawn Crisis. body. It is the end of the Imperial Civil War.
10 BBY Bakura & work together to repel the Ssi- • Joruus C'baoth is killed at Mount Tantiss by • Darksaber is constructed.
• Sienar Fleet Systems purchases the patents ruuk. Luke Skywalker and Mara Jade. • Crix Madine is killed.
and production rights to the Eta-2 Actis- The New Republic Era • The Noghri defect to the New Republic when • The lost superweapon Eye of Palpatine is
interceptor and Alpha-3 Nimbus V-wing from they discover that the Empire has been found by former Emperor's Hand Roganda
Kuat Systems Engineering. 4 ABY Ismaren, who uses it in a plot to restore the
• Beginning of the Imperial Civil War. manipulating them and polluting their world.
7 BBY • Ysanne Isard returns, and helps Rogue Galactic Empire. This plot is foiled by Luke
• The New Republic is established. Skywalker, Nichos Marr, and Cray Mingla,
• Captain Hoffner and Talon Karrde discover Squadron defeat her clone, who is using a
the Katana Fleet. 5 ABY warlord to do her dirty work. Isard is killed who destroy the Eye.
• Luke Skywalker attains the rank of General. by Iella Wessiri on the Lusankya, while 13 ABY
3 BBY Six months later, after Imperial forces under
• Gallofree Yards, Inc. goes bankrupt. Wedge Antilles kills the clone and warlord. • Seti Ashgad resurfaces thirty years later and
the command of Lord Shadowspawn fought unleashes the Death Seed plague.
2 BBY to the last man against his army, he retires 10 ABY
• The Galactic Empire recaptures Coruscant, • Nien Nunb becomes the Administrator of
• The Alliance Starfighter Corps is created. from the military. Kessel.
• Ysanne Isard engages in a series of political but splinters into factions, and fights with
The Rebellion Era each other. The New Republic is forced to 14 ABY
maneuvers to damage the New Republic and
0 BBY seize control of the Empire. hide at Pinnacle Base. • Rise and fall of the Disciples of Ragnos.
• The Imperial Senate is formally disbanded, • Operation Shadow Hand: the Empire is • Following the collapse of the Empire Reborn
6 ABY revitalized as the "Dark Empire" under the movement, and destruction of Disciples of
giving Emperor Palpatine absolute power. • Rogue Squadron reforms under Wedge
• The first Death Star finishes construction. rule of the reborn Emperor Palpatine. Ragnos cult, major armed conflict between
696 697
the New Republic and the Imperial Remnant • Leia Organa Solo resigns her post as Chief of • Gial Ackbar dies. 40 ABY
drops off, turning into a cold war. State and the Bothan Borsk Fey'lya replaces • Coruscant is liberated from the Yuuzhan • The Galactic Alliance, in an attempt to
15 ABY her. Vong. silence discontent among its members,
• Luke Skywalker confronts Brakiss for his • Sien Sovv becomes Supreme Commander of • Zonama Sekot forges a peace accord between begins a deterrent campaign against Corellia,
dark side leanings. Brakiss flees Yavin 4. the New Republic Defense Force. the Galactic Alliance and the Yuuzhan Vong. leaving the galaxy on the edge of a full-scale
• Lord Cronal is killed for the final time on • The Diversity Alliance, an extremist anti- The war ends after five years of fighting. war. The Galactic Alliance Guard is created
Andooweel. Human organization, is formed. 30 ABY as a result.
24 ABY • A new Jedi Academy is constructed on • Gilad Pellaeon resigns as Supreme
16 ABY Commander of the Galactic Alliance Defense
• The Black Fleet Crisis. • Mon Mothma dies. Ossus.
• Lando Calrissian establishes a mining • The Galactic Federation of Free Alliances Force after the creation of the Galactic
17 ABY operation in the Dubrillion system. moves its capital from Denon back to Alliance Guard.
• The Almanian Uprising. Coruscant. • The first civil war since the Galactic Civil
• Tycho Celchu marries Winter. The New Jedi Order Era War breaks out between the Galactic Alliance
• Yuuzhan Vong are exiled from the galaxy.
18 ABY 25 ABY • The One Sith are founded on Korriban. on one side, and the Confederation on the
• The Corellian Insurrection. • The Yuuzhan Vong invade the galaxy. other.
35 ABY • Mara Jade Skywalker is killed by her nephew
• Kam Solusar marries Tionne. • Chewbacca dies at Sernpidal. • The Jedi are called upon to act as police and
• Admiral Gilad Pellaeon resurfaces to launch Jacen Solo.
26 ABY diplomats by the Galactic Alliance, despite • Lumiya is killed by Luke Skywalker.
a major offensive against the New Republic. • Destruction of Kalarba, its moon Indobok, the wishes of Luke Skywalker.
NR forces under Admiral Gial Ackbar defeat • Jacen Solo becomes a full Sith Lord, Darth
and Hosk Station. • The Dark Nest Crisis: a mysterious alien race Caedus.
Pellaeon in the Battle of Anx Minor. The • The Jedi Order is driven off Yavin 4 by the called the Killiks with a leader very strong in
Imperial Remnant is reduced to a mere eight • Luke Skywalker forms the Jedi Coalition; the
Yuuzhan Vong following their invasion of the the Force, who are ancient enemies of the war becomes a three-way conflict.
backwater sectors in the Outer Rim world and the destruction of the Jedi Chiss return, some of the younger members
Territories, now posing no threat whatsoever • Centerpoint Station is destroyed due Toval
Praxeum. of the Jedi interfere, and become part of their Seyah's sabotage.
to the New Republic and/or the Galaxy at • Sriluur is overrun by the Yuuzhan Vong. alien "Hive".
large. • Nyriaan is conquered by the Yuuzhan Vong. 41 ABY
• Ponc Gavrisom is elected Chief of State of 36 ABY • Admiral Natasi Daala returns to fight in the
• Nal Hutta and Nar Shaddaa are Vongformed • The Swarm War occurs.
the New Republic, succeeding Leia Organa after the Yuuzhan Vong take total control of Second Galactic Civil War.
Solo. • The Five Worlds is founded. • Gilad Pellaeon is killed by Tahiri Veila at the
Hutt Space. The Hutts are forced to take • The Conclave on Ossus convenes: Luke
19 ABY refuge on Tatooine. Second Battle of Fondor.
Skywalker is made Grand Master of the New • Isolder is killed by Darth Caedus.
• The Caamas Document Crisis. • Duro becomes the first Core World to be Jedi Order.
• The New Republic and the last fragment of conquered by the Yuuzhan Vong. • Darth Caedus is killed by his sister, Jaina
• Gilad Pellaeon is called out of retirement to Solo.
the Empire sign the Pellaeon–Gavrisom 27 ABY succeed Sien Sovv as head of the Galactic
Treaty, ending the 21-year-long Galactic • The Second Galactic Civil War ends.
• The Yuuzhan Vong conquer Coruscant, Alliance Defense Force after Sovv is killed. • At the end of the war, Natasi Daala is named
Civil War. renaming it for their dead home planet,
The Legacy Era the new Chief of State of the Galactic
20 ABY Yuuzhan'tar. The New Republic relocates to Alliance.
• Luke Skywalker marries Mara Jade. Mon Calamari. 37 ABY • Jagged Fel becomes the new leader of the
21 ABY • Anakin Solo dies on Myrkr. • The Galactic Federation of Free Alliances Imperial Remnant.
• Leia Organa Solo is reinstated as Chief of • Chief of State Borsk Fey'lya is killed. imposes Sector Defense Limits on its
• Cal Omas is elected Chief of State. members. 43 ABY
State of the New Republic. • Jedi Grand Master Luke Skywalker is
• Tenel Ka Chume Ta' Djo becomes Queen 38 ABY
22 ABY Mother of the Hapes Consortium. charged with dereliction of duty by Chief of
• Luke and Mara Jade Skywalker travel to the • Major mining operations are reestablished on State Natasi Daala. Luke is exiled from the
• The Voxyn are destroyed on Myrkr. Nyriaan's surface by the Corporate Sector
Unknown Regions where they join a Chiss/ New Jedi Order.
Empire of the Hand mission to locate the 28 ABY Authority. Since the CSA avoided invasion • The Unification Summit is held on Coruscant
remains of the ill-fated Old Republic/Jedi • The YVH-M droids are created by Lando by the Yuuzhan Vong, they were in an effort to reunite the galaxy in the
expedition Outbound Flight. Calrissian. economically and industrially solvent enough aftermath of the Second Galactic Civil War.
• The New Republic is reorganized into the to rebuild their old facilities and continue
23 ABY Galactic Federation of Free Alliances. their former operations. 44 ABY
• Second Imperium attempts to disrupt the • Ssi-ruuk fail a second invasion of Bakura. • Widespread slave uprisings spread
39 ABY throughout the galaxy, inspired by the
peace between the New Republic and 29 ABY • The Hutts refused to join the Five Worlds,
Imperial Remnant, and restart the Galactic • Dissolution of the Smugglers' Alliance. Freedom Flight organization.
remaining independent from both them and • Galactic Alliance Chief of State Natasi Daala
Civil War. • Radical changes occur in the Chiss the Galactic Federation of Free Alliances.
• Following the defeat of the Shadow Expansionary Defense Force and Chiss responds to these revolts with overwhelming,
Academy, the Jedi Academy is rebuilt. society in general. brutal force, leading to Imperial withdrawal
698 699
from the Unification process. • The Galactic Alliance Remnant under
• The Jedi Order leads a coup to overthrow Admiral Gar Stazi begins its campaign
Daala, ending her reign & leading to her against the Empire.
imprisonment. • The One Sith turns against Emperor Roan Fel
• The dark side entity known as Abeloth and his Imperial Knights. Darth Krayt
manipulates the Galactic Senate to elect usurps the Imperial throne, though some
Rokari Kem, whom it possesses, as Chief of parts of the Empire remain loyal to Fel.
State. Chief of State Kem is used as a • Beginning of the Second Imperial Civil War.
figurehead for Abeloth and the Lost Tribe of 137 ABY
Sith to to rule the galaxy. • The Jedi Academy is destroyed by the One
• Sinkhole Station is destroyed. Sith.
• At the Liberation of Coruscant, the Jedi • The Genocide on Dac takes place.
Order defeats the Lost Tribe of Sith and • Darth Krayt is killed by Darth Wyyrlok after
Abeloth. Wynn Dorvan is elected as Chief of Battle on Had Abbadon & resurrected on
State. Korriban.
• The Jedi Order is commanded by the • Galactic Alliance Remnant and Fel Empire-
Galactic Alliance Senate to leave Coruscant. in-Exile forces unite against Darth Krayt's
The Order relocates to the academy on Shedu Empire.
Maad. • The spirit of Darth Andeddu is destroyed for
• Daala escapes from the Armand Isard the final time.
Correctional Facility & begins a campaign of
revenge and conquest, intending to conquer 138 ABY
the galaxy. The Imperial Remnant, led by • Darth Krayt kills Darth Wyyrlok (III) and
Jagged Fel, declares war on Daala's forces. regains control of the Empire. The Sith
Trooper project is unveiled.
45 ABY • The Hidden Jedi Temple falls, though many
• The Fel Empire is founded. of its defenders are able to evacuate.
• Galactic Exploitation Technologies attempts • Jedi, Galactic Alliance Remnant, and
a takeover of the entire galactic economy. Empire-in-Exile forces launch an assault on
92 ABY Coruscant, defeating the Krayt Empire.
• MC140 Scythe-class battlecruiser is first Darth Krayt is killed for a final time by Cade
deployed. Skywalker. Emperor Roan Fel falls to the
122 ABY Dark Side and is killed by the Imperial
• The Galactic Federation of Free Alliances, Knights.
Jedi Order and Yuuzhan Vong complete a • Marasiah Fel becomes Empress.
successful terraforming of the planet Ossus. • The Galactic Federation Triumvirate,
As a result, Yuuzhan Vong terraforming consisting of Admiral Gar Stazi, Empress
technology is used on 100 planets. The One Fel, and Jedi Master K'Kruhk, is formed.
Sith sabotages the process, causing renewed • The One Sith decide on the new strategy of
hostility to the YV and distrust of the Jedi. taking over governments planet by planet via
infiltration.
127 ABY • Darth Wredd's insurgency begins.
• The Fel Empire starts a secession movement • Darth Luft's operation to build a hidden Sith
against the Alliance, due to the Ossus failure. fleet in the Mon Calamari Shipyards
• The Empire declares war on the Alliance, discovered and destroyed.
claiming violations of the Treaty of Anaxes.
• The Sith form an alliance with the Galactic 139 ABY
Empire through the Director of Imperial • The Battle of the Floating World is fought.
Intelligence Nyna Calixte. Many One Sith infiltrators from across the
galaxy are slain.
130 ABY • Darth Wredd is killed by Ania Solo and his
• The Sith-Imperial War comes to an end when insurgency ends.
the Galactic Alliance is defeated at Coruscant
and its remaining territories are absorbed by
the Empire. The Jedi Order is nearly
destroyed during a massacre at Ossus.
700
Planets They have access to starships that can traverse 9. Species type. Pick one, it won’t be the System: Lightly Patrolled (Imperial)
the entire length of the known galaxy (thousands only species on world. Just the one it started Climate: Debris Field
There are four main planetary classifications in of worlds) in about a month! with. Gravity: Varies upon debris rotation
Star Wars. Type I, Type II, Type III, and Type Species: Human & Killik (originally)
IV. Pretty Simple actually, they simply point to I recommend you putting your focus elsewhere, 10. Starport… Most worlds have one, this Population: Scavengers and criminals in hiding
the degrees of difficulty you will have on those like on making more memorable NPCs that starts mattering more if you’re a smuggler Government: Obliterated; (originally a
worlds. infuriate and make your players smile. They’re (which you will want to avoid them) and if democracy)
going to recall the events of the gaming sessions, you have an atmospheric capable Capital Starport(s): Unknown
Type I in essentially Terrestrial. You don’t not the setting, not the planet. It’s the experience Ship. Station(s): Unknown
require any sort of breathing aid or in Star Wars that sticks with people. Tech Level: Low; (originally High to Ultra
terms, Breath Mask. 11. Station. Does the planet have something High)
I am simply going to detail some sample planets like a star base or a Battle Station. Import / Exports: Nothing
Type II is Breath Mask recommended, however, here and give you a loose framework for how I
not all parts of the world will require this. The 12. System: This is more important. It Wage Rate: Unknown
do it, when I feel like doing it (which is not
planet is largely like a Type I world with some often). would be quarantined, blockaded, interdicted, Alderaan was once the shining jewel of the
dangerous spots. patrolled, etc. galaxy. It was a world of peace and freedom. At
1. Pick a Type for your planet one time it had been warlike, however, those
Type III is Breath Mask highly recommended/ 13. Location: is the most important thing you ideals were abandoned at some point near the
required, this is like the planet Duro and the Hutt 2. Choose a Climate or two, up to you can add, because it largely determines what’s end of the Clone Wars. Alderaan’s advanced
home worlds which are so polluted that you’d available in that system in terms of goods military disbanded and they decommissioned all
have to be crazy not to wear protective gear. In 3. Gravity matters, if you care to add flavor. and services. but three of their advanced Destroyers, which
some areas, you will even want to be wearing an I would say, make all the normal worlds
had been powered down and crewed with a
Enviro Suit (Essentially hazardous EVA gear like standard gravity. Special places like 14. Wage Rate: the average wages of the
Droid force (of all things during the Clone Wars)
a spacesuit with more resistance to the elements / shipwrecks and zero atmosphere moons / inhabitants, can also be seen as the effective
capable of repelling pirates. Then the Empire
corrosive atmosphere). atomized planets, give them something skill level of the system’s inhabitants. It will
used Alderaan as a message to the galaxy to fear
special to add a layer of depth nothing more. also help you determine what kind of
their might and with a single blast from the
Type IV is Enviro Suit required. The planetary services you can get in system (and their
4. Overall, ignore the length of the days. Death Star’s Super-laser the planet was blown
Biome is so dangerous that it’s generally approximate skill levels, you can always
Keep things grounded on the annual system apart. The debris from the planet formed the
recommended to stay indoors or inside your ship. shoot up or down a couple D codes for
you use for the game. Which everything in Graveyard of Alderaan, which became an
Some of these worlds are even hazardous to your specialized services)
this book is based off of 385 day years. Keep asteroid field largely realigning itself with where
ships. the once beautiful planet once existed.
it simple. Graveyard of Alderaan
There are a couple references to planets with There are rumors of relics of the Alderaanian’s
some differentiating classifications in the myriad 5. Population: Pick a number, Star Wars has advanced technology littered throughout the
of materials out there for us to look at for ideas a vast and well established universe. You can debris field. This brings scavengers and
on running games. An example of this would be always add new planets and on those you prospectors from across the galaxy to seek
a Class 6 planetoid, designated as a rocky, keep the population low, on established ones wealth and fortune if possible. Though, as time
volcanic, irradiated and devoid of life. Which is you say it’s in the billions. passes they become fewer and criminals have
essentially a Type IV world. Though I always settled in on many planetoids forming hiding
like to believe that even the worst planets have 6. Government depends upon era. Not holes and small bases of operation in a largely
some habitable areas on them. many democracies out there during the height chaotic asteroid field. I say largely because there
of the Empire. Your call. is some order to it. The asteroids do not slam
So, we can look at planet generation in a number into one another, ever. It is as if there is some
of ways. While I’ve endeavored to add granular 7. Tech level… This is Star Wars, the
expanded universe has had the galaxy flying force there preventing it. It was rumored in ages
detail to almost every other facet of the game in past that there were several functional Gree
the other chapters of the book, here, not so much. out in to space and forming interstellar
empires for over 50,000 years. Most worlds Gateways on Alderaan, still. If this is to be
I have never, ever, run into a gaming group that believed, this may yet shed light on why the
gave a rats ass about what I put on my planets are space capable. What you’re looking for
here is: Primitive, Low, Average, Above Graveyard of Alderaan is localized to roughly,
aside from… “Can I get that gun there? You only 5 times the original planetoid’s diameter.
know the Bryar Pistol I have been looking for.” Average, High, Ultra High
Or “Can I become a Jedi on that world, you It would be here, that the Rebel Alliance would
8. Import / Exports… If you care to give find the three ships that the Alderaanian’s
know, do they have some sort of crystal that will depth to a galactic economy, cool. The time
just give me the Force without paying for it?” originally decommissioned and sent into space.
it would take you to do this to any degree of The Another Chance a very capable and sturdy
Lets face it, unless your story is compelling satisfaction, not cool. Location: Core Worlds
enough to keep people on that world, they won’t Frigate and a pair of escorts they have yet to
Type: IV disclose that they possess.
stay. I mean, why should they even want to?
702 703
Ord Mantell Wars, a battle was fought on the planet between Coruscant orbits relatively far from its small sun, Species: Kuati (Native); mostly Human
the Shadow Collective, of which the Black Sun from 207 to 251 million kilometers, and thus immigrants
was a member, and the Confederacy of does not have a climate that suits any one Population: 150 Million
Independent Systems. During the Galactic Civil particular species. From space, Coruscant's Government: Imperial
War, Rebel Alliance general and former luminosity is dimmed by the planet's hazy cloud Starport(s): Several Imperial Class
smuggler Han Solo had a run-in with a bounty cover. The planet's weather patterns are affected Station(s): Ringed by shipyards the world has
hunter on Ord Mantell. What does the Ord stand by the troposphere-piercing buildings that cover many Golan Defensive stations from Class III at
for? ORD: Old Republic Depot. Most in the the planet's surface. Coruscant has its own the exterior of the yards facility to Class I
galaxy have forgotten, there is at least one weather-control system. Thousands of years of stations nearest the Atmosphere of the planet.
serious fortification on the world that has been development destroyed the planet's ancient Tech Level: Ultra High
lost to time. It’s a ruggedly beautiful Terran mountains and seas. Monument Plaza houses the Import / Exports: Technology, Starships, Fixed
world. Nothing not to like, other than the top of Coruscant's last remaining mountain peak. Emplacements, Weapons
primitives that enjoy smashing people into piles Wage Rate: Advanced (L7): 48,125
For generations this has been the seat of Galactic
of goo. Credits/year
power. It is the Empire’s Capital. Previously it
Coruscant was the seat of every galactic organization that Kuat is a vital shipbuilding and industrial planet
held sway over the galaxy as a whole. Not much located in the Kuat system of the galaxy's Core
changes here, the poor keep getting poorer and Worlds region. Known for the prestigious Kuat
falling into obscurity hundreds of levels below Drive Yards corporation and its large shipyards,
the most prominent levels of the sprawling super the planet notably produced warships for both
city. Propaganda is at it’s peak here, this world the Galactic Republic and Galactic Empire. Kuat
produces the most loyal Imperial troops. is a standard terrestrial planet of clouds, water,
Location: Mid Rim, Bright Jewel Sector Once home to the Jedi Council and Academy. It and land. Unlike other planets in the galaxy, a
Type: I still holds the old academy which overlooks single, large man-made ring circles its equator.
System: Patrolled (Imperial) Galactic City. The site is quarantined, sealed off Serving as Kuat Drive Yards legendary
Climate: Temperate, Mountainous and guarded. Every once in a while, however, shipyards, the ring appears to galactic citizenry
Gravity: Standard Jedi trinkets turn up in the city going to the as an immense scaffold in space, bridged and
Species: Mantellian Savrip (Native); Humans, highest bidders. augmented with enormous habitats and
Chadra-Fan, Aleena (Immigrated) machinery.
Population: 300 Hundred Million
Government: Imperial; Black Sun Stronghold Inside the
Starport(s): Three; 1 Large, 1 Small, 1 Private scaffolding exist the
Station(s): Junk Moon of Quantxi skeletons of ships
Tech Level: Average and other craft, with
Import / Exports: Standard goods, Mantellian tiny bright dots
Savrip primitives for galactic Zoos drifting to and from
Wage Rate: Professional (L4): 19,250 the ships under
Credits/year Location: Core Worlds, Corusca Sector construction with
Type: I the habitats of the
Not far from the gas giant Wynkahthu, the planet System: Heavily Patrolled (Imperial) station. The orbital
Ord Mantell orbits Bright Jewel, a blue star Climate: Temperate, Ecumenopolis ring has a total
located in the Bright Jewel system, within the Gravity: Standard inhabitable area of
Bright Jewel sector of the galaxy's Mid Rim. Species: Humans (Native); many immigrants less than three
Ord Mantell itself is orbited by at least three Population: 1 Trillion hundred thousand
moons, one of which is known as Quantxi, or the Government: Imperial square kilometers,
"Junk Moon of Ord Mantell." The planet's thick Starport(s): Several Imperial Class thus making its
clouds glow with a pink cast when viewed from Station(s): 8 Golan III’s, two per planetary livable space smaller
space and every landmass is dotted with facing than a typical
mountain chains. Tech Level: Ultra High planetary substation.
"Lead your fleet to Ord Mantell. Your Import / Exports: Technology Due to the planet's geopolitical significance, its
allies…Black Sun…have a stronghold there." Wage Rate: Expert (L6): 38,500 Credits/year Kuat defenses are formidable. Guarded by a
Location: Core Worlds, Kuat Sector significant ground-based garrison along with a
―Mother Talzin, to Darth Maul Located in the Coruscant sub-sector of the Type: III large Imperial fleet, its defenses are considered
In the waning days of the Galactic Republic, Ord Corusca sector within the Core Worlds region, System: Heavily Patrolled (Imperial)
Coruscant is a planet covered in a dense nearly impenetrable, with a large percentage
Mantell City housed a base of operations for the Climate: Temperate, Polluted Wasteland directed towards space combat.
Black Sun crime syndicate. During the Clone ecumenopolis. 12,240 kilometers in diameter, Gravity: Standard
704 705
Rachi Sitra (Jedi Knight) well. Sitra, typically, does not take on Force
Students until after the Battle of Endor.
However, she is not beyond offering pointers and
some brief tutelage to get prospective Jedi on
their feet. She is an efective trainer and offers
any number of Rebel certified training courses
over the course of her career with them. After
Endor, Sitra founds her own academy and is very
selective with prospective students; never having
more than six active students.
Race: Twi’Lek
Gender: Female
Affiliation: Old Republic/Rebel Alliance
Age: 50
Known Attributes & Skills: 0 BBY
Dex 5D - Melee Combat 5D+2: (AP) Lightsaber:
Form 6 & 9 Expert, Jar’Kai & Kai-kan Tandem
Mastery, Gunplay 0D+1, Dodge 4D, Thrown
Weapons 1D, Unarmed Combat 3D: Martial
Arts: Jedi Martial Arts Mastery, Martial Arts
General Mastery (Merged), Sneak 1D
Kno 3D - Appraisal 6D+1, Art 6D, Bureaucracy
1D, Languages 3D+1, Scholar 3D+2:
Xenoarchaeology 7D+1, Tactics 2D, (AS)
Teaching 5D+2, Science 3D+2, Willpower 7D
"I'm an archaeologist. The traditional robes Per 3D - Command 2D+2, Con 2D, Gambling
are poorly suited for crawling through caves. 1D+2, Hide 3D+1, Persuasion 4D, Search 3D
Do not be concerned, my beliefs are strong Str 2D+2 - Acrobatics 3D, Athletics 7D,
and true." Endurance 8D
―Rachi Sitra Mec 3D - Navigation 3D, (AP) Zero G Ops,
Shields 1D, Starship Gunnery 4D, Starship
Sitra was rescued from Ryloth and a slave trader Piloting 5D.
and afterward became a skilled warrior and an Tec 2D+2 - First Aid 3D+1, Computer Ops
archaeologist. She began learning the ways of 4D+2, Droid Prog/Rep 2D, General
the Force eventually attained the rank of a Jedi Maintenance/Repair 4D, (AP) Lightsaber Repair,
Knight completing her trials. The construction Repulsorlift Repair 1D+1, Security 4D+1
of her own lightsaber was a turning point for
Rachi that gave her life new meaning and Move: 15
direction. She somehow survived Order 66, the Force Sensitive: Yes
Great Jedi Purge, living long enough to witness Force / Epic Points: 3 / 0
the rise of the rebellion and the Galactic Civil Character Points / Free Actions: 19 / 7
War. She is highly skilled in Lightsaber combat Force Attribute: 3D (4D+2 MAX): Control: 5D,
and favors the Niman combat style but is also Sense: 4D, Alter: 6D
trained in the use of Form I and Shien. In
addition to her skill with a single blade, she is Equipment: Jedi Explorer Combat Outfit
also skilled in the use of Jar'Kai. Her dueling (P1/E1), Jedi Utility Belt, 2 Lightsabers,
abilities are so great that she is even capable of Comlink, Blaster Pistol (40; 4D), Recording
the very advanced Kai-kan technique. She also Rod, Glow Rod, Synthrope Dispenser, 2,000 Cr.
has considerable telekinetic prowess being able Advantages: Ambidexterity 1, Fast Reactions 3,
to manipulate her Lightsaber in order to form a Time Sense 3, Skill Mastery: Melee Combat &
Saber barrier. Scholar (-1DR), Toughness 1
After some time on the run Sitra was eventually Disadvantages: Hunted 3, Death Mark 3,
recruited to work with the fledgling Rebel Imperial Record 3, Infamy 1
alliance and serves as a Fulcrum Operative as
706 707
Imperial Inquisitor Jerec Jedi, will consume him until he holds that power Bounty Hunter Jodo Kast reputation. Fett baited a trap on Nal Hutta, using
and ability to push beyond his limitations. He an alias to offer a bounty on a nonexistent man.
will stop at nothing to achieve his goals. His When Kast came, Fett attacked and defeated
charisma is extensive and he has managed to him, leaving Kast to be killed by his own
amass several Dark Jedi followers. exploding jet-pack. But he survived, and was
reconstructed with cybernetics. Boba Fett
Race: Miraluka
allowed him the opportunity to live and become
Gender: Male
a true Mandalorian. He trained for 10 years and
Affiliation: Galactic Empire (Himself)
it became a reality.
Age: 70
Known Attributes & Skills: 0 BBY Race: Human
Dex 3D - Melee Combat 5D, (AP) Lightsaber, Gender: Male
Form 1: Shii-Cho Mastery, Imperial Jedi Mastery Affiliation: Himself
(tandem). Dodge 1D, Unarmed Combat 5D: Jedi Age: 25
Martial Arts: Novice.
Kno 4D - Appraisal 3D+1, Bureaucracy 4D, Known Attributes & Skills: 5 ABY
Languages 5D, Scholar 3D+2 (Force Nexus & Dex 3D+2 - Melee Combat 2D, Gunplay
Sites of Power 6D), Tactics 1D, Science 1D+1, 2D+2(Blaster Rifle 5D), Dodge 3D+1, Thrown
Willpower 4D Weapons 1D+1,
Per 4D - Command 4D, Con 3D, Persuasion 3D, Kno 2D - Appraisal 2D+2, Bureaucracy 2D+1,
Search 4D, Investigation 1D: Interrogation 2D Languages 3D+1, Scholar 1D+2, Tactics 3D,
Str 3D - Athletics 2D+2, Endurance 3D Science 2D+2, Willpower 5D.
Mec 2D - CommScan 2D, Starship Piloting 3D, Per 3D - Con 2D, Gambling 3D, Hide 3D+1,
Navigation 3D, (AP) Zero G Ops, Starship Persuasion 2D, Search 5D, Sneak 2D+1,
Gunnery 3D, (AP) Cap Ship Training. Investigation 3D.
Tec 2D - First Aid 4D, (AS) Medicine 4D, Str 3D+2 - Athletics 3D+2, Endurance 3D+2,
Computer Ops 2D+1, Droid Prog/Rep 2D+2, Unarmed Combat 3D+1: Martial Arts: Mastery.
General Maintenance/Repair 5D+2, (AP) Mec 3D - Navigation 2D, (AP) Zero G Ops,
Lightsaber Repair Power Suit Ops 4D, Shields 2D, Starship
Jerec is a powerful Miraluka Master Jedi Jodo Kast was a member of Alliance SpecOps
Move: 9 Gunnery 3D, Starship Piloting 3D, Jet Pack
archaeologist who turned to the Dark Side and and became a bounty hunter during the time of
Force Sensitive: Yes Operations 3D
the Empire, becoming a feared Inquisitor of the the Galactic Civil War. Kast wears Mandalorian
Force / Epic Points: 3 / 0 Tec 2D+2 - First Aid 2D+1, Demolitions 4D+2,
Galactic Civil War. Jerec was apprenticed to a armor similar to Boba Fett's, while he was not a
Character Points / Free Actions: 10 / 5 Computer Ops 1D+2, Droid Prog/Rep 1D+1,
Jedi, Jocasta Nu, and became a Jedi Mandalorian himself. After the famed bounty
Darkside Attunement / Points: 3 / 6 General Maintenance/Repair 4D, Repulsorlift
archaeologist himself, versed in knowledge of hunter Boba Fett's fall into the Sarlacc, Kast even
Force Attribute: 3D (MAX): Control: 5D+2, Repair 2D+1, Security 4D, Starship Repair
the Jedi's past, especially the Sith. A Jedi Master re-painted his armor to look almost identical to
Sense: 5D+1, Alter: 7D 1D+1, Starship Weapons Repair 1D
during the Clone Wars, he was on a long-term Fett's, in order to gain notoriety and demand
deployment searching for ancient knowledge in Focused Jedi: Control + 3 Difficulty, Sense +3 larger payments. Valuing credits over ideals and Move: 11
the Unknown Regions when Order 66 was Difficulty, Alteration -9 Difficulty +2D loyalties, Kast worked for the Empire,Black Sun, Force Sensitive: No
issued. the New Republic, or anyone who would pay Force / Epic Points: 4 /0
Equipment: Lightsaber (75; 5D), Dark Jedi him. Kast participated in a number of hunts, Character Points / Free Actions: 25 / 4
Upon his return, Jerec was found by the Combat Suit (P1/E2), Wraith-class Super Star some successful, some, like those of Cornelius Equipment: Mandalorian Looking Bounty
Inquisitorius and turned to the dark side. Jerec Destroyer Evazan and Adar Tallon, unsuccessful. He Hunter Armor (P2/E3), Comlink, 2 Modified E-
serves the Empire as an Inquisitor. However,
Advantages: Enhanced Attribute: Force worked for a time with fellow hunters Puggles 11 Blaster Rifles (60; 6D), Medpack, Arm
Jerec is in truth devoted only to himself. One of
Attribute, Time Sense, Obscure Knowledge: and Trodd Zardra, before eventually going solo. Blaster (50; 5D), Rocket Pack Launcher (60; 6D
the most powerful Dark Jedi the Empire, Jerec
Force Enhancement, Observant, Serpent Tongue, Having once modeled his career after Boba Fett, Speeder), Arm Synthrope dispenser/snare gun.
continually seeks ways to increase his power and
Secret Base 1, Capital 1 Kast later established himself as a rival to Fett, Heavily Modified ZA-8050 Light Freighter
take the Empire for himself. One of his chief
concerning himself with building his reputation.
obsessions is the Valley of the Jedi the lost planet Disadvantages: Dark Secret 3: Betrayed the Jedi Advantages: Toughness 2, Observant, Fear 1,
Forsaking even the rules of his profession, Kast
of Ruusan, which contains vast amounts of Order, Weak Connection to the Force 3, Quirk 3: Reputation 1, Ambidexterity 1, Criminal
took Fett's name for the sake of higher-paying
trapped Force power. Jerec is a driven Obsession with the Valley of the Jedi, Unlucky 1 Contacts 1, Luck 1
jobs, while setting the goal for himself of taking
individual. Long has he known that he had
Fett's place in the top echelons of bounty Disadvantages: Imperial Record 1, Alliance
limitations to his growth in the Force. Thus, the
hunting. Kast's impersonation of Fett eventually Record 1, Dark Secret 3: Impersonated Boba Fett
undertaking of a lifetime, the obsession that
caught up with him, though, when the other
would rule him forever, to find the Valley of the
bounty hunter sought to reclaim his own
709
Captain Cassian Andor Death Star had. Cassian Andor and Jyn Erso Sergeant Jyn Erso dangerous galaxy. In 0 BBY, she was recruited
were seen milling about Rebel Command on by the Rebel Alliance to find Gerrera on Jedha,
Yavin during the Imperial assault on the world where he had information about Galen and the
and oeprating together to evacuate the planet Death Star project. She found a holographic
after the Death Star was destroyed. recording of her father who confirmed the
existence of the Death Star and that the plans
Krennic’s Shuttle was on the beach, between
kept on Scarif would reveal a fatal weakness he
their exodus route and the scenic shore where
planted in its design. She attempted to save her
they were vaporized. You tell me what’s more
father on Eadu, but he was killed. With little
probable? That they took his shuttle and left
support from the Rebel Alliance, Jyn and Captain
Scarif or they both walked past it on their way to
Andor led a squad, Rogue One, to Scarif where
the shore to bask in the superlaser’s glow?
they stole the plans from the Imperial security
Race: Human complex. She transmitted the plans to the
Gender: Male Alliance Fleet that arrived in orbit. Erso and
Affiliation: Rebel Alliance Andor are the last surviving members of their
Age: 30 squad. Mon Mothma believes that she &
Known Attributes & Skills: 0 ABY Cassian have become symbols for the Rebel
Dex 3D+1 - Gunplay 3D+1 (Blaster Pistol Alliance to follow.
4D+2), Dodge 2D, Sneak 4D+1, Theft 6D
Race: Human
Kno 2D+1 - Appraisal 3D+2, Bureaucracy
Gender: Female
3D+1, Business 1D+2, Languages 4D+1, Tactics
Affiliation: Rebel Alliance
6D, Science 1D+2, Willpower 4D+2.
Age: 27
Per 3D+2 - Con 6D, Gambling 4D, Hide 6D+2,
Persuasion 2D, Search 7D, (AP) Situational Known Attributes & Skills: 0 ABY
Awareness Dex 3D - Melee Combat 2D+2, Gunplay 3D+1,
Str 2D+2 - Athletics 6D+1, Endurance 6D+2, Dodge 3D, Thrown Weapons 1D
Unarmed Combat 3D: K’Tara Martial Arts "I'm Jyn Erso. Daughter of Galen and Lyra. Kno 2D - Appraisal 2D+2, Art 1D+1, Languages
(Expert). You've lost." 2D, Scholar 1D+2, Science 1D, Willpower 3D.
Mec 2D+2 - Navigation 5D, (AP) Zero G Ops, "Oh I have, have I?" Per 3D+1 - Con 6D+2, Hide 5D+1, Persuasion
Shields 3D, Starship Gunnery 3D, Starship 6D, Search 3D, Sneak 3D+1
Piloting 3D "My father's revenge. He built a flaw in the Str 2D+1 - Athletics 4D+1, Endurance 3D+2,
Once grifter, criminal and all around selfish bad
Tec 3D+1 - First Aid 2D, Demolitions 5D+2, Death Star. He put a fuse in the middle of your Unarmed Combat 4D, Brawling (Mastery)
boy, Cassian found himself a true calling. He
Computer Ops 4D+2, Droid Prog/Rep 4D, machine. And I've just told the entire galaxy how Mec 2D - Navigation 3D, Shields 2D, Starship
became a “founding” Rebel Alliance Officer and
General Maintenance/Repair 2D+2, Repulsorlift to light it." Gunnery 2D+1, Starship Piloting 2D
operative. Willing to do anything and everything
necessary to achieve mission objectives. Cassian Repair 2D, Security 6D+2, Starship Repair 1D ―Jyn Erso and Orson Krennic Tec 2D+1 - First Aid 3D, Demolitions 5D+2,
is considered (among other Rebel Operatives) to Move: 10 Computer Ops 5D+1, General Maintenance/
Jyn Erso, known by the aliases Kestrel Dawn, Repair 4D, Repulsorlift Repair 2D+1, Security
be a cold, hardened individual that had been in Force Sensitive: No Jyn Dawn, Liana Hallik, Tanith Ponta, Lyra
the fight for freedom for a very long time. There 5D, Starship Repair 1D, Starship Weapons
Force / Epic Points: 3 /1 Rallik, and Nari McVee, was a human female
wasn’t much left to his humanity. He was, Repair 2D+2
Character Points / Free Actions: 15 / 5 soldier and former criminal who became a
perhaps, the top assassin in the rebel alliance. A pivotal member of the Alliance to Restore the Move: 9
multitalented individual to be certain, but he was Equipment: Reflec Body Glove (E1), Comlink,
Republic when she led Rogue One in stealing the Force Sensitive: No
first and foremost used to acquire information Bryar Pistol (56; 5D+2), A 280 (66; 6D+2;
Death Star plans during the Battle of Scarif. She Force / Epic Points: 2 / 0
with no loose ends. In the days that led up to Modified, Collapsible), MedPack; U-Wing
was the daughter of Lyra Erso, a devout member Character Points / Free Actions: 10 / 3
the Battle of Scarif one could hardly recognize Advantages: Fast Reactions 3, Toughness 1, of the Church of the Force and scientist Galen
the cold, calculating, Rebel Officer. There was Equipment: A-180 Blaster Pistol (50; 5D)
Serpent Tongue 1, Photographic Memory 2, Erso, who was forced into helping the Galactic
glimmer of hope in his eyes and somoene had Alternate ID 3, Criminal Contacts 2, Accelerated Empire build the Death Star. Erso's mother was Advantages: Toughness 1, Observant 2,
managed to re-kindle a sense of humanity in him. Healing 1 killed when Director Orson Krennic, kidnapped Attractive 1, Alternate ID 6, Criminal Contacts 1,
The Battle of Scarif came and went, the her father. She was raised by resistance fighter Ersatz 1
Disadvantages: Imperial Record 3, Alliance
Imperials would have you believe everyone died Record 1, Hunted 3, Death Mark 3 Saw Gerrera and became a child soldier in his
Disadvantages: Imperial Record 3, Hunted 3,
there. Seeing as they turned their own super army, where she was called Jyn Gerrera by Maia.
Death Mark 3
weapon on the world and then labeled it as a After being abandoned by the Partisans, Erso
Rebel Terrorist event, even thoughtt the Rebels spent several years on her own, committing a
didn’t even possess the fleet strength to deliver number of crimes in order to survive in a
the kind of damage to Scarif’s surface that the
710 711
Kyle Katarn defeated him. The battle was so traumatizing Jan Ors hand as a member of the Rebel Alliance.
and brutal that he set aside his Jedi calling to Together, the couple have a pair of children that
return to the mercenary lifestyle that he had they keep hidden from the galaxy at large and
began his carrer in. He and Jan Ors worked for secret from even the highest levels of
the Rebel Alliance and New Republic in relative government. As they have seen first hand the
peace until the time of the New Jedi Order. He kind of dangers that Luke and Leia’s children
was forced into picking up the mantle of a Jedi were thrust directly into. It is assumed that their
once again when Jan Ors was kidnapped and he children become active members of Luke’s Jedi
went to rescue her. At which point he became an academy for a time and then go their own ways
active member of Luke Skywalker’s Jedi after they complete their training. Skilled at
academy and returned to face many conflicts subterfuge and trained by two of the best (their
head on. Including Dessan and others. He wold parents) they effectively drop off the radar of
become one of Luke’s Jedi Masters and go on to most galactic conflicts until the Yuuzhan Vong
train other Jedi in the Ways of the Force. War.
Race: Human Race: Human
Gender: Male Gender: Female
Affiliation: Rebel Alliance
Affiliation: Rebel Alliance
Age: 44 Age: 42
Known Attributes & Skills: 11 ABY
Dex 4D - Gunplay 6D+1 (Blaster Pistol 10D+2), Known Attributes & Skills: 11 ABY
Dodge 8D, Melee Weapons 4D: Lightsaber 8D, Dex 3D - Gunplay 2D+2, Dodge 5D, Sneak 2D
Sneak 6D+1, Theft 4D (AP) Lightsaber Kno 3D - Languages 2D, Scholar 2D, Science
Kno 2D - Appraisal 1D+2, Bureaucracy 3D+1, 2D: Technology 4D, Willpower 5D.
Languages 2D, Tactics 4D, Streetwise 3D, Per 2D - Con 4D+1, Hide 6D+2, Persuasion 3D,
Willpower 6D. Search 4D
Per 3D+2 - Con 5D, Hide 4D+1, Persuasion 3D, Str 2D - Athletics 2D+2, Endurance 5D+2,
Search 7D, Investigation 5D+2, (AP) Situational Climbing/Jumping 5D+1, Unarmed Combat 6D,
Awareness General Martial Arts (Mastery)
Str 3D+2 - Acrobatics 2D, Athletics 5D+1, Mec 4D - Navigation 7D, Shields 6D, Starship
Endurance 6D+2, Unarmed Combat 8D: Jal’ishi Gunnery 7D+1, Starship Piloting 9D
(Mastery). Tec 3D - First Aid 6D, Demolitions 4D+2,
Mec 2D - Navigation 4D, (AP) Zero G Ops, Computer Ops 3D+1, General Maintenance/
Shields 2D+1, Starship Gunnery 2D, Starship Repair 3D, Repulsorlift Repair 4D+1, Security
Piloting 3D 7D, Starship Repair 6D, Starship Weapons
Tec 2D+2 - First Aid 4D, Demolitions 6D, Repair 5D+2
Computer Ops 3D+2, Droid Prog/Rep 1D+1, Move: 9
General Maintenance/Repair 6D+2, Repulsorlift Force Sensitive: No
Repair 3D, Security 5D+2, Starship Repair 1D Force / Epic Points: 3 / 1
(AP) Lightsaber Construction Character Points / Free Actions: 16 / 4
Move: 12 Jan Ors was a mercenary turned Rebel Operative
and near constant partner to Kyle Katarn in all of Equipment: Custom A380 Carbine (70; 7D);
Force Sensitive: Yes Combat Jumpsuit (P1/E.2); Shield Belt (P2/E2),
Force / Epic Points: 5 / 2 his adventerues and travels throughout his life.
Initally she acted has Kyle’s point of contact to Encrypted Comlink; 5,000 Cr
Kyle Katarn was once an Imperial Officer that Character Points / Free Actions: 25 / 5
Force Attribute: 2D (4D MAX): Control: 4D, the Rebel Alliance while he was deep under Advantages: Toughness 3, Space Born 3, Skill
was turned into a Rebel Operative by General
Sense: 3D, Alter: 3D cover in the Emprie and later they became astery 2 (Piloting & Navigation)
Rieekan and was instrumental in discovering ,
friends and lovers.
tracking and crippling the Imperial Dark Equipment: Encrypted Comlink, Bryar Pistol Disadvantages: Imperial Record 3, Hunted 3,
Trooper Project. After that operation he (68; 6D+2), Lightsaber (75; 5D) , MedPack, Jan is a capabe starship pilot and navigator. She Death Mark 3
discovered that he had latent Jedi heritage and Combat Jumpsuit (P1/E.2), Shield Belt (P4/E4) also served a stint in the Rebel Alliance as a
was tasked with stopping the power mad Dark combat pilot, Rebel Sabateur, Scout and Courier.
Jedi Jerec. He and Jan Ors followed Jerec across Advantages: Fast Reactions 3, Toughness 5, She has a long and low key service record where
the galaxy, defeating his apprentices one by one. Athlete 3, Force Sensitive 3 she actively is part of some major events (tied to
He eventually reached the valley of the Jedi Disadvantages: Imperial Record 3, Hunted 3, Kyle) though she never actively seeks out the
where he face Jerec in single combat and Death Mark 3 dangers, especially after her exposure to it first
712 713
Luke Skywalker using the ancient Force Power, Force Harmony, Mara Jade her if she would marry him. She agreed, if they
freed Luke from the grip of the Darkside and survived their doom. And they survived. They
toghether they disrupted Palpatine’s Force Storm were married in 19 ABY.
and turned it against him. The storm of Race: Human
malignant Darkside Energy consumed him and Gender: Male
his flagship, killing him permanently & forever. Affiliation: Rebel Alliance
Luke went on to found his Jedi Praxeum on Yavin Age: 34
IV in 11 ABY. Known Attributes & Skills: 9 ABY
Race: Human Dex 3D+2 - Gunplay 4D+2: Blaster Pistol 5D+2:
Gender: Male Hold Out Blaster 6D+2, Dodge 5D, Melee
Affiliation: New Republic Weapons 4D+2 Lightsaber 1D+2, Sneak 6D+1,
Age: 40 Theft 5D, (AP) Lightsaber, Missile Weapons 3D
Kno 2D+2 - Appraisal 2D, Bureaucracy 5D,
Known Attributes & Skills: 12 ABY
Business 3D, Languages 6D, Tactics 4D,
Dex 3D+2 - Gunplay 3D (Blaster Pistol 4D+2),
Scholar: Alien Species 6D, Planetary Systems
Dodge 5D, Melee Weapons 7D: Lightsaber 11D,
3D, Streetwise 3D+1: Talon Karrde’s
Sneak 3D+2
Organization 5D, Willpower 4D+1.
Kno 3D - Appraisal 2D, Bureaucracy 2D+2,
Per 2D+1 - Command 5D, Con 4D, Gambing
Languages 1D, Scholar 2D: Alien Species 2D+1,
2D, Hide 6D, Persuasion 4D, Search 5D,
Planetary Systems 3D+1, Science 2D+2,
Investigation 2D,
Streetwise 3D+1, Willpower 6D.
Str 3D+2 - Acrobatics 3D, Athletics 4D,
Per 3D - Command 5D+1, Con 1D, Hide 4D,
Endurance 5D, Unarmed Combat 6D+2: Royal
Persuasion 2D, Search 3D, Investigation 6D+2
Guardsman Martial Arts (M), Intimidation 4D,
Str 3D+2 - Acrobatics 4D, Athletics 8D+1, Beast
Survival 3D+1
Riding 1D+1: Tauntaun 2D+1, Endurance 5D,
Mec 2D+2 - Beast Riding 3D, CommScan 4D,
Unarmed Combat 3D: Jedi Martial Arts
Navigation 6D, (AP) Zero G Ops, Shields 5D+1,
(Novice), Intimidation 3D, Survival 3D,
Starship Gunnery 7D, Starship Piloting 7D,
Mec 4D - CommScan 0D+1, Navigation 3D ,
Ground Vehicle Ops 4D
(AP) Zero G Ops, Shields 2D+1, Repulsorlift
Tec 3D - First Aid 2D, Demolitions 1D, (AP)
Operation 4D+1: Airspeeder 4D+2, Starship
Swoop Ops, Computer Ops 4D, Droid Prog/Rep
Gunnery 4D+1, Starship Piloting 4D+1: X-Wing
Mara Jade was trained from a young age to be +2, General Maintenance/Repair 3D+2: Blaster
6D+1, Starship Shields 3D+1
the Emperor’s Hand. Palpatine had groomed her Repair 6D, Ground Vehicle Repair 3D,
Tec 3D - Computer Program/Repair 2D+2,
Starting with humble beginnings as a moisture to the role, she would act as his emmisary at Repulsorlift Repair 2D, Security 5D, Starship
Droid Program/Repair 6D+1: Astromech Repair
farmer and a racer on the air speeder circuit, functions and little did people know that this Repair 3D+1, Starship Weapon Repair 2D+1
7D+1, First Aid 2D+1, General Maintenance/
Luke really has come a long way. Luke was Repair 6D, (AP) Lightsaber Construction, beautiful woman was a Force assassin that the Move: 11
trained in the ways of a Jedi Knight by Master Repulsorlift Repair 4D+1, Security 2D+1, Emperor could direct across the galaxy. When Force Sensitive: Yes
Yoda & ben Kenobi. He destroyed the First Starship Repair 3D+1 he was destroyed over Endor, the link and mental Force / Epic Points: 4 / 1
Death Star. Then he would face both his Father hold he held over her was severed. She was Darkside Attunement / Points: 2 / 4
and the Emperor in a final confrontation aboard Move: 11 haunted by the lost off the connection the nearly Character Points / Free Actions: 20 / 8
the Second Death Star. There he would redeem Force Sensitive: Yes perpetual scream that marrs the location of his Force Attribute: +1(Pip); (5D MAX): Control:
his father from the Dark Side of the Force and Force / Epic Points: 8 / 2 death in orbit over the forest moon of Endor. 2D+1, Sense: 2D+1, Alter: 1D+1
together they destroyed the Emperor. Character Points / Free Actions: 40 / 6 Shaken by the event she retreated from her
Force Attribute: 3D+2 (7D MAX): Control: Imperial career and made her way into the Equipment: Encrypted Comlink, Holdout
He discovered that the Emperor had been reborn 10D, Sense: 7D+2, Alter: 7D+1 Blaster Pistol(39; 3D+2), Lightsaber (75; 5D),
service of criminals where few people asked
in a Clone body. The Emperor had transferred MedPack, Advanced Reflec Body Glove
Equipment: Lightsaber (75; 5D); Encrypted questions about where you had picked up a
his essence to the Planet Byss where his clone (P.2/E2); Custom Jade Z-95 MK I (Max Mods)
Comlink, Combat Vac Suit (P3/E3) certain skill set. She would eventually come face
bodies awaited him. Sensing this power Luke
to face with Luke Skywalker the man she blamed Advantages: Fast Reactions 3, Toughness 2,
joined the Emperor Reborn but this was a ruse. Advantages: Force Sensitive 3, Force Potential for the death of her master. Over a period of Nimble 3, Athlete 3, Silence 1, Attractive 2,
Luke destroyed the World Devestartors that 3, Toughness 1, Authority 3: New Republic, many years she warmed to the idea of him. One Force Sensitive 3, Criminal Contacts 2, Force
were ravaging the New Republic with the master Contacts 3, Skill Mastery 2 (Starship Piloting, of many adventures later she and Luke found Potential 3 (Latent; needs to be awakened)
codes he stole from the Empire. Luke destroyed Starship Gunnery), Sixth Sense 4 themsleves in Chiss space in the secret vaults of
the Emperor’s clone bodies and then faced the Disadvantages: ID Trouble 3, Dark Secret 3
Disadvantages: Imperial Record 3, Hunted 3, Grand Admiral Thrawn. They were trapped and
Emperor, however Palpatine was still too (Imperial Assassin), Dark Secret 3 (Emperor’s
Death Mark 3, Bounty 3, Enemy 3 (Everyone) seemingly would die there, together.
powerful. His sister Leia came to save him and Concubine)
Unexpectedly, Luke, with nothing to lose, asked
714 715
Generic NPCs backup in the form of a group of Thugs and 2D PER 3D
Some simple stat blocks for NPCs. Average NPC s and perhaps one or two Moderate KNO 2D Search, Sneak 2D, Hide, Con
NPCs. 1000-1500 credits on hand. PER 2D MEC 2D
Free Actions: Low level NPCs should have no Search Starship Piloting, Navigation
more than 1, Mid level NPCs 2-3, High powered Heroic NPC:
MEC 2D TEC 3D
NPCs should possess as many, if not more, than 18D of Attributes, 36 Skills, 14 Skill D, Full
TEC 2D Demolition 1D, Computer Program/Repair
the players. Body Armor as above or enhanced protection
Defense: Natural 6 \ Vehicle 6 \ Force 6 Defense: Natural 9 \ Vehicle 6 \ Force 9
like a 4D Shield belt. Weapons load out will be
Character Points: Low Level NPCs might have Toughness: 40 Toughness: 55
stellar, top of the line and even rare stuff. Likely
1-2. Mid level 3-5 and High level 10-25. Equipment: Blaster Pistol 40, 1 Concussion Equipment: Silenced Heavy (50) Slugthrower 5
a boss or a serious Imperial Commander of some
Grenade 60; AoE 1-2m: 60; 3-4m: 40; 5-6m 20. Shots, Melee Weapons, Camo Suit (+2 P&E;
Force Points: Low level NPC’s will have none, repute. Will not have credits on hand, any
50 Credits Resilience: 20P / 20E), Demolitions Kit,
Mid level NPC’s might have 1, perhaps 2. High wealth possessed is secured. You will have to
Disguise Kit, Vibro-Knife STR+20, 300 Credits
level will possess 3-4. hack his accounts or break into a secured and Imperial Storm Trooper: 0-2 CP, 1FA
guarded facility to get to them. 15-20 Character STR 2D Skilled NPC:
Epic Points: Low & Mid level NPCs will not Points, 4-5 Heroic Points, 0-2 Epic Points, 4 Free Athletics, Endurance, Unarmed Combat Ace TIE Fighter Pilot: 15CP, 2 FP, 4 FA
have these, High level NPCs will have between Actions. DEX 2D STR 2D
1-2. Scale the challenge appropriately. Thrown Weapons 1D, Gunplay 2D Athletics, Endurance, Climbing/Jumping,
Renowned NPC:
NPC Force Users and Null Force Users: KNO 2D Punching Bag/Tank (AP)
19D of Attributes, 44 Skills, 18 Skill D, Full
These baddies shouldn’t be coming after your First Aid DEX 3D
Body Armor/Static Shielding/etc. Amazing
players for a while. In order for these enemies to PER 2D Gunplay, Dodge, Unarmed Combat
personal weapon(s). Probably has a retinue of
catch the attention of the players… Well, your Search KNO 2D
followers or leads a task-force with the goal of
player base would have to be almost notorious. MEC 2D Scholar 1D: Planetary Sys 2D, Survival, Tactics
hunting you down. 20-25 Character Points, 5-6
TEC 2D 1D, Willpower 2D
Thug/Civilian/Average Joe, Generic NPC: Heroic Points, 1-2 Epic Points, 5 Free Actions.
Defense: Natural 6 \ Vehicle 6 \ Force 6 PER 3D
12D of Attributes (2D per Attribute), 6 Skills, 3 Dangerous NPC: 20D+ of Attributes, 50 Skills, Toughness: 40 Command, Search, Gambling
Skill D, 0 Character Points, 1 Free Action. Basic 24 Skill D, the rest as above. Equipment: Blaster Pistol 40, Blaster Rifle 50, MEC 4D
Weapons: 3D Blaster, Melee Weapons, terrible 1 Concussion Grenade 60; AoE 1-2m: 60; 3-4m: Starship Piloting 2D: TIE Craft 3D, Starship
armor if any at all. Maybe 25 credits on hand Abbreviations: 40; 5-6m 20. Storm Trooper Armor (P2/E1) Gunnery 2D: Energy Weapons 3D, Sensors,
each. CP: Character Points Shields, Navigation
FP: Force Points Average NPC:
Average Generic NPC: TEC 3D
EP: Epic Points Tramp Freighter Captain: 2 FA, 5 CP
14D of Attributes, 12 Skills, 5 Skill D, 5 Starship Repair 1D, Starship Weapon Repair,
FA: Free Actions STR 2D
Character Points, 0-1 Force Points, 1-2 Free Computer Program/Repair, Gen Maint/Repair
Lifting/Carrying, Unarmed Combat
Actions. Decent Weapons: 4D+ Blaster, Melee Examples: Defense: Natural 9 \ Vehicle 12 \ Force 11
DEX 2D
Weapons, Blast Vest (1D Physical, +1 Energy Basic NPC: Toughness: 45
Gunplay 1D: Blaster Pistol 2D, Dodge
resistance) & Helmet (2D physical, 1D Energy Thug: 0 Character Points Equipment: High-G TIE Suit (+1 P&E;
KNO 2D
resistance). 50-75 credits on hand each. STR 2D Resilience: 10P / 10E), Light Blaster Pistol 30,
Streetwise, Scholar 1D: Planetary Systems 2D
Athletics 100 Shots, TIE Helmet (+3 to Sensors), Cockpit
Moderate Generic NPC: PER 2D
DEX 2D heating and consumables unit, TIE/Interceptor
16D of Attributes, 18 Skills, 7 Skill D, 5-10 Search, Con, Persuasion
Melee Weapons 1D, Gunplay 1D MEC 3D Heroic NPC:
Character Points, 1-2 Force Points, 2-3 Free KNO 2D
Actions; Good Weapons: 5D+ Blaster, Melee Starship Piloting 1D, Navigation 1D Jedi Hunter: 20 CP, 5 FP 5, 5 FA, 1 EP
Streetwise 1D TEC 3D STR 4D
Weapons, Full Body Armor (+2D Physical, +1D PER 2D
Energy resistance), might have a grenade or two, Starship Repair 1D Athletics 1D, Endurance, Climbing/Jumping,
Search, Con Defense: Natural 6 \ Vehicle 9 \ Force 6 Punching Bag/Tank (AP)
might have backup in the form of a group of MEC 2D
Thugs and Average NPCs. 250-500 credits on Toughness: 40 DEX 4D
TEC 2D Equipment: Heavy Blaster Pistol 50, Combat Gunplay 2D, Dodge 4D, Unarmed Combat 4D:
hand. Defense: Natural 6 \ Vehicle 6 \ Force 6 Jumpsuit (P1/E.2), Comlilnk, 75 Credits Wrestling 5D, Melee Combat, Brawling at
Skilled Generic NPC: Toughness: 40 Mastery -3 Skills; Generic Martial Arts at
17D of Attributes, 24 Skills, 10 Skill D, 10-15 Equipment: Slugthrower Pistol 30 (3D), Moderate NPC:
Mastery -3 Skills (Merged Brawling and Martial
Character Points, 2-3 Heroic Points, perhaps 1 Combat Knife +10 (1D), 25 Credits Rebel Spec Ops Infiltrator: 10 CP, 1 FP, 3 F A
Arts)
Epic Point (maybe), 3-4 Free Actions. Great STR 3D
Imperial Trooper: 0-1 CP, 1FA KNO 2D
Weapons: 6D+ Blaster, Melee Weapons, Full Athletics, Unarmed Combat 1D
STR 2D Scholar 1D: Planetary Systems & Jedi 2D,
Body Armor (+3D Physical, +2D Energy DEX 3D
Athletics, Endurance Survival, Tactics, Willpower 3D, Technology
resistance), might have a couple grenades or a Gunplay 2D, Dodge 1D , Melee Combat
DEX 2D PER 3D
Thermal Detonator (12D Static Damage, 10m KNO 2D
Melee Weapons, Thrown Weapons 1D, Gunplay Command, Search 3D, Gambling
radius, damage doesn’t drop off), will have Streetwise, Tactics, Willpower
716 717
67=
MEC 2D Athletics, Endurance, Climbing/Jumping, • TRFIN5MI5SION INCUMINC
TEC 2D Carrying/Lifting
General Maintenance/Repair, Alchemical DEX 3D
Weapon Creation/Repair (AP) Gunplay 3D, Dodge 3D, Unarmed Combat 1D,
Null Force 2D: Force Ablation: 65 Melee Combat 1D
Defense: Natural 12 \ Vehicle 6 \ Force 18 KNO 4D
Toughness: 75 Appraisal 1D, Business 2D, Bureaucracy 4D,
Advantages: Enhanced Attribute Null Force (-3 Scholar 2D, Survival, Tactics 7D: Capital Ship
Skills), Fast Reactions (-3 Skills) 9D, Fleets 10D, Snubfighters 8D, Willpower 8D,
Equipment: Cortosis Woven Ceramic Plate Technology 2D: Imperial 4D
Protection: P: 10/E: 25; Resilience: P50/E50; PER 4D
Cortosis: 225, Cortosis-Weave Rating: 3 (15) Command 6D, Search, Sneak, Hide, Gambling,
Movement Penalty: 3, 10 Kg. Persuasion 3D: Oratory 4D, Convincing Liar
(AP)
Renowned NPC:
MEC 3D
Garm Bel Iblis Imperial Senator in Exile:
Navigation, Starship Piloting, Starship Gunnery,
25 CP, 6 FP, 1 Epic Points, 5 Free Actions
Starship Shields, Capital Ship Proficiency (AP),
STR 3D
Zero G Operations (AP)
Athletics, Endurance, Climbing/Jumping,
TEC 3D
Carrying/Lifting
DEX 3D
Gunplay 3D, Dodge 1D, Unarmed Combat 1D,
Melee Combat 1D
Computer Program/Repair, General
Maintenance/repair, First Aid, Starship Repair,
Capital Ship Repair (AP) REBEL DOSSIER
KNO 3D Advantages: Infamy 3: Imperial Grand Admiral,
Appraisal 1D, Business 2D, Bureaucracy 4D, Resourceful +2 Levels, Education (-1 Skill Slot),
Scholar 2D, Survival, Tactics 6D: Capital Ship Authority 3
7D, Fleets 7D, Willpower 5D, Technology: Defense: Natural 9 \ Vehicle 9 \ Force 20
Imperial 1D, Galactic Republic 1D Toughness: 45
PER 4D
Command 4D, Search, Sneak, Hide, Gambling,
Persuasion 3D: Oratory 4D, Convincing Liar WEG Conversions:
(AP) These should be super simple for you to pull off.
MEC 3D You simply subtract the Attribute from the Skills
Navigation, Starship Piloting, Starship Gunnery, to get the Skilled level of the NPCs.
0
Starship Shields, Capital Ship Proficiency (AP), •
Zero G Operations (AP) The typical Imperial TIE Fighter Pilot in WEG
TEC 3D 2nd Edition Star Wars has a 6D Piloting Skill and
Computer Program/Repair, General a 5D Gunnery Skill. They have a 4D Mechanical 0 • •Fii
Maintenance/repair, First Aid, Starship Repair, Attribute. 6D Piloting - 4D = 2D; 5D Gunnery - II 0 • •
4D = 1D 0 • • •
Capital Ship Repair (AP) I • • • I
Advantages: Reputation 2: Corellian Blood So the Standard Imperial TIE Pilot is:
Stripe Class 1 (2D -1 skill slot), Resourceful +2 4D Mechanical
Levels, Education (-1 Skill Slot), Fame 2D (-2 Starship Piloting 2D, Starship Gunnery 1D
Skill Slots), Authority 2D (-2 Skill Slots) You may just want to balance the above to:
Defense: Natural 9 \ Vehicle 9 \ Force 17 4D Mechanical
Toughness: 45: 9/9/9/9/9 Starship Piloting 2D, Starship Gunnery 2D,
In command of 4 Katana Fleet Dreadnoughts CommScan 2D (or Shields if they have them)
Equipment: Heavy Blaster Pistol 50, Combat To allow the pilot to be competent and capable of
•
Flight Suit (1D P&E), 2,500 Credits performing more that one action.
Dangerous NPC:
Grand Admiral Grant: ' INFO I& INTEL ON THE REBELLION'S BRAVEST BANO OF SPIES
25 CP, 6 FP, 2 EP, 5 FA
STR 3D
0
718
Imperial landing area scav ice plains
camp ••
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the Empire during the Galactic Civil War. The of the base. " • - .1`
situation is dire, all forward defensive positions bring Jedi at their own peril. They may The Evacuation Locations are:
have been overrun by Imperial Ground forces The players must traverse the open battlefield,
avoiding Imperial Walkers (if possible) and will encounter an Inquisitor (that defeats them but 1. Main Hangar
after having been relentlessly pounded by they get away due to the rest of the group) and be
Imperial Walkers. The main power generator for encounter Snow Troopers and other obstacles
along the way. outed to the Empire as a result well before they 2. East Bulk Transport field, local Capital
the entire compound has just been destroyed. should be. Someone should be a pilot, in the Shield Generator for evacuation coverage.
Static defenses across Echo Base have begun to The Players all have standard issue gear (in event you do not reach your transports.
fail and troops are falling back in disorder as addition to whatever they have on their own): 3. Dormant Volcano (Personal Transport
they are gunned down by walkers. Ultimately, a heavy weapons expert, a rifleman, a location)
• Cold Weather Light Armor (1D Physical / +1 demolitions expert and a serious medic is all that
Energy) covers full body. 15 Ablation 4. The Anomaly: A crashed starship that the
The characters are a small group of survivors is really required. The Heavy Weapons expert players would have to get back up and
from the front defensive line that survived the Physical / 25 Durability; 5 Ablation Energy / should be capable of taking out any Walkers with
15 Durability. running.
Imperial Assault. They have been cut off from Shoulder Fired missile systems (if necessary).
their units, some of their units have been • Survival Pack The Demolitions expert can breach any walls or The players can also stow away aboard the
decimated, completely. The group meets at a fall obstacles the players encounter and can create Imperial Transports that brought the Empire to
back point and find that they are the only • A280 Rifle & 2 Magazines OR traps for the Imperials. The Medic has obvious the world. Any Jedi other than a Limited one
survivors. The players can introduce themselves • DH-17 Pistol, 1 Concussion Grenade and a value and the rifleman is good for any general would be a mistake in this case. They would
to one another but the introductions should be spare magazine. Storm Trooper encounters. have to kill the Imperials they are impersonating
short, there will be time for deeper analysis of or be actual stow-aways and hide effectively.
Recommended Characters Starting Point (North Battlefield) This is a much more dangerous affair since the
everyone’s skills if they all survive this and find
a way off world. Although you can allow the players to create The players begin at the edge of the Imperial landing barges would return to the Executor
almost any type of character. It is highly Landing Zone. There are three official Super Star Destroyer in system.
All the Rebels have to go off of is the last series recommended that the players have at least one Evacuation Locations and one anomaly that was
of perimeter communiques. person with some level of First Aid skill and discovered by Snow Speeders on a routine Escape Obstacle #1
everyone should have have some skill with a flyover, a day before the Empire Started their Probe Droid:
1. Perimeter Breached: AT-ST’s inside blaster. Jedi are NOT recommended, Darth Assault. The Anomaly is thought to be a Starship The Empire dispatched Probe Droids in the wake
defensive lines. Take care to stay in cover. Vader is on site. It’s up to the GM if you would of some sort. It is linked to an abandoned or of the main force’s approach on Echo Base, the
force an encounter with Vader, but any Full or overrun smuggler camp from decades prior to Probe Droids are here to pick off stragglers and
2. Main Generator down, power is failing. Subclass Jedi other than a Limited Jedi will the Rebel Alliance setting up shop here. send alerts to Kill & Capture Teams that are
Static defenses are not to be trusted, reports jeopardize the entire group. The players will
720 721
sweeping through the Standard Attack: If the Scav Camp Falcon. With a host of Imperials firing at the
battlefield. Players take the initiative to If the players go to the Scavenger Camp just to ship as it punches out. If the players do not
destroy the Droid in the first the east of their starting position they will find an attract attention here, they can move on with
Imperial Probe Droid:
round the droid only rolls 2D6 abandoned set of structures that offer little shelter pursuit to the exterior of the hangar. If they
1 Free Action
to reduce damage before for the elements. The site has been abandoned engage… See Options 3 & 4…
DEX 3D: 9+ Accuracy: 9 + 2D
impacting condition monitor. for a long time and the Rebels had already swept
Gunplay 2D, Dodge 1D 1. The players are noticed and pursued in their
MEC 3D: 9+ Surprise Condition: If the through it when they set up Echo base, taking exodus of the Hangar. There is Full Cover
Commscan: Sensors 3D, players attack from a successful anything of value. This may be a valid hiding here for their escape. The Snow Troopers
Communications 2D Hidden position (sneak) then place for the players if they intend to get on the will fire at them but they will miss. If there is
PER 3D: 9+ the attack is considered a Imperial’s own landing ships to evacuate. a Jedi in the party, Vader will take notice and
Investigation 1D, Search 1D: surprised and the Droid will not Though it would be incredibly high risk, the dispatch an Imperial Inquisitor to hunt the
Tracking 5D apply the 2D6 to resistance structures here would allow the players to strip party down.
STR 4D: 12+ prior to impacting the condition Snow Troopers of their gear and dress in their
2. If the players possess the Sneak Skill (entire
Lifting/Carrying 1D monitor. armor and swap pieces around as necessary to
party) they can go unnoticed here. And move
Sensors: cover blast holes in the armor.
If the droid has time to send an safely toward Evacuation Area 2.
Passive: 50/+3 (1D) alert, the party will face a Escape Obstacle #2
Equipped With: 3. If the players engage there are 24 Snow
running battle with a quartet of
• Long-range sensor: +3 to Regardless of whether or not the players engage Troopers that must be dealt with. Under
Snow Troopers that will arrive
Search for objects between the Snow Troopers in the first Obstacle they will normal circumstances Vader will withdraw to
in 1 round.
200 meters and five Km face between 0 and 12 for obstacle 2. allow his troopers to deal with the problem
• Movement sensor: +6 to 4 Snow Troopers (1FA): and return to the Executor to pursue the
search for moving objects DEX 2D 6+: Gunplay 2D: This will highly depend upon how the players Millennium Falcon.
up to 100 meters away (1FA Accuracy: 10 + 2D are moving.
4. If there is a Traditional or Subclass Jedi in
to attempt detection) STR 2D 6+ 1. If the player are sneaking they will probably the Party (that engages) Vader Takes
• Self-destruct mechanism: 200 Damage/Self SoroSuub Storm Trooper One (same gun): not be detected (unless they are sneaking immediate interest and issues the following
• Blaster Pistol: 44 (4D+2); Range: 3- Damage: 50; Has Stun Mode (5D) without the skill). These Snow Troopers do order “Kill everyone” While Pointing to the
10/30/120; Shots: 500 Range: 3-30/100/300; Ammo: 100 not possess the search skill. Their default Players “But leave the Jedi for me” and
Move: 9 • Integral Scope (+3 to hit, 1 FA) skill to detect a sneaking opponent is -3 for points to who the Jedi is. In this instance the
Condition Monitor • Collapsible Stock (+1 to hit) lack of the skill to their Perception Tests non- Jedi have a chance to escape to
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55 • The Troopers will use their Free Action to (2D6). Evacuation Area 2, under heave fire, pursued
Aim and only fire once each.
• Everyone needs to make a Moderate (12) 2. If the players are moving quickly (running) by the 24 Snow Troopers. They will have to
Perception or Search test (Perception is Free) Snow Trooper Armor: 2D Physical, 1D Energy they will be easier to detect (+3) for a deal with them in some fashion if they hope
to notice the Probot. Anyone with a 4D+ detection target of 9 for the Troopers, roll for to reach Evacuation Area 2 in time to escape.
Perception notices it heading their way each trooper. The Result will be an initial The Jedi will be separated from the group
immediately. number of troopers that forces an Initiative (either due to fire or Vader will simply
test. The entire dozen will show up in the telekinetic-ally toss them into another area of
• The droid must either be evaded with sneak the base). The Jedi will likely face their
round following the initial Initiative round
or it must be destroyed instantly (in 1 round) death, even if they do not, they will be
(but can be picked off at Medium Range on
without alerting the Imperials to their separated from the party for the rest of the
approach).
location or using it’s self destruct (which will game.
have much the same effect). After the players deal with or avoid these
troopers they will have reached the interior of Evacuation Area 2:
• Sneak Difficulty is 9 + the Droids D6 roll for
Echo Base. • Successful Evacuation Option: If the
it’s 1D skill.
• If the players waste time here looking for loot players avoided the troopers or were involved
• To hit the Droid: Base Difficulty is 9 if the in Option 1 of Evacuation Area 1 they will
and gear they will encounter a vanguard of 4
droid is surprised. reach a Rebel Transport in time to lift off
more Snow Troopers (that are prepared to
• If the Droid has time to react or the players Physical Ablation: 30 / Durability: 40 fight) as in Encounter 1. world. This is not the end of their game.
are detected the droid will dodge. And send Energy Ablation: 15 / Durability: 25 They will be on a Light Freighter that will be
Evacuation Area 1: harried all the way out system until it jumps
an alert to Imperial Command (1 Free Condition Monitor
Action) & Full Dodge • If the players move quickly they will reach into hyperspace. The freighter is under-
S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40 Evacuation Area 1 (Echo base’s main crewed and needs a pair of gun-wells manned
Full Defensive: 9 + 1D6 + 3 for Terrain; Resists to defend it (it will likely be a YT-1300 or
A dozen troopers will arrive within 4 rounds if hanger). They will arrive in time to see the
Damage at 2D6+6 at this point (prior to Ghtroc 720 with a pair of Gun-wells and 2D
the entire affair isn’t wrapped up quickly. last transport punch out, the Millennium
condition monitor).
722 723
Fire Control / 4D Guns). They will be pursed clothes and possessions on the craft. The lockers Redthorn Scout Ship engineering decision at the time and it was corrected,
by no less than 4 TIE Fighters and add an contain personal effects that are largely intact due eventually, however, the craft’s reputation never fully
recovered.
Imperial Star Destroyer in the distance to the cold (as are the consumables / protein Craft: Tykannin Drive: Redthorn-Class Scout
closing on them for tension. paste food just as ¼ usable in quantity). There Affiliation: General Notes:
Era: Old Republic
are a pair of Pulse Wave Blasters (in perfect • Galley
• Successful Evacutaion to Area 3: A similar Type: Scout Ship
condition) on board, two are missing from the Scale: Transport / Maneuvers as Snubighter • Conventional Shitter
fate awaits any group that has their own ship
weapons rack on entry. The players will find Length: 13.5 meters
if they either snuck past the imperials in • Sonic Shower
5,500 Old Republic Dinari. Other than intact Skill: Starship Piloting
Evacuation Area 1 or ran. They will reach Crew: 1-2 (can coordinate) • 2 Storage Lockers (100 Kg/ea)
clothing there is nothing else of value left.
evacuation area 3 and find themselves Crew Skill: Typically 1-2D
• Expanded Consumables (at loss of Cargo Space)
punching off world attempting to evade the The Repairs: Passengers: 2
Imperials on their way to reach hyperspace. Cargo Capacity: (20MT*): 20 metric tons available • High Performance Engines (at loss of Cargo Space)
• The Redthorn is space worthy, as she is, if Consumables: 6 Months (2,100 credit Refuel cost)
• Highly Maneuverable, can carry as much armor as a
• Unsuccessful Evactuation: If the players the players can find enough starship grade Cost: 70,400 (New); 52,800 (Used); 40,000 (Current)
Snubfighter without a penalty to maneuverability (if
were involved in Option 3 or 4, Evacuation metal to patch the main hull breach (should Hyperdrive Multiplier: x3 (damaged)
armored).
Area 2 is a bust. The players arrive just in be simple, given the debris on the ground Hyperdrive Backup: x15
Nav Computer: Yes • Small Science Bench
time to see an X-Wing high in the sky with a from the battle and what’s left at Echo Base. Maneuverability: +5 (1D+2)
GR75 Transport having just launched The Scrap from the Volcano Hangar alone • 1 Occupant Med Bay
Space: 3 Current (6)
clinming into the sky after it. Their only will be more than enough to repair the breach Atmosphere: 850 Km/H; 1,180 MPR / 275/Km/H Current • Small Machine Shop
options will be the hidden hangar in the Hull: 70 (3D); Current: 28 (Hull breach) • 2 Double Bunks
• Basic Repairs add 14 points to the hull. This Armor: 10 / Ablative: 5 (+1); Current: 0
Volcano or taking their chances with the will increase the atmosphere performance by Shields: 30 (1 Generator, 1D); Current: Shields Blown • The craft is only considered to be 1 Hit Location,
anomolous starship in the crevasse field. Sensors: though it possesses a raised 2 Seat Bridge, a small
100 Km/H and Space Speed by +1.
Passive: 30/+0 quarters area and the rooms listed above.
Evacuation Area 3: • The craft needs to have it’s reactor re-started. Scan: 50/+3 (1D) • The bridge will eject as an escape pod, though it only
The dormant volcano is an intersting location. It currently has 3 Months of fuel remaining. Search: 75/+6 (2D) seats 2…
It’s high metal content securely shields all the Much of it was lost due to damage and Focus: 5/+9 (3D)
Maximum: 150/-34 I reduced the size of the Redthorn to 13.5 Meters from the
ships contained inside from orbital scans. The someone was burning it for warmth, though Weapons: listed 24 because it just didn’t make any sense for the
Old Basal Flows act as relatively secure tunnels the crew ran across a Wampa… Restarting Blaster Cannon Cargo Capacity of the Craft. I afforded it Snubfighter
for traffic in and out of the Volcano. I say the reactor will require a sizable Fusion Fire Arc: (Partial Turret) Fore, Port, Starboard Maneuverability as a result. It’s, essentially, a multi deck,
relatively secure because local wildlife tends to Generator’s reaction to kick start the system. Skill: Starship Gunnery short, kind of fat ship. But it works. I dropped it’s
Fire Control: 1D armament to a Blaster Cannon due to the era of it’s
use these tunnels as well and the local wildlife If the player’s didn’t discard their survival introduction being in the Old Republic. I did add to the
Space Range: 1-5/10/18
can be rather ferocious. packs there is a small fusion generator in Atmosphere Range: 100-500m/1/1.8 km gun that it is a partial turret due to the old artwork below.
each. A couple of these will make short work Damage: 40 (4D)
• Any Jedi in the party will arrive here too late Aftermarket Tykannin Authorized Modifications:
of restarting the reactor in additon to getting Ammo: 1,000 Tibanna Gas Units (1,000 Shots)
to catch a ride with anything leaving them • Armor Replacement: +2 (1D): 2,000 Credits
life support and heat back up and running. The Tykannin Drive Redthorn-Class Scout Ship is a lightly
only one choice, to look the the downed old
craft in the crevasse field and see if they can • The craft’s proximity to the cliff facing and armed craft, equipped for long-range excursions. It easily • Weapon Replacement: (trade in Blaster) Laser
outperforms all other craft of it’s classification except the Cannon 2D Fire Control, 4D Damage: 500 Credits
get it running (or surrender). the surrounding metallic composition from aging Star Cab, which is rarely utilized in a scouting role
the volcano will shield the craft from scrutiny due to it’s slow hyperdrives. The Redthorn possesses three • Hyperdrive Upgrade: x2 (mod): 1,000 Credits
• This is the location of any player ships.
and will also make the Redthorn’s sensors massive Novalex-2 Engines that deliver six units of • Hyperdrive Replacement: x1 (trade-in): 9,000 Credits
• This is also the location the players that got nearly useless. Until lift off. sublight speed for the craft and place it on par with or
better than many snubfighters. The Redthorn-Class's high • Replace Sonic Shower w/ Refresher Booth: 2,000
picked a fight with the Empire in Evacuation Credits
• The craft can successfully be made space speed and advanced sensors make it one of the most
Area 1 will be able to come to find a lone effective scout craft on the civilian market.
worthy even by one person (like a Jedi
transport that barely flies. They will be able
separated from their group). All that is • *The price for this level of performance was a loss of
to wait until the bulk of the Imperial forces
require to salvage the ship is time, no skill 10 Metric tons, per engine, from the main cargo Hold.
pursue the Millennium Falcon into the The Red Thorn’s expanded Consumables account for
required (but will help).
asteroid field and then punch out with little to the rest of the Cargo loss (a total loss of 47.5 Metric
now opposition. Recommended Character Point Awards: Tons). The cannon’s weight is also factored into this
loss of cargo space.
Evacuation Area: Old Starship Each Player should get 10 For Surviving the
Scenario + additional awards for good plans, The only glaring weakness of the craft is it’s weak ablative
The craft is an early version Tykannin Drive plating. Never having been marketed for a military
tactics, survival, humor, and a bonus (+5) for purpose, the craft’s hull plating was reduced as a cost
RedThorn Scout Ship. It’s in bad shape, over ¾
retrieving the Redthorn whether or not they need cutting measure. This would prove to haunt the craft’s
of it is buried in snow and ice. The internal hold
to. Add points of they engage everyone… And image for decades after it’s introduction. Most scout ships
has snow and ice inside it due to a hull breach. were hardy, with effective armor plating and the ability to
add points if the avoid all conflict (Award points
There is no sign of the original crew, though it deflect micro particles and debris for long periods of time.
even if they die, carry it over to other characters).
appears that there were 4 by the remaining This was not the case with the Redthorn. It was a poor
724 725
receive a 2D Command and 2D Tactics skill free Damaged Imperial II
of charge from their officer candidacy classes at 2 Ascendent Patrol Cruisers
the academy. This 2D bonus will not prevent an
additional 1-2D to be applied from starting skill Damaged Corellian Gunship
dice to these skill areas. 2 Strike Cruisers
The Capital Ships Available: Imperial Nebulon B
These warships represent the finest starships that Carrack Cruiser
the New Republic has to offer. In reality, these Carrack Cruiser II
are the only unscathed warships remaining in the
conflict (likely because they were captained by Damaged Victory II
heroes, not imbicles). The players must choose Damaged Dreadnought Cruiser
from the list below and any ships not chosen will Quasar Fire II
enter into another fray in the same sector that
turns them into slag. Each ship has distinctive Hidden Assets:
capabilities and many of these are not replicated Interdictor Cruiser (& 2 Bayonette Cruiser
across all vessels. Escorts) w/ Pulse Mass Mine Launcher: The
Imperials are in possession of a Pulse Mass Mine
Neutron Star (Rebel Refit) Bulk Criuser Launcher - which was used to shred at least 12
Quasar Fire (Rebel Carrier) Bulk Cruiser New Republic warships and fleet tenders
emerging from hyperspace (behind the New
Alderaanian War Frigate (Ultra Heavy Ion) Republic Forces, effectively severing their
Belarus Medium Cruiser supply lines).
Victory I Star Destroyer There is no specific victory condition:
What this means is that the players can “win” by
Banking Clan Communications Frigate any means that they can achieve victory. If that
Campaign grows weary of the prolonged engagement. All Modular Task Force Cruiser: Rescue, Hospital means they use their ground assets to launch a
their, brand new, advanced starships have to and Survey Modules Available (Pick 1) series of terror strikes on civillian targets and it
Party size 4+ withdrawl from battle due to their limited forces the Imperials in this sector to capitualte,
MC80 then so be it. Dirty and and underhanded tactics
consumables (of 5 months). That leaves
What began as a pure endeavor to purge the whatever craft they have that didn’t fall under Invincible Dreadnought Cruiser may very well seize victory. If the players can
galaxy of evil and to rid it’s denizens of the the new doctrine for limited supply stocking. find a way to assassinate key Imperial
oppression of the Empire… would eventually Command Duo: 2 Rebel Assault Frigates Mk VI commmanders, that can cause the naval defense
They are looking for a decisive victory and they
turn into a never ending meat grinder to depose are looking to the players to deliver it. Command Trio: Corellian Corvette, Corellian structure of the sector to fall apart. The ensuing
or destroy one Imperial Remnant after another. “Controlled” orbital bombardment(s) may be Gunship, Nebulon-B (you get all 3) chaos will make mopping ships up a simple
This is less a battle for galactic freedom, at this required to quiet surface batteries. Ground affair. It may also cause the remaining
point, than it is about imposing the will of the (No ship can be chose twice). commanders to turn on their own and side with
engagements are not out of the question, but
New Republic upon the galaxy. It is an reserved for a secondary option after softening The Oppostion: the players.
engagment that was initiated for resources. targets via orbital shelling. The last 5 planetary The players should have some idea what they are The truth is never straightforward:
Against an old foe that didn’t invite the conflict. invasions failed miserably, only 2 made it to the up against in the upcoming conflict. The Ultimately, there is a moral truth that may not sit
The New Republic Propaganda line is that this ground. following are the assets that have been involved well with the players. The sector was singled out
sector was building a World Devestator and the in the fighting. It’s possible that the sector has to be assualted because they possessed an
Captain / Requirements not shown it’s entire Hand.
project needed to be neutralized immediately. Recommended: Players should be using inordiante amount of old Imperial Hardware.
experienced line commanders and tacticians. All commanders of the ships are considered to be The problem is… Most of the galaxy operates off
The characters are all captains of warships,
The characters should have robust skill veterans of dozens of engagements in the New of old Imperial military hardware. The sector
embroiled in the same fleet action against the
portfolios and no less than 5D skills in Republic Era. Many of their top commanders on was chosen because it seemed like a soft target.
latest Imperial Warlord that drew the ire of the
Command and Tactics. key vessels are Line Commanders from the time However, New Republic Intelligence was not
New Republic. It is up to the players to pool
of the Emprie. The average commanders may tasked with a thorough analysis and they missed
their combined resources and survive against all But there are other ways to win. not be as skilled as the player’s but they will be some things. Like the fact that the sector was
odds while facing an adversary with home field
If not, as per New Republic doctrine… Fresh cunning and dangerous compared to normal home to a couple retired Imperial Admirals and
advantage.
Academy graduates should be minted and placed NPCs. The experienced Ex-Imperials will be the sector had a mothball yard where said
No options are off the table here. This is a in command positions. All players should deadly and possibly match experienced players admirals had parked their commands, as well as,
weapons free engagement. The fleet action has possess a Command Skill of no less than 2D and in skill. numerous older warships that could be called
ground on for months and the New Republic a Tactics skill of the same. Fresh Characters will into service if ever needed.
Damaged Imperial I
726 727
After the initial New Republic push they ran into been left to die with no supply lines in a sector
a wall and a protracted engagement where some that is massively hostile against them. What will
incredibly experienced Imperial Admirals the players do after learning the truth. Will they
managed to sever the New Republic supply lines throw in with the Imperials? Will they go their
and bleed the advanced ships dry of food, fuel own ways? Perhaps even carve out their own
and air. All commodities that they could not sector? Or will they double down and betray the
operate without. The experienced Imperial Imperials that just let them in and showed them
Admirals knew this. This forced the New the location of their most prized yards facility.
Republic to withdraw all their advanced ships. Conflict Zones:
Leaving only the “dregs” of their military forces There are only two systems in Nov’A’Dev Sector
behind. All those ships that could operate that the New Republic has fought in. Ent-ree,
independently for over 5 months. the gateway to the backwater sector was the
The remaining forces will fight a desperate battle initial push that the New Republic made. They
to take the sector with whatever resources they out stripped the unprepared defenses of the world
can muster. New Republic supply and refits are and pushed past it to jump into hyperspace and
months away at best. Possibly even a year or hit Rade. It was here that the Empire amassed a
more away due to the beating the New response to the strikes on Ent-ree. It is here that
Republic’s advanced fleet took at the hands of the New Republic was repelled after several days
experienced commanders. The player’s are of minor and major skirmishing.
effectively on their own. To date, five months into the conflict, the New
Granted, you can throw the players a bone here Republic has never pushed past the Rade system.
and there in the form of a fleeing ship or maybe The conflict has largely been contained in the
even a Hajen Fleet Tender that had overstayed Ent-ree and Rade systems. All data on the other
it’s welcome and was hiding in a gas cloud systems comes from limited New Republic Intel
wiating for New Republic relief forces that never and old Imperial briefings on the bacwater sector.
came baxck for them. The ship will trade fuel Imperial Intelligence, which is at least two
for fleet repairs of the player ships before it decades old, says the following about each
embarks for the New Republic. world:
If the players bother to engage the Imperials in Entree or Ent-ree: (tenuous New Republic
dialogue they may be able to find out about the hold) This world is a trade hub for the
Imperial’s World Devestator. It will take some Nov’A’Dev sector. This world and it’s proximity
convincing, but if dialogue is opened and proven to Koda Station (it has a minor trade route that
to be trustworthy… Some Imperials may provide links up with the Corellian Trade Spine), which
the information that they were in possession of a is an important trade point for the sector, is what
molecular furnace, which they had attached to vaulted the area to prominence. This is the
their main yards facility. It was a standard principal source of the sector’s profitability.
furnace with no advanced fabrication materials Unfortunately, since this has been deeemed a
until they added the necessary compoenents to backwater sector that dead ends into unmapped
turn the yards facility into a functional Wild Space the inhabitants are susceptible to
fabrication center as well as a yards factility. It having their trade routes completely severed.
is a production center, lacking in the technology Which is exactly what the New Republic did,
to build a World Devestator. The Imperials will however, the Nov’A “Imperial” Forces somehow
even convey they had no intention to create such manged to navigate and jump behind the New
a weapon of terror and destruction. If they had Republic forces and sever their supply lines,
this capability, why had they not fielded it destroying over a dozen ships in a hyperspace
against the New Republic? Simple, becase they interdiction incident that cost the New Republic
didn’t have it. They had no intention of ever dearly and obliterated the supply chain for the
having it. They had simply elevated themselves conflict in their sector.
to a prominent positioion in starship construction Rade: is a mid level production center. The
in the area with their mollecular funrance and system’s planets are marred by higher than
startship spare parts fabrication facility. normal levels of pollution. The worlds here were
The players are fighting an unjust war and have extensively strip mined and over industrialized in
728 729
their early to mid history. The worlds remain a as a mining planet for centuries, though it carries
manufacturing powerhouses for consumer goods it’s own risks with mining the surface. The Super The “Ace” up their sleeve:
and low grade electronics. They are reknowned planet has at least one underground city. It’s • They do have an Interdictor & 2 Bayonett
for producing local (home grown) circuits that moons, however, are all largely habitable. Only Cruisers which allow them to pull off all sorts
are not based of dimetris technology. one cannot support life and that one has been of hyperspace “Magic” and the ship has yet
turned into a Fighter Base with static defenses. to appear in any space lane that has been
Pan: Has a high concentration of local wildlife
recorded.
that is largely docile. It’s local animals are Farcast: is the site of Nov’A Sector’s Shipyards
• The Interdictor is sitting out in non Nov’A
highly nimble and the few predators on world facility and their Mollecular Furnace fabrication
space (ahead of Ent-ree in the space lane by a
have a very difficult time of catching prey as plant for startship parts. Farcast has a ring world
couple days), thus how it was able to sever
abundant as it actually is. The world is a prime that appears to have been depleted and polluted
the New Republic Supply chain. The Ship
exporter of fresh meats and they tend to be some millennia before the seed ships from the core
has ever been a sector entry point guardian.
of the highest rated meal grade proteins in a reached this area of space. Studies indicate that
Though they were caught with their pants
thirty light year radius. Pan is mineral poor, but the ring structures around the world are Celestial
down, so to speak in the initial wave of New
still has enough ore to stone to allow the world to in origin and they remain generally unscathed.
Republic assaults. The sector has remedied
assemble structures that are simple enough but The rings have become a bastion for smugglers,
the situation by having the Interdictor pull a serving as Piett's personal advisor aboard the
very sturdy and resilient to the ravages of time. trade groups and individuals fleeing other
bulk freighter equipped with a Modular Task Super Star Destroyer Executor during the Battle
galactic powers. Essentially, it’s a self sustained
Nul: has long been seen as being positioned Force’s Observation module, directly to their of Endor, is is believed that he was killed when
floating super city that has never been fully
poorly in the sector. The jump routes that lead to location (with no one the wiser). The the warship plummeted into the second Death
explored that houses all sorts of individuals and
it from Pan and Eztic are fraught with dangers advanced surveillance gear is what allowed Star's surface. However, Rear Admiral
aliens. The denizens are left to their own affairs
and the route takes twice as long to safely them to anticipate the New Republic supply Chiraneau reached one of the escape pod bays on
by the Imperials in system so long as no one
navigate. Those unaware of the anomalies here chain and interdict and shred it. the bridge that he had outfitted with his personal
from the rings interferes with the Imperial Yards
will likely find out first hand how dangerous it is TIE Avenger (instead of an escape pod) and
facility. The yards facility actually performs The Imperial Personalities:
to misjump here. Most ships disappear forever, managed to clear the ship before it slammed into
fairly brisk trade with the misfit ringwolrd Average Nov’A Sector Ship Captain:
there are a few that manage to recover their the Second Death Star.
denizens, creating air scrubbers and general 14D of Attributes (KNO 3D, PER 3D; Command
bearings and jump home. These routes are
replacement gear for them while they bring 2D, Tactics 2D, Science 1D) 12 Skills, 5 Chiraneau fled the battle and regrouped with
frequented by bandits and the Imperial Space
exotic alloys and other materials to trade and Character Points, 0-1 Force Points, 2 Free Imperial forces about a week later. He gathered
Rescue Corps. They are patrolled with a token
feed into the molecular furnace. Actions. Blaster Pistol, Reflect Body Blove. a number of commanders and warships and
force, in either direction. So, why, is the world
• Farcast is capable of producing ships no • These are the rank and file officers that headed directly for Nov’A’Dev sector. He was,
not simply ignored? It’s a breadbasket world
greater than 900 Meters in length. There are command the Nov’A warships. They will be after all a native of the planet Citze from that
providing abundant crops and grains. The local
five yard arms, each holding a Victory Class in the lowliest IPV patrol craft to ships like a sector. There he holed up and consolidated their
wildlife is not as sought after as Pan’s however it
Star Destroyer and a pair of unknown star Strike Cruiser. power base and severed the sector from the
is more than enough to satisfy the locals.
destroyers that are under construction. These Empire and overall galactic affairs.
Eztic: The eztic system contains a tropical ships have been modernized and are a 6 Advanced Nov’A Sector Ship Captains:
16D of Attributes (KNO 4D, PER 4D; Tactics Chiraneau is one of the fortunate former Imperial
paradise world that is popular in the system as a mixture of (1) Victory I & (2) II base
resort and the other two planets in the system 3D, Command 3D, Science 1D) 18 Skills, 5 Admirals that escaped the bulk of the squabbling
technologies.
Character Points, 1 Force Point, 3 Free Actions; conflicts that destroyed the Empire. He manged
possess excellent raw materials for starship grade • The unknown Star Destroyers are Bakuran
Heavy Blaster Pistol, Reflect 2 Armor. to hold onto his home sector for decades without
hulls and there is at least one Hyperbaride Mine Star Destroyers. Nov’A sector struck a deal severe loss or ramifications and was able to
in system. There is a largely depleted asteroid with Modell Sector and now produces their
• These are well trained, seasoned elevate the sector into prominence. His sector
field in system that has been mined for millennia. ships under license for a stiff fee in raw
professionals, that will be found in reforms were quietly introduced. He offered fleet
The Asteroid field is still producing ores, just at materials.
specialized commands and bigger warships commissions to women and later aliens. This
much reduced levels. • The center is producing TIE craft as fast as
in the Nov’A arsenal. There are only six greatly strengthened the talent pool that he was
they can to replenish battlefield losses.
Citze: is the Sector Capital. The world is easily individuals at this skill level that survived the able to draw from and allowed the sector to
Locally they are capable of producing the
one of the most defensible worlds in the sector past five months of fighting with the New bolster the Imperial Naval academy that was
TIE/LN and the TIE Interceptor (Updated
and possesses an old Battlestation grade platform Republic. located there. The change took time, but the
Model).
that was once a mining station for the systems sector now resembles any of the myriad of
• This is a dead end system, or is it? The Sector Admiral Mav Chiraneau
asteroid belt and for processing raw ores from worlds that exist in the New Republic with one
Imperials have no advanced survey modules Chiraneau is a Human male who served the
the worlds of the system. There is one massive major exception. There is a deluge of organized
to further map the sector and look for new Galactic Empire during the Galactic Civil War.
planet in the system that possesses 11 moons. crime and the sector generally lacks the kind of
worlds and alternate route. They are in the He was a TIE fighter ace and an expert in the
The moons make the surface of the megaplanet ambition that breeds corruption. The good
process of using scout ships to attempt to field of deep-space transmissions. He was
dangerous due to frequent tidal forces and wild admiral had the common sense to purge many of
map alternate routes and see if there is an promoted to the rank of Rear Admiral by Firmus
superstorms due to the gravitational pull on the the old guard from his sector upon his arrival.
escape route from Farcast, but it is slow Piett, the commanding officer of Darth Vader's
world from the moons. The world has been used This included the scheming Sector Moff and his
going. Death Squadron. In 4 ABY, Chiraneau was
730 731
lieutenants and loyal military retainers.
If there was a prime target for the New Republic,
this sector wasn’t it. However, Chiraneau
suspects that his presence alone may very well be
one of the driving forces behind the assault on
the sector. Chiraneau had never been linked to
any level of Imperial atrocity, being a former TIE
Ace he was generally removed from such affairs.
officer. She saved the ship and crew and was
Thus, the unprovoked New Republic Assault on
able to pull a number of support craft out of that
his sector was likely due to their overzealous
battle to safety. She fought for a number of years
prosecution of any and all ex Imperials… and the
under various Imperial commands until Admiral
resources that Nov’A possessed. More than
Chiraneau found her and recruited her to be his
likely the New Republic wanted the Molecular
second in command. She has proven capable
Furnace for themselves.
and shrewd in sector affairs and is a driving force
Race: Human
behind sector equality and alien rights. Her
Gender: Male
popularity with the people of the sector is
Affiliation: Empire/Nov’a’Dev Sector
unrivaled and she spends ample time with the
Age: 70
politicians of the sector and making certain they
Known Attributes & Skills: 14 ABY
remain above board on all things. She is in
Dex 2D+2 - Gunplay 5D+1, Dodge 6D, Thrown
charge of the anti corruption bureau of the
Weapons 4D, Unarmed Combat 4D+2: Imperial
Nov’A sector and is ruthless in weeding out
Martial Arts (Mastery)
corruption in the government.
Kno 3D - Appraisal 6D+1, Bureaucracy 7D:
Imperial/Nov’A 9D, Languages 5D+2, Scholar Race: Human
6D+2, Tactics 5D: Fleets 6D+2, Snubfighters 8D, Gender: Female
(AS) Teaching 7D+2, Science 5D+1: Imperial Affiliation: Empire/Nov’a’Dev Sector
Technology 8D, Willpower 8D+2 , First Aid 5D Age: 45
Per 3D+2 - Command 7D: Imp/Nov’A 9D+2, Known Attributes & Skills: 14 ABY
Gambling 5D+2, Persuasion 7D, Search 6D Dex 2D - Gunplay 4D+2, Dodge 5D
Str 2D+2 - Athletics 6D+2, Endurance 6D+1, Kno 3D - Appraisal 4D+2, Bureaucracy 5D:
Climbing/Jumping 5D+1, (AP) Zero G Ops Imperial/Nov’A 7D, Languages 6D+2, Scholar
Mec 4D - Navigation 6D, Starship Gunnery 8D, 4D+1, Tactics 6D: Capital Ships 7D+2, (AS)
Starship Piloting 8D: TIE Craft 11D, Commscan Teaching 5D+2, Science 4D+1, Willpower
7D: Sensors 9D, Subspace 8D, Capital Ship Ops 6D+1, First Aid 4D
Tec 2D - Computer Ops 5D+1, General Per 4D - Command 5D: Imp/Nov’A 7D,
Maintenance/Repair 4D+2, Repulsorlift Repair Gambling 7D+1, Persuasion 8D, Search 7D,
4D, Starship Repair 5D+2, Security 6D Investigation 6D: Criminal Activity 8D+1,
Character Points: 15 / Force Points: 3 Corrupt Governmental Operations 9D
Free Actions: 3 Str 2D - Athletics 9D, Endurance 7D+2,
Climbing/Jumping 3D+2, (AP) Zero G Ops
Advantages: Spaceborn, Toughness 2, Authority
Mec 4D - Navigation 5D, Starship Gunnery 5D,
2, Concentration / Disadvantages: Imperial &
Starship Piloting 5D. Capital Ship Ops
New Republic Record, Hunted 3: New Republic
Tec 2D - Computer Ops 5D+1
Advanced Paths: Dog Fighting School Character Points: 15 / Force Points: 3
(Mastery); Tactician (Secondary) Free Actions: 2
Commodore Thilia Grandal Equipment: Death Hamer, Reflec Body Glove
Commodore Thilia Grandal was a commander in P1/E3, Encrypted Comlink, Code Cylilnders,
the Imperial Navy. She was never promoted 1,500 Cr
beyond this rank do to being female and not
coming from any form of affluent background. Advantages: Toughness 1, Authority 2,
Subculture / Jargon Disadvantages: Imperial &
She was on an Imperial I Star Destroyer at the
New Republic Record, Hunted 3: New Republic
Battle of Endor. The bridge was hit and she took
command after the death of the commanding Advanced Paths: Tactician (Fundamental),
Politician (Expert)
732
Star Wars 4 Edition th
Name:
Gender: Age: Height: Weight:
Racial Traits / Advantages:
Athletics
First Aid J
Investigation
L L !HMIS T PFVER
A Special Thanks:
From me to All the artists that
inspired me to write this book. Your
amazing artwork is what keeps me
making star wars supplements. Your
hard work makes me dream and I
commit those dreams to my books.